The Shotgun mafia ːshotgunbreachː boys can rest their keyboards - our intrepid Rangers dug deeply into their Armory and found some leftover shotguns - the semi-auto M1014s, but also some Breaching shorties to be carried in addition to your primary weapon.
Since these are not standard Rangers weaponry, there's no associated class use restriction. Yes, you can have your support guy join the assault with his new M1014. Or maybe not, have you tried his new "Suppress Area" Ability?
All Support Guys can be ordered to provide suppressive fire and fix enemies in their cover. And all gunfire and explosions contribute to suppression, so a gunfight will dynamically change when the volume of fire pins down enemies and operators alike. Those that are still alive, that is...
This implementation is a bit experimental, so waiting to hear what you think of it.
But wait, there's more!
All classes can equip the decidedly not cool Thermal Torches and quickly cut through padlocks, metal fences, chainlink and possibly stuff that's really a fire hazard. These should open up new venues of approach even in old maps, feel free to explore, improvise and report.
Also included lots of fixes, improvements and 2 NEW MAPS - so ... Get Breaching!
Your Devs @ KHG ______________
Full Changelist v0.17
- two new maps - new Support class option: Suppressive Fire - new weapon: M1014 shotgun - new weapon: XM338 (Support class) - new equipment: Breacher Shotgun - new equipment: Thermal Torch - for extra crispy breaching - new backpack equipment: 3x Frag Grenades - new backpack equipment: 3x Smoke Grenades
- can now pre-plan grenade trajectories through doors - improved effectiveness of stinger grenades over civilians - added 'delete' button for your creations and workshop maps - new option: lock mouse to screen in fullscreen borderless mode - new option: mute when alt-tabbed - replays cinematic mode now removes all UI - optimized game for better performance on large maps - multiple improvements/fixes to existent missions (replays will be voided for those maps) - fixed not being able to pre-plan through glass walls - fixed the actions menu being cut-off at screen edges - fixed order of operators on a door not being saved correctly at restart in some cases - fixed a bug where the Jump action would be done before actions such as placing explosives (on the same target) - fixed not switching to previously equipped weapon after using the dynamic hammer - fixed incorrectly displaying number of missions finished in a chapter - fixed multiple crashes - fixed being able to rclick+drag on wall explosives, rendering them unusable - fixed Continue sometimes not correctly loading the next mission - fixed glass doors not getting destroyed by grenades going through them - fixed explosives incorrectly showing as 0 quantity in certain path setups - fixed not being able to share custom map replays with other PCs - fixed sniper seeing through enemy disguises - fixed seeing FOV & no tooltip for concealed enemies - fixed FOV not working correctly with extremely long walls - multiple other gameplay fixes and improvements - workshop: added 'thumbs up' button for workshop maps - workshop: added search bar in the workshop maps screen - workshop: fixed some maps not being displayed as 'finished' in the UI - workshop: fixed not being able to upload maps that had certain characters in their names - editor: fixed not rotating the map correctly with the 180/90 deg options - editor: grid options are remembered betwen editor restarts - editor: fixed crash when using the UI Delete button - editor: increased max lights number - editor: fixed light box limits auto-updating when opening the editor - editor: showing current/max number of entities and lights (and warning when going over) - editor: fixed copy/paste not snapping to the previous grid alignment - editor: added support for textured polygons (see river_bed_shape and water_shape) - editor: added more text to the help section, including VOID's map-making tutorials
Head over there to download, play, give feedback and support your friendly neighborhood level designers. Make sure to upvote the maps you like, as the most upvoted in 1 months time wins stuff from us! <contest details at the bottom>
We got the party started with a very special map, so what are you waiting for?
To celebrate the workshop release, Door Kickers 2 is 10% OFF starting tomorrow!
There's also 3 new official maps in the game, and they ain't easy, folks.
Early Access development means lots of regular changes to data structure - including mission format, so from day 1 we said the Workshop will come later in development. Yet, our intrepid fans smuggled tens of very high-quality homemade maps behind the not-so-closed doors of DK Discord. Their work deserved to be showcased, so we have listened and decided to open the Workshop now and deal with it. This update was mainly focused on adding the needed functionality to support map making and map sharing. But there's also lots of stuff taking shape in the code so next update will bring some often requested improvements to the game ;)
Also announcing our first Level Design Contest, starting now!
The Worksop-published Map with the most player upvotes in 1 months time wins its designer keys for all KHG games on the platforms of his choosing, as well as a special trooper portrait to go in the Door Kickers 2 unit roster.
Contest closes on 20th of June 2021, at 13:00 GMT.
So, get playing - and get voting!
Your Dev Team @ KillHouse Games
Full patch changelist below: - steam workshop support for maps - added three new official maps - waypoint menu can now be switched between targeted actions and path options - private Security types now have proper clothing - fixed bug where walls would dissappear - fixed several AI bugs - fixed shader error when playing on Linux over Proton - fixed bug where slap charges placed on a window would disappear - fixed several coop-related bugs - editor: added snow effect - editor: auto-update light BOX limits when it moves - editor: can now split walls - editor: added group properties in UI (origin/rotation/scaling), were only shortcuts before - editor: added alternative spawn-points for groups - editor: rotate 90 degrees option
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
- 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
--- 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!
--- 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
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
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/)
- 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
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
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):
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