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Jun 12th, 2018
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  1. Summer Sideshow 2018: Treacherous Skies
  2. 12 GIUGNO
  3.  
  4. Is now live! The changelog for this update (1067) can be found below:
  5.  
  6. Highlights
  7. 2 New Maps
  8. Objective Survival - Airship
  9. Survival - Lockdown
  10. Two New Objective Types for Airship
  11. Weld and Repair
  12. Operate and Control
  13. 4 New Weapons
  14. M99 AMR for Sharpshooter
  15. Static Strikers for Berserker
  16. Doomstick for Support
  17. Goreshiv knife for the Survivalist
  18. Weapon Upgrade System
  19. Players can use the Trader Pod to upgrade weapons to Tier 5
  20. Raises damage but may incur extra weight
  21. Raises medic dart recharge rate for all Field Medic weapons
  22. Prestige System
  23. Reset level 25 Perks to 0 for XP bonus, Vault Dosh, and unique icons and weapon skins
  24. New Paid DLC Character
  25. Mrs. Foster, fully voiced by Claudia Black
  26. New Enemies, E.D.A.R.
  27. E.D.A.R. Trapper
  28. E.D.A.R. Blaster
  29. E.D.A.R. Bomber
  30. Time-Limited Summer Objectives, Tickets, and Items
  31. Airship summer objectives to earn a Steampunk Outfit Bundle
  32. Summer Sideshow event tickets
  33. Steampunk cosmetics
  34. Zedconomy
  35. Neon MKII Encrypted USB
  36. Bluefire Encrypted USB
  37. Dosh Vault
  38. Added Tier 2 weapon Skins
  39. New Steam Achievements for Airship, Lockdown, and their Collectibles
  40.  
  41.  
  42. General
  43. New Summer Sideshow models for the Rioter, E.D.A.R.s, King Fleshpound, and Abomination
  44. Added Daily objectives for E.D.A.Rs., Doomstick, Static Strikers, and M99 AMR
  45. Added messaging on the in-game chat box whenever a player initiates the SKIP TRADER feature
  46. Added an UPGRADE button to the Trader Pod menu weapon preview window. Players can select it to pay and upgrade weapons
  47. Upgraded weapons will have a yellow-orange glow instead of a green one for the pickup model to help tell the difference between a weapon that is upgraded and one that is not
  48. Added audio to the command wheel THANK YOU command for all playable characters
  49. Added new default main menu music track by Rocky Gray
  50. “Monstrosity”
  51.  
  52. Added new music tracks for Airship by Rocky Gray
  53. “Brass and Steam”
  54. “Fight in Flight”
  55. “Red Mist”
  56. “The Craft”
  57. “Zed Destroyer”
  58.  
  59. Added Ringmaster Lockheart voice audio as the Trader voice for Airship
  60. Voiced by David Lodge
  61.  
  62. Reverted changes to picking up and throwing dosh. Nearby players will immediately pick up thrown dosh
  63. Made sound and FX adjustments to the nuke explosion generated by the Demolitionist ZED TIME - Destroyer of Worlds perk skill
  64. Added new Summer Sideshow video slides to the main menu
  65. Adjusted texture and material of Summer Sideshow Elite Crawler model to help better tell the difference from its normal variant
  66. Adjusted the 1st person reload sounds to be louder
  67. Added additional layers of dosh pallets to the Dosh Vault to see more dosh in the vault
  68. Added a News button on the main menu HOME tab for players to see the latest news about Killing Floor 2
  69. Added a delay to blocking zeds so that the damage and incapacitation mitigation does not occur instantaneously
  70. Changed the text for the Trader Pod “Auto-Upgrade” feature to “Auto-Trade” to avoid confusing the feature with the new weapon upgrade system
  71.  
  72.  
  73. Balance
  74. Survival Game Mode
  75. Wave Configuration
  76. Hell On Earth wave modifications to improve challenge for all game lengths
  77.  
  78.  
  79. Endless Game Mode
  80. Wave Configuration
  81. Hell on Earth wave modifications to improve challenge
  82.  
  83. Hell On Earth Difficulty
  84. Bosses do 100% damage regardless of wave
  85.  
  86. Outbreaks
  87. Boom Mode
  88. Reduced the amount of Zeds by 60%
  89.  
  90. Cranium Cracker Mode
  91. E.D.A.R.s temporarily removed. This will cause Stalkers and Husks to also be temporarily removed because E.D.A.R.s share the same spawn pool as Stalkers and Husks
  92.  
  93. Special Zed Waves
  94. Clot and Crawler Waves
  95. 100% more total Zeds
  96. Spawn rate raised by 900%
  97. Clots now spawn enraged
  98.  
  99. Stalker Waves
  100. Spawn rate raised by 200%
  101. Chance to have E.D.A.R.s spawn with Stalkers
  102.  
  103. Siren Waves
  104. Reduced the amount of Zeds by 50%
  105. Spawn rate raised by 100%
  106.  
  107. Husk Waves
  108. Reduced the amount of Zeds by 25%
  109. Chance to have E.D.A.R.s spawn with Husks
  110.  
  111. Gorefast Waves
  112. Reduced the amount of Zeds by 25%
  113. Spawn rate raised by 50%
  114.  
  115. Bloat Waves
  116. Reduced the amount of Zeds by 50%
  117. Spawn rate raised by 50%
  118.  
  119. Scrake and Fleshpound Waves
  120. Chance to happen on all difficulties
  121. Reduced the amount of Zeds by 80%
  122. Spawn rate reduced by 75%
  123.  
  124.  
  125. Enemies
  126. E.D.A.R.s
  127. Chance to spawn reduced by 30% on all difficulties
  128. Base chest armor health reduced from 500 to 225
  129. Base head armor health increased from 550 to 600
  130. Base body health increased from 562 to 775
  131. Base sprint speed increased from 550 to 600
  132. Base sprint distance increased from 1500 to 5000
  133. Critical hit zone damage modifier on core increased from 1.4x to 3.5x
  134. Critical hit zone core located in the center area once chest armor is destroyed
  135. Base fire damage vulnerability increased from 0.75x to 1.5x
  136. Base microwave damage vulnerability increased from 2.0x to 3.25x
  137.  
  138. E.D.A.R. Trapper
  139. Max attack range of EMP beam decreased from 4000UU to 550UU
  140.  
  141.  
  142. Designer Note - E.D.A.R.s are our newest, ranged enemies, and there are three variations of them known as the Trapper, Bomber, and Blaster. Upon their initial reception during the beta, they were exceedingly difficult to kill, and this added a layer of frustration when dealing with them. We adjusted the values to promote destroying their chest armor and shooting the core. The further adjustments should make them easier to kill now. Also, the Trapper should not be able to trap players through walls and obstacles anymore (Sorry about that!).
  143.  
  144. Scrake
  145. Raised vulnerability to Microwave damage by 10%
  146. Bleed status effect vulnerability increased from 50% to 75%
  147.  
  148. Fleshpound
  149. Raised vulnerability to Microwave damage by 10%
  150. Bleed status effect vulnerability increased from 25% to 75%
  151.  
  152. Quarterpound
  153. Bleed status effect vulnerability increased from 50% to 75%
  154.  
  155. Slasher
  156. Suicidal Difficulty
  157. Sprint chance raised from 50% to 85%
  158.  
  159. Hell On Earth Difficulty
  160. Sprint chance raised from 70% to 95%
  161.  
  162. Cyst
  163. Hard Difficulty
  164. Sprint chance on damaged raised from 1% to 70%
  165.  
  166. Suicidal Difficulty
  167. Sprint chance raised from 5% to 50%
  168.  
  169. Hell On Earth Difficulty
  170. Sprint chance raised from 40% to 85%
  171. Sprint chance on damaged raised from 80% to 100%
  172.  
  173. Alpha Clot
  174. Hard Difficulty
  175. Sprint chance on damaged raised from 5% to 70%
  176.  
  177. Suicidal Difficulty
  178. Sprint chance raised from 5% to 50%
  179.  
  180. Hell On Earth Difficulty
  181. Sprint chance raised from 75% to 85%
  182.  
  183. Siren
  184. Scream radius reduced from 800UU to 600UU
  185. Sprint speed raised from 200 to 275
  186. Suicidal Difficulty
  187. Sprint chance on damaged raised from 5% to 65%
  188.  
  189. Hell on Earth Difficulty
  190. Sprint chance on damaged raised from 10% to 85%
  191.  
  192.  
  193. Designer Note - We raised the speed of the Siren so that they are able to advance quicker to players. They were very slow previously, so this new change could result in them reaching players and performing screams more effectively. We then lowered the scream radius to tone down their damage to counteract them being able to potentially reach players faster. We are looking to continue adjusting the Siren in response to community feedback.
  194.  
  195. Hans
  196. Suicidal Difficulty
  197. Evade chance on damage reduced from 20% to 10%
  198.  
  199. Hell On Earth Difficulty
  200. Evade chance on damage reduced from 20% to 10%
  201. Supporting Zeds
  202. Quarterpounders added
  203. Scrakes added
  204.  
  205. Patriarch
  206. Hell on Earth Difficulty
  207. Supporting zeds
  208. Cysts removed
  209.  
  210.  
  211. Upgrade System
  212. Upgrade sell values for singles and dualies lowered from 75% to values between ~15% and ~40% of original upgrade prices. This does not affect the dual 9MM pistols.
  213.  
  214.  
  215. Designer Note - This was a temporary solution to make it harder to exploit from a trick with upgraded singles and dualies that allowed users to earn more dosh than intended. A long-term fix for the issue should now be out with this patch, and we will revert the temporary solution as soon as possible.
  216.  
  217. Maps
  218. Zedlanding
  219. Global spawn rate increased slightly
  220.  
  221.  
  222.  
  223. Perk and Weapons
  224.  
  225. Offperk
  226. 9MM Pistol and Dual 9MM Pistols
  227. Base bullet damage raised from 15 to 25
  228. Upgrade to Tier 1 damage modifier reduced from 1.3x to 1.2x
  229. Upgrade to Tier 2 damage modifier reduced from 1.6x to 1.4x
  230. Upgrade to Tier 3 damage modifier reduced from 1.9x to 1.6x
  231. Upgrade to Tier 4 damage modifier reduced from 2.2x to 1.8x
  232. Upgrade to Tier 5 damage modifier reduced from 2.5x to 2.0x
  233. Fire rate reduced by 14%
  234. Max ammo capacity reduced from 240 to 90
  235. Ammo cost raised from 8 to 12 per magazine for single 9MM Pistol
  236. Ammo cost raised from 16 to 24 per magazine for Dual 9MM Pistols
  237.  
  238.  
  239. Designer Note - The 9MM and Dual 9MM Pistols have been readjusted to promote its power as a backup weapon. Our hope is that the adjustments provide a more impactful experience than the previous version of the 9MM Pistols. During the beta, we received feedback concerning their performance and power, so we adjusted the values to tone that power down a bit. The adjustments should allow it to still be applicable to most Zeds without it being a weapon that can dispatch large Zeds easily.
  240.  
  241. Firebug
  242. Microwave Gun
  243. Base Weight reduced from 10 to 9
  244. Stream damage raised from 14 to 16
  245. Base Alt-Fire blast damage raised from 200 to 210
  246. Amount of ammo from ammo boxes raised from 40 to 50
  247. Huskcannon
  248. Base charge damage reduced from 100 to 80. Full Charge damage reduced from 450 to 360
  249. Max ammo capacity reduced from 280 to 260
  250. Upgrade to Tier 5 damage modifier reduced from 1.115x to 1.1x
  251. Flamethrower
  252. Base Weight reduced from 8 to 7
  253. Base stream damage reduced from 21 to 18
  254. Purchase cost raised from 1100 to 1200
  255. Incendiary Trench Gun / Dragonsbreath
  256. Weapon name changed to “Dragonsbreath”
  257. Bullet pellets reduced from 9 to 8
  258.  
  259.  
  260. Designer Note - The Microwave Gun struggled as a Tier 4 weapon when compared to other Firebug weapons. We adjusted the values to promote its damage and clearing ability, and the reduction in weight should help broaden weapon combinations with it. As for the Huskcannon, we brought the damage and ammo down because it was becoming a powerhouse against all Zeds. Lastly, we adjusted the Flamethrower and Dragonsbreath to align them better with their other Firebug weapon counterparts.
  261.  
  262. Berserker
  263. Static Strikers
  264. Available for purchase from the Trader
  265. Tier 4 weapon
  266. Heavy attack EMP incapacitation power reduced from 49 to 45
  267. Heavy attack knockdown incapacitation power reduced from 150 to 90
  268. Purchase cost is 1600
  269. Eviscerator
  270. Base Weight reduced from 10 to 9
  271. Base saw blade projectile damage reduced from 480 to 300
  272. Amount of gas ammo from ammo boxes reduced from 125 to 50
  273. Bonecrusher
  274. Base Weight reduced from 9 to 8
  275. Base bash damage reduced from 175 to 165
  276. Base heavy swing damage increase from 165 to 175
  277. Parry damage mitigation raised from 60% to 70%
  278. Purchase cost raised from 1500 to 1600
  279. Zweihander
  280. Base Weight raised from 6 to 7
  281. Purchase cost raised from 1100 to 1300
  282. Pulverizer
  283. Purchase cost raised from 1200 to 1300
  284. Nailgun
  285. Base Weight reduced from 6 to 5
  286. Base bullet damage reduced from 30 to 25
  287. Fire rate raised by 33%
  288. Number of nails per shot raised from 7 to 8
  289. Ammo cost raised from 20 to 26 per magazine
  290. Purchase cost raised from 600 to 750
  291. Katana
  292. Base Weight raised from 3 to 4
  293. Purchase cost raised from 600 to 850
  294.  
  295.  
  296. Designer Note - Most of the Berserker weapons have solid utility, high power, and/or the lack of having to buy ammunition. Berserkers could save dosh and advance to their next weapon tier comfortably, so we wanted to tone that down by increasing their prices. Next, the Eviscerator was a weapon that was highly effective against small and large Zeds. The adjustments made should reduce that effectiveness against the larger Zeds while keeping the same consistent gameplay behavior for the smaller Zeds. We also made adjustments to the incapability of the Static Strikers. It should still be able to incap most Zeds while allowing larger Zeds to be more threatening. Before, its high incapability shut down Scrakes and Fleshpounds with too much ease.
  297.  
  298. Sharpshooter
  299. M99 AMR
  300. Available for purchase from the Trader
  301. Tier 5 weapon
  302. Cannot be upgraded
  303. Max ammo capacity reduced from 31 to 21
  304. Ammo cost raised from 25 to 38 per magazine
  305. Purchase cost is 2500
  306. Railgun
  307. Base Weight reduced from 10 to 9
  308. Max ammo capacity raised from 21 to 33
  309. Base manual shot damage reduced from 750 to 560
  310. Base homing shot damage reduced from 375 to 280
  311. Upgrade to Tier 5 damage modifier raised from 1.1x to 1.25x
  312. Ammo cost reduced from 25 to 20 per magazine
  313. M14 EBR
  314. Base bullet damage reduced from 90 to 80
  315. Ammo cost reduced from 60 to 53 per magazine
  316. SPX 464 Centerfire
  317. Base bullet damage reduced from 180 to 165
  318. Ammo cost raised from 50 to 55 per magazine
  319. Winchester 1894
  320. Base Weight reduced from 5 to 4
  321.  
  322.  
  323. Designer Note - The Railgun and M99 were both extremely powerful weapons, and both mechanically served the same purpose during the beta. So, to help differentiate the two weapons, we adjusted them so that the Railgun is a weaker, safer alternative to the M99’s high-risk, high-reward gunplay. As for The M14 EBR and SPX 464 Centerfire, the two weapons were considered a bit too strong for their tiers. They received adjustments to better align them with their tier level.
  324.  
  325. Support
  326. Doomstick
  327. Available for purchase from the Trader
  328. Tier 4 weapon
  329. Max ammo reduced from 76 to 44
  330. Upgrade to Tier 5 damage modifier reduced from 1.17x to 1.1x
  331. Ammo cost raised from 25 to 40 per magazine
  332. Purchase cost is 1500
  333. M4 Combat Shotgun
  334. Base Weight reduced from 7 to 6
  335. Bullet pellets raised from 7 to 8
  336. Double-barrel Boomstick
  337. Base Weight raised from 4 to 5
  338. Bullet pellets reduced from 12 to 10
  339. Reload speed raised from 0.88 seconds to 1 second
  340. Ammo cost raised from 11 to 13 per magazine
  341. Purchase cost raised from 650 to 750
  342.  
  343.  
  344. Designer Note - We modified the stats of the Doomstick to tone down its powerful performance during the betas. It should still be a strong weapon against all the Zeds, but it should not be as sustainable as it was before. As for the M4 Combat Shotgun, it was still underperforming a bit for its tier. The further adjustments should help bring it up to par. And lastly, the Boomstick was performing above its tier so we modified its values to level its strong performance.
  345.  
  346. Commando
  347. Perk Skill “FallBack”
  348. 9MM and Knife damage reduced from 110% to 50%
  349.  
  350. SWAT
  351. Perk Skill “Close Combat Training”
  352. 9MM and Knife damage reduced from 110% to 50%
  353. Heckler & Koch UMP
  354. Ammo cost reduced from 45 to 36 per magazine
  355. P90 SMG
  356. Ammo cost reduced from 50 to 40 per magazine
  357. MP5RAS SMG
  358. Ammo cost reduced from 33 to 28 per magazine
  359.  
  360.  
  361. Designer Note - We lowered the damage bonus from the “Close Combat Training” And “Fallback” Perk skills because the original bonuses granted an excessive damage potential for the 9MM Pistols. During the beta, the 9MM Pistols were too strong as a backup weapon due to the upgrade modifiers and Perk skills. We modified both, and we’re keeping an eye out for community feedback and impressions on these changes.
  362.  
  363. Field Medic
  364. Hemogoblin
  365. Base bullet damage reduced from 70 to 50. This will also reduce bleed DOT damage and the toxic DOT damage from the Perk skill, Acidic Rounds
  366. Base bleed over time damage reduced from 25 to 15 every bleed tick
  367. Heal dart recharge rate reduced from 15 seconds to 12 seconds
  368. Max ammo capacity increased from 84 to 98
  369. Base reload speed reduced from 3.6 seconds to 2.34 seconds
  370. Tactical reload speed reduced from 2.4 to 1.7
  371. Weapon equip speed reduced from 1 seconds to 0.6 seconds
  372. Weapon unequip speed reduced from 0.6 seconds to 0.5 seconds
  373. Incapacitation modifier from Bleed effect increased from 30% to 50%
  374. Ammo cost reduced from 40 to 35 per magazine
  375. Upgrade to Tier 4 damage modifier reduced from 1.6x to 1.4x
  376.  
  377. HMTech-301 Shotgun
  378. Fire rate reduced by 33%
  379.  
  380. HMTech-201 SMG
  381. Base bullet damage raised from 15 to 17
  382. Medic dart charge ammo use reduced from 50 to 40 per shot
  383.  
  384.  
  385. Designer Note - We made a lot of modifications to the Hemogoblin in response to community feedback. It should now feel more like a support weapon, and its main role is to debilitate Zeds. Its damage potential should take care of weak Zeds with a single shot while not enraging larger Zeds as easily. We also raised the vulnerability of receiving the Bleed status for Scrakes, Fleshpounds, and Quarterpounds. It should be easier now to inflict Bleed on them even if they are enraged and have their incapacitation resistance boosted. We hopefully improved the experience of using the weapon with a lot of our tuning, and we look forward to receiving feedback about the changes. Lastly, we made adjustments to the HMTech-301 Shotgun and HMTech-201 SMG to align them better with their tier levels.
  386.  
  387. Demolitionist
  388. M16 M203
  389. Base bullet damage raised from 30 to 33
  390. Grenade round impact damage raised from 225 to 230
  391. Grenade round explosion damage raised from 225 to 230
  392. Fire rate reduced by 4.5%
  393. Grenade round ammo cost raised from 13 to 15 per round
  394.  
  395.  
  396. Designer Note - We made adjustments to the M16 M203 to boost its damage potential slightly as it was underperforming a bit for its tier. We’re continuing to keep an eye out on this weapon to make further adjustments from community feedback.
  397.  
  398. Survivalist
  399. Freezethrower
  400. Base Weight reduced from 8 to 7
  401.  
  402.  
  403.  
  404. Designer Note - We greatly appreciate all the community feedback, and we will do our best to incorporate as much as we can with further, future adjustments! A lot of the weapons were due for some modifications to hopefully improve overall balance of our game. To help clarify, we released the tuning alongside the weapon upgrade system, but we did not make most of these modifications because of the weapon upgrade system. Thank you all very much for supporting us, giving us feedback, and playing our game!
  405.  
  406. Bug Fixes
  407. General
  408. Fixed an issue where a player could hold duplicates of a single-handled pistol
  409. Fixed an issue where Trader skip votes weren’t being cleared for each new wave
  410. Fixed an issue where the Mac-10 still had head bob
  411. Fixed an exploit where the Railgun could do full damage using auto lock mode
  412. General hitching improvements
  413. Fixed an issue where a player may lose their 1st person hands after switching/loading weapons
  414. Fixed an issue where explosion decals may appear on Stand Your Ground area borders
  415. Fixed an issue where some Dosh Vault items had a different Dosh Vault icon on their picture
  416. Fixed an issue where the Dosh Vault crate opening audio could get caught in a loop
  417. Fixed an issue where the Goreshiv was not counting for Knife damage in the Daily Objective
  418. Fixed an issue where Prestige knife skins may fail to be granted
  419.  
  420.  
  421. Gameplay
  422. Fixed an issue where Zeds were not enlarging in the Outbreak Beefcake wave of Endless mode
  423. Fixed an issue where the Resupply Pack Support Perk skill was not providing bonus ammunition to players
  424. Fixed an issue where the Bloat’s puke did not damage players if it becomes stumbled during the puke animation
  425. Fixed an issue where Support and Demolitionist players could grant more ammunition than intended during Trader Time
  426. Fixed an issue where players could parry one another
  427. Fixed an issue where Berserker players could keep the Parry skill effects indefinitely by switching perks during Trader Time while having the Parry skill effect active
  428. Fixed an issue where the M99 AMR weapon parts may stop animating
  429. Fixed an issue where players could perform an exploit to gain more dosh than intended off of upgraded single and dual pistols
  430. Fixed an issue where the HMTech-201 SMG did not play a 3rd person half reload animation
  431. Fixed an issue where the Weapon Upgrade system could allow a player to go over the weight limit
  432. Fixed an issue where the Doomstick was spending two rounds on the Alt-Fire instead of its intended four
  433. Fixed an issue where players could go overweight using upgraded dual pistols
  434.  
  435.  
  436. Zeds
  437. Fixed an issue where the King Fleshpound’s laser was continually ticking damage
  438. Fixed an issue were the Siren’s scream range was further than the visual effect
  439. Fixed an issue where Fleshpounds were no longer destroying and knocking over smaller Zeds when charging
  440. Fixed an issue where E.D.A.R.s were inconsistent with other Zeds in Cranium Cracker Weekly objective
  441. Put measures in place to alleviate E.D.A.R. Trapper EMP beam going through map geometry
  442. Fixed an issue where Zeds were not recovering from knockdown
  443.  
  444.  
  445. Map
  446. Fixed an issue where Zeds would get stuck on Power Core
  447. Fixed a clipping piece of ceiling on Nuked
  448. Fixed an issue where some Zeds were getting stuck on the vents in Lockdown
  449. Fixed an issue where Lockdown’s ambient noise was not respecting player settings
  450. Fixed an issue where an unobtainable ammo box would spawn on Airship
  451. Fixed an issue where the Abomination could not fit through certain doors on Lockdown
  452. Fixed a handful of staircase and railing collision issues on Airship
  453.  
  454.  
  455. User Interface
  456. Fixed and issue where the Mac-10 was not listed under a type category in the Trader Menu
  457. Fixed an issue where C4 would not work with Quick Switch
  458. Fixed an issue where the game difficulty of an Endless server was displaying the incorrect difficulty information for servers on the Server Browser
  459. Fixed an issue where the Friendly HUD Scaling was not respecting the player’s setting
  460. Fixed an issue where the Seasonal objectives were visible and able to be completed while playing on Tragic Kingdom
  461.  
  462.  
  463. Cosmetic
  464. Fixed an issue where the AK-12 Tactical Mint skin was showing up as a gray box
  465. Fixed an issue where certain Dosh Vault Precious skins did not have the “V” Vault logo
  466. Fixed an issue where Cyberpunk Arm Screens could not be equipped
  467. Fixed an issue where Rae’s Cyberpunk outfits were inconsistent between 1st and 3rd person views
  468. Fixed an issue where a large number of cosmetics would not show up correctly when using the filter search
  469.  
  470.  
  471. Platform Specific Fixes
  472. PC/Steam
  473. Fixed an issue where the HMTech-401 Horzine Elite Red skin was not tradable or marketable
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