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Door Kickers 2 News

QRF Duty and More


Hot Summer, scorching heat here as in Nowheraki, what better time to pull Quick-Reaction-Force duty and respond to unforeseen situations! Friendly drone down in enemy territory? Drop in and blow it up. Allied Operators in danger of being overrun? Move to link-up with them and bring them out safely.



There's two new missions to showcase these situations, but mission builders can actually create 3 similar situations on the QRF pattern:
- rescue survivors
- blow up sensitive equipment
- rescue survivors AND blow up sensitive equipment, the full plate

To make mission building easier you can now setup VIP and allied characters as directly in control or needing rescue, straight from the mission editor.

And since we hear night missions are pretty popular, there's also a fresh new NVG-enabling map:


The update also brings a ton of quality improvements and, more importantly, new editor features, which enable really interesting possibilities for the future.

As usual, we went through the workshop maps and hand-picked some very creative and well-built maps, made by established creators as well as new blood:
https://steamcommunity.com/sharedfiles/filedetails/?id=2826761943

Patch out!

Your Devs @ KHG

full (or rather, cherry-picked) changelist v0.33
- 4 new maps
- new mission type: Quick Reaction Force
- redesigned in-game tooltips
- improved Random Mission Generator (more variety, less bugs, faster)
- added 'Detailed Mission Results' screen
- improved visuals for UI and fonts when running the game in lower resolutions
- camera will now focus on mission-ending events
- improved enemy ambush and look positions (should no longer shoot at walls when suppressive firing)
- added option to always show sussy areas when playing concealed
- decreased the path collision radius of humans
- audio will now auto-switch to the current output device, without the need of restarting the game
- when dead people drop firearms, they will be dropped with all attachments (used to be only base weapon)
- when humans pick up dropped firearms, they will be picked up with all attachments (used to be only base weapon)
- sorry Santa, your hat got nerfed
- sped up trooper pointing anim
- coop: rescued troops/VIPs will be allowed control to the one that saved them (instead of server-only as before)
- coop: fixed being able to trigger other players' GoCodes
- coop: fixed a crash
- coop: less bandwidth usage
- added put_out_fire animation
- no longer unpausing when pressing the stop suppression button
- HVTs can escape through pre-placed escape zones
- removed the "save plans" option (it's always on now)
- fixed friendly troops sometimes lowering their weapon with no valid reason to do so
- fixed TAB not always toggling correctly between visible paths
- fixed incorrect/different order of actions on saved plans (on doors etc.), especially in coop
- fixed still showing Danger Areas if no concealed troops were deployed
- fixed Sprint auto-stopping when running into VIPs
- fixed savegames becoming corrupted in certain situations
- fixed VIP rescue missions failing when troopers are killed but the ambassador is still controllable
- fixed enemies not picking up dropped weapons once they surrendered
- fixed bug where santa hats would jump over things too fast
- fixed doors icorrectly showing as closed when they were actually opened in some situations
- fixed camera movement speed being fps-dependent
- fixed saved plan allowing you to interact with objects that would spawn in a different place than initially planned for
- fixed a case where you could get stuck on Jump actions
- fixed bug where you could go inside a window
- fixed not being able to set look-at actions (anywhere on the path) when human was jumping
- fixed clothelines blocking FOV
- fixed bug where untoggling Sprint command would not work properly
- fixed crash when AIArea was defined outside of map bounds
- editor: new entity - sfx_custom - can pick any sound to play (from the in-game library) as well as edit any available sound param
- editor: new entity - Spawner - can spawn any entity when triggered. Also added helper tool for groups (can create Spawners for current selection)
- editor: new entity - DamageArea - now the preffered way to destroy/damage things (destroying via Triggers is deprecated)
- editor: new entity - CameraFocusPoint - will zoom/focus on the specified point when triggered
- editor: added new selection mode (can switch between Box(old method) and Center (new method) in Menu->View->Selection mode)
- editor: added option to save a large (clean) image of the entire map
- editor: added option for font size
- editor: added 'deploy mode' option to humans. Can now force-deploy troops as allies on the map (can also change their names and whether they need rescuing or not)
- editor: now able to edit all sound parameters (many of them were previously xml-only)
- editor: can also zoom via Q/E
- editor: spawners/altspawns will have their names changed depending on what they represent, for easier identification while in editor
- editor: added "remove from group" button for a single entity within a group
- editor: tooltip can be changed/added for any entity. For editor-only entities they will be shown while editing, whereas for game objects they will be shown when hovering the object
- editor: added "Invisible Wall Destructible" and "FOV Blocker Destructible" entities
- editor: font file can be changed from fonts.xml (for localization purposes)
- editor: many other various improvements (better performance, added explanatory tooltips, can name triggers and such via tooltips etc)
- modding: new Blender exporter version (make sure you have version 3.1 or above)
- modding: fixed terrain materials/brushes not being moddable
- modding: fixed a bug where localized texts would look broken

Last discount before price increase, QOL update, Steam Deck improvements


It's (small) patch day, and start of a week-long 10% discount. This will be the last discount before the game price is permanently increased, as announced in the Early Access manifesto - so it's probably your last chance to get it for this price for quite some time. Previous owners of DK1 will always have a 10% discount, via the 'War on Doors' bundle.

We still have a lot of content to add and improve until the game is fully released, but we feel that in 1.5 years of Early Access the game has progressed immensely and it now deserves a higher price point than DK1.

This update brings a ton of quality-of-life improvements and many needed fixes, while also improving the compatibility with the Steam Deck. There are still improvements to come on that front, not the least of course proper touch-based interface for those inclined to play that way.

Patch out!

Your Devs @ KHG

changelist v0.32
- hostages auto-run to rescue zones when close enough
- suicide bombs detonate when owner is killed by explosives.
- rebindable keys (wip)
- fixed not being able to re-conceal after escorting a hostage to the rescue zone
- fixed civilians hiding in forbidden areas
- fixed enemies going to take cover in fires
- surrendering enemies now crouch
- enemy SR3M is now (properly) AP vs level III protection
- enemy FALs have increased crit but no longer shoot AP ammo
- nerfed sapper armor slightly
- buffed 7.62x39 weapons slightly
- tweaks, improvements and fixes for several missions
- reduced stutters when playing back replays
- tweaks to foreign advisors, Emir and suicide bombers
- tweaks to SWAT Leader M4/M203 - and added Suppressed option
- the SWAT Leader AK47M SF Carbine now has a proper 3d model
- fixed accuracy issues with projectile launchers (was different from preview)
- fixed crash that would happen when loading maps on some hardware configurations
- fixed several other rare crashes
- fixed coop replays not being recorded properly in some situations
- fixed a few animation glitches when arresting enemies
- fixed enemies reacting to non-deployed troopers
- fixed issue with some optics not being placed properly on the firearm
- fixed a bug with order of execution of waypoints
- fixed a bug where multiple humans waiting for a door+grenade (without gocodes) would not wait properly
- fixed savegame files sometimes becoming read-only and no longer being able to save
- fixed a bug where trooper won't advance after placing a wall charge
- fixed some cases where enemies fail to pick up weapons or act stupid around them
- fixed hostages being stuck inside of collisions
- fixed lightning no longer working as intended
- fixed dropped weapon physics acting crazy
- replay cinematic mode: no longer rendering red ghosts and sniper target
- modding: updated blender exporter
- steam deck: added custom controller configuration
- steam deck: fixed touch input not working properly
- steam deck: fixed virtual keyboard not showing up
- steam deck: allowing a larger zoom-in

hotfix v0.31

v0.31 changelist:
- fixed a crash related to explosives
- fixed troopers having their view locked after melee-ing a dead guy
- enemies now look towards grenade/explosion source
- fixed sitting Ambassadors being stuck in furniture sometimes
- improved AI investigation of grenades (and events that happen in their LOS)
- fixed enemies staring into molotov fires
- fixed various equipment-related issues
- fixed Ambassadors being able to sabotage and disarm bombs
- fixed rescued hostages crouching into handcuffed animation
- fixed showing concealment icon on hidden humans
- fixed several issues with new maps
- running enemies now kick open doors and don't stop to close them
- fixed enemies not looking towards opened/breached doors
- fixed enemies sometimes looking in seemingly random directions
- fixed pinned hostages getting up after recovering
- fixed rescuing sitting hostages leaving them stuck in the furniture
- fixed unhooded hostage animations
- fixed replays skipping sounds too much (was intentional but for high replay speed)

Arise, Nowherakis! SWAT joins the fight!



The Nowheraki Insurgency is heating up! Fanatical Foreigners have entered the country and take part in the fight against the US-led coalition, but the primary victims of their attacks are the locals.

It is only fitting that local law enforcement and ordinary people take up arms to fight the outsiders. Enter the Nowheraki SWAT - a mix of Police Officers, Army Reservists and Citizen Militia, all united by their hatred of Crazed Jihadis and trust in the AK platform.



SWAT may sound like police, but these boys are ruthless warriors adapted to the realities of Middle East Urban Warfare. They bring light machineguns and grenade launchers to the table - and even Sappers! Only these handle explosives, but they might do it better than the Rangers did.

Oh, and did anyone mention Shields?



Shields can help with specific situation and they do block some incoming fire, but never consider them a panacea for poor tactics and weak coordination. They're a tool in the toolbox.

No Urban fight to the death would be complete without Molotov cocktails, so the SWAT people pack those too. Grilling bad guys can be fun, but beware of friendly ... fire.



Game and Tactics Improvements go further than a new unit. Mission Designers can now place restricted Deploy Slots in their levels - allowing only High Mobility or High Concealment units to access those spaces.



On the tactics front, Actions and waypoints that are tied to the same Go Code will automatically sync properly. So, troopers will wait for the flashbang thrown by their buddy to detonate, even if no door is involved. Synchronization just got easier!



Full Changelist below. Enjoy your new Unit and Maps, and let us know what you think!

Oh, there's also a new Workshop Collection for your enjoyment:
https://steamcommunity.com/sharedfiles/filedetails/?id=2796442821

-------------------
Your Devs @ KHG


(CHANGELIST v0.30)
features:
- new unit: Nowheraki SWAT
- 3 new maps - check the new SWAT themed chapter!
- new equipment: ballistic shields
- new equipment: molotov cocktails, just to warm stuff up a little bit
- deploy slots changes: nowheraki militia only takes up half deploy supply, slots with mobility constraint, slots with concealment constraint
- better synchronization for GoCodes
- new enemy: Foreign Advisor Fanatic. Will blow himself up rather than be taken alive.
- new enemy: Suicide Executioner. Blows himself up on top of hostages.
- can pre-plan multiple grenades through the same door (all trajectories are now shown)

fixes:
- equipped weapon is dropped when killed, allowing enemies to pick it up
- improved AI positioning when they can't shoot while moving
- fixed projectiles sometimes going through doors
- fixed grenades sometimes hitting doors/walls instead of pre-planned trajectory
- mapgen: fixed map size setting not choosing the right maps
- mapgen: fixed replays not always working correctly
- fixed performance issues with very large plans (related to grenade previews)
- fixed bug where it was possible to get stuck in a window while jumping
- fixed sometimes not being able to draw paths anymore
- fixed bug where the head and torso would want to walk the opposite way from the legs
- fixed troopers being able to melee enemies behind them
- fixed lasers going through breached walls previews
- coop: fixed issue with look-at actions not working properly in laggy conditions
- fixed Mp5SD too noisy with 108gr High Performance ammo.

modding:
- modding: added blender importer/exporter to tools (WIP)
- modding: added a new mod template (for adding new unit types)
- modding: multiple changes to xml file format, meant to increase inter-operability between mods, by allowing more changes without editing stock files
- modding: can add new units without modifying stock game files (see template mod in game/tools/)
- modding: changed the way equipment is bound to classes/units
- modding: changed the way entities specify what equipment can be used on them
- editor: various improvements and fixes
- health is capped to the max specified in template, if doing negative damage (which increases health)

hotfix for v0.29

hotfix for v0.29:
- coop: fixed random maps always starting in full-pause mode
- fixed level design issues in several missions
- fixed crash related to detonation of timebombs
- fixed crash that would happen on replays for random missions
- fixed crash when equipping a certain inventory item
- editor: disabled screen edge scroll when dragging interface items (such as position/origin)
- editor: solid/vision/movement block flags are adjusted depending on object height (all flags removed if below ground, vision block/solid removed if below line-of-sight etc)