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

Taka-Haradin puolipeikko

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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/5613172075721044155
Darkness falls over Nowheraki
Night visits are the best visits, unless you're a bad guy

Winter Solstice time is here, the longest night of the year - a perfect occasion to sit down and reflect on how best to approach Tactical Operations during hours of darkness - cause Night Ops arrive to Door Kickers 2!

5a1e162ba5acb680135526a93f3f6136f1da0509.jpg


There's a couple new Night Ops oriented missions for you to try, but we've also updated some of the old missions to better reflect that they were, actually, taking place in the dark.

f50aa19e8faf06a1ea7b32c67b7db1d37392405e.jpg


What's different? Darkness now conceals you, while lights reveal you. Enemies will spot you only at close range when you're hidden in the dark, and will engage you with less precise and effective fire even when you're spotted. Well, enemies with no Night Vision of their own,

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This works both ways, so make sure to equip Night Vision Goggles to see without being seen - or both you and the enemy will stumble in the dark, unsure of what's out there.

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Muzzle flashes break concealment and reveal positions, so equip suppressors when possible. They don't hide you completely, but they help to keep the enemy guessing.

Speaking of guess work, select maps now feature the promised - "cut off the lights" option, so do try to use that to your advantage.

Most importantly, hide until its time to strike, and strike decisively - don't give the enemy any chance to react.

So get playing, and let us know what you think!

This is most likely the final update for 2021. A fun but challenging ride, one we couldn't weather without you fine folks. But there's much more to come :)

Your Devs @ KHG, signing off.

changelist v0.25

- added night mission mechanics
- added helmet customization (with NVGs as attachments)
- two completely new maps
- eight existing maps converted to night missions
- grenade/rpg explosions will now block line-of-sight for a fraction of a second.
- changed shortcut for the click-to-stop action to SHIFT+click-to-stop
- fixed several bugs/issues related to replays
- fixed workshop maps not being sorted correctly
- hostages and ambassadors can no longer open locked doors
- rocket launcher + gocode: now equips RL, then waits for gocode
- CIA Undercover can now equip 1x Grenade Packs, for more concealment
- fixed 'go silent' global setting not being saved on restart
- fixed a bug where hostages would not go to evac zones when ordered
- fixed timebombs not always doing kill damage around them
- fixed/improved bullet spread and accuracy up-close
- fixed blindfiring enemies being very accurate
- fixed borderless mode flickering screen when alt-tabbing
- fixed windowed mode flickering when alt-tabbing in HDR mode
- fixed not being able to select path endpoint when overlapping with set waypoints
- fixed wait-here gocode subtracting explosives when used near a wall
- fixed not being able to use breaching charges on a wall near an opened door
- fix for replays in cinematic mode showing edge-of-screen portraits
- fov camera is not editable
- fixed a bug in Linux + Proton
- the CIA vanilla G19 now has a threaded barrel and can be suppressed
- many other fixes and improvements, but in a hurry to catch Christmas
 
Glory to Ukraine
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Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming!
Its out in EA if you want to play it, there are about 20-30 hours of content in the game by now + tons of custom stuff from Steam Workshop. There is no date set for full release AFAIK. First game is p. good, though IMO the police setting doesnt reflect that well on the actual gameplay (ie. you gun down tons of people while doing basicaly no arrests, the military setting in the second game is more reflective of what you actually do in game).
 
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Taka-Haradin puolipeikko

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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/3110302826510106143
The Random Mission Generator Update
More RMG for you and your friends to enjoy!

Greetings, fellow Door Kickers,

This patch focuses on the
Random Mission Generator
, which was long overdue to get some love!

First, you can now generate more mission types, but the generator pattern and mission structures have also been improved. Enjoy Randomly Generated Hostage Rescue, people! Trust us, it changes everything.

af68bd354388d0c101318b34c136581cad2ce65f.gif


Second - you can also play RMG and workshop mission in Coop!
Coop for everyone!
. Additionally, you can now host a coop game on any map, whether the other players have it or not, be it from Workshop or your creation.

By the way, the RMG panel It has now been moved to the Missions menu - Scroll down to find it - and it works the same when you choose missions in Coop!

There's also a
new map in the "Never See Never Be" mission pack
- Fergie returns for some explosive sabotage action, but needs backup and a good plan.

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Handy for such a CIA-run operation, the AK74 family carbines now get some interesting ammo choices.

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Since context is everything, we've also started adding briefing info to the missions, and you awesome mission builder types can do too! Check out first mission pack -
FNGs Welcome.


So, just one official map, but our intrepid Workshop-addicted have produced another Workshop Map Collection, great maps that we want to highlight and you should definitely try:

KillHouse Games Top Picks (Vol 2)
By: KillHouse Games
The second edition of our team's workshop picks. Great maps, spectacular maps, maps we particularly liked! Just a small fraction of the immense pool of gold the workshop has become.



This would be all for now, we'll just go back to anxiously reading news of our Northern border.


PS: In case you missed it, there's a Door Kickers 2 - themed DLC for Action Squad out now:


Your Devs @ KHG

Changelist v0.29
- much improved random mission generator
- can now play random maps in coop
- can now play *any* map in coop (workshop or your creation), clients that don't have them will automatically download
- one new mission added ("Death Dealers" in mission pack "Never See Never Be")
- added support for briefing information in missions
- improved path visuals, making it more obvious where the mouse is placed along the path
- when cycling between paths with TAB, will only cycle through the paths that are currently visible on screen
- added "show in workshop" button for workshop maps
- replays: will remain compatible for a longer time between game versions (make sure to record your favorites though, they will eventually get voided at full release)
- replays: can click on timeline to skip forward/back in time
- can change game resolution without restarting and added Alt+Enter shortcut for toggling between windowed/fullscreen
- corrected default equipment for CIA Undercover (they still had 2x Flashbangs, forgotten in some pocket)
- coop: clients can no longer restart/pick map, only the host can
- coop: using Next Mission allows choosing map even for quick game, not only for custom games
- modding: tweaked map fog. If you have maps on the workshop that use it they might need some adjusting.
- fixed bullets not registering all hits when going through many entities/foliage
- fixed sheet metal door not being locked even though it was shown as locked
- fixed right-click-look-at bug where you would lose control and start drawing instead
- fixed m249 not having a mag
- fixed underground objects blocking FOV
- fixed underground/suspended walls being cut by doors/windows
- fixed CIA Black-Ops not dropping poncho when suppressing
- fixed enemies sometimes going through walls
- editor: added round walls (wip)
- editor: can pan map with arrow keys if nothing is selected
- editor: can pan map via edge-scrolling when in fullscreen
- editor: can select/move single entity from within group
- editor: multiple selection with drag can be added to previous selection while holding shift
- editor: holding SHIFT while placing new objects will auto group them
- editor: added Delete button per-entity, besides the per-group one (allows for deleting entities in a group without ungrouping everything)
- editor: AddTarget is now a per-entity option, instead of per-group
- many other fixes and improvements
- CIA 5.45x39 carbines now have more ammo options, for increased tactical flexibility. Thanks, Kevin!
- Enemy Cruiser Shotgun tweaked so its no longer so OP
- last, but not least, Ukraine flag added to the Level Design objects
 

Taka-Haradin puolipeikko

Filthy Kalinite
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Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
https://tallyhocorner.com/2022/03/a2z-14/
M is for Miniature interview…
dk2c.jpg


…with Dan Dimitrescu of KillHouse Games.

THC: Which aspect of Door Kickers 2 is uppermost in your mind at the moment?

Dan: There are two, actually! One is the upcoming Nowheraki SWAT unit, and how it will play differently from the US units currently in the game. The Nowheraki are the locals, they fight for their own homeland – think the Nineveh SWAT unit in the Mosul movie – but since we’re doing a fictional country, the unit in our game is fictional too. Our design builds a little on Warsaw Pact squad structures and weaponry, adapted to account for a partly volunteer force making do with limited supplies and training.

dk2_j.jpg


The other aspect heavily on my mind is the Random Mission Generator, which the team just improved a lot via last week’s patch. It can now generate more structure styles, more mission types – not just “Clear Hostiles” objectives. But more will be done to it. And since we’ve started adding briefings, lore, and genuinelly useful info to the official missions, the question is how to add a bit of that to the randomly generated missions too. How to make the random seem hand-built? I’ve been pondering that question since Silent Hunter days.

THC: Do you have a favourite DK2 map?

dk2_l.jpg


Dan: I particularly enjoy playing an older map – Blockade – which was released in the Night Ops update and allows for very cool NVG use to dominate the enemy – if you do it properly. In Door Kickers 2 keeping hidden in the dark is relatively easy, but open fire and the enemy can spot you. Suppressors help to some extent but tactics help more, so on this map you have to put your pieces in position before turning the heat on and striking decisively, as normally you’ll provoke a reaction that can hit hard if you’re unprepared for it.

dk2_n.jpg


But in last week’s patch there’s a new contender for my fave map – Death Dealers. In an uncharacteristic style for our game, you start with troops in the middle of the map, roleplaying two undercover agents in a deal gone bad. The pair have to fight their way out, as well as sabotage enemy ordnance. You’re hugely outnumbered, but still can take advantage of stealth and geometry to pick smaller, winnable battles.
...
Rest of the interview is stuff unrelated to DK2.
 

Taka-Haradin puolipeikko

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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/3199252729739903971
Arise, Nowherakis! SWAT joins the fight!
Bring your rifle, shield and all your neighbors that have guns.
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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.

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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?


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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.

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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.

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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!


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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!


(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)
 
Glory to Ukraine
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Messages
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Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming!
Shiiit nigga, I really like how each new unit type brings completely new play style:

Rangers: standard Door Kickers gameplay, tons of high tech gear
CIA: almost Commandos style experience with initial stealth approach usually followed by high speed shootouts, minimal number of deployable operators
Nowheraki SWAT: low tech, low skill unit with lots of disposable troopers and a few specialists, can use balistic shields and throw molotovs

It is pretty fun trying to do the same mission with all three types in turn, didnt really expect this kind of thing from the game. There are more units coming (IIRC Delta Force and possibly Spetznaz among others), so I wonder if the devs will manage to keep the high level of originality among individual units in the future.

This along with the night missions (Rangers own the night with their NVGs, SWAT struggles as much as the insurgents) really brings things to a whole new level. The final thing the game needs is the campaign mode (it is supposed to be dynamic and take various metrics including collateral damage into account for the outcome), once that is in... well it is shaping up to be a real gem. Much better sequel to the original Door Kickers than I could imagine in the wildest dreams.
 
Glory to Ukraine
Joined
Nov 22, 2020
Messages
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Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming!
Last chance to get it before a price increase!

Last discount before price increase, QOL update, Steam Deck improvements
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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
VÍCE INFORMACÍ O TÉTO HŘE
 

Ghulgothas

Arcane
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Feb 22, 2020
Messages
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Location
So Below
Minor patch. New mission type and more toys for map-makers.
QRF Duty and More
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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.

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:
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)
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.


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
 

Ghulgothas

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IIRC, the only elements from the first game still on the way are the campaign(s) and skill doctrines. Aside from that, its just a matter of how much enemy and loadout variety they still want. As well as the mysterious fourth unit.
 
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Glory to Ukraine
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Nov 22, 2020
Messages
2,199
Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming!
Fourth unit is not mysterious though, it was confirmed as Delta Force by the devs on the Steam forum. The mystery is what play-style will Delta bring to the table though.
 
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In a ship with cooked grenade
I am playing first one on Switch and I like it a lot. One of the few games playable with only handheld and completely with touch. It's great with so many replayable possibilites. 2 looks like massive improvement. I hope they release this one on Switch as well. If not, PC version is fine as well :)
 

Ghulgothas

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DK2 is getting mounted. More mission-generator content included.
Dushka vs You (and some AMD woes)

651c3a3f0e6fe26adb4f12708cf1d94a78d7ffcc.gif


We really weren't going to release a patch until end-of-September, but the latest AMD drivers screwed OpenGL games, so emergency release it is! But you also get 3 new maps, and some deadly new threats!

Issues with AMD graphics cards

Have you been experiencing strange artifacts like unreadable text? You are not alone! Starting with driver version 22.7.1, AMD has introduced multiple visual bugs to our game (and all others using OpenGL).

We tackled as much as we could on our side, but for now you should revert to an older driver version (eg 22.5.1), until AMD gets their fix together.
Issues that still remain (and cannot be fixed on our side):
- very bright screen (white-ish) when the game is paused. This one can be fixed by disabling MSAA
- broken in-game UI (like paths) for night missions when the NVG effect is enabled
- bad performance
- longer game load time
- possible crashes

Enemies can now man the DShK Heavy Machine Gun

You know those cool MGs that were placed throughout the levels, but the enemy never touched? Now they can and they will. They are very deadly and your armor is no good against them. Luckily, they're not very accurate nor quick to turn. And in the future you'll get to man them yourself.

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RMG Factions

The Mission Generator has received many upgrades and improvements. Among those "under the hood" changes, it now chooses among several enemy factions to populate houses with. You might get just random Insurgents as before, or Low level cannon fodder, Forbidden Tree fanatics, Blackhead Elites and even the armored Private Security! And you might even meet some new guys here and there ;)

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It's not all Random maps, though - 3 handcrafted have been added. Two of them are small and violent delights, but the last one is a meaty Extreme Rescue - your typical Single Planner Course - a large building with hallways, hostages and hotspots.

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Last, but not least, our intrepid workshop mice have dug through the content and made a new collection. Enjoy:


KillHouse Games Top Picks (Vol 5)
By: KillHouse Games
More great-to-play maps from the workshop, handpicked by our intrepid Agents and Facilitators.


Patch out, and come meet us in person at EGX London!

Your Devs @ KHG

Changelist for v0.34:
- 3 new maps (find them in Give No Quarter, Tiny Troubles 2, Extreme Rescues 2)
- made DsHk machineguns usable by enemies and replaced in most levels where appropriate
- greatly improved the random mission generator algorithms and tile set
- added enemy groups to the Generator. Now you don't always fight the same Jihadis.
- added "Play random workshop map" option
- workaround for multiple bugs introduced by latest AMD video drivers
- fixed game sometimes not saving progress
- many other improvements and fixes to UI and gameplay
- many fixes for existing maps
- coop: the "friends only" option can now be unchecked, allowing you to host custom maps
- modding: updated Blender plugin
- modding: fixed not being able to mod editor fonts
- modding: added new Editor objects and prefabs
 
Last edited:

Taka-Haradin puolipeikko

Filthy Kalinite
Patron
Joined
Apr 24, 2015
Messages
19,249
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
From Discord:
Happy new year! We kept quiet because of the guilt
da3651e59d6006dfa5fa07ec3102d1f3.svg
There is no update unfortunately, things haven’t been going as smooth as we wished. We’re working on campaigns and RMG, which might have something to do with one another. Here’s a sneak peek:

IMG_4044.jpg
 

POOPERSCOOPER

Prophet
Joined
Mar 6, 2003
Messages
2,727
Location
California
I really like the idea of this game but I'm still kind of waiting for final release, maybe I shouldn't and try getting into it.
 

Victor1234

Educated
Joined
Dec 17, 2022
Messages
255
I only play this game for the random mission generator. It's a good way to shut off the brain for 10 minutes on any device, but seems to attract the mall ninja types on the Steam forums. Someone complains about how brain dead the AI is in this game and in storms the same guy (who seems to have been some kind of USAF pilot...) with 'Nah man, that's how it is in the REAL WORLD'.

For Romanians, I'm also surprised how little the devs know/care about AKs or the guns in general.
 

Taka-Haradin puolipeikko

Filthy Kalinite
Patron
Joined
Apr 24, 2015
Messages
19,249
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
https://tallyhocorner.com/2023/02/a2z-24/

G is for Good news from Romania​

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Door Kickers 2’s natural replayability, bulging single missions folder, potent random mission generator, and bustling Steam workshop (there are around 5000 user-made challenges available) has made the two-year wait for campaigns very easy to endure. Even so, it’s good to hear that wait will soon be over. Yesterday, Dan Dimitrescu told me that he was hoping (“Its a major addition (plus many smaller ones) so quality takes even more precedence over any release date”) to introduce the ‘Tour of Duty’ mode in roughly a month’s time.

“It will be the first of our campaign-like implementations. You’ll take a squad and try to survive for one week doing missions each day, but with a slight management layer to make things more interesting.

Later you will also see something we call Operations, which is more akin to what people have gotten in Door Kickers 1 as campaign, again with some management details added to it.


dk2_o.jpg


Even later, post release that is [DK2 is still in Early Access], we are looking into a proper strategic layer campaign mode with multiple units deployed around the Area and generating tactical missions where appropriate, with goals and events and dynamic developments. But, when, how and if this all happens remains to be seen.”
 

Taka-Haradin puolipeikko

Filthy Kalinite
Patron
Joined
Apr 24, 2015
Messages
19,249
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/3692432394718831305
The May Intermediary Update
Hello, friends!

We've been hard at work since the last update - and too silent. We've been developing a lot of new tech and features and aiming towards Full Release. Quality and Polish of the experience are paramount for us, so it takes longer than we've hoped to get to that version 1.0 release.

We're not there yet! We're not ready to put most of the stuff we've been working on out there, but we wanted to release some improvements and fixes - and of course some new content for you fine folks.

So here's what's new today:
(There's also lots of under the hood or <redacted> stuff - take our word for it.)

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New content:
5 New Maps can be found in the Tiny Troubles 2, Deck of Cards and Extreme Rescues 2 Mission Packs. And many improvements to the Mission Generator too!

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To help with Situation Awareness and keeping your squad under control, a handy panel pops down from the upper left corner of the HUD. It shows the current status of each trooper and what gear or weapons they are currently using. And you can use the panel to quickly center the camera on a trooper - just left click on their portrait.

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Your troops can now operate the Dushkas and engage the enemy. They're quite deadly, but mind the limited traverse speed and arcs. And no, you can't climb on vehicles and man those guns - but neither can the enemy.

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New weapons! The Nowheraki boys got their hands on the intriguing SVU-A, a marksman rifle in bullpup format: handy for urban warfare and capable of (very wild) automatic fire. They also got handed down pump shotguns from Coalition forces. Hope they can source the ammo, though!


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You can now set up your troops to sync their speed (to the slowest of the group).
Ctrl-Click
assigns a sync order to a particular troop or waypoint, and he syncs with those that are setup the same. You can use this to keep a formation or clear an area in sync with other troops. This way no one goes ahead of his buddy - even if they are on opposite walls of a large room. More sync options and experiments might come in the future - but let us know how useful you find this.


As for Steam Workshop improvements, we've added
tags
to missions, which should make the Workshop easier to navigate.
However, you'll need to update your map (via the Editor) since the tags are added automatically by the editor when you publish a map.
Until you do that, tags will have limited usability since they will only filter a very small part of existing maps.
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We've also gathered some incredible new workshop maps in a fresh collection. Check it out, one of them has an actual pyramid in it:
(click the link, embedded seems to be bugged)
https://steamcommunity.com/sharedfiles/filedetails/?id=2973956618

KillHouse Games Top Picks (Vol 6)

By: KillHouse Games
One of them looks like a comic book! Then there's the one that has an actual pyramid in it wth?! Not to mention the one where you fight inside a cathedral or the map that's actually a ship stuck in ice.


Last, but not least, we noticed you like Mods and keep producing them, downloading them, using them. We're still not ready to open the Workshop for all mods, but we've added an in-game mod management page: instead of mods being auto-enabled, you now need to manually enable them in the menu.


So, this is it for today. But what comes
next?
More gear, weapons and missions of course. Doctrines for sure. But further than that, we are working on
two
campaign-like Game Modes. One of those is the
Tour of Duty
mode, which has you take a single squad through one week of daily missions. Managing the squad to survive the Tour is not easy, and combining this with the (optional) Iron Man makes for a very high challenge.

But that's all we'll reveal for now. Full changelist of today's update below, and you can start playing. And full speed ahead till the next update, for us! When will it come? Like always, quality comes first.

Your Devs @ KHG

Changelist for v0.35:
- 5 new maps
- added trooper list in UI
- your troops can now use mounted guns
- Nowheraki SWAT can now equip the M500 pump shotgun and the SVD-U bullpup marksman rifle.
- mission generator: many upgrades including faster generation and more variation. Still no night-mode, sry
- coop: can now play single while waiting for someone to join
- experimental speed sync (click + Ctrl on a trooper/path to enable). All nearby troops with 'speed sync' enabled will move at the same speed
- enemy AI improvements
- taking a big damage hit has a chance of making humans flinch (mini stun that resets weapon aim)
- improvements for existing maps
- savegames are now backed up and have a lower probability of getting corrupted
- tweaked AI reaction to grenades (they react slightly before the first impact)
- reduced duration of smoke generated by frags
- in-game UI improvements
- previous squad is used when going into the next random map, instead of the default squad
- many tweaks and improvements to in-game UI and actions
- optimized replay skip/fast-forward speed
- warcrime detection
- fixed enemies set to stand (investigate chance 0, ambush 0, range 0) going after enemies they've lost LOS to
- added SA24 and small mortars as sabotageable items
- many other tweaks, fixes and improvements
- fixed several issues related to how waypoints show up on items (can no longer place slaps on cleared windows, can no longer clear windows with metal bars in front of the glass etc etc)
- fixed enemies throwing frags & using launchers around friendlies
- fixed paths not being saved when no deploy slots were present
- fixed paths not being shown for auto-deployed folks when planning
- fixed sometimes incorrect detection while crouching in cover
- fixed couple of bugs with jumping over obstacles
- fixed some bugs related to AMD's latest drivers
- fixed DOT areas working through walls
- fixed number of stars going negative
- fixed showing danger zones in replays
- fixed troops getting stuck when arresting a hostage and hostage died
- fixed hostages being saved even though their saver died in the process
- fixed ammo AP level not interpolating correctly over distance
- modding: now mods are shown in a game menu page. They need to be manually enabled.
- modding: full update of the humans rigs to include all available dummies
- workshop: maps will now be auto-tagged accordingly, allowing for easier Workshop navigation
- workshop: much improved loading time and quicker sorting when subscribed to a large number of maps
- workshop: fixed several bugs related to Workshop Missions
- workshop: fixed not being able to update published maps when you had over 50 of them
- workshop: auto-tags for maps
- editor: new
interactable entities
(see help_entities.txt for details)
- editor: added option for cropping the map canvas
- editor: added option for hiding Target lines
- editor: moved the Open Editor button from main menu to Your Creations
- editor: added layers. Entities can now be assigned to layers (View->Show Layers Bar), with one layer being randomly picked at map start. They can be used to more easily randomize map elements like lighting, fog and wind. Bear in mind that (like alternate spawns) adding obstacles to Layers will break any pre-made plans.
- editor: new prefabs and items
- editor: high-res png screenshots are saved with transparency
- editor: increased center-selection cross size
 

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