1. Door Kickers 2
  2. News

Door Kickers 2 News

Patch v1.02

Reminders:
- make sure you're using mods from Steam Workshop. Older mods have a high chance of not being compatible anymore
- the 32bit version of the game will no longer be updated in the future, let us know if you're still using it
- replays for versions older than v1.00 will stop working in the future, make sure to keep videos of them or save the current Steam game folder (which still has the v0.36 version)
(however, we will keep backcompatibility with replays from v1.00 onward, for the foreseeable future)

Changelist:
- Nowheraki SWAT now unlocks at 10 missions
- new squads for CIA/SWAT are created on the spot when unlocking them
- fixed ironman campaigns only doubling mission stars and not the extra star rewards
- various single mission maps improvements
- decreased volume and chance to play for some annoying ambient sounds
- fixed the first squad being identical for everyone (names/portraits/skills) instead of randomized
- fixed owl sound being played at 7000% volume in RMG
- fixed hidden enemy spot in a random mission
- wooden fences can be destroyed with explosives now
- removed error messageboxes when there were missing entities/sounds due to workshop
- various localization fixes
- detonator no longer blocks sight
- increased time to detonation in Op: Rajul Kabir sabotage missions to 15 seconds
- fixed "paste to all" feature not working properly across Classes
- fixed modded squads being deleted on v1.01 whoops
- fixed smoke grenades not playing their sound anymore
- fixed 'play coop' achievement not getting awarded unless it was on a previously unplayed map
- fixed not seeing right-click drawings while replaying
- fixed several typos

Patch v1.01

- removed RMG minimum number of missions requirements. Enjoy it from game start!
- fixed several crashes related to outdated mods
- fixed crash when VIP dies
- fixed/updated several texts and translation errors
- fixed wrong walls on some industrial RMG maps
- fixed incorrect animation for scripted wall breach in Op. Subjugator: Phase IV
- fixed being able to move out of bounds in several missions
- fixed getting stuck between beds in first Rajul Kabir mission
- fixed several UI visual bugs

Biggest update yet - FULL RELEASE!

Rangers, Militiamen and other Secret Squirrels of Task Force North. The time has come!
Effective Immediately, Door Kickers 2 is out.

Thank you all for your patience, support, confidence and feedback. Enjoy the game, and let us know what you think! Just because Early Access is over, doesn't mean we don't care or work on the game anymore!

Seriously, go play the game! If you must remember what we added, you can check our old blog post:
https://store.steampowered.com/news/app/1239080/view/4677641107705838125
Or there's an aproximate changelist below!

Have fun!

Your Dev Team @ KillHouse Games

[previewyoutube][/previewyoutube]


- changelist:
(but seriously, why aren't you playing at this point?)

- now available on Mac OSX
- campaign mode (Tour of Duty and Operation)
- each unit has its own Doctrine tree
- new voices
- new enemies, maps and equipment
- new music
- achievements
- Steam Deck version now fully playable and 'steam verified' via touch controls and custom joystick controls
- mapgen much improved (now with night maps, locked doors etc)
- full modding support via Steam Workshop
- game is now translated into French, German, Spanish, Japanese, Korean, Polish, Portuguese (br), Russian, Chinese (simplified) and Ukrainian
- added boltcutter
- added visible Dynamic Hammer on Rangers back
- fixed hostages sometimes not walking into rescue zones
- improved loading times
- increased resolution for various low-res effects
- shooting silenced weapons scares civilians in LOS
- executioner on "Against all odds" is now Melee guy
- added support for melee executioners
- Santa Hat removed
- added new idle animations
- tweaks to enemy movement
- added Melee animation set
- added new deco objects
- added new idle animations
- objects above 2.5m will no longer block movement/fov and stuff
- added 'cancel look-at/run' action (currently only on double click)
- fixed enemies not reacting when RPG allies react near them
- customization: added new 'paste to all in class' button
- rclick on trooper list opens the action menu
- added a sword for "hillbillies"
- added separate InDarkness/Concealed icons
- various menu graphics improvements
- improved tutorials
- tweaked HVT hiding logic (should avoid staying in friendly LOF more)
- fixed animations snapping when coming into view from under FOW
- fixed AI ignoring friendlies in LOF when suppressing
- AI will try to avoid moving too much if their line of fire is blocked
- AI checks LOF before shooting rockets
- fixed rain & fog having opposite directions
- fixed burning enemies walking through closed doors
- Helmets can have builtin "nightVision"
- added framerate limit option
- can debug trooper shooting with ALT+mouse1
- workshop missions: showing 'downloading' status when download in progress
- workshop missions: improved the "random workshop map" option
- workshop missions: added thumbs down option
- suicide bombers don't detonate if there are HVTs in range
- fanatics don't blow up if around hostages and vips
- fixed some cases where troops wouldn't switch batch to their main weapon after being unable to do specified waypoint action
- timebombs no longer explode after being defused (even from explosives)
- fixed troops sometimes getting stuck at doors in certain conditions
- fixed AI not looking at right place for sniper kills
- improved AI logic when looking around (they should stare at walls less)
- replays: in cinematic mode, hovering entities is disabled (no accidental tooltips and highlights)
- civilians will now obey 'leave' orders, ignoring danger
- color ammo count red when - made HVTs, VIPs, Hostages and Civs immune to crits, to reduce frustration
- fixed bug where trooper could get stuck while detonating multiple remote explosives while running
- the tec-torch light will now reveal you at night
- added "flinchResistance" equipment stat (reduce received damage by this amt when working out flinching)
- flinching can also happen when taking multiple small hits in quick succession
- gate_poor_01_locked can be now opened by Torch (say you cut through it)
- grating doors can no longer be open by slaps and feet of steel
- fixed lack of investigative reaction when detonating charges (point of sound source was inaccessible)
- fixed 'reloadEmpty' sound not playing for firearm with grenade launchers attached
- while reloading, the trooper will keep looking in the direction he was previously looking in
- no longer saving only 1 last replay, now the most recent 10 replays are saved
- fixed GL/RL sometimes not shooting when LOS to target was obstructed
- autogo option (shift+gocode for now)
- delete waypoints by holding delete and clicking them
- shortcut for Reload waypoints (default to R)
- workaround for an IntelGPU crash
- removed dependency on mfplat.dll and a few other system dlls
- sound: some optimizations and fixes for sound breaking down when playing via Bluetooth (still breaks when Dynamic Reverb is enabled)
- troopers now auto-shoot at blindfiring enemies (blind-firing enemies are 95% covered while shooting )
- fixed shooting at cover not applying suppression on target
- corrected a mistaken reference that allowed CIA Undercover to use the 10 rounder mags for the Mk24, by switching the suppressor on and off.
- fixed bug where the DETONATE button would not show up after moving troop right after deploying charge - fixed a bug where trooper would remain locked looking in a direction
- can now specify custom blind fire attacks for weapons by adding a separate element (still default to the old one when missing)
- improved retrieving subscribed items from Steam Workshop (much faster)
- 'Sprint' is disabled when fatigued (reminder: also disabled when carrying Shield)
- changed full cover block chance from 100 to 95% (when crouched behind cover)
- you can now force troopers to shoot at blind-firing enemies by drag-targeting them
- added support for no-mag firearms (mag size zero + closed bolt) and non-gun firearms (for modding in melee weapons)
- fixed doors not opening properly while in smoke
- civilians are much more scared of dead bodies and combat around them
- fixed troopers running off with mounted weapons on their back
- fixed an AMD bug where loading would take a very long time
- scopes and doctrines can affect suppressionScale
- fixed scopes & skills affecting BlindFire & AreaSuppression
- fixed a bug related to waypoints where the trooper could remain unresponsive, caught in-between two actions
- incread max number of shotgun pellets to 64
- added coverReduction stat to firearms (reduces cover chance by that flat amount)
- steam workshop: fixed a bug in choosing random map, added criteria to exclude badly-reviewed maps
- support for spawning & placing rockets in levels (added Flying RPG 7 Rocket entity)
- fixed some sounds originating from the trooper instead of the door/whatever target
- fixed mounted guns remaining on trooper backs
- fixed smoke grenades creating holes in walls
- fixed Win/Lose conditions for HVT/VIP missions
- fixed not not drawing very large objects correctly
- fixed squad statistics for missions won/lost not being computed correctly
- fixed several crashes
- fixed no longer being able to start maps without deploy slots
- increased bullet shells lifetime
- added support for marking humans as "expendable", meaning you don't lose the mission if they die (or any stars)
(you can enable in the editor, or by default by adding an expendable="true" property to the tag, so it can work on squad units too)
- equipment 'sortID' number is displayed while in devmode
- fixed sometimes being stuck in infinite loading
- saved plan is cross-checked with current trooper's inventory and will display incompatibilities accordingly
- can attach screenshot/replay to bug report
- now keeping latest 4 unsaved replays
- troopers list is now visible in replays
- holding click on a trooper profile will also keep camera on him
- fixed FOV showing non-nvg range before first play
- fixed mapgen missing walls (and potential crashes)
- fixed "pinned" fx showing up on hidden enemies
- fixed rclick drawing sounds being spatially wrong
- class tooltips also show up on the icon in the customization/portrait screen
- will show X icon when unable to go through a door (no available action)
- coop: fixed being able to gain deploy slots with trickery
- coop: fixed replays sometimes showing an infinite "waiting" screen at the end of the replay
- coop: client using restart/nextmission will result in a text message being sent with that request
- coop: various other bug fixes
- coop: compatibility check for mods, displaying list of active mods on search screen
- editor: checkbox for turning off power under Roofs
- editor: added Start Alerted checkbox for enemies
- editor: added 'find' option
- editor: added visible trigger timer option
- editor: custom map objectives via Triggers (can win/lose the mission when activated)
- editor: can now move entities via the MOVER entity (Gameplay category)
- editor: can now change the name of a published map without creating a new workshop entry
- editor: can delete or rename prefabs by right-clicking them
- editor: triggers can now activate on touch for Badguys/Civilians/Hostages or specific EntityID
- editor: triggers now have a 'repeatCount' option
- editor: added option to disable default ingame music in map settings (allowing for custom music per map)
- editor: DamageArea now has a screenshake option and an autotrigger option. Also fixed crits being applied even with zero damage.
- editor: pasting terrain now also works when intersecting map bounds
- editor: lights will also change the alpha on targeted 2D objects, not just their own sprite *fixed light flare objects (light_warm_small_01, etc.) to use masked blending so they fade away with alpha
- modding: added "coverPercentAdd" effect for Doctrines (increases cover block chance when shot at)
- modding: added "onlyFromCover" filter for AttackTypeModifier
- modding: added "nightVision" option for equipment that only applies while equipped (helmet NVGs still give it all the time. can also be set on the weapon scope, see mod_examples )
- modding: added "brightLight" option for equipment that makes you visible in darkness- modding: added new UI script action 'ToggleShowHide'
- modding: added "conditioning" stat for doctrines (works as a move & turn speed percent improvement)- modding: can overwrite individual fonts
- modding: can replace individual UI items
- modding: mods can be uploaded by placing them in the appdata/mods_upload/ folder, the game UI will then show a Publish button for those mods
- modding: missing equipment (due to disabling mods) is no longer auto-removed (therefore not losing inventory when enabling/disabling mods)
- modding: can have hidden Utility items
- modding: added melee support
- modding: ammo can have scale suppression
- modding: ammo can have accuracyAdd and accuracyMultiplier stats
- modding: ammo can override number of shot pellets (add "numPellets" attribute to Params)
- modding: added option to disable endgame camera pan (must be done from options.xml)
- modding: important change: Armor / Armor Penetration is now 0-70, so 1-2-3 etc became 10-20-30 etc.
(plus many more, there have been thousands of changes in the past year since the previous Steam build)

We have a release date for 1.0!

[previewyoutube][/previewyoutube]

That's it folks, we're committed on a launch date for the full game.
Took a while, but we promise the year-long wait will be worth it. See you on 10 February 2025!

Update on progress towards full release

Our dear supporters and community,

A long time ago we decided to avoid releasing smaller updates and just focus on finishing the game as a whole, thinking it wouldn't take us that long. We reconned it would be more efficient to have one release instead of countless cycles of building, testing, announcements, bug fixing and so on.

We knew the game was in a good spot with plenty of content and gameplay, including the RMG and workshop*. (there's currently over 7500 maps in the 'Shop).

The bad news you've already seen: NO updates in a year!
The good news is that with so many new additions we worked in the meantime, it will feel like a new game once released.

Bottom line is development hasn't stopped, let us cook a bit more and you will be rewarded with a great game.

Here's some of the things we've done since the last update:

CAMPAIGN MODE

Of course we've added Campaigns - in fact there's now 2 Separate Campaign Types - Tour of Duty and Operation.

The game will ship with 6 campaigns in total:
- 2 Tour of Duty Options
- 4 Operations
In general, we recommend playing these with Veteran Squads. Don't rush into campaigns!



What is a Tour of Duty?
  • randomly generated campaign, unlimited gameplay
  • uses a much enhanced version of the RMG
  • actual missions, layout, enemies generated depend on the chosen Area
  • 2 Tour of Duty Areas are included but more will come
  • each day brings new random* missions but you pick the single one to play that day
  • a ToD lasts at least a week, but up to you how long
  • mission rewards vary from mission to mission
  • Dead is Dead but you can choose to Iron Man it (or not)
  • Reinforcements do come, but husband your troops carefully
  • Wounds carry over and heal over time
  • can be modded to include handcrafted missions





What is an Operation?
  • a set of custom handcrafted missions, forming a story
  • missions are inter connected in a branching structure with multiple phases
  • there may be mandatory and optional missions
  • troops used in a mission suffer fatigue penalties if used again in same phase
  • Wounds, Dead is Dead as above
  • Doctrine changes are blocked while in Operations
  • Sorry, no Reinforcements, things happen too fast




Both Campaign Types can be modded, and custom missions can be used to create your own Custom Campaigns. We expect Operations will be the popular with some mission designers (Hi DrSqua! Hi IP! Hi Pilz!)



Exclusively in Campaigns comes a new currency: Battle Honors. You gain BH by winning campaigns or through random events in the Tour of Duty mode.
Battle Honors belong to the squad and can be used to unlock exclusive equipment or upgrade individual troops:



DOCTRINES

Doctrines are back, as expected, and give you a chance to upgrade and customize each squad to a playing style. Each Unit has its own doctrine tree, but Squads of the same Unit can have different Doctrine setups.

Doctrines dictate if your squad uses full auto and burst fire, or keeps to single fire - and how effective they are. Its your choice, no longer ours.



Unlike Door Kickers 1, though, you won't be able to Max Out the entire Doctrine Tree. Pick and Choose, folks - there's only so much time each squad has for training.


NEW MAPS & MUCH IMPROVED MAPGEN

The game will ship with at least 90 Single Missions (we have 90 now and a couple extra in the works that might make it if they're good enough by release day). The Map & Mission Generator was also significantly improved, especially for the Tour of Duty campaigns. Now it can generate night maps, locked doors and more layout and enemy variations.


You can expect some of the old missions you've already seen to be changed in smaller or larger fashion. Don't fret, with the upcoming game reset, you won't miss a thing!

NEW ENEMIES AND EQUIPMENT

The Enemy Factions in the game (Rabble, Insurgents, Blackheads, Forbidden Tree, Private Security) each gained new troop types, but more enemy groups have been added. Enter the SSI Special Ops from Neighbouristan, the Irregulars Militia from the Capital's Slum District and their more elite House Guard faction-mates.



The stakes are now higher, enemies more ruthless, but there's also more variation at all enemy tiers, as Insurgents are not a homogenous bunch, but a ragtag group of fighters. And some enemies boost their friends nearby, so make sure to prioritize the Elites first!




MODDING & EDITOR

Full modding support, via Steam Workshop, will be integrated into the game, allowing for download/upload directly from within the game. To be clear, this includes all mod types, no longer restricted to maps!

Some modders have already gotten access to an internal build, in order to adapt their mods to the upcoming release ahead of time. We know our players love their mods, so everyone is preparing to transition to 1.0 smoothly.

The editor was also improved, adding more options for dynamic gameplay: moving elements, new types of triggers, custom scenario-ending conditions and more.



OTHER PLATFORMS
Mac: the game will be released with native Mac support. This is currently in a finished state.

Steamdeck: custom controls have been added, allowing for full control via touchscreen and many other improvements.



OTHERS

- over 80 achievements have already been added and implemented. You won't be able to complete them without the 1.0 release, though.
- new music tracks!
- new equipment, controls, tweaks and tunings




WHAT REMAINS TO BE DONE

The new content is mostly finished, what remains is mostly tweaks, recording new voices and translating the game to other languages.
We can't commit in advance to a certain release date - quality is paramount so it will be done when it will be done, but we're definitely not far now!

Now back to work for us, and we'll be back to this space.

Your Devs @ KHG

P.S. We tend to be active and responsive to player requests over on Discord: https://discord.gg/doorkickers . Come over, don't be strangers!