Door Kickers 2: Task Force North - Pintea
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
Mar 5, 2021
Door Kickers 2: Task Force North - Pintea
- 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
Door Kickers 2: Task Force North - Pintea
---
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.


---
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.




---
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:



--
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.
---
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).

---
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


---
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
Feb 4, 2021
Door Kickers 2: Task Force North - Pintea
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
Door Kickers 2: Task Force North - Pintea
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:



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:



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



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/)

Door Kickers 2: Task Force North - Pintea
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
Door Kickers 2: Task Force North - Pintea
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
Door Kickers 2: Task Force North - Pintea
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 <= 10 troops)
- 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

Door Kickers 2: Task Force North - Pintea
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

Door Kickers 2: Task Force North - Pintea
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
...