Door Kickers 2 cover
Door Kickers 2 screenshot
Genre: Simulator, Strategy, Indie

Door Kickers 2

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.



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.



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



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.



Oh, and you can now turn Dushkas around.



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

Intermediary patch for intermediary update v0.35

- mapgen: slightly reduced enemy count in 6-man city block buildings
- mapgen: fixed some maps not working in Abduction mode
- mapgen: adjusted the number of enemies outside buildings
- mapgen: fixed HVTs not spawning in 1-tile buildings (made rare cases where no hvt was on the map)
- mapgen: fixed map spawning without any troopers deployed
- mapgen: fixed hidden windows on some armory tiles
- added keybind for toggling Trooper Profiles list (set to T by default)
- sync speed is ignored when a Sprint command is active
- fixed scroll bar not showing up for lists in certain situations
- the 'invite friend' coop button shows up even when Steam Overlay is disabled, with a tooltip explaining the issue
- fixed shrapnel counting as explosives used
- fixed several typos
- fixed incorrect 'win' conditions when hostages died at the same time with all other enemies
- fixed replays not working on some maps
- fixed rclick menu not showing the crowbar option when dynamic hammer was equipped and door couldn't be open with the hammer but *could* be opened with the crowbar, the end
- fixed blood splats being 2x larger than they should have
- fixed deploy screen sometimes showing troops as dead/injured
- fixed non-POI-generating interactibles not working
- fixed humans becoming randmly incapacitated
- modding: fixed some issues with the 3dsmax reference file
- modding: fixed equipment that was overwritten by a mod showing up last in the list
- modding: can now do custom sorting for equipment items (unused in our files, see help_equipment.txt for details)
- modding: removed some error boxes that weren't mandatory
- modding: updated reference 3dsmax characters file
- editor: map size tags can be edited by the user (but only those)

Hotfix for v0.35

- fixed syncing troops on doors no longer working
- fixed 8+ RMG maps not using 8-sized maps
- fixed a crash on RMG maps
- fixed several other issues with RMG maps
- fixed a case where humans would get blocked inside collisions
- fixed troopers crouch-reloading mounted guns
- fixed player AI furiously twitching in some cases
- fixed various POI object animation bugs
- fixed a typo
- fixed various AI & POI bugs (mostly when they were assigned to them at the start)
- modding: allowing mega-health enemies which are not insta-killed by crits

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 stuff - take our word for it.)


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!


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.


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.

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!



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.


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
https://steamcommunity.com/sharedfiles/filedetails/?id=2973956618

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

Dushka vs You (and some AMD woes)



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.



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 ;)







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.



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

https://steamcommunity.com/sharedfiles/filedetails/?id=2857167016

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

QRF Duty and More


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.



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:


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:
https://steamcommunity.com/sharedfiles/filedetails/?id=2826761943

Patch out!

Your Devs @ KHG

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

Last discount before price increase, QOL update, Steam Deck improvements


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

hotfix v0.31

v0.31 changelist:
- fixed a crash related to explosives
- fixed troopers having their view locked after melee-ing a dead guy
- enemies now look towards grenade/explosion source
- fixed sitting Ambassadors being stuck in furniture sometimes
- improved AI investigation of grenades (and events that happen in their LOS)
- fixed enemies staring into molotov fires
- fixed various equipment-related issues
- fixed Ambassadors being able to sabotage and disarm bombs
- fixed rescued hostages crouching into handcuffed animation
- fixed showing concealment icon on hidden humans
- fixed several issues with new maps
- running enemies now kick open doors and don't stop to close them
- fixed enemies not looking towards opened/breached doors
- fixed enemies sometimes looking in seemingly random directions
- fixed pinned hostages getting up after recovering
- fixed rescuing sitting hostages leaving them stuck in the furniture
- fixed unhooded hostage animations
- fixed replays skipping sounds too much (was intentional but for high replay speed)

Arise, Nowherakis! SWAT joins the fight!



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.



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?



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.



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.



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!



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:
https://steamcommunity.com/sharedfiles/filedetails/?id=2796442821

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


(CHANGELIST v0.30)
features:
- new unit: Nowheraki SWAT
- 3 new maps - check the new SWAT themed chapter!
- new equipment: ballistic shields
- new equipment: molotov cocktails, just to warm stuff up a little bit
- deploy slots changes: nowheraki militia only takes up half deploy supply, slots with mobility constraint, slots with concealment constraint
- better synchronization for GoCodes
- new enemy: Foreign Advisor Fanatic. Will blow himself up rather than be taken alive.
- new enemy: Suicide Executioner. Blows himself up on top of hostages.
- can pre-plan multiple grenades through the same door (all trajectories are now shown)

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

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

hotfix for v0.29

hotfix for v0.29:
- coop: fixed random maps always starting in full-pause mode
- fixed level design issues in several missions
- fixed crash related to detonation of timebombs
- fixed crash that would happen on replays for random missions
- fixed crash when equipping a certain inventory item
- editor: disabled screen edge scroll when dragging interface items (such as position/origin)
- editor: solid/vision/movement block flags are adjusted depending on object height (all flags removed if below ground, vision block/solid removed if below line-of-sight etc)