Friends from distant lands…you have been called to answer the threat of the armored bad guy!
Your bullets will bounce. You will scramble at their bursts of automatic fire. You will use clever tactics or you will perish. You will … download Alpha 10 (via the download link you received during purchase, Steam or other stores – which could be late a couple of days).
10 is such a nice number, and counting a little over 1 year since we started releasing these builds, we thought its time to move to Beta?
What does that mean? Nothing to fear! ? Just that from now we’re focused on actually finishing features and giving a more complete level of polish to the game! You will see the overall quality ramp up, and also the remaining features being tackled. We still listen to feedback, we still add and change stuff!
To keep you occupied while we do this, we’ve added Steam Workshop support and an in-game Mod Management interface. This means that you get to see mods and custom maps shown in a centralized location, and its also easier to activate / deactivate mods without editing game files yourself. If you’re into modding or map building, head over to http://inthekillhouse.com/steamworkshop to read Pintea’s (work in progress) guide on modding.
The moment you start the game you will notice the new Squad Doctrine Tree. Every time a trooper gains a level, you get a Promotion Point. Used that point to give a permanent upgrade to your squad, and all troopers benefit from it. We’ve opted to have it work this way, as opposed to upgrades on the individual level, since our game is all about the team, and we hate micromanagement. But remember, we’re not done with the game yet
This also means that your squad is now back to level 1. They don’t know anything. They’ll shoot stuff, but its up to you to teach them advance stuff. Double Taps? Long Range shots? Sure. Headshots? Well, that’s not yet implemented Soon!
So get them up and running, and make sure to let us know what you think of the current doctrine tree, while we work on V2.
What else is New and Important in Alpha 10 of Door Kickers:
- Bigger maps (zoom/scroll enabled for all maps)
- New scenario type: Protect the VIP
- Three new enemy types (Operator Orville, Juggernaut Emil, Assassins)
- Three new maps
- Improved enemy/SWAT AI
- Export replays to video
- Modding support + in-game mods menu
- Steam Workshop support
- Can resume a game anytime during a replay
- Added enemy ghosts for last visible location
- Added maxFPS and vertical-sync in options.xml
- Improved FPS / loading time
- Game size reduced significantly (due to compressed textures)
- Can now hide the HUD while playing; not yet in replay mode
- Multiple graphics improvements
- rebalanced armor types
- rebalanced 9mm and .40 caliber vs .45 caliber pistols
- New sounds
- game now loads .dds files in addition to .tga and .png
- new door types added – elevator and bus doors
- Can no longer be heard through walls when picking locks
- Fixed a couple of replay-desync bugs
- Fixed some ambient sounds that were too loud
(plus bugs, crashes, etc)
Modding / Structure changes:
- changed location of single mission and RMG repositories
- the distance at which shots are heard is now specific to each weapon
- the noise distances for stealthily opening a door vs kicking it down are now configured separately.
Have fun, wear your plates, and don’t forget to hit the feedback button
Your DevTeam @ KillHouse Games
PCGamesN: “Verdict: Buy”
Alpha 2 and 3:
Indie Statik: ”It’s probably the best man-shootery game I’ve played in years“
PCGamer: ”If you’re a fan of the SWAT games, Rainbow Six, Frozen Synapse … then you’ve probably got Door Kickers pencilled in your diary, perhaps even accompanied by a couple of exclamation marks“
Issued two updates today that mostly deal with Steam Workshop issues.
Make sure to read http://inthekillhouse.com/steamworkshop/ before adding any new mods to Steam Workshop.
0.0.102 (Steam only)
- Fixed not being able to activate more than 1 mod at a time
- Fixed mods sometimes getting uploaded with a wrong name
- Corrected a couple of typos in the skill tree
Modding / Structure changes:
- Game now reads mods from a local mods/ subfolder
- Fixed a crash related to mods
- Mods don’t automatically lose compatibility when changing game version. We now have a version compatibility list.
- Lowered OSX minimum requirements back to 10.5
(work in progress)
1.You can find a template mod in the game’s installation folder: path_to_game/mods/data_modtemplate
Read the file path_to_game/mods/data_modtemplate/filesystem_mount.xml for more information.
2. Create a new folder in that same location. Rename it to your liking (e.g. path_to_game/mods/myMod123)
The folder name should be similar to your mod’s name, so that it’s easily identifiable once downloaded (also it should be unique between the existing Workshop mods).
3. Delete everything inside it except mod.xml and filesystem_mount.xml. The folder must contain at least the mod.xml file to be a valid mod. You should only add what files you need in order to avoid conflicts with other mods.
4. Fill in the required info in path_to_game/mods/myMod123/mod.xml. Edit filesystem_mount.xml to add new levels/sounds/whatever.
5. Start the game, the mod should now show up in the game’s Mods menu.
6. Very important! Make sure all paths inside your mod point to the data/ folder, and NOT myMod123/. The data/ path will be automatically replaced with yours.
This will change in the future.
7. Make sure it’s working as intended before uploading to Steam Workshop. You should check the log.txt file located in Documents/KillHouseGames/DoorKickers for any “Error” messages.
1. Create a shortcut to DoorKickers.exe.
Add this to the command line: -publish “path_to_game/mods/myMod123”
For Steam: right-click on the game, choose Properties, click on Set Launch Options and write the -publish folderpath command there. Make sure to take it out after publishing once!
2. There is no visual feedback at this moment with the uploading progress, but you should open the log.txt file and refresh it until you see that the upload has been successful.
The log.txt file is located in:
WinXP: C:\Documents and Settings\username\My Documents\KillHouseGames\DoorKickers
MacOSX: /Users/username/Library/Application\ Support/DoorKickers
3. Go to http://steamcommunity.com/workshop/browse?appid=248610 and behold your mod! Beware that it can take a while until it shows up there, wait for 10 minutes or so before uploading again, otherwise the mod will show up multiple times in the Workshop.
Can’t update at the moment, this will be added in a patch next week.
Until then, you can still update the mod by deleting/reuploading the mod:
- If the new version only modifies files from the previous version, without adding/removing files: delete the mod from your Steam Workshop page and then re-upload it, using the same name. The mod will overwrite the subscribed user’s files.
- If the mod adds/removes files from the previous version: delete the mod from your Steam Workshop page and upload using a different name, like “MyMod Version2″. Unfortunately, the old mod will still be visible in the subscribed user’s game. We will add auto-deleting of the old mod in the next version (hopefully next week).
You can delete it from your Steam Workshop page. However it won’t be deleted from the previously subscribed users’ game. We will add auto-deleting of the old mod in the next version (hopefully next week).
(work in progress)Read More
If you’re running the Steam version of Door Kickers, you’ll notice that our Steam Trading Cards have gone live.
Awesome profile backgrounds and nifty emoticons included. Also, a contest running over on Facebook:
Alpha 9 is upon us! But fear not, we’ve got our body armor on! Get it ?
Download, as usual, via the download link you received during purchase. Or just use your steam key you got from us. Yes, we still get emails from people that didn’t know a steam key got lost in their spam filter, nothing to be ashamed of.
We’ve had so much good stuff built lately that we just had to let it out. But there are two main changes you will see. The first one, which affects the entire game, is that your troopers now wear body armor. Really, check it out in the equip menu – you even get a few choices on armor type!
SWAT being SWAT and rules being rules, you always wear your rifle plates, front and back. Take a round of AK47 in the plate, no problem, if you’re that lucky. But if you want more protection, you can get that, and pay the price in encumbrance. Just remember, no armor is impenetrable, nor it offer 100% protection.
Speaking of protection, shields are a much more complex business right now, with 5 models available for your use. The first 3 are handy against the pistol caliber threats, Mac10 bad guys and so, but Kalashnikovs pierce right through. Choose the latter shields for protection against Rifle Threats, but don’t expect the same amount of coverage as weight would just be too much!
We still have the armor a little too powerful, with blunt trauma from non-penetrating shots not factored in. Will be fixed.
The 2nd main change to the game is we’ve put some Less Lethal stuff in. What do you get:
- Stinger grenades – use them to scatter people but do it with caution as accidents do happen!
- Tazers - Equip them and you can stun bad guys or runaway suspects. Tazing gives you a couple of seconds to handcuff the subject, its not a fire and forget option.
- Arrest Warrant mode! A new scenario type, look for the old distinguished gentleman wearing a a suit. And once you find him, arrest him. Pretty simple right? If you can catch him…
Soon you’ll have more Less Lethal stuff as well as bad guys surrendering when overpowered, but for now we only have the VIP doing so.
What is New and Important in Alpha 9 of Door Kickers:
- New scenario type: Arrest Warrant.
- Body Armor added to the game. Select it from the inventory menu.
- Stinger Less-Lethal grenades added
- Tazer Less Lethal gun
- New shield models + improved shield mechanics
- 1/2 playback speed option for viewing replays
- New trooper skins + better animations
- Graphics improvements
- Improvements to enemy/swat AI
- Troopers now properly remember the weapon they had in hand before breaching a door.
- Fixed some issues with snipers
- Fixed unable to breach with shotgun as secondary weapon when activating potential waypoint
- Trooper stats are no longer updated and XP is no longer reset when viewing replays
- Fixed invisible walls on very large screen resolutions
- Fixed immortal troopers
- Sniper bullets ignore cover now
Have fun, wear your plates, and don’t forget to hit the feedback button
Your DevTeam @ KillHouse GamesRead More
It’s time for the arrival of SWAT snipers and Shield Troopers, all part of Alpha 8.
(You can download it using the link you received during purchase or by using your Steam key)
Alpha 8 completes the class system in Door Kickers, with all 5 classes being available for use. Each brings a different approach to the tactical picture and its up to you to decide how to mix them.
Pointman – fast movement and first to shoot, an excellent choice for first man through the door. Unless its a trap, in which case its better to send in the …
Shield – Excellent protection from the front but poor accuracy and rate of fire. Needs his flanks protected and can’t breach doors.
Assaulter – Excellent firepower at medium to long ranges but may have trouble in tight corners and when handling doors.
Breacher – Quickly brings doors down when noise is not an issue, and packs quite a lot of close-range firepower.
Stealth – Silent and deadly but vulnerable at long range.
Its not by accident that snipers are not mentioned in this list as they are an off map asset. They don’t deduce from your manpower and you have limited control over them.
Speaking of Shields, enjoy them in the current invulnerable form while you can – as the armor system is implemented you will see most shields (note: plural) succumb to rifle fire.
Alpha 8 also brings a little bit of trooper evolution – they will get XP and rise through ranks. While we work on the perks that will be unlocked by this evolution, we’d like to hear from you how far you manage to get your troopers before they die!
Since Alpha 7 we have seen a lot of players putting the replay system to good use. Taking your feedback and actual use experience into account we have improved a number of things:
There’s much less sound clutter in the replays
Replay browser now shows the actual filename, making them easier to sort and distinguish
There’s a convenient button that opens up the replay folder
We’re also preparing an Export to Video function for the game and would like to hear from you. What options would you like to have? What interface or playback functions would be needed? Let us know so we can make a better tool!
What is New and Important in Alpha 8 of Door Kickers:
- Shield trooper class
- Snipers (off map asset available in select missions)
- Troopers gain XP and advance in rank (though nothing to do with that, yet!)
- Better enemy AI + pathfinding
- Added “open replays folder” option + replays file name
- Improvements on trooper control
- Trooper statistics are no longer updated after watching a replay
- Less sounds overlapping in replays
- Stealth Class no longer kicks doors
- Silenced weapons are no longer heard through walls
- Flashbang target no longer resets to default when setting a gocode
- Fixed a bug where a dead trooper would not be replaced
- Fixed a bug where completing HostageRescue on a mission with more than 1 rescue zone would not end mission
- Fixed playing “Aborting” sound after shotgun-breaching a locked door
- Fixed a couple of crashes, tweaked some stuff and in general improved the game in too many ways to mention here.
Enjoy the game, and like always, don’t forget to hit the feedback button
Your DevTeam @ KillHouse Games
PCGamer nominates us as one of the best strategy games of 2014.
Must live up to the hype now