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Door Kickers 2 News

Hotfix for v0.35

- fixed syncing troops on doors no longer working
- fixed 8+ RMG maps not using 8-sized maps
- fixed a crash on RMG maps
- fixed several other issues with RMG maps
- fixed a case where humans would get blocked inside collisions
- fixed troopers crouch-reloading mounted guns
- fixed player AI furiously twitching in some cases
- fixed various POI object animation bugs
- fixed a typo
- fixed various AI & POI bugs (mostly when they were assigned to them at the start)
- modding: allowing mega-health enemies which are not insta-killed by crits

The May Intermediary Update

Hello, friends!

We've been hard at work since the last update - and too silent. We've been developing a lot of new tech and features and aiming towards Full Release. Quality and Polish of the experience are paramount for us, so it takes longer than we've hoped to get to that version 1.0 release.

We're not there yet! We're not ready to put most of the stuff we've been working on out there, but we wanted to release some improvements and fixes - and of course some new content for you fine folks.

[h3]So here's what's new today:[/h3]

(There's also lots of under the hood or stuff - take our word for it.)

New content: 5 New Maps can be found in the Tiny Troubles 2, Deck of Cards and Extreme Rescues 2 Mission Packs. And many improvements to the Mission Generator too!


To help with Situation Awareness and keeping your squad under control, a handy panel pops down from the upper left corner of the HUD. It shows the current status of each trooper and what gear or weapons they are currently using. And you can use the panel to quickly center the camera on a trooper - just left click on their portrait.


Your troops can now operate the Dushkas and engage the enemy. They're quite deadly, but mind the limited traverse speed and arcs. And no, you can't climb on vehicles and man those guns - but neither can the enemy.

New weapons! The Nowheraki boys got their hands on the intriguing SVU-A, a marksman rifle in bullpup format: handy for urban warfare and capable of (very wild) automatic fire. They also got handed down pump shotguns from Coalition forces. Hope they can source the ammo, though!



You can now set up your troops to sync their speed (to the slowest of the group). Ctrl-Click assigns a sync order to a particular troop or waypoint, and he syncs with those that are setup the same. You can use this to keep a formation or clear an area in sync with other troops. This way no one goes ahead of his buddy - even if they are on opposite walls of a large room. More sync options and experiments might come in the future - but let us know how useful you find this.


As for Steam Workshop improvements, we've added tags to missions, which should make the Workshop easier to navigate. However, you'll need to update your map (via the Editor) since the tags are added automatically by the editor when you publish a map. Until you do that, tags will have limited usability since they will only filter a very small part of existing maps.


We've also gathered some incredible new workshop maps in a fresh collection. Check it out, one of them has an actual pyramid in it:
(click the link, embedded seems to be bugged)
https://steamcommunity.com/sharedfiles/filedetails/?id=2973956618
https://steamcommunity.com/sharedfiles/filedetails/?id=2973956618

Last, but not least, we noticed you like Mods and keep producing them, downloading them, using them. We're still not ready to open the Workshop for all mods, but we've added an in-game mod management page: instead of mods being auto-enabled, you now need to manually enable them in the menu.


So, this is it for today. But what comes next? More gear, weapons and missions of course. Doctrines for sure. But further than that, we are working on two campaign-like Game Modes. One of those is the Tour of Duty mode, which has you take a single squad through one week of daily missions. Managing the squad to survive the Tour is not easy, and combining this with the (optional) Iron Man makes for a very high challenge.

But that's all we'll reveal for now. Full changelist of today's update below, and you can start playing. And full speed ahead till the next update, for us! When will it come? Like always, quality comes first.

Your Devs @ KHG

Changelist for v0.35:
- 5 new maps
- added trooper list in UI
- your troops can now use mounted guns
- Nowheraki SWAT can now equip the M500 pump shotgun and the SVD-U bullpup marksman rifle.
- mission generator: many upgrades including faster generation and more variation. Still no night-mode, sry
- coop: can now play single while waiting for someone to join
- experimental speed sync (click + Ctrl on a trooper/path to enable). All nearby troops with 'speed sync' enabled will move at the same speed
- enemy AI improvements
- taking a big damage hit has a chance of making humans flinch (mini stun that resets weapon aim)
- improvements for existing maps
- savegames are now backed up and have a lower probability of getting corrupted
- tweaked AI reaction to grenades (they react slightly before the first impact)
- reduced duration of smoke generated by frags
- in-game UI improvements
- previous squad is used when going into the next random map, instead of the default squad
- many tweaks and improvements to in-game UI and actions
- optimized replay skip/fast-forward speed
- warcrime detection
- fixed enemies set to stand (investigate chance 0, ambush 0, range 0) going after enemies they've lost LOS to
- added SA24 and small mortars as sabotageable items
- many other tweaks, fixes and improvements
- fixed several issues related to how waypoints show up on items (can no longer place slaps on cleared windows, can no longer clear windows with metal bars in front of the glass etc etc)
- fixed enemies throwing frags & using launchers around friendlies
- fixed paths not being saved when no deploy slots were present
- fixed paths not being shown for auto-deployed folks when planning
- fixed sometimes incorrect detection while crouching in cover
- fixed couple of bugs with jumping over obstacles
- fixed some bugs related to AMD's latest drivers
- fixed DOT areas working through walls
- fixed number of stars going negative
- fixed showing danger zones in replays
- fixed troops getting stuck when arresting a hostage and hostage died
- fixed hostages being saved even though their saver died in the process
- fixed ammo AP level not interpolating correctly over distance
- modding: now mods are shown in a game menu page. They need to be manually enabled.
- modding: full update of the humans rigs to include all available dummies
- workshop: maps will now be auto-tagged accordingly, allowing for easier Workshop navigation
- workshop: much improved loading time and quicker sorting when subscribed to a large number of maps
- workshop: fixed several bugs related to Workshop Missions
- workshop: fixed not being able to update published maps when you had over 50 of them
- workshop: auto-tags for maps
- editor: new interactable entities (see help_entities.txt for details)
- editor: added option for cropping the map canvas
- editor: added option for hiding Target lines
- editor: moved the Open Editor button from main menu to Your Creations
- editor: added layers. Entities can now be assigned to layers (View->Show Layers Bar), with one layer being randomly picked at map start. They can be used to more easily randomize map elements like lighting, fog and wind. Bear in mind that (like alternate spawns) adding obstacles to Layers will break any pre-made plans.
- editor: new prefabs and items
- editor: high-res png screenshots are saved with transparency
- editor: increased center-selection cross size

Dushka vs You (and some AMD woes)



We really weren't going to release a patch until end-of-September, but the latest AMD drivers screwed OpenGL games, so emergency release it is! But you also get 3 new maps, and some deadly new threats!

Issues with AMD graphics cards
Have you been experiencing strange artifacts like unreadable text? You are not alone! Starting with driver version 22.7.1, AMD has introduced multiple visual bugs to our game (and all others using OpenGL).

We tackled as much as we could on our side, but for now you should revert to an older driver version (eg 22.5.1), until AMD gets their fix together.
Issues that still remain (and cannot be fixed on our side):
- very bright screen (white-ish) when the game is paused. This one can be fixed by disabling MSAA
- broken in-game UI (like paths) for night missions when the NVG effect is enabled
- bad performance
- longer game load time
- possible crashes

Enemies can now man the DShK Heavy Machine Gun
You know those cool MGs that were placed throughout the levels, but the enemy never touched? Now they can and they will. They are very deadly and your armor is no good against them. Luckily, they're not very accurate nor quick to turn. And in the future you'll get to man them yourself.



RMG Factions
The Mission Generator has received many upgrades and improvements. Among those "under the hood" changes, it now chooses among several enemy factions to populate houses with. You might get just random Insurgents as before, or Low level cannon fodder, Forbidden Tree fanatics, Blackhead Elites and even the armored Private Security! And you might even meet some new guys here and there ;)







It's not all Random maps, though - 3 handcrafted have been added. Two of them are small and violent delights, but the last one is a meaty Extreme Rescue - your typical Single Planner Course - a large building with hallways, hostages and hotspots.



Last, but not least, our intrepid workshop mice have dug through the content and made a new collection. Enjoy:

https://steamcommunity.com/sharedfiles/filedetails/?id=2857167016

Patch out, and come meet us in person at EGX London!

Your Devs @ KHG

Changelist for v0.34:
- 3 new maps (find them in Give No Quarter, Tiny Troubles 2, Extreme Rescues 2)
- made DsHk machineguns usable by enemies and replaced in most levels where appropriate
- greatly improved the random mission generator algorithms and tile set
- added enemy groups to the Generator. Now you don't always fight the same Jihadis.
- added "Play random workshop map" option
- workaround for multiple bugs introduced by latest AMD video drivers
- fixed game sometimes not saving progress
- many other improvements and fixes to UI and gameplay
- many fixes for existing maps
- coop: the "friends only" option can now be unchecked, allowing you to host custom maps
- modding: updated Blender plugin
- modding: fixed not being able to mod editor fonts
- modding: added new Editor objects and prefabs

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