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Door Kickers 2 News

Patch 0.9 (bugfixing and quality-of-life improvements)

patchnotes v0.9 (6 Jan 2021)

- ctrl+c/ctrl+v shortcuts for copy/paste loadouts
- fixed doors getting blown up by stinger/flashes. They get opened by frag grenades and obliterated by grenade launchers.
- can have troopers order HVTs & Hostages to follow them
- no longer losing stars after completing objectives but not full-clearing maps on Abduction/Extraction scenarios
- weapon tuning
- fixed tooltips showing incorrect quantity for some items
- fixed grenades trajectory not being consistent with actual trajectory
- issuing a "Switch weapon" command will cancel ongoing Reload commands
- fixed interacting civs not being spooked by stingers
- fixed triggers spawning enemies outside the map
- fixed cases where HVT was not controllable after arrest
- stealth troopers now auto-shoot at enemies that are about to shoot at a friendly
- fixed stealth troops auto-shooting when an enemy VIP would see them
- fixed VIPs escaping through Escape Zones
- editor: fixed "resize" option saving the map in the base game folder instead of the user one
- fixed executioner crash when killing the last hostage
- fixed missing smoke/frag icons in tooltip
- fixed copied loadout not pasting after closing customization screen
- fixed crash when blowing up door while being opened
- fixed HVT remaining arrested after cancelling arrest
- fixed not being able to select human when he was just about to jump over things
- fixed a crash related to blowing up things
- less stutters (added more things to the preloading step)
- various other item/map fixes

"Silence is Golden" Update

Stealth is in!
Ranger Assaulters can now equip the ultra-cool Mp5SD, while all classes get the Suppressed M9 for those special guys that just ... need to disappear. To help with planning, a new behavior switch (Go Silent / Go Loud) was added. Use the waypoints menu to toggle it on a specific spot, or the Shift+F shortcut to quickly toggle it for the entire team.

Remember, all units can go Silent, regardless of the weapon equipped.



Mission generator is in!
First (experimental) version of the new RMG is in! It can build random, realistic structures based on design guidelines. We still have lot of improvements to make and stuff to add, but it should already give you a ton of realistic looking missions! Please let us know which missions you enjoy most or if there's any that just look completely ridiculous!



Nothing compares to handcrafted missions though, so you have 5 new custom single missions to have fun in, and there's even some surprises for you to discover!



But wait, there's more: all new gun sounds, and, by request, you can finally play custom maps in coop. While we don't have Steam Workshop support yet, having the editor available won't stop anyone from making maps, so here's a list the fine people on our Discord have put together:
https://steamcommunity.com/app/1239080/discussions/1/2972901817699740589/

Merry Christmas and Happy Holidays, everyone!

Your Devs @ KillHouse Games

_____________________
patchnotes v0.7 (22 Dec 2020)
- 5 new maps
- random mission generator (work in progress)
- new weapons: Mp5A5, Mp5SD6, Suppressed M9 plus MK18 and M16A4 grenadier combos
- added switch for Go Silent / Go Loud
- all new gun sounds
- Assaulters no longer sling their primaries on the back, but keep them upfront for faster access
- custom maps can now be played in coop (if both players have them)
- various balance changes to weapons
- flimsy doors get destroyed by 40mm
- increased smoke grenade duration to 14 sec
- multiple improvements and fixes for enemy AI
- fixed enemies not taking damage when inside smoke grenades
- fixed enemy VIP surrendering at friendly VIP
- no longer freezing in place with WaitForClear while targetting a blind-firing enemy
- editor: user prefabs don't get overwritten anymore (saved to a different file in the user documents folder)
- editor: added "show in folder" button in MapSettings popup, option to show reachable areas, fixed issues with rotation, ctrl+mwheel scales selection, new maps are added to single missions without restarting the game
- many other small fixes and improvements

Three new maps, revamped Rangers look, modded maps and more!

Rangers did look quite similar, right? Well fashion police just dropped by and their looks received a significant revamp, making it much easier to identify which class they belong to and what type of gear they're rocking:



There are also three new maps available (now 30 in total):


Speaking of maps, we haven't added Steam Workshop support yet (though we'll do that once the engine stops changing), but the awesome Discord community already made something of their own, with over 25 custom maps already available: https://steamcommunity.com/app/1239080/discussions/1/2972901817699740589/


Full changelist below, with a ton of fixes and QOL changes.

patchnotes v0.6 (26 Nov 2020)
- three new maps
- revamped look for Rangers
- troops now auto-switch to secondary when empty (while shooting the primary)
- mousepick radius is dynamically adjusted with camera height (less chance to fail clicks on troops)
- path colors no longer repeat (if - tweaked mobility stats for gear items
- tweaks to weapon stats
- fixed being able to walk through doors after editing the path
- fixed grenade preview not going through windows/grating doors
- fixed large drapes not getting broken with the Clear Window command
- fixed explosive charges not doing damage through drapes
- fixed a crash in customization screen
- fixed a crash in coop when laggy
- fixed deploy troops number not updating anymore
- less in-game stutters
- fixed grenade target resetting when switching grenade types
- fixed music randomly stopping sometimes
- drawing with rclick uses less bandwidth and drawings stay a bit longer on screen
- fixed a couple of crashes in the editor
- fixed crash for people named Davi
- can close waypoints menu by clicking on the trooper portrait
- no longer showing 'wait for clear' for detonating explosives
- 'wait for clear' is now done before all actions (except look-at), was done after all actions before
- fixed bug where you couldn't select human when standing on a gocode+jump action
- fixed lockpicking sound looping after door gets blown up by RPG
- fixed fleeing civilians counting as hostages on mission end
- fixed menus getting broken sometimes while playing coop
- fixed grenade launcher shooting through walls
- fixed Botclone typo (you owe me 20 bucks)
- fixed rclick not opening customization screen when clicking on undeployed troops
- fixed default weapon attachments not being equipped when switching weapons
- fixed spy camera showing up through walls
- added 'crouch' tutorial
- achievement unlocked: three updates and not even 1 month since release

Update! New maps, colored paths, customization etc etc

BOOM - colored paths are in!
(how could we forget about those?! But you definitely made sure we remember, hence some hundreds emails on the topic)
Regarding paths, we also added many quality-of-planning options, like being able to switch the current selection using TAB, improving visibility on the currently selected path and a big revamp on the visual side, making complex plans look a lot less cluttered.
We're still not done with it, so expect more improvements on this front.




The customization screen got many improvements as well:
- portrait & name customization
- copy/paste loadouts
- class icons were added to make sure you don't mix your troops up anymore




Two new maps...


...and a lot more, here's the full changelist:

v0.4 (Friday 13th 2020)
- two new maps
- added colored paths option (and many other visual improvements regarding paths, making planning cristal clear now)
- TAB cycles the current trooper selection (sniper target cycle moved to X)
- customize: can now copy/paste loadouts
- customize: can edit trooper names
- customize: can change portraits
- added "reset all paths" button while in planning mode
- added class icons (visible in deploy/customize/tooltips)
- added 'planning mode' phase at the start of the game, which will also keep the game paused in coop until the first Play command
- added tips & tricks section to the in-game menu
- can now choose the next map while hosting a custom coop game
- if a breaching charge is equipped, show potential placement location while drawing the path
- can throw grenades around corners from a bit farther away
- a ton of weapon tuning
- multiple mission endscreen improvements (added 'Hostage casualties' as well as pointing out what improved since the previous run on that map)
- someone made a map with hundreds of civilians which wouldn't work, so we increased the max number of humans a bit
- added and improved characters' tooltips
- can order hostages to stop after you told them to escape
- hostages run after you if you are running
- fixed grenade preview not being consistent with the actual trajectory
- fixed suicide bombers running into cars and generally being dumber than they should
- fixed coop game switching to full pause when both players restart at the same time
- fixed sniper spamming voiceline
- fixed humans sometimes remaining stuck after vaulting
- fixed doors playing open/close sounds when seen after opening and closing
- fixed a couple of crashes
- a ton of fixes and improvements on maps
- a ton of other AI fixes

Welcome to Door Kickers 2 - Early Access!

Hey there, thank you for being early adopters of the DK2 Early Access!

With all the new stuff we've added (new theme, toys and tech) we'll be able to take this game much farther in breadth and depth than DK1 ever could.

We've been keeping very busy since launch, fixing urgent issues and going through all feedback to see what are the most requested features and what you think we should add next. Sometimes we answer in person but even if we don't, rest assured we do read all of them (and there have been thousands of messages all across our social channels, thank you for your feedback!).

First thing next: a large-ish patch will be coming very soon (later this week I believe), adding new maps, improving a ton of things related to the current content of the game and, of course, bug fixing. This is all based on your feedback from the previous days.

From next week we'll be working larger updates, new content as well as features requiring special development focus. We'll try to release them at a steady pace, without taking too long between them. We don't have a public roadmap yet, because we like to keep things dynamic and also include the community's feedback in those decisions, but we'll try to be very transparent and communicative once we settle on what we're gonna do on the next updates.

Rest assured, your opinion and feedback matters. You are the best fans in the world and will get the best tactics game from us :)

Have fun playing the game and keep that feedback coming in!


-The KillHouse Games Team


PS: and of course all praise MIND__LINK