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Door Kickers 2 News

Patch v1.12

[p]- fixed an incorrect doctrine setting[/p][p]- fixed bug where muzzle drop distance would depend on weapon category (instead of relying on animation/models alone)[/p][p]- buffed some Allies [/p][p]- added support for day/night-only equipment graphics (see HelmetNVG in head_attachments.xml for examples)[/p][p]- fixed NSPUM2 glow on day missions[/p][p]- NVG slot for Night Vision Scopes glow renamed to nvg_scope[/p][p]- fixed ALT shooting debug not using default doctrines for non-squad troops[/p][p]- fixed mods-related crash when entities are missing from a RMG Enemy Group (check for errors in log file)[/p][p]- fixed the need to specify correct max anchors on RMG Tiles[/p][p]- fixed NWS PKM wrong maneuverability stats[/p][p][/p]

New content update!

[p]Hello, Door Kickers!

We've let you hone your skills on the release content long enough, and there's no sign of Workshop activity slowing down any time soon. Seriously, we're almost at 10 Thousand Missions - those amazing modders are restless.

So we guess it's time for us to get some special content out there!

New Mission Packs:
[/p][p]The core of this update is the Blast From The Past Mission Pack: This includes 9 classic missions from the first Door Kickers, re-envisioned for DK2.[/p][p][/p][p][/p][p]All the missions included were very special and dear to us, and its been fun re-visiting and rethinking them in the context of Door Kickers 2 units, adversaries and mechanics.

Remember this?

This is it now:
If you're a veteran of the old game, let us know which version you prefer! And if you have an old favorite that didn't make the cut, let us know too![/p][p]
But wait, there's more!
Tiny Troubles 4: Tiny maps hold a special place in everyone's heart, so we initiated a new series. Currently only two missions present, but more will come![/p][p][/p][h3]New equipment and weapons[/h3][p]We've focused on the Nowheraki SWAT for this update and blessed their Assaulters with the locally produced G3 rifle and the Soviet-origin PKM machinegun. Many have asked for the PKM and its now entered the inventory of both sides of the Insurrection - the enemy gets it too!



Your new firearms are relics from an old era - and hit hard and far with their overpowered ammo. With the right tactics both will serve well, with the wrong ones you'll get bogged down in doorframes. But that's your job - to match tactics to and tools to the problems in the field. [/p][p][/p][p][/p][p]Additionally, battle-hardened SWAT squads can now equip the Martyr's Armor, which is a little something we picked up from real life units that inspired the Nowheraki SWAT. Not one bit of ballistic protection but a lot of trust in God to protect you and your luck to hold.[/p][p][/p][p]
[/p][h3]Objective Markers in Deploy Phase [/h3][p]We've added some Intel & Objective markers to the Mission Building toolkit. Some missions use these to help you find objectives on the map - but never trust Intel 100%. [/p][p]
For custom missions, designers can use these to add a layer of Intel and lore to their work. We feel this adds a lot to the feeling of a real life briefing, with various sources being used to build a target picture that the commander takes into account.
[/p][p]So, that's it for now. More content is coming, but let us know how the old Door Kickers 1 content holds up![/p][p][/p][p]Your Devs @ KHG[/p][p][/p][p]Full changelist for v1.11:[/p][p]- new mission pack: Blast From The Past[/p][p]- new mission pack: Tiny Troubles 4[/p][p]- new player weapons: PKM, G3 Rifle[/p][p]- new player equipment: Martyr's Armor[/p][p]- new enemies: Insurgent PKM gunner, New Private Security types, NVG-equipped Irregulars[/p][p]- Intel: possible objective locations are now highlighted while deploying, in select missions. [/p][p]- fixed sometimes dropping two shields when trooper died[/p][p]- fixed (coop) being able to see hidden VIP due to pause icon showing up for him as well[/p][p]- fixed some texts not being translated[/p][p]- fixed a crash related to the RMG[/p][p]- fixed bad cropping for RMG maps in some situations[/p][p]- fixed a mods-related crash[/p][p]- fixed crash when quitting game (also removed the integrated hardware RGB frameworks)[/p][p]- modding: added KHM exporters for 3dsmax 2023/2024/2025/2026[/p][p]- editor: added new objects/prefabs[/p]

Patch v1.10

[p]Hey! Here's a minor patch to enjoy before some new content comes in.[/p][p]We've taken a bit of time off after fully releasing the game, but now we're cooking a bigger content update for PC, as well as working on porting the game to Android and iOS. Will keep you posted.[/p][p][/p][p]Changelist for today's patch:[/p][p]- RMG: fixed infinite loading on Mac[/p][p]- RMG: improved generating speed[/p][p]- RMG: extra variety[/p][p]- RMG: fixed a major source of maps being different between Windows & Mac with same seed
- fixed "conditioning" buffs not being applied[/p][p]- fixed a couple of bugs related to troops dying while doing various actions (either path staying visible or sync waypoints hanging in some situations)[/p][p]- fixed GrenadeLauncher + GoCode not allowing the trooper to shoot at incoming targets[/p][p]- fixed Forest Spirits deploy being inside collision[/p][p]- fixed crash when handling DShK that was already equipped by an enemy[/p][p]- fixed a mods-related crash[/p][p]- fixed an editbox bug related to Unicode characters[/p][p]- updated Korean translation
[/p]

Patch v1.09

- fixed Reload+GoCode locking the trooper in a single direction, unable to aim
- tweaks to Enter The Spectres to make the scenario conditions more obvious
- QRF will also count Ambassadors(VIPs) towards the evacuation condition
- path should get stuck less than before in tight spaces
- small correction for M68 and T2 red dots stats
- fixed enemies doing suppressive fire into hostages
- fixed ALT+E toggling editor mode when using right-side ALT
- fixed a mod-related crash
- fixed Concealment not updating when using a TecTorch
- fixed troopers showing up as Concealed when they were actually Suspicious
- fixed Room Clearing Drills doctrine causing slower target switching when shooter had fast aim time
- fixed several RMG layout issues
- fixed URGI thumbnail

Patch v1.08

- new weapon: M4 URGI/M320
- actions that toggle state (wait/silent/stealth) will no longer reset look-at
- will no longer stand up after using spycam if order was given while crouched (previous state is preserved)
- tweaks to US Holos and Red Dots
- tweaks to ambient sounds to make some of them less anoying
- reduced HVT escape possibilities in En Prise of Op: Chaturanga for easier overt approaches
- fixed arrested HVTs being stuck on closed doors
- fixed hostages needing Persuasion skill to evacuate
- fixed several mod-related crashes and issues
- fixed a crash related to patrolling enemies
- fixed a bug with squad statistics where incapacitated troopers would show up as casualties
- fixed doctrine tooltip sometimes remaining visible on screen
- fixed an editor crash related to movers
- fixed a potential crash
- fixed several RMG bugs
- fixed bug where getting pinned while shooting RPG would lock the trooper
- fixed a bug with tooltips being incorrect for VIPs
- fixed several typos
- fixed spycam UI not looking right in replays
- changed feedback form a bit, to make reply email addr more obvious
- fixed troopers saying they see the bomb too soon
- M993 ammo stats corrected for Mk17 STD Suppressed
- fixed bug where a Damage entity with zero range could affect someone sitting right on top of it
- waypoints menu now shows on top of HUD
- fixed a bug where the red F line was stuck on a dead enemy
- fixed helicopter rotor blades blocking FOV
- NWS Leader Sapper Vest description corrected
- fixed path line breaking up in some situations