Nov 19, 2021
Door Kickers 2: Task Force North - Pintea
Ok, fine, we've added suppressors, so stop bugging us about them.



As we've said before, suppressors in Door Kickers 2 don't make guns magically silent, unless there's also a subsonic ammo option that you equip. They do help to create confusion, and they do reduce sound report a bit, Most importantly, they'll help when hiding in the dark - when we implement night missions, that is.



And ... we've also made it that you can click on troopers to HOLD them in place, so stop bugging us about that too!

Click to hold, click again to release. And you can even click on a path to add a simple "hold here until released" waypoint if you don't have time to create a more thorough plan sync.


New edge-of-screen unit markers have been added. Both for friends and enemies, should help with coordination and orientation on larger maps.

And ... <drum-roll> there's a new (and very basic) option to change your key bindings between two presets. Basically its a choice to Pan the camera with Arrow Keys or WSAD.



Coop improvements
We haven't changed many things for coop lately, so a few improvements were in order.
First of all, when playing full-sync mode, opening the waypoints menu will no longer pause the entire game, allowing you to continue playing immediately after choosing an action, without blocking all the other players as well. You can still pause the entire game though, via the pause button (or Space key).
In the future we'll probably improve upon this again, by only pausing the specific trooper you're right-clicking on, instead of the entire team. As always, let us know what you think about these changes.

We've also done a bunch of work on the stability/performance side of things. The required bandwidth has been decreased a bunch, making the game more reliable on slower connections and no longer requiring to have a very good connection in order to host a 4-player game.
We also fixed some cases where the game would crash when playing over a faulty connection due to some packets being fragmented and/or mangled.


Price increase incoming in January 2022
As stated in the Early Access description, the base price of the game will increase once the game releases (targeting the $25 price point).
We decided to do it gradually, increasing the price in two steps: one price increase starting next year, then another one before the game is fully released. A year has passed since the game was released in Early Access, in which time the game has grown immensely in terms of available content, so we feel a price increase at this point is well deserved.
So this year is your last chance to get the game at the current price point. The game will also be participating in the Steam autumn/winter sales, with 10% off.


Modding support
We're committed on making DK2 more moddable than DK1 ever was, via better/smarter tools and more openness towards sharing source assets and code.
As you know, for the moment we only added support for maps on Steam Workshop, and not other kinds of mods, due to the game engine suffering massive changes while in Early Access.
Full mod support will be added before release, but to prepare things ahead of time, we're starting to release source assets for 3dStudioMax, which you can use as reference to make your own. For this update we've added the source file for our animated human characters, as well as 3dstudiomax integrated exporters for our own file format. The tool we use is not that accessible though, so we're looking to make the transition towards Blender, which is a free-to-use 3D modelling software.
By the way, if you know anyone that can help us with programming a custom Blender exporter for our assets, give us a shout :)

Replay compatibility
This update invalidates existing replays again, but we're taking measures to avoid breaking replays ever so often.
What we're currently working on is a way to keep old game versions as well (since replays are tied to the data in those versions). To keep the size of those old version very small, we're doing this in a smart way, where we only keep files that are different from the current version.
Therefore, when trying to play an older replay, the game will jump into the required game version and still be able to run the replay. It's not ready yet, but we know how much it sucks to lose those cool plays, so just wanted to let you know we're working on it.



Your Devs @ KHG

(P.S. Just kidding about the "bugging", mates. We love feedback, on forums and via emails or elsewhere. Our ears are always open - bug us as much as you want. And to the "suppressors mafia", thanks for your patience! )
______________
Full changelist v0.22:

- suppressors added as an optional muzzle attachment to select weapons.
- 2 new maps
- added option to 'wait in place' when clicking on troopers/path
- added hotkey templates (you can currently choose from a couple of templates, with dedication to the WASD folks)
- added UI indicators for troops/enemies which are off-screen
- jumping/vaulting speed is now adjusted with the mobility factor
- last selected mission bundle is now remembered between runs
- can now assign gocodes to waypoints without closing the radial menu by using the keyboard shortcuts (and W or ` for WaitForClear)
- new hotkey: delete waypoints with DEL key
- concealed troops no longer stop when they are compromised
- civilians try to pick the shortest route to an escape area, ignoring inaccessible ones
- grenades/launcher actions no longer start when pressing Space (before the user has finished setting up the target)
- updated the team colors to be more colorblind friendly
- this update invalidates existing replays, but took some measures to avoid making replays incompatible with each update, for future versions
- game should run much better on low-spec CPUs
- many other tweaks, fixes and improvements to maps/UI/gameplay
- coop: opening the waypoints menu in coop+sync will not pause the entire game anymore, only when using the Pause function directly
- coop: less bandwidth usage, increased reliability, fixed several bugs

- fixed sus-areas going through closed doors
- fixed increased game loading time when having a shitton of workshop maps
- fixed several crashes
- fixed mission list forgetting scroll position when deleting replays/missions
- fixed customization list up/down buttons not working
- fixed shadows sometimes breaking when tilting camera
- fixed 'reset progress' option not working sometimes because Steam Cloud would put back the missing files
- fixed a bug where you were able to get stuck in objects
- fixed some weapons dropping incorrect mags when reloading

- editor: fixed lights with flicker anim being broken for the first few frames
- editor: lights now animate even when game is paused
- editor: added 'random start time' lights param
- editor: added a new tutorial link to the help section (thanks to DHR_000x)
- editor: fixed a bug with scaling a group not working properly sometimes
- editor: increased max zoomout because ash_kay said so
- editor: human FOV cones are now visible when you select someone, because Ganjirah said so
- modding: moved gameplay_settings.xml to a separate folder and split content into separate files because panguino said so
- modding: added 3dsmax source file to server as reference for human models and animations
- modding: added khm exporter for all 3dsmax versions

PS: this is what's called a Friday YOLO update. What could go wrong?
Door Kickers 2: Task Force North - Blind
Hey everyone! Remember when we launched the Workshop and announced a Level Design Contest? No? Well, neither did we. Anyway, it's finally the end of June (please don't argue, it's June, OK!) and the people have spoken!

The winner of the Level Design Contest, with the most player upvotes is...... drum roll please...... SasquatchOnUranus with the level "Compound Raid". Congratulations Sasquatch! We'll be getting in touch with you shortly so keep an eye on your inbox!

It's *actually* been 6 months since we launched the Workshop and there are now over 2000 entries! That's nuts! We've been looking at the amazing levels you've been making and, to be honest, they're blowing us away with the creativity and ingenuity on display! Some of the ways you lot use assets are just bonkers!

We love it! And since its also 1 Year of Door Kickers 2 Early Access, we thought its fitting to celebrate by looking at some of our favorite community-made maps. Enjoy!



We love seeing what you all come up with! Thanks for sharing your creations with us!

And for those of you who skipped through the video (you know who you are) here's our list - and a convenient collection: Top Picks from KHG

Top Creators:
Ash with the map Jungle Ops - M4
Pif35 with the map Oil Rigged
DrSqua with the map ARC-20 Isolated Extraction
Panguino with the map Sinful Paradise
Dirk Diggler with the map Redacted I - Rules of Commerce
Void with the map Canyon Capers
AdmiralDuckSauce with the map Way of the Gun
Airman with the map MicroOp 6
CEO of The Internet with the map Who Goes There

Thank YOU,

The Devs @ KillHouse Games
Door Kickers 2: Task Force North - Pintea
- suspicion areas (auto-generated when doing suspicious activities) are now displayed
- suspicion areas no longer go through walls
- improved AI target prioritization: now takes into account whether the target is stunned (lower prio) or the type of gun he has
- increased max length of a trooper's path
- fixed HVT/hostages refusing to walk through breached walls
- fixed troopers not starting in silent mode when using silenced secondary weapons
- fixed Steam Workshop maps having their description trimmed to 255 characters (instead of the actual 8000 max)
- fixed breaching charge preview covering a different area on walls than the actual effect
- fixed several issues related to explosives preview
- fixed right-click no longer opening customization while in main menu
- fixed various issues/bugs on multiple maps
- fixed several bugs related to changing gear on a pre-saved plan
- fixed synesthesia bug in game options
Door Kickers 2: Task Force North - Pintea
Just a small patch today, tying some loose ends, fixing stuff and dropping in some new content for you fine folks.

Tiny Troubles return: 3 new maps!


Added integration with ASUS Aura devices. Now, when playing Door Kickers 2, your keyboard/mouse/headphones will be *lit*, just like your tactics. If they don't, l2p.
To use ASUS Aura, you'll need to have the atest Armoury Crate installed on your system. For more info, please check out this thread on the official ASUS ROG forums


- added .22 Hush Puppy suppressed pistol to CIA inventory
- improvements to concealment game mechanics: suspicious actions and events (throwing grenades, explosions, dead bodies, shooting), create suspicion zones reducing concealment dynamically as you are seen in the vicinity.
- can no longer close doors which were forcefully opened
- added "Unaware" bonus to first shot after a stealth Fire command (2x crit)
- firearms now drop magazines on reload
- CIA is auto-revealed when ordering suspects
- CIA defaults to opening doors non-forcefully
- 'switch weapons' action is now done after activating gocode, instead of before
- added new low quality graphics option, meant to increase performance on extremely shitty hardware, while making the game look similarly shitty
- no longer drawing explosives preview in replay cinematic mode
- no longer drawing trooper circles in replay cinematic mode
- fixed being able to remotely arrest HVTs by targeting them
- fixed not being able to order and extract arrested enemies
- fixed bug where secondary weapons weren't reloading after being switched to when running empty on primary
- fixed animations/posture for Uzi
- fixed not being able to shoot the GL while engaged in combat
- fixed GL/RL hitting friendlies in-flight
- fixed crash where you really hated the game and used alt+f4 immediately after game launch
- fixed sometimes not switching back to weapon when using Rangers
- improved/fixed grenade targeting
- fixed sometimes not clearing all window obstacles
- fixed music stopping when playing random maps
- fixed several crashes related to modding and custom maps
- a ton of other small improvements and fixes not worth noting here (including map tweaks which will invalidate replays on said maps)
Thanks everyone for reporting the issues above!
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
...