Dogs Of War Vu

Sim/Strategy/War => Games Discussion => Topic started by: Asid on November 08, 2020, 02:03:13 AM

Title: Door Kickers 2: Task Force North
Post by: Asid on November 08, 2020, 02:03:13 AM
(https://cdn.cloudflare.steamstatic.com/steam/apps/1239080/header.jpg?t=1604584631)

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".


Home page  (https://inthekillhouse.com/)
Steam  (https://store.steampowered.com/app/1239080/Door_Kickers_2_Task_Force_North/)
Forum  (https://inthekillhouse.com/forum/)
Youtube  (https://www.youtube.com/channel/UCPt3aY19O7vMpz_2t5NFElQ)


Single-player, Online Co-op


Door Kickers 2 - Announcement Trailer

https://youtu.be/6GE9gx5NqzU



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.

(https://steamcdn-a.akamaihd.net/steam/apps/1239080/extras/gif_rocket_high.gif)

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.


(https://cdn.cloudflare.steamstatic.com/steam/apps/1239080/ss_adfd7f8992fae2b4f0425546bc22fc6dae1f232f.1920x1080.jpg?t=1604584631)

(https://cdn.cloudflare.steamstatic.com/steam/apps/1239080/ss_398c4fa432c3e065a78012098ce75cd6b19c2992.1920x1080.jpg?t=1604584631)

(https://cdn.cloudflare.steamstatic.com/steam/apps/1239080/ss_5714d27ed27047dbb7cb3460cae18403c9ef5e07.1920x1080.jpg?t=1604584631)

(https://cdn.cloudflare.steamstatic.com/steam/apps/1239080/ss_8d25cad3abd2961535d4c136a6df6a10b84d6d8d.1920x1080.jpg?t=1604584631)

(https://cdn.cloudflare.steamstatic.com/steam/apps/1239080/ss_dfd880cd9fc142625a18683ddf2e7fb45c4e8ec3.1920x1080.jpg?t=1604584631)

(https://cdn.cloudflare.steamstatic.com/steam/apps/1239080/ss_04a6f003b2ad2470b523b0e8c00b78c639d6b1de.1920x1080.jpg?t=1604584631)

(https://cdn.cloudflare.steamstatic.com/steam/apps/1239080/ss_dcf987cd403d2ab1d0dfcc048aa8a943069ae642.1920x1080.jpg?t=1604584631)

(https://cdn.cloudflare.steamstatic.com/steam/apps/1239080/ss_e93811003f203e4ddd325103402c54469d10cc4e.1920x1080.jpg?t=1604584631)

(https://cdn.cloudflare.steamstatic.com/steam/apps/1239080/ss_771406a0e2dcad0a701f8c6c5d55352f2c178224.1920x1080.jpg?t=1604584631)

(https://cdn.cloudflare.steamstatic.com/steam/apps/1239080/ss_aa8363671f5efd82208d7ce1eb91ed50a1494507.1920x1080.jpg?t=1604584631)

(https://cdn.cloudflare.steamstatic.com/steam/apps/1239080/ss_8ba7d18654dc71ea07c112b554175cc191754780.1920x1080.jpg?t=1604584631)

(https://cdn.cloudflare.steamstatic.com/steam/apps/1239080/ss_5995e252b008d9f0e236d9ececc8b9b2e1bcf7a2.1920x1080.jpg?t=1604584631)



Title: Re: Door Kickers 2: Task Force North
Post by: Asid on November 08, 2020, 02:05:42 AM
Door Kickers 2 - Early Access Release Trailer
Nov 3, 2020

https://youtu.be/JLXIA8AP4Lg

Title: Re: Door Kickers 2: Task Force North
Post by: Asid on November 09, 2020, 11:26:46 PM
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

Title: Re: Door Kickers 2: Task Force North
Post by: Asid on November 14, 2020, 12:09:06 AM
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.

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/36746170/c9fdc3a62eace9d4754d045a7ab51d38483d4108.gif)


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

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/36746170/dbbb4ad80381881b929bfc25d39d2da2091b6769.jpg)


Two new maps...

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/36746170/e3d66c489f8be43f7b278e06cee3b8c370a92b46.png)

...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


Title: Re: Door Kickers 2: Task Force North
Post by: Asid on November 27, 2020, 02:54:18 AM
Three new maps, revamped Rangers look, modded maps and more!
Thu, 26 November 2020

(https://steamcdn-a.akamaihd.net/steam/apps/1239080/ss_adfd7f8992fae2b4f0425546bc22fc6dae1f232f.1920x1080.jpg?t=1604584631)

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:

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/36746170/4893b8872382b311e881c2f1e8b4fb41b2f374ba.png)

There are also three new maps available (now 30 in total):
(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/36746170/66b020476778f08ad1b55d420df4d576e4669562.jpg)

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

Title: Re: Door Kickers 2: Task Force North
Post by: Asid on December 23, 2020, 01:57:52 AM
"Silence is Golden" Update
Tue, 22 December 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/36746170/4675d983bc267a8b2f3e6a1c2416c9f10e09a75c.jpg)

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.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/36746170/520025f9e0c608edda2db661079ac628299a20fc.png)

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!

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/36746170/65e0c07a7fe5fb138e84b618e301444cd96386f3.jpg)

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!

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/36746170/636f74e5cb0495087aca47a92840624545a21eb4.png)

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


Title: Re: Door Kickers 2: Task Force North
Post by: Asid on January 06, 2021, 03:05:34 PM
Patch 0.9 (bugfixing and quality-of-life improvements)
Wed, 6 January 2021

(https://steamcdn-a.akamaihd.net/steam/apps/1239080/ss_adfd7f8992fae2b4f0425546bc22fc6dae1f232f.1920x1080.jpg?t=1606990148)


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

Title: Re: Door Kickers 2: Task Force North
Post by: Asid on January 30, 2021, 01:29:04 AM
Improved missions generator, new armor types, full pre-planning and more
Fri, 29 January 2021

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/36746170/37b46a40cf165b875eecee817e5f6457895bdd62.jpg)

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:

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/36746170/e0817ae21960c17eba28b48c9c8f91fd093a4eaa.jpg)

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:

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/36746170/2606bee1414adf48574267a47f9049981a1fac95.jpg)

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

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/36746170/e726a42a4e8fb09f495eb0f40fb8cbbbcc571b7e.jpg)

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/)

Title: Re: Door Kickers 2: Task Force North
Post by: Asid on February 04, 2021, 02:15:22 PM
patch/hotfix v0.11
Thu, 4 February 2021

(https://cdn.akamai.steamstatic.com/steam/apps/1239080/ss_adfd7f8992fae2b4f0425546bc22fc6dae1f232f.1920x1080.jpg)

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

Title: Re: Door Kickers 2: Task Force North
Post by: Asid on March 05, 2021, 01:40:21 AM
Update: Timebombs, challenges, plan saving and more

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/36746170/62c15a97f6be763ddf7ffe06a35049c793e244ff.png)

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.

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/36746170/52c466453a54a481a5a71b07ce8753cbe9bf4989.gif)


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:

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/36746170/8633542e3ac979397204e25e3dedcbfc7ee1a4cc.gif)


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:

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/36746170/be75d9478d03a1ad0d77c7e13a44342f59e1f8e5.gif)

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

Title: Re: Door Kickers 2: Task Force North
Post by: Asid on April 07, 2021, 11:39:53 PM
Update: "Would you like to (RE)play a game?"
Wed, 7 April 2021


Replays are in! You are now able to review your plays and marvel at your awesome tactics. Or sheer luck. Hopefully, both :)


(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/36746170/f9cdebfe8df0c290e9a268eeec936beac94542f8.jpg)

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


Title: Re: Door Kickers 2: Task Force North
Post by: Asid on May 20, 2021, 11:39:12 PM
The Workshop is now Live / Level Design Contest!
Thu, 20 May 2021

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/36746170/a290996b0543db8ca764108ce95063c4fd52bfce.png)

You can now download player-created missions as well as share your own.

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.

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/36746170/83a5dbcba5bad42c185fb8c7036ea566451c5255.jpg)

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/36746170/e759e31a6ec6b80cc46adc39ba7b32e0dae3a2f0.jpg)

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/36746170/221cef1c9e5fa3c853c6e3475442302b55b1164c.jpg)

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.

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/36746170/dfdcdd6beb2c3852ce86af775b199fc29e1c7ff8.png)

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

Title: Re: Door Kickers 2: Task Force North
Post by: Asid on October 06, 2021, 11:28:14 PM
Update: Tiny Maps, ASUS Aura and more sneaky stuff
Wed, 6 October 2021

(https://cdn.akamai.steamstatic.com/steam/apps/1239080/ss_adfd7f8992fae2b4f0425546bc22fc6dae1f232f.1920x1080.jpg)

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!
(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/36746170/57583f5d7f248290ec4e4c1a6edaeccf3b4ce140.png)

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
(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/36746170/e5c93c3a1e454dda9ed82aee189ccd7cf0eb3ac7.jpg)


- 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!


Title: Re: Door Kickers 2: Task Force North
Post by: Asid on October 13, 2021, 11:28:44 PM
Hotfix & various improvements update
Wed, October 13, 2021


- 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

Title: Re: Door Kickers 2: Task Force North
Post by: Asid on November 05, 2021, 11:36:22 PM
2000+ Workshop Entries & Level Design Competition Winner!
Fri, 5 November 2021

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/36746170/e89f00923bdf4b33b0e5ce347008f0594886cf19.png)

And our favorite community levels that we can't finish. Y'all have no chill.

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!

https://youtu.be/IGaadG3PuJA

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 https://steamcommunity.com/sharedfiles/filedetails/?id=2646594941&snr=2_groupannouncements_detail_

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

Title: Re: Door Kickers 2: Task Force North
Post by: Asid on November 19, 2021, 11:52:51 PM
Suppressors et al
Fri, 19 November 2021

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/36746170/41131f17140f2baa0fe6fef88d019ef00c0bcbf4.png)

The "stop bugging us about it" update.

Ok, fine, we've added suppressors, so stop bugging us about them.

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/36746170/99807be711448dac697a0b0fcea007437d57b57d.png)

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.

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/36746170/dbc3a4b5b665dfa9503c740775d80f10c9bd1d47.png)

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

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/36746170/5334d0842ef95bf43b2c2c5e4f174acf6ddbfc30.gif)

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.

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/36746170/369adf8b3155a2fd3adbc2048f8652774d532f27.jpg)

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.


(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/36746170/087e4bf04bbfe8fca154bc9094f62339b05dcba8.png)

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?

Title: Re: Door Kickers 2: Task Force North
Post by: Asid on April 19, 2022, 10:11:48 PM
Arise, Nowherakis! SWAT joins the fight!
Mon, 18 April 2022

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/36746170/8f04923d8d64cf90df890da551d8103fc8a52931.png)

Bring your rifle, shield and all your neighbors that have guns.

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/36746170/513487e6410a4f894492ee5993775c69c0fc71c5.jpg)

The Nowheraki Insurgency is heating up!
Fanatical Foreigners have entered the country and take part in the fight against the US-led coalition, but the primary victims of their attacks are the locals.

It is only fitting that local law enforcement and ordinary people take up arms to fight the outsiders. Enter the Nowheraki SWAT
- a mix of Police Officers, Army Reservists and Citizen Militia, all united by their hatred of Crazed Jihadis and trust in the AK platform.

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/36746170/72e1125077908268d9897c793fdcfb88c5770c20.gif)

SWAT may sound like police, but these boys are ruthless warriors adapted to the realities of Middle East Urban Warfare. They bring light machineguns and grenade launchers to the table - and even Sappers! Only these handle explosives, but they might do it better than the Rangers did.

Oh, and did anyone mention Shields?

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/36746170/493a484d1e2774f5437769975008c9b343cff8d1.jpg)

Shields can help with specific situation and they do block some incoming fire, but never consider them a panacea for poor tactics and weak coordination. They're a tool in the toolbox.

No Urban fight to the death would be complete without Molotov cocktails, so the SWAT people pack those too. Grilling bad guys can be fun, but beware of friendly ... fire.

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/36746170/cb2453aa57464f96cf53a0f006df0106c623c278.jpg)

Game and Tactics Improvements
go further than a new unit. Mission Designers can now place restricted Deploy Slots in their levels - allowing only High Mobility or High Concealment
units to access those spaces.

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/36746170/b257f61fb82a1b4b0adad2f31a9002c509d5a47e.jpg)

On the tactics front, Actions and waypoints that are tied to the same Go Code will automatically sync
properly. So, troopers will wait for the flashbang thrown by their buddy to detonate, even if no door is involved. Synchronization just got easier!

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/36746170/5abbb9672cb0592e519dbeac1b1de2751e087551.jpg)


Full Changelist below. Enjoy your new Unit and Maps, and let us know what you think!

Oh, there's also a new Workshop Collection
for your enjoyment:
KillHouse Games Top Picks (Vol 3)
By: KillHouse Games
More cool, handpicked, maps from the Workshop. Great stuff to play!


-------------------
Your Devs @ KHG


(CHANGELIST v0.30)

features:
- new unit: Nowheraki SWAT
- 3 new maps - check the new SWAT themed chapter!
- new equipment: ballistic shields
- new equipment: molotov cocktails, just to warm stuff up a little bit
- deploy slots changes: nowheraki militia only takes up half deploy supply, slots with mobility constraint, slots with concealment constraint
- better synchronization for GoCodes
- new enemy: Foreign Advisor Fanatic. Will blow himself up rather than be taken alive.

- new enemy: Suicide Executioner. Blows himself up on top of hostages.

- can pre-plan multiple grenades through the same door (all trajectories are now shown)

fixes:
- equipped weapon is dropped when killed, allowing enemies to pick it up
- improved AI positioning when they can't shoot while moving
- fixed projectiles sometimes going through doors
- fixed grenades sometimes hitting doors/walls instead of pre-planned trajectory
- mapgen: fixed map size setting not choosing the right maps
- mapgen: fixed replays not always working correctly
- fixed performance issues with very large plans (related to grenade previews)
- fixed bug where it was possible to get stuck in a window while jumping
- fixed sometimes not being able to draw paths anymore
- fixed bug where the head and torso would want to walk the opposite way from the legs
- fixed troopers being able to melee enemies behind them
- fixed lasers going through breached walls previews
- coop: fixed issue with look-at actions not working properly in laggy conditions
- fixed Mp5SD too noisy with 108gr High Performance ammo.

modding:
- modding: added blender importer/exporter to tools (WIP)
- modding: added a new mod template (for adding new unit types)
- modding: multiple changes to xml file format, meant to increase inter-operability between mods, by allowing more changes without editing stock files
- modding: can add new units without modifying stock game files (see template mod in game/tools/)
- modding: changed the way equipment is bound to classes/units
- modding: changed the way entities specify what equipment can be used on them
- editor: various improvements and fixes
- health is capped to the max specified in template, if doing negative damage (which increases health)

Title: Re: Door Kickers 2: Task Force North
Post by: Asid on May 09, 2022, 10:10:12 PM
Last discount before price increase, QOL update, Steam Deck improvements
Mon, 9 May 2022

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/36746170/642624b280828714c7fcd7522c8eb6912a852b4f.jpg)

It's (small) patch day, and start of a week-long 10% discount. This will be the last discount before the game price is permanently increased, as announced in the Early Access manifesto - so it's probably your last chance to get it for this price for quite some time. Previous owners of DK1 will always have a 10% discount, via the 'War on Doors' bundle.

We still have a lot of content to add and improve until the game is fully released, but we feel that in 1.5 years of Early Access the game has progressed immensely and it now deserves a higher price point than DK1.

This update brings a ton of quality-of-life improvements and many needed fixes, while also improving the compatibility with the Steam Deck. There are still improvements to come on that front, not the least of course proper touch-based interface for those inclined to play that way.

Patch out!

Your Devs @ KHG

changelist v0.32
- hostages auto-run to rescue zones when close enough
- suicide bombs detonate when owner is killed by explosives.
- rebindable keys (wip)
- fixed not being able to re-conceal after escorting a hostage to the rescue zone
- fixed civilians hiding in forbidden areas
- fixed enemies going to take cover in fires
- surrendering enemies now crouch
- enemy SR3M is now (properly) AP vs level III protection
- enemy FALs have increased crit but no longer shoot AP ammo
- nerfed sapper armor slightly
- buffed 7.62x39 weapons slightly
- tweaks, improvements and fixes for several missions
- reduced stutters when playing back replays
- tweaks to foreign advisors, Emir and suicide bombers
- tweaks to SWAT Leader M4/M203 - and added Suppressed option
- the SWAT Leader AK47M SF Carbine now has a proper 3d model
- fixed accuracy issues with projectile launchers (was different from preview)
- fixed crash that would happen when loading maps on some hardware configurations
- fixed several other rare crashes
- fixed coop replays not being recorded properly in some situations
- fixed a few animation glitches when arresting enemies
- fixed enemies reacting to non-deployed troopers
- fixed issue with some optics not being placed properly on the firearm
- fixed a bug with order of execution of waypoints
- fixed a bug where multiple humans waiting for a door+grenade (without gocodes) would not wait properly
- fixed savegame files sometimes becoming read-only and no longer being able to save
- fixed a bug where trooper won't advance after placing a wall charge
- fixed some cases where enemies fail to pick up weapons or act stupid around them
- fixed hostages being stuck inside of collisions
- fixed lightning no longer working as intended
- fixed dropped weapon physics acting crazy
- replay cinematic mode: no longer rendering red ghosts and sniper target
- modding: updated blender exporter
- steam deck: added custom controller configuration
- steam deck: fixed touch input not working properly
- steam deck: fixed virtual keyboard not showing up
- steam deck: allowing a larger zoom-in

Title: Re: Door Kickers 2: Task Force North
Post by: Asid on July 04, 2022, 11:17:38 PM
QRF Duty and More
Mon, 4 July 2022

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans//36746170/6e6f33c35f724f4d156e261400db09a2bb83198a.jpg)

Hot Summer, scorching heat here as in Nowheraki, what better time to pull Quick-Reaction-Force duty and respond to unforeseen situations! Friendly drone down in enemy territory? Drop in and blow it up. Allied Operators in danger of being overrun? Move to link-up with them and bring them out safely.

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans//36746170/c38b9af5bf9c032fbe45b8112d37ea0c48ebfd84.jpg)

There's two new missions to showcase these situations, but mission builders can actually create 3 similar situations on the QRF pattern:
- rescue survivors
- blow up sensitive equipment
- rescue survivors AND blow up sensitive equipment, the full plate

To make mission building easier you can now setup VIP and allied characters as directly in control or needing rescue, straight from the mission editor.

And since we hear night missions are pretty popular, there's also a fresh new NVG-enabling map:

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans//36746170/22af0b1b3df3ae267731980ed43d8cfc7f2d2e90.jpg)

The update also brings a ton of quality improvements and, more importantly, new editor features, which enable really interesting possibilities for the future.

As usual, we went through the workshop maps and hand-picked some very creative and well-built maps, made by established creators as well as new blood:

KillHouse Games Top Picks (Vol 4)
(https://steamuserimages-a.akamaihd.net/ugc/1859439050392619237/BE297D9DD5274A39E56E40A08DED9769F53740C4/?imw=88&imh=88&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=true)
By: KillHouse Games
We handpicked a fresh new collection of well made and creative maps (and sometimes underrated!), definitely give them a try! They're made by established creators as well as new blood.
https://steamcommunity.com/sharedfiles/filedetails/?id=2826761943


Patch out!

Your Devs @ KHG

full (or rather, cherry-picked) changelist v0.33
- 4 new maps
- new mission type: Quick Reaction Force
- redesigned in-game tooltips
- improved Random Mission Generator (more variety, less bugs, faster)
- added 'Detailed Mission Results' screen
- improved visuals for UI and fonts when running the game in lower resolutions
- camera will now focus on mission-ending events
- improved enemy ambush and look positions (should no longer shoot at walls when suppressive firing)
- added option to always show sussy areas when playing concealed
- decreased the path collision radius of humans
- audio will now auto-switch to the current output device, without the need of restarting the game
- when dead people drop firearms, they will be dropped with all attachments (used to be only base weapon)
- when humans pick up dropped firearms, they will be picked up with all attachments (used to be only base weapon)
- sorry Santa, your hat got nerfed
- sped up trooper pointing anim
- coop: rescued troops/VIPs will be allowed control to the one that saved them (instead of server-only as before)
- coop: fixed being able to trigger other players' GoCodes
- coop: fixed a crash
- coop: less bandwidth usage
- added put_out_fire animation
- no longer unpausing when pressing the stop suppression button
- HVTs can escape through pre-placed escape zones
- removed the "save plans" option (it's always on now)
- fixed friendly troops sometimes lowering their weapon with no valid reason to do so
- fixed TAB not always toggling correctly between visible paths
- fixed incorrect/different order of actions on saved plans (on doors etc.), especially in coop
- fixed still showing Danger Areas if no concealed troops were deployed
- fixed Sprint auto-stopping when running into VIPs
- fixed savegames becoming corrupted in certain situations
- fixed VIP rescue missions failing when troopers are killed but the ambassador is still controllable
- fixed enemies not picking up dropped weapons once they surrendered
- fixed bug where santa hats would jump over things too fast
- fixed doors icorrectly showing as closed when they were actually opened in some situations
- fixed camera movement speed being fps-dependent
- fixed saved plan allowing you to interact with objects that would spawn in a different place than initially planned for
- fixed a case where you could get stuck on Jump actions
- fixed bug where you could go inside a window
- fixed not being able to set look-at actions (anywhere on the path) when human was jumping
- fixed clothelines blocking FOV
- fixed bug where untoggling Sprint command would not work properly
- fixed crash when AIArea was defined outside of map bounds
- editor: new entity - sfx_custom - can pick any sound to play (from the in-game library) as well as edit any available sound param
- editor: new entity - Spawner - can spawn any entity when triggered. Also added helper tool for groups (can create Spawners for current selection)
- editor: new entity - DamageArea - now the preffered way to destroy/damage things (destroying via Triggers is deprecated)
- editor: new entity - CameraFocusPoint - will zoom/focus on the specified point when triggered
- editor: added new selection mode (can switch between Box(old method) and Center (new method) in Menu->View->Selection mode)
- editor: added option to save a large (clean) image of the entire map
- editor: added option for font size
- editor: added 'deploy mode' option to humans. Can now force-deploy troops as allies on the map (can also change their names and whether they need rescuing or not)
- editor: now able to edit all sound parameters (many of them were previously xml-only)
- editor: can also zoom via Q/E
- editor: spawners/altspawns will have their names changed depending on what they represent, for easier identification while in editor
- editor: added "remove from group" button for a single entity within a group
- editor: tooltip can be changed/added for any entity. For editor-only entities they will be shown while editing, whereas for game objects they will be shown when hovering the object
- editor: added "Invisible Wall Destructible" and "FOV Blocker Destructible" entities
- editor: font file can be changed from fonts.xml (for localization purposes)
- editor: many other various improvements (better performance, added explanatory tooltips, can name triggers and such via tooltips etc)
- modding: new Blender exporter version (make sure you have version 3.1 or above)
- modding: fixed terrain materials/brushes not being moddable
- modding: fixed a bug where localized texts would look broken