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Door Kickers 2 News

Update: "Would you like to (RE)play a game?"

Replays are in! You are now able to review your plays and marvel at your awesome tactics. Or sheer luck. Hopefully, both :)



Also included: four new maps (including a new chapter), new enemies and many other improvements and QOL changes, see full changelist below.

This was supposed to be a much larger update, but we decided to split it in half to get you replays sooner. We also thought all fixes should be out sooner rather than later.

Have fun - and Steam Workshop is next!

Full changelist:
- 4 new maps
- replays: can now review your plays
- 2 new enemy types - Bodyguards
- new sounds for various equipment/explosions/ambiental sounds
- doors open faster when kicked than when opened by hand
- various graphics and QOL improvements
- fixed freeze on Intel GPUs (the one which mostly happened when shooting the sniper)
- fixed grenade launcher preview being different from actual trajectory
- fixed not being able to pass through some doors/windows
- fixed bug where troops would get stuck after placing explosives on doors/walls
- fixed slowdown in coop when using the drawing function
- fixed multiple issues on generated maps
- fixed startled Civilians causing the Stealth challenge to fail
- fixed troops getting stuck while vaulting
- fixed a couple of crashes
- fixed doors showing as closed even though they were opened
- fixed a bug where explosives+jump on a window would happen the other way around
- faster loading for large maps
- proper implementation for sliding doors
- fixed firing animation looping indefinitely
- fixed missing UI elements for armor
- added rain effect
- consumable equipment items which have been consumed no longer consume mobility points
- editor: option to rotate map 180
- modding: triggers can now enable/disable other triggers
- modding: fixed triggers not repeating Light and Sound effects
- lowered volume for dog barking sound which would cause distress to real dogs

hotfix for v0.12

- fixed challenges not being always updated in the missions screen
- fixed non-consumable items not showing up in tooltip (spycam/hammer etc)
- fixed multiple issues on new mission maps and random maps
- fixed gas_cylinder not doing damage
- fixed 'wait for clear' blocking when enemies were blindfiring
- fixed not winning mission if some of the bad guys surrendered
- editor: fixed walkable areas preview (F1) not being correct in places

LE, hotfix part2:
- fixed bug where path-through-doors would not create waypoints
- fixed grenade launcher trajectory sometimes being different when restarting
- fixed sliding doors not sliding the right way
- fixed being able to reload by doing the reload/switch/switch trick
- fixed scaled doors not working correctly
- fixed being able to control the unrescued VIP
- fixed not restoring previous deploy correctly when you'd change the name of troopers

Update: Timebombs, challenges, plan saving and more

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What's new overview:
Bomb defusals, three new missions, per-mission challenges, much improved mission generator, new weapon stats display, previous plans are saved, exploding barrels and many other improvements.


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There's a new mission type in town: Bomb Defusal.
Make sure you fail this objective at least once, we don't want to let the work we put into environment destruction go to waste :(
Additionally, each mission now has three optional challenges, a mix of these: Clock Race, Clean Run, Undetected, Lone Wolf, No Pause and - the often forgotten, but not by us - Single Plan.




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We completely revamped how weapon stats are displayed! This should now give you more info about the nuances of how weapons work and how they compare to each other in Door Kickers 2.
It's not something you usually see in games, so you'll either love us or hate us for this:



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The mission generator has again received a very consistent update, in terms of quality and quantity.
There's still work left to be done, especially on large open spaces, but you'll find that at least the apartment maps will offer infinite variation:


As usual, expect weapons tuning and details to completely change a couple of times until we fully release the game.
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Your plans are now saved!
Where before they would get deleted once you closed the game, they're now kept persistently on your hard drive, allowing you to iterate over large plans in multiple sessions.
Beware though, future updates might/will delete them (the 'beauty' of Early Access).


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What's next:
While we like to keep things surprising, a couple of things we can say are on the priority list are replays and Steam Workshop support. Replays because they're pretty cool and you already know they're coming, and workshop (for maps only) because the map making community is already putting out tons of awesome maps which you should definitely play!

The community-moderated modded maps list is here:
https://gs-scroller.appspot.com/e/2PACX-1vSlhh4tFcDvbE0R4fvnIsW6qmVPL3nqOG26yPiDlIsRSfW9C452eJICFLcrJuMq5QEOzeLOWnrDBaUC/1064918187

In other map-making news: check out the tutorials this guy (Void) is making: https://www.youtube.com/playlist?list=PLGjKeRVxYcxe0UAIKmY6vlpvTURICU-5v

Easy link to our Discord, where all the map-making is happening:
https://discord.gg/doorkickers


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full changelist:
- three new missions
- added per-mission challenges: clock race, clean run, undetected, single trooper, single plan
- new mission type: bomb defusal
- overhaul for how weapon stats are displayed
- the previous plan is saved persistently (even after game restart)
- much improved missions generator
- look-at waypoints will stack with 'wait for clear' waypoints
- new visuals for look-at arrows
- added 'next mission' button for quickly iterating through random maps (also useful for changing maps in coop)
- Steam Remote Play: fixed broken mouse movement
- projectile explosions no longer do damage to humans that are crouched behind cover
- drapes break when shot at
- exploding barrels / propane tank will now do damage
- fixed humans getting stuck at mission start or in front of walls
- random maps only give stars once per seed
- made action waypoints' collisions smaller (you can add them closer together)
- coop: now showing the number of deployable troops for each map
- coop: fixed a bug where deploy slots weren't split efficiently between clients
- coop: fixed bug where synced players would randomly unpause
- coop: fixed bug where partner's gocodes were shown as yours
- coop: while playing real-time, waypoints no longer activate when unpaused
- coop: fixed a bug where the previous plan would get wiped
- coop: players without troops aren't allowed to pause the game in sync mode
- modding: scaling works properly for all types of entities
- modding: new entity type that deals damage
- modding: fixed several crashes/bugs related to extremely large custom maps
- modding: triggers cand turn lights off
- many improvements/fixes related to path-feel and things
- fixed a couple of issues with the GO Silent toggle
- fixed glitch were your troops would twitch erratically
- customization "back" button works more towards as it's supposed to
- fixed crash when too many footballs were added
- fixed civs not following trigger paths
- fixed AI stopping in doors
- arrow keys scroll speed is now the same as the screen edge speed (specified by options slider)
- mapgen spedup generation on big buildings (~10-15%)
- fixed civilians/hostages being immune to all grenades
- fixed HVTs being rescued without having to arrest them
- fixed several bugs related to incorrectly restoring the previous plan
- fixed infinite melee when cornering an enemy
- fixed AI triggered to run being distracted by silly things like dead friends or gunshots
- fixed AI being stuck staring at dead bodies forever
- many other fixes and improvements.
- we probably added many new bugs as well

patch/hotfix v0.11

patchnotes v0.11 (4 Feb 2021)
- fixed wrong UI count shown for used explosives/grenades
- fixed explosives disappearing when cancelling action
- fixed projectiles no longer destroying walls
- fixed dynamic hammer action not cancelling correctly
- fix for humans going through walls, related to breaching charges
- fixed crash when opening/closing editor right after opening the game
- fixed/improved physics for various objects
- various fixes for new/random maps
- editor: triggers can spawn any kind of human
- editor: triggers can spawn enemies on a path
- editor: triggers can destroy targeted objects
- editor: added trigger delay and repeat times
- the 'O' key spawns a football that you can play with until the next update

Improved missions generator, new armor types, full pre-planning and more

[h2]The mission generator has received a ton of upgrades, adding new environments onto which the map is generated . It works faster too! Here's a snippet of what it can currently do:[/h2]



[h2]The inability to plan beyond wall breaches has been a huge hindrance, not anymore. You can now set up your plans all the way through:[/h2]



[h2]Full patchnotes below, including more Armor options, new ammo and other popular quality-of-life requests.[/h2]



patchnotes v0.10 (29 Jan 2021)
- five new Armor types
- new ammo types for all 9mm firearms
- two new custom maps
- much improved map generator (better maps, faster generation, much wow)
- you can now pre-plan through walls that are about to be breached
- added "remove all" option when deploying
- waypoints menu shows *uncommited* quantity for items (subtracting the ones already planned)
- new item types: glass walls and doors
- game and editor load faster
- improved FPS for large maps and a lot of humans
- increased max number of humans supported on a map
- fixed enemies not reacting to dead bodies anymore
- fixed not waiting for gocodes when doors/targets would get destroyed
- fixed multiple enemy AI issues
- fixed multiple input/controls issues
- multiple other fixes and quality-of-life improvements
- modding: 3dsmax plugin for exporting KHM files (see DoorKickers2/tools/)