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Door Kickers 2 News

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)

The Random Mission Generator Update

Greetings, fellow Door Kickers,

This patch focuses on the Random Mission Generator, which was long overdue to get some love!

First, you can now generate more mission types, but the generator pattern and mission structures have also been improved. Enjoy Randomly Generated Hostage Rescue, people! Trust us, it changes everything.



Second - you can also play RMG and workshop mission in Coop! Coop for everyone! . Additionally, you can now host a coop game on any map, whether the other players have it or not, be it from Workshop or your creation.

By the way, the RMG panel It has now been moved to the Missions menu - Scroll down to find it - and it works the same when you choose missions in Coop!

There's also a new map in the "Never See Never Be" mission pack - Fergie returns for some explosive sabotage action, but needs backup and a good plan.



Handy for such a CIA-run operation, the AK74 family carbines now get some interesting ammo choices.



Since context is everything, we've also started adding briefing info to the missions, and you awesome mission builder types can do too! Check out first mission pack - FNGs Welcome.

So, just one official map, but our intrepid Workshop-addicted have produced another Workshop Map Collection, great maps that we want to highlight and you should definitely try:
https://steamcommunity.com/sharedfiles/filedetails/?id=2760033347

This would be all for now, we'll just go back to anxiously reading news of our Northern border.


PS: In case you missed it, there's a Door Kickers 2 - themed DLC for Action Squad out now:

https://store.steampowered.com/app/1788610/Professionals_Abroad_DLC/

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

Changelist v0.29
- much improved random mission generator
- can now play random maps in coop
- can now play *any* map in coop (workshop or your creation), clients that don't have them will automatically download
- one new mission added ("Death Dealers" in mission pack "Never See Never Be")
- added support for briefing information in missions
- improved path visuals, making it more obvious where the mouse is placed along the path
- when cycling between paths with TAB, will only cycle through the paths that are currently visible on screen
- added "show in workshop" button for workshop maps
- replays: will remain compatible for a longer time between game versions (make sure to record your favorites though, they will eventually get voided at full release)
- replays: can click on timeline to skip forward/back in time
- can change game resolution without restarting and added Alt+Enter shortcut for toggling between windowed/fullscreen
- corrected default equipment for CIA Undercover (they still had 2x Flashbangs, forgotten in some pocket)
- coop: clients can no longer restart/pick map, only the host can
- coop: using Next Mission allows choosing map even for quick game, not only for custom games
- modding: tweaked map fog. If you have maps on the workshop that use it they might need some adjusting.
- fixed bullets not registering all hits when going through many entities/foliage
- fixed sheet metal door not being locked even though it was shown as locked
- fixed right-click-look-at bug where you would lose control and start drawing instead
- fixed m249 not having a mag
- fixed underground objects blocking FOV
- fixed underground/suspended walls being cut by doors/windows
- fixed CIA Black-Ops not dropping poncho when suppressing
- fixed enemies sometimes going through walls
- editor: added round walls (wip)
- editor: can pan map with arrow keys if nothing is selected
- editor: can pan map via edge-scrolling when in fullscreen
- editor: can select/move single entity from within group
- editor: multiple selection with drag can be added to previous selection while holding shift
- editor: holding SHIFT while placing new objects will auto group them
- editor: added Delete button per-entity, besides the per-group one (allows for deleting entities in a group without ungrouping everything)
- editor: AddTarget is now a per-entity option, instead of per-group
- many other fixes and improvements
- CIA 5.45x39 carbines now have more ammo options, for increased tactical flexibility. Thanks, Kevin!
- Enemy Cruiser Shotgun tweaked so its no longer so OP
- last, but not least, Ukraine flag added to the Level Design objects

Quality of life improvements and hotfix update

Changelist for v0.27:
- added optional suppressors to Mk48, M249, XM338, M4/203 and Mk18/M203 weapons
- added more .45 ACP ammo choices for the CIA pistols
- fixed CIA not always equipping weapon after being detected while planting explosives
- replaced schematic map thumbnails with workshop-styled ones
- fixed being able to go covert while escorting hostage or HVTs
- can order hostages following other troopers to follow your trooper
- dead bodies are no longer fully visible in darkness
- enemies now look towards the shooter when investigating dead bodies
- enemies that spot troopers in darkness no longer point at them
- increased distance from which you can interact with doors/objects a bit
- fixed sus zone being created while waiting to throw grenade on a gocode (so before it was actually thrown)
- fixed AIs not going through breached walls in some cases
- fixed enemies seeing doors open in darkness
- fixed Fergie and suppressing troopers hiding friendlies in night missions
- fixed troopers seeing hostages without NVGs
- fixed grenades not obeying preset trajectory when throwing at certain angles
- fixed using the NextMission button from the in-game menu while replaying resulting in infinite loading screen
- fixed sometimes getting stuck in obstacles while jumping over them
- fixed a situation where explosives could be spawned while in planning mode
- fixed showing red warning when hovering lit enemies on night maps
- fixed NVG visual bug when anisotropy is forced in NVidia control panel
- fixed several bugs related to copy/pasting equipment
- fixed walk-sliding animation when following another troop
- fixed UI elements looking really bad when using low quality textures
- fixed being able to jump through walls/obstacles when pathing through a red destruction preview, then cancelling it (but the jump action remained)
- bullet shells stay for longer (50 sec)
- tweaked weapon laser ray to make it sharper/longer and without it becoming blurry
- fixed spycam using the owner's NVG
- NVG toggle in replay menu
- fixed dead bodies stuck in red ghost
- fixed FOVCamera seeing through walls when radius = 180 degrees
- fixed being able to completely unlock fps when turning off vsync from the nvidia control panel
- editor: fixed splitting scaled walls resulting in scale resetting
- editor: middle click + shift will rotate entity towards mouse (modified previous shift+rclick feature)
- editor: unchecking nightMission from map settings will take effect visually without restarting the map
- editor: fixed editor light icons disappearing when disabled/animated
- added some generic-ish Tango enemies, in both Weaponless and Armed variation, for mission builders out there (Hey Knifemaster!)