Sep 24, 2021
Door Kickers 2: Task Force North - Pintea
hotfix v0.19:
- fixed undercover agents not being revealed when kicking doors
- fixed undercover agents not being suspicious when throwing grenades
- fixed being able to use covert agents as shields
- fixed HVT not following you over extraction zones
- fixed HVT not always following you through breached walls
- fixed Rangers not being able to breach padlocked doors
- fixed being able to deploy CIA in the first tutorial maps
- fixed rocket launchers shooting in weird directions in some situations
- fixed Dragunov scope bug
- fixed text overlap bug in UI
- fixed multiple issues in Snatch&Grab map
- fixed dead bodies rotating
- fixed several typos
- fixed pop-up error message that would show up in some situations
- fixed deployable troops status showing wrong number of troops
- editor: added confirmation for unsaved map when quitting editor
- editor: fixed a crash related to groups
- editor: fixed showing danger areas in workshop thumbnails
Door Kickers 2: Task Force North - Pintea
Finally - a new update, and its a HUGE one: new content, new gameplay, tons of fixes and enhancements.



And the CIA Special Activities Division boys.

On any mission you can now choose to deploy either the CIA or the Rangers - but in Coop each player gets to pick; Feel free to mix them up. We've also made it possible to edit and customize the squads from the Main Menu, it should help. And you can have more than one squad of each Unit. Why? Trust us, it will make sense later ;)



The CIA come with a limited roster of just 4 troopers, and 2 player classes: The multi-role Black Ops Paramilitary Officers, who can kick posterior left and right and wield any weaponry type, and the very specialized Undercover Agents. These try to blend in, infiltrate the area and use local or hidden weapons to maximize concealment.

Each CIA Officer is rated on Concealment according to the gear and weapons they carry. Too much, too bulky, and the enemy will think you're SUSPICIOUS and eyeball you closer , or outright know you don't belong there. Lighten up your visible load. get rated COVERT and the enemy will mostly ignore you.



(Rangers need not concern with Concealment, their gear, camo, velcro and yelling makes them stick out too much. Airsoft is not really popular in Nowheraki, you see.)

Going Covert is useful to infiltrate enemy areas, but there are places where access is controlled, and being spotted there will blow you cover no matter how concealed you are.



Speaking of gear, note that the CIA is not subject to same inventory restrictions as US Army Rangers, so they get to choose cool stuff like Mp7s, Vintorez Silenced Sniper Rifles, Uzis and AKs.



Both the CIA and the Rangers can now equip one-shot disposable Rocket Launchers, the M136 AT4 and the RPG-26. All explosives have been rebalanced for enemies and players alike. Grenade and Rocket Launchers have decreased accuracy, while grenades have lost a bit of their throwing range - especially when thrown over obstacles.

To better reflect the clandestine, High Risk - High Impact, nature of their operations, there's a new mission type - RAID ON STRONGHOLD. Get in, destroy enemy equipment, and don't forget to get out. You're always outnumbered, don't be outsmarted, and leave no man behind.

We're eager to see what the Workshop Gang will do with this new gameplay style. On our side, we'll explore similar New Mission Types in the following patches, as Rangers said they like to get in on the action, too, and the CIA have more than one trick up their sleeve!



The build also bings countless fixes and gameplay improvements - full list below. Most importantly, the target selection has been improved and troopers will behave smarter when choosing who to engage. But you can now order them to target a particular enemy, if you wish, by simply dragging an arrow on top of them.



In closing, thank you for your patience and we're sure you've skipped forward and started playing already.

Note: since this update required heavy changes to the game's underlying systems, your Squad / Replays / Plans will be reset!

Your Devs @ KHG
______________
Full changelist v0.18

- new playable unit: CIA Special Activities Division
- new mission type: Raid on Stronghold
- 5 new maps (new single missions chapter)
- squad management in Main Menu, yay!
- new weapons: M136 AT4, RPG26, Mp7s, AKs and more
- new tool: Automated Lockpick, CIA exclusive, Rangers would just break it.
- removed lockpick ability from Rangers (CIA still got it)
- added option to close doors, its the polite thing to do.
- can now target a specific enemy (right-click + drag from your troops to target)
- much improved auto-targeting (will prioritize executioners, angle to current aim direction, what allies are doing and the current 'go silent' status, among others)
- grenade range limited depending on whether you have line-of-sight with the target (20m vs 10m)
- grenade launchers and rocket launchers no longer have perfect accuracy
- grenades can now be lobbed over objects that block line-of-sight (angle of throw is adjusted dynamically)
- new music track, powered by Cosmin Mirza
- workshop: added sorting filters and improved search function
- added in-game objectives display + can check challenges progress while playing
- hostages will now alert nearby enemies when running
- added confirmation dialog for Delete Plan
- redesigned customization for weapon attachments
- new colored plans option: per-class colors (alongside monochrome and per-trooper)
- tweaked plan colors for better color blindness visibility
- added camera rotation to home/end
- no longer drawing pencil while in replay cinematic mode
- all tools (lockpick/TEC/crowbar etc) now emit sound continuously while operating
- firing method is now switched accordingly with distance to current target
- enlarged the main menu artwork to work on ultra-wide monitors
- improved Civilian idle behavior
- improved enemy HVT AI. They will run away more often and be harder to catch
- fixed AI getting stuck when getting up or being pushed
- fixed pathfinding bug that would cause enemies to go through walls or hostages not going through detonated walls
- fixed getting stuck in obstacles when jumping over them
- fixed several bugs related to how suppression works
- fixed VIP scenarios not working when Fergie was in them
- fixed sometimes entities staying red after detonating charges (for physics entities that move when detonating)
- fixed being able to shoot the grenade launcher through doors/walls (again)
- fixed couple of bugs related to Detonation buttons
- fixed path selection prioritization not working anymore after deleting a waypoint
- fixed grenade trajectory preview not always working correctly with soon-to-be-opened doors
- fixed a bug where GoCode detonation wasn't working properly
- fixed weapon's aiming time curves not being displayed correctly for Iron Sights
- fixed a bug where Delete Plan would not delete all waypoints
- fixed switching to tec torch even though the targeted door was already opened
- fixed bug where switching between lockpick/crowbar on a door would keep the lockpick's breach time instead of using the crowbar breach time
- fixed bug where moving suppress target while on gocode would trigger it anyways
- fixed being able to unpause while the waypoints menu was opened (resulting in all kinds of weird bugs)
- fixed always playing 'reload empty' sound when reloading
- fixed crashes/bugs that would happen on very large workshop maps
- fixed a bug in workshop maps where it would upload as a new map, instead of updating the existing one
- editor: increased max number of entities allowed
- editor: any enemy can now be configured to roam between POI objects (like civilians)
- editor: can now change some POI settings from within the editor (to reduce the number of template permutations required)
- editor: POI objects can now specify whether civs or enemies can interact with them
- editor: added 'lightning' effect (see directional light params)
- editor: can edit light animations from within the editor
- editor: added a new terrain material
- editor: multiple fixes/improvements to how entities are scaled
- editor: fixed not being able to select rotated walls
- editor: fixed alt spawns not duplicating scale of original entity
- editor: fixed a bug with splitting walls (rotated walls would place the new wall section in an incorrect position)
- editor: fixed font size issues with DPI scaling enabled
Door Kickers 2: Task Force North - Pintea
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
Door Kickers 2: Task Force North - Vulpe Nebuna
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
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
...