Apr 16
Door Kickers 2: Task Force North - Pintea
- fixed Reload+GoCode locking the trooper in a single direction, unable to aim
- tweaks to Enter The Spectres to make the scenario conditions more obvious
- QRF will also count Ambassadors(VIPs) towards the evacuation condition
- path should get stuck less than before in tight spaces
- small correction for M68 and T2 red dots stats
- fixed enemies doing suppressive fire into hostages
- fixed ALT+E toggling editor mode when using right-side ALT
- fixed a mod-related crash
- fixed Concealment not updating when using a TecTorch
- fixed troopers showing up as Concealed when they were actually Suspicious
- fixed Room Clearing Drills doctrine causing slower target switching when shooter had fast aim time
- fixed several RMG layout issues
- fixed URGI thumbnail
Mar 26
Door Kickers 2: Task Force North - Pintea
- new weapon: M4 URGI/M320
- actions that toggle state (wait/silent/stealth) will no longer reset look-at
- will no longer stand up after using spycam if order was given while crouched (previous state is preserved)
- tweaks to US Holos and Red Dots
- tweaks to ambient sounds to make some of them less anoying
- reduced HVT escape possibilities in En Prise of Op: Chaturanga for easier overt approaches
- fixed arrested HVTs being stuck on closed doors
- fixed hostages needing Persuasion skill to evacuate
- fixed several mod-related crashes and issues
- fixed a crash related to patrolling enemies
- fixed a bug with squad statistics where incapacitated troopers would show up as casualties
- fixed doctrine tooltip sometimes remaining visible on screen
- fixed an editor crash related to movers
- fixed a potential crash
- fixed several RMG bugs
- fixed bug where getting pinned while shooting RPG would lock the trooper
- fixed a bug with tooltips being incorrect for VIPs
- fixed several typos
- fixed spycam UI not looking right in replays
- changed feedback form a bit, to make reply email addr more obvious
- fixed troopers saying they see the bomb too soon
- M993 ammo stats corrected for Mk17 STD Suppressed
- fixed bug where a Damage entity with zero range could affect someone sitting right on top of it
- waypoints menu now shows on top of HUD
- fixed a bug where the red F line was stuck on a dead enemy
- fixed helicopter rotor blades blocking FOV
- NWS Leader Sapper Vest description corrected
- fixed path line breaking up in some situations
Mar 5
Door Kickers 2: Task Force North - Pintea
- fixed hostages & HVTs sometimes not walking through blown up holes and glass walls
- corrected CIA Barricade / Rifles doctrine
- using Next Mission while playing a random workshop map will result in expected behavior
- random workshop page is now conditioned by min number of subscribers instead of upvotes
- issuing a Reload order while the trooper is crouched will no longer result in them standing up after finishing reload
- trooper will now stand to aim when shooting RPG/GL from a crouched position
- fixed an issue where trying to shoot an RPG would result in trooper not being able to move
- fixed a campaign generation crash on Mac (again)
- fixed several cases of bad RMG walls
- fixed several graphical issues on random maps
- fixed "disable all mods" also resetting language
- fixed a bug where breaking window+drapes would seemingly not alert the enemy
Mar 3
Door Kickers 2: Task Force North - Pintea
- campaign: several tweaks regarding Intel-locked missions and Intel availability (missions requiring intel can now spawn even in days with 1 mission, if you have available intel from previous missions. Chance for intel-locked missions is reset right after a previous one expires.)
- tweaked the 'random workshop map' option to account for current workshop conditions (now requires at least 150 upvotes and a >50% overall positive rating). Configurable from data/game_settings.xml.
- Militia no longer get bonuses from pistol doctrines
- fixed auto wait-for-clear behavior
- fixed a map generator crash (mostly on Mac)
- modified Phase IV: Smash in Op: Subjugator to be single-plannable
- fixed undercover CIA not getting their kills counted (nor awarded xp)
- fixed screen going black when closing the game due to HDR+NVidia
- medals of same type are collapsed into one and tooltipped with amount
- medals missing because of disabled mods are now hidden
- CPU usage should be lower when being limited by the max FPS option
- only one instance of the game is allowed to run concomitantly (possibly related to sometimes losing savegames)
- fixed (maybe) borderless mode having some issues on AMD
- fixed a rare crash that would happen while watching the intro movie
- fixed some inconsistent ui colors
- fixed bullet shells looking weird when scrolling through replays
- fixed unbreakable object behind wall in Upper Ward of Op: Kerak
- fixed bugged area around high mobility deploy slots in Unaware Target
- fixed chain explosions not always chaining
- fixed some coop replays freezing at start
- fixed SawnOff Iron Sights
- fixed several typos
- fixed 'updating workshop' step sometimes never finishing
- fixed mods-related bug with inability to deploy troops
- fixed mods-related bug with log spamming
- various improvements to account for mods going crazy with effects (increased some limits, more error checking)
Feb 25
Door Kickers 2: Task Force North - Pintea
- deploy will now default to the currently selected squad from main menu, unless there was a plan saved on that map with a different squad
- fixed a bug related to stars going missing
- fixed no longer being able to use spycam anywhere
- can remove individual doctrine points by right clicking
- all squads can order Hostages to run to exit
- fixed walls having small holes inside them sometimes
- fixed being able to see through doors after blowing up stuff
- fixed auto-wait-for-clear deadlock when in stealth mode
- fixed the 'clear window' action breaking far-away doors instead
- fixed main menu art animation going out of bounds in some situations
- fixed replays backcompatibility related to campaigns that were no longer in progress
- fixed sometimes showing danger zones even though no concealed troops were present
- fixed campaign newday report stating 1 doctrine point available even though you had 2 (for Rangers)
- fixed a bug where replay speed would not be consistent
- fixed several typos
- fixed shotgun ammo turning red at 1 (now at 2, but works better across low-ammo guns)
- fixed some texts moving around when using mouse scroll on top of them
- tweaks to ambient sounds
- fixed grenade trajectories not rendering at mission start in certain conditions
- fixed potentially unreachable enemies on RMG maps
- reduced cases where RMG maps had buggy walls that blocked access to rooms
- removed fully-blocked map entrances on RMG maps
- fixed getting duplicate names in squads
- ahem, fixed RMG bathroom that had two stacked enemies
- fixed enemies crouching when just suppressed in combat
- fixed moving and turning faster instead of slower when suppressed
- tweaks to Op: Chaturanga
- fixed the Foreign Advisor Prisoner in "Trouble with Doors"
Feb 18
Door Kickers 2: Task Force North - Pintea
- added shortcut for setting Wait For Clear on all troopers ( Shift + W/` by default)
- fixed some move-blocking RMG tiles
- fixed look-at cancelling 'hold' gocode
- fixed some enemies stuck behind machines in RMG industrial maps
- fixed getting GoodJob voiceline on lost bomb missions
- fix for zero missions in a day bug
- fixed Completionist achievement not completing
- fixed somtimes not awarding the TOD Ironman achievements when finishing with 28 days
- fixed sitting in the air on Knives In The Dark
- added unused alternate NWS voice
- LT Tawr is now more inspiring
- Crisis on Route Kilo tweaked
- fixed some more inaccessible areas in RMG
- Mp7 Subsonic ammo now correctly discounted when purchased for Suppressed variant.
- fixed fusebox not killing lights when destroyed by player in Jack of Clubs
- fixed cases where RMG HVT missions would finish instantly
- difficulty tweaks to Op: Chaturanga
- fixed trees being deleted by a building in RMG map
- removed non-dev error message
- fixed deploy UI blocking input below CIA roster
- fixed campaign Op replays being broken unless you opened the campaign screen (will still happen for stopped campaigns, working on a fix)
- fixed UI overlap in credits screen
- fixed infinite equip/unequip loop if while placing spycam the door would explode
- fixed several localization issues and typos

Some known issues and temporary fixes for them:

1. Screen becoming very dim after closing the game (while in borderless fullscreen)
Open NVidia Control panel -> Manage 3D settings under 3D settings -> Choose Program settings -> Under "select program" look for Doorkickers2 -> Under "specify the setting" go to "vulkan/opengl present mode" -> Change from auto to Prefer layered on DXGI swapchain
(thanks user Kevinusman for the solution)

2. Constant stuttering / freezes
If you have NVidia driver version 572.16, please rollback to 566 or an older
one. The latest version has issues with multiple other games as well.
Feb 14
Door Kickers 2: Task Force North - Pintea
- fixed several crashes
- fixed some mod-related crashes
- fixed enemies walking on water in an RMG map
- optimized RMG cave maps
- fixed RMG maps where the only way to enter the area was to use specific breaching tools
- fixed hostage not being able to evac through secret river Evac on RMG Cave maps
- fixed enemies getting stuck behind walls on maps because they were turning around while getting up from sitting
- fixed a voice mixup for CIA Male
- temporarily preventing some RMG tiles from spawning that were causing inaccessible balconies on apartments
- fixed blocked doors on RMG security tiles
- fixed blocked door on RMG Security tile
- fixed RMG garage door being blocked by truck
- fixed floating curtains on RMG
- fixed blocked passage on some RMG factory tiles
- fixed an issue where the Mac version wouldn't start
- fixed an error where game would say it timeout while in single player
- fixed several typos and localization issues
- eliminated table blocking the path from RMG jail tile
- removed some error popups that were only supposed to show in development mode
- fixed several UI bugs
- more tweaks to annoying ambient sounds
- no longer saving replays if quitting before deploy ends
- modding: fixed some issues related to adding new terrain materials
Feb 12
Door Kickers 2: Task Force North - Pintea
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
Feb 11
Door Kickers 2: Task Force North - Pintea
- 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
Door Kickers 2: Task Force North - Pintea
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




- 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 <33% empty
- 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 <AttackTypesBlindfire> 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 <Human> 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)
...

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