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

Glory to Ukraine
Joined
Nov 22, 2020
Messages
2,675
Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming!
TBH fam I would like to see some progress on the campaign, though it seems that devs are taking it very slow nowadays.
 

Taka-Haradin puolipeikko

Filthy Kalinite
Patron
Joined
Apr 24, 2015
Messages
20,942
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/3678933105442834334
The September Intermediary Update
Hey friends,

Still not ready with the final game (campaign and all) but since the stack of fixes and improvements was overflowing, we're letting some of that pressure out so you can enjoy a better version of the game.

But wait, there's also some extra content!

3 new maps - 2 new Tiny Troubles and a Deck of Cards addition.


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New Enemies! The Rabble gang - which are really low level insurgents grabbing their pitchforks and rising up - get a
hunting shotgun
and a
bolt action
. Literally what they could find around the farm. They are not particularly good at using them, but they can hit hard when they do not miss.


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New Weapons! Rangers get the shiny new M4 URG-I carbine, light and handy in combat.


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The SAD boys get more toys: the very short
RSAR - subsonic
rifle rounds out of a PDW-sized carbine; the
M320 standalone grenade launcher
they can use to supplement firepower; the very concealable and iconic
PPK
and even a sawed-off side by side which they can conceal for extra chaos.


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Oh, and you can now
turn Dushkas
around.


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What's next? Doctrines are on final leg, pretty cool and slightly different from Door Kickers 1 era. Campaigns are shaping nicely. New missions are coming. The future is bright, but we're still releasing when it's properly done.

Your Devs @ KHG

Changelist for v0.36:
- three new maps
- new enemy weapons (side by side shotgun, SMLE Mk3 bolt action)
- New Weapons (M4 URG-I, MCX RSAR, M320 standalone grenade launcher, PPK, sawed off shotgun)
- Nowheraki SWAT officers can now equip a helmet
- G22 .40 has some ammo options
- gunshot effects (muzzle flash, tracers) are hidden if shooter isn't visible
- more RMG variety to apartments-style maps
- the "small" map-generator option will only spawn apartments now
- added new headgear options for Nowheraki Militia and CIA Black Ops
- mounted weapons can now be aimed
- speed sync button now visible in waypoints menu (was previously only available via Ctrl+LClick shortcut)
- speedsync and go-silent are now saved with the rest of the plan when restarting
- speedsync and go-silent will no longer cancel the current waypoint when called directly on your troops
- left-clicking on a deployed trooper in the roster panel will zoom-in to his location
- drawing a new path from the current origin of a trooper will no longer auto-delete the existing path. It will create a branch just like drawing from the middle of the path (which can be cancelled with rclick)
- can now send emails/logs/crashdumps from the in-game feedback form
- spycams can now be used on windows/gratingdoors/curtains
- hooked up a bunch of new trooper voicelines (still using dk1 era recordings)
- improved the trooper profile widget
- while hidden in smoke, you're able to see enemies which are right next to you
- added support for mouse button 4/5 (currently bound to Escape/Back)
- multiple performance improvements for low-spec PCs
- added "delete" option to arrest/rescue waypoint
- many other improvements/tweaks to UI, game behavior and existing maps

- AI: civilians and HVTs will try to avoid running into gunfire
- AI: improved HVT running and surrendering behavior
- AI: will avoid cover spots that are close to combat (for civilians and HVTs)
- AI: improved pathfinding performance
- AI: more realistic reaction times when stopping an interaction

- mapgen big speedup when generating previously slow maps
- mapgen many improvements and fixes, as well as more variety
- mapgen fixed windows sometimes showing up between buildings
- mapgen reduced Investigate chance to 25% of default
- mapgen fixed enemies spawning inside objects

- modding: increased some hardcoded limits (like max number of waypoint types)
- modding: unlocked modded items no longer reset when turning mods on/off
- modding: added support for changing Human effects when taking damage (blood splats, burning effect, etc.), see data/effects/ folder
- modding: TecTorch sound is no longer hardcoded
- modding: increased max name length for equipment/trooperClasses/unitNames (from 32 to 48)
- modding: added unique Sound IDs to most guns for better modding accessibility
- modding: added support for changing commander voice based on squad type (defaults to "male_very_american", added it explicitly for Rangers so modders know it's supported)

- fixed hostages getting stuck on double doors (and cleaned up double-door handling)
- fixed the HVT and hostages sometimes refusing to go through breached walls or opened doors
- fixed FOV issues when walls would intersect with each other
- fixed coop: the blurred main menu image staying behind when being invited to coop while customizing
- fixed enemies choosing to run to reposition instead of shooting while walking
- fixed HVTs ignoring threats after being flashed
- fixed enemies sometimes not looking at opened doors
- fixed arrested HVTs showing full FOV
- fixed HVTs sounding the alarm (and making you lose the Stealth challenge)
- fixed Abduction lose condition
- fixed AI crash when opening a lot of doors
- fixed AI staring at blindfiring and suppressing enemies
- fixed a couple of crashes on the 32bit version (sound-related issues, dynamic reverb disabled for now on win32)
- fixed sorting workshop maps for "completed" not working properly
- fixed a bug where changing the trooper's portrait would not go through all available portraits
- fixed similar/identical equipment requiring an extra purchase
- fixed map thumbnails sometimes showing as missing textures
- fixed a bug where having too many workshop maps would result in texture-related errors
- fixed slowdown when drawing path (very noticeably on IntelGPUs)
- fixed several mod-related crashes
- fixed replays not pausing when opening in-game menu
- fixed crash related to AI opening too many doors
- fixed some weirdness with AI opening doors they don't need to (as they were passing them, or that were in front of them before stopping)
- fixed crash when door is destroyed while enemy is passing through
- fixed shotguns causing multiple dying sounds and tracking pellets as more than one
- fixed crash when closing game while it was loading
- fixed grenade launcher not showing correct # of shells when planning in advance
- fixed AI kicking open sliding doors
- fixed not being able to cancel the arrest/rescue waypoints
- fixed explosives disappearing from garage doors sometimes
- fixed sometimes ejecting two mags when reloading
- fixed bug with "author" tag being shown even in non-workshop missions
- fixed being able to switch selected trooper (with TAB) while performing path edits
- fixed sometimes not being able to add a waypoint at the end of the path
- fixed being able to deploy empty (sorry)

- editor: avoiding wall-instersections is no longer a requirement! (or any FOV-blocking intersections for that matter). Self-intersecting walls are still bad.
- editor: DeploySlots can now activate a Trigger when deployed onto (allowing for different things to happen depending on where you deploy)
- editor: increased the max number of entities by 2000
- editor: added more DamageArea features (knockback, stun and burn)
- editor: fixed alt-spawns being synced between ungrouped entitites
- editor: added checkbox for auto-grouping entities you paste (helps when copying multiple groups with alt-spawns)
- editor: removed civ exclusion from Limit Areas
- editor: fixed not showing scaling properly
- editor: fixed not being able to drag&drop files on out-of-focus game window (for the integrated model viewer)
- editor: fixed scenario QRF buttons no longer working
- editor: added Allied / OGA Grenadier class for mission builders
 

Taka-Haradin puolipeikko

Filthy Kalinite
Patron
Joined
Apr 24, 2015
Messages
20,942
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/4677641107705838125
Update on progress towards full release
MIA game developers break silence?
Our dear supporters and community,

A long time ago we decided to avoid releasing smaller updates and just focus on
finishing the game
as a whole, thinking it wouldn't take us that long. We reconned it would be more efficient to have one release instead of countless cycles of building, testing, announcements, bug fixing and so on.

We knew the game was in a good spot with plenty of content and gameplay, including the RMG and workshop*. (
there's currently over 7500 maps in the 'Shop
).

The
bad news
you've already seen: NO updates in a year!
The
good news
is that with so many new additions we worked in the meantime, it will feel like a new game once released.

Bottom line
is development hasn't stopped, let us cook a bit more and you will be rewarded with a great game.

Here's some of the things we've done since the last update:

CAMPAIGN MODE
Of course we've added Campaigns - in fact there's now
2 Separate Campaign Types
-
Tour of Duty
and
Operation
.

The game will ship with 6 campaigns in total:
- 2 Tour of Duty Options
- 4 Operations
In general, we recommend playing these with Veteran Squads. Don't rush into campaigns!


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What is a
Tour of Duty
?
  • randomly generated campaign, unlimited gameplay
  • uses a much enhanced version of the RMG
  • actual missions, layout, enemies generated depend on the chosen Area
  • 2 Tour of Duty Areas are included but more will come
  • each day brings new random* missions but you pick the
    single one to play
    that day
  • a ToD lasts
    at least a week
    , but up to you how long
  • mission rewards vary from mission to mission
  • Dead is Dead but you can choose to
    Iron Man
    it (or not)
  • Reinforcements do come, but husband your troops carefully
  • Wounds carry over and heal over time
    *can be modded to include handcrafted missions


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What is an
Operation
?
  • a set of custom handcrafted missions, forming a story
  • missions are inter connected in a branching structure with multiple phases
  • there may be mandatory and optional missions
  • troops used in a mission suffer
    fatigue penalties
    if used again in same phase
  • Wounds, Dead is Dead as above
  • Doctrine changes are blocked while in Operations
  • Sorry, no Reinforcements, things happen too fast


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Both Campaign Types can be modded, and custom missions can be used to create your own Custom Campaigns. We expect Operations will be the popular with some mission designers (Hi DrSqua! Hi IP! Hi Pilz!)


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Exclusively in Campaigns comes a new currency:
Battle Honors
. You gain BH by winning campaigns or through random events in the Tour of Duty mode.
Battle Honors belong to the squad and can be used to unlock exclusive equipment or upgrade individual troops:


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DOCTRINES
Doctrines are back, as expected, and give you a chance to upgrade and
customize
each squad to a playing style. Each Unit has its own doctrine tree, but Squads of the same Unit can have different Doctrine setups.

Doctrines dictate if your squad uses full auto and burst fire, or keeps to single fire - and how effective they are. Its your choice, no longer ours.


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Unlike Door Kickers 1, though, you won't be able to Max Out the entire Doctrine Tree.
Pick and Choose
, folks - there's only so much time each squad has for training.


NEW MAPS & MUCH IMPROVED MAPGEN
The game will ship with at least
90 Single Missions
(we have 90 now and a couple extra in the works that might make it if they're good enough by release day). The
Map & Mission Generator
was also significantly improved, especially for the Tour of Duty campaigns. Now it can generate night maps, locked doors and more layout and enemy variations.

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You can expect some of the old missions you've already seen to be changed in smaller or larger fashion. Don't fret, with the upcoming
game reset
, you won't miss a thing!

NEW ENEMIES AND EQUIPMENT
The Enemy Factions in the game (Rabble, Insurgents, Blackheads, Forbidden Tree, Private Security) each gained new troop types, but more enemy groups have been added. Enter the SSI Special Ops from Neighbouristan, the Irregulars Militia from the Capital's Slum District and their more elite House Guard faction-mates.


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The stakes are now higher, enemies more ruthless, but there's also more variation at all enemy tiers, as Insurgents are not a homogenous bunch, but a ragtag group of fighters. And some enemies boost their friends nearby, so make sure to prioritize the Elites first!


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MODDING & EDITOR
Full modding support, via Steam Workshop, will be integrated into the game, allowing for download/upload directly from within the game. To be clear, this includes all mod types, no longer restricted to maps!

Some modders have already gotten access to an internal build, in order to adapt their mods to the upcoming release ahead of time. We know our players love their mods, so everyone is preparing to transition to 1.0 smoothly.

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The editor was also improved, adding more options for dynamic gameplay: moving elements, new types of triggers, custom scenario-ending conditions and more.
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OTHER PLATFORMS
Mac
: the game will be released with native Mac support. This is currently in a finished state.

Steamdeck
: custom controls have been added, allowing for full control via touchscreen and many other improvements.
f8f1270464db5aae29d41672a003645df5ffd33d.gif



OTHERS
- over 80 achievements have already been added and implemented. You won't be able to complete them without the 1.0 release, though.
- new music tracks!
- new equipment, controls, tweaks and tunings


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WHAT REMAINS TO BE DONE
The new content is mostly finished, what remains is mostly tweaks, recording new voices and translating the game to other languages.
We can't commit in advance to a certain release date -
quality is paramount so it will be done when it will be done
, but we're definitely not far now!

Now back to work for us, and we'll be back to this space.

Your Devs @ KHG

P.S. We tend to be active and responsive to player requests over on Discord: https://discord.gg/doorkickers . Come over, don't be strangers!


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More Ways To Connect:
 
Glory to Ukraine
Joined
Nov 22, 2020
Messages
2,675
Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming!
Well they sure are taking their sweet time. Hope it will be worth it in the end.
 

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