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Door Kickers 2: Task Force North
Asid:
Command military Special Ops Teams in gripping tactical combat against a Middle East-based terrorist network. Sequel to RockPaperShotgun's "Best Tactics Game of 2014".
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Door Kickers 2 - Announcement Trailer
About
“Charge set”, my Alpha Team leader said.
Not knowing what lay in wait for us behind the door, I commanded, “Burn it” into the radio.
“Burning”, he replied. Sliding his finger into the pull ring of the ignition system, he pushed the pin in, turned it a quarter turn, and pulled.
The night was no longer silent as the sound of shredding timber filled the night. Windows shattered and pieces of glass fell to the ground. The walls around me shook. Where a door once stood, only smoke remained. Like water bursting forth from a dam, men flowed into the unknown.
--- from “Violence of Action” by Marty Skovlund
The long awaited sequel to the hit tactics game Door Kickers, Task Force North brings you the best portrayal of modern Close Quarters Combat and Tactics in a video game. Now available in Early Access!
Door Kickers 2 is a top down strategy and tactics game about using intelligence assets and controlling Special Operation Units in daring raids to neutralize and capture terrorists in the fictional country of Nowheraki, Middle East.
True to the violent and dynamic nature of combat in the region, the game models deadly threats and technologies such as booby traps, suicide bombers, RPGs and concealed insurgents - while handing you new toys such as Light Machine Guns for suppressive fire, drone reconnaissance, night vision goggles and wall breaching charges.
Adding further to the roster of improvements, you can now choose the unit to deploy for any mission. The United States Army Rangers make for the initial deployment option, but soon we will reveal other - distinct but equally cool units. The choice will not be simply one of skins and weapons, but also come with distinct playing style and abilities we will reveal further down development road.
Quick Points:
• Top Down view, optimized for tactical analysis
• Real Time gameplay with pause-at-will to rethink and change plans
• No turns, no hexes, no action points - just freeform planning
• Realistic but action packed
• Non-linear levels, multiple paths and break-any*-wall kind of freedom
• Multiple units to play with, each with their distinct playing style
(only one currently available)
• Weapon customization
• Destructible environment
• Single Player & Online Cooperative Multiplayer (2-4 players)
• Custom-built 3D engine, allowing for increased moddability
• Mission editor
*almost “any wall”
Door Kickers 2: Task Force North is now available in Steam Early Access (Windows) , with other OS versions coming later once development stabilizes. Further details to be released as we progress.
Mature Content Description
The developers describe the content like this:
War, firearms, explosions, death by firearms.
Asid:
Door Kickers 2 - Early Access Release Trailer
Nov 3, 2020
Asid:
Welcome to Door Kickers 2 - Early Access!
Mon, 9 November 2020
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
Asid:
Update! New maps, colored paths, customization etc etc
Fri, 13 November 2020
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
Asid:
Three new maps, revamped Rangers look, modded maps and more!
Thu, 26 November 2020
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
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