Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Real-Time Tactics Door Kickers 2: Task Force North - spec ops real-time tactics game - now available on Early Access

Joined
May 19, 2018
Messages
415
The comments section for that Interview is pretty funny.
People thinking that police training is Just playing the game and nothing Else so the game is teaching police to shoot without asking questions first

I’d love to see a SWAT 6 made, but that’s not gonna happen in this era, if ever.
 

Inspectah

Savant
Joined
Jun 29, 2015
Messages
468
The comments section for that Interview is pretty funny.
People thinking that police training is Just playing the game and nothing Else so the game is teaching police to shoot without asking questions first

I’d love to see a SWAT 6 made, but that’s not gonna happen in this era, if ever.

Aye. Although SWAT actively penalized the player for lethality. The anti-cop brigade would Still find another reason to bitch about the game tho. Damn politics
 

Taka-Haradin puolipeikko

Filthy Kalinite
Patron
Joined
Apr 24, 2015
Messages
20,695
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
https://store.steampowered.com/newshub/app/1239080/view/2900844223673088528
Three new maps, revamped Rangers look, modded maps and more!

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:
4893b8872382b311e881c2f1e8b4fb41b2f374ba.png



There are also three new maps available (now 30 in total):
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
 
Glory to Ukraine
Joined
Nov 22, 2020
Messages
2,602
Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming!
Game is fine so far, though the most interesting features (campaign and night missions) are still pretty far away from release. If you liked the first DK game you will definitely like this one as well - you can now blow up pretty much any wall with the specialised charges which vastly increses the number of options that you have.

I was unpleasantly surprised that the devs removed the word "Haji" from the description text of 1911, because some retard complained about "muh raysisum" on the Steam forum. Sure hope the devs find their spine again, before more SJWs find out they are making a game about shooting Muslims in the current year and start demanding the game instead portrays BLM freedom fighters assaulting police stations.
 

Taka-Haradin puolipeikko

Filthy Kalinite
Patron
Joined
Apr 24, 2015
Messages
20,695
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
https://store.steampowered.com/news/app/1239080/view/3034832020371138210
Improved missions generator, new armor types, full pre-planning and more
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:
:
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:
2606bee1414adf48574267a47f9049981a1fac95.jpg



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

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/)
 

34scell

Augur
Joined
Apr 6, 2014
Messages
384
If you look into the user files, there is an option to make the bodies stay.
 
Glory to Ukraine
Joined
Nov 22, 2020
Messages
2,602
Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming!
Yes, this was repeatedly brought up on the Steam forum for example and the devs posted a simple guide on how to edit the relevant file (its very simple, something like changing =yes to =no). I have been playing with persistent bodies ever since and it is much better that way. I have no clue why the devs made the bodies disappear by default.

Edit: if you want to edit the files, search "Corpses disappear?" on the DK2´s Steam forum.
 
Last edited:
Joined
Jul 8, 2006
Messages
3,026
is it just me or do games go into "early access" now and just fucking stay there for like 8+ years (not necessarily talking about this game, since I know it just went into early access, although it was supposed to enter early access like 5 years ago, so won't be suprised if it stays in EA for like 3 years or something). It feels more and more like EA is the ultimate goal of many of these games now, with the idea to just milk gamers with minor updates for as long as humanly possible. Its fucking annoying. My entire wish list are games in EA that have been there for year after year after year, its unbelievable. People are dying and being replaced and shit, its a joke.
 

Taka-Haradin puolipeikko

Filthy Kalinite
Patron
Joined
Apr 24, 2015
Messages
20,695
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
is it just me or do games go into "early access" now and just fucking stay there for like 8+ years (not necessarily talking about this game, since I know it just went into early access, although it was supposed to enter early access like 5 years ago, so won't be suprised if it stays in EA for like 3 years or something). It feels more and more like EA is the ultimate goal of many of these games now, with the idea to just milk gamers with minor updates for as long as humanly possible. Its fucking annoying. My entire wish list are games in EA that have been there for year after year after year, its unbelievable. People are dying and being replaced and shit, its a joke.
You would prefer "develop, dump into markets & forget" -approach?
Projects like Kenshi and Rimworld eventually reached 1.0 status after long EA period and were better for it; besides it's hard to believe that minor upgrades can really bring sales when they're not cashing in with DLC.
 
Joined
Jul 8, 2006
Messages
3,026
is it just me or do games go into "early access" now and just fucking stay there for like 8+ years (not necessarily talking about this game, since I know it just went into early access, although it was supposed to enter early access like 5 years ago, so won't be suprised if it stays in EA for like 3 years or something). It feels more and more like EA is the ultimate goal of many of these games now, with the idea to just milk gamers with minor updates for as long as humanly possible. Its fucking annoying. My entire wish list are games in EA that have been there for year after year after year, its unbelievable. People are dying and being replaced and shit, its a joke.
You would prefer "develop, dump into markets & forget" -approach?
Projects like Kenshi and Rimworld eventually reached 1.0 status after long EA period and were better for it; besides it's hard to believe that minor upgrades can really bring sales when they're not cashing in with DLC.

seems like games are developed to be in permanent early access, my entire wish list is games in early access for years with no end in sight and since I won't play early access I am wondering if that means I have to decide that this is just how games are now, that they are constantly in a state of 'early access' for 15 years or something..but it ruins the experience of playing a game to play it in little chunks or to play it over and over again...caves of qud, how long is it going to be in early access? Or starsector? What about Stone Shard? Some of these games have been in 'early access' for nearing a decade, I am not even getting a feeling they care that much anymore, its normalized, and I am wondering if it is being done more and more for profit reasons. I have to think the answer is yes, since that is ultimately the reason nearly anything is done, especially when it is something this seemingly ubiquitous, meaning more and more is just normal to be in very long 'early access' phases.
 

Taka-Haradin puolipeikko

Filthy Kalinite
Patron
Joined
Apr 24, 2015
Messages
20,695
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
store.steampowered.com/news/app/1239080/view/3033709290391299750
Update: Timebombs, challenges, plan saving and more
---
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.

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:
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:
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
 

Taka-Haradin puolipeikko

Filthy Kalinite
Patron
Joined
Apr 24, 2015
Messages
20,695
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
https://store.steampowered.com/news/app/1239080/view/3095636957582229547
Update: "Would you like to (RE)play a game?"
Replays are in! You are now able to review your plays and marvel at your awesome tactics. Or sheer luck. Hopefully, both :)
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
 

Taka-Haradin puolipeikko

Filthy Kalinite
Patron
Joined
Apr 24, 2015
Messages
20,695
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
https://store.steampowered.com/news/app/1239080/view/3037093966854292576
The Workshop is now Live / Level Design Contest!
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.

83a5dbcba5bad42c185fb8c7036ea566451c5255.jpg


e759e31a6ec6b80cc46adc39ba7b32e0dae3a2f0.jpg


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.

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
 

cretin

Arcane
Douchebag!
Joined
Apr 20, 2019
Messages
1,498
It's pretty good.

It takes what's good about the first and builds on it, while largely eliminating what sucked about it.

What more can be asked from a sequel? Put some respek on their name.
 

JarlFrank

I like Thief THIS much
Patron
Joined
Jan 4, 2007
Messages
34,386
Location
KA.DINGIR.RA.KI
Steve gets a Kidney but I don't even get a tag.
Yeah it's good and their patches have some actual progress in them. Probably not gonna be 4-5 years of EA, and it can already be considered in a solid beta state.
Fun to play, improves upon the first game, doesn't dumb anything down, adds more options and features... great sequel.
 

Taka-Haradin puolipeikko

Filthy Kalinite
Patron
Joined
Apr 24, 2015
Messages
20,695
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
https://store.steampowered.com/news/app/1239080/view/3038221771539617726
Breacher Up! Shotguns are here.
You've asked for it, you've got it.

The Shotgun mafia
shotgunbreach
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.

298dc87735e456768337696ec452d66898c0c98b.gif


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?


78eaeab25ac9c6938aa2545ffa0688e7cbaf5466.gif


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!

3e6c468cdb2b9199b83c4ef4a252f6f6839c04ef.gif


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
MORE ABOUT THIS GAME
 

Taka-Haradin puolipeikko

Filthy Kalinite
Patron
Joined
Apr 24, 2015
Messages
20,695
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
https://store.steampowered.com/news/app/1239080/view/5202210365134933692
The Big, Secret, Clandestine Ops Update
<Security Clearance needed to read further>
Finally - a new update, and its a
HUGE
one: new content, new gameplay, tons of fixes and enhancements.

857cf49d5734d2ec7eb8dc3047ceb4a264be7230.jpg


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 ;)

b4e3ec8ca4a325e3dd1fc9974c0cc021f0c9b5e3.jpg


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
Undercove
r 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.

67a51c58dc5fa040b15ec733bd0466825c2123f9.gif


(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.

506e883d97a42e8dd3cba4163307e40e26b76bef.jpg


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.

190f1526ea8285be28bf33b5c210bf87956c213e.gif


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!

0d066e104dffbfad3f3090f2d61d2f3d04a27252.jpg


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.

00e130c4c4347a49188496784552c881949ab2f2.gif


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
 

Lemming42

Arcane
Joined
Nov 4, 2012
Messages
6,806
Location
The Satellite Of Love
Coming way late to the discussion at the top of the page, but sorry, SWAT 4 - while a brilliant game and one of the most engaging and unique FPS games of all time - is absolutely cop propaganda, and it's hilarious. Non-fatally shot a guy who was yelling "DIE COP"* and pointing a gun at you, but hadn't actually shot you in the skull yet? -10 points, you failed! You'd never make it as a real cop in the US of A!

*perhaps he was German and enthusiastically yelling "the cop!" to show his support of police. Didn't think of that, did you, you trigger-happy maniac?

There should have been a "realistic" mode where you walk in to a residential property - probably the wrong one, the actual warrant is for the house next door - see a vaguely human-looking shape in the corner, and immediately open fire, then your team moves around and blind-fires through windows at sleeping children. You announce your presence by yelling "POLICE! GET DOWN!" only after the dust has settled and everyone inside is dead. Maybe you even panic and shoot your teammates at some point, because you're in SWAT, which is basically a bunch of untrained, unskilled jokers who seem to think they're in the SAS. You get full points for this, and the loading screen details the subsequent whitewash that ensures you never go to court. The only way you can lose points in this mode is by a) following procedure or b) leaving your bodycam switched on.
 

Taka-Haradin puolipeikko

Filthy Kalinite
Patron
Joined
Apr 24, 2015
Messages
20,695
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
https://store.steampowered.com/news/app/1239080/view/3081019282586110905
2000+ Workshop Entries & Level Design Competition Winner!
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!

youtube_16x9_placeholder.gif



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,

 

Taka-Haradin puolipeikko

Filthy Kalinite
Patron
Joined
Apr 24, 2015
Messages
20,695
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
https://store.steampowered.com/news/app/1239080/view/5169564337045588920
Suppressors et al
The "stop bugging us about it" update.
Ok, fine, we've added
suppressors
, so stop bugging us about them.

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
.

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!
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.

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.


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?
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom