Bad guys throw grenades and the power to draw walls is yours, with the improved Mission Editor.
(Download from the same place you purchased the game 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)
This is the final beta we have planned before the Final, or Gold Release of Door Kickers.
We will now take some time to work on the remaining big features and polish the game some more, with the release coming no later than November 2014. As we are 100% dedicated to quality and our players, Door Kickers won’t be truly done until “it’s done”; expect progress to be made clear as time moves forward.
More details in this blog post: http://inthekillhouse.com/next-update-final-stretch/
Now, back to the actual Beta you’re downloading: The Editor takes a big step towards allowing full level creation without the need for any external tools. For now you are able to create, move, rotate and resize walls, effectively shaping the tactical playground. Once walls are in place you can put windows over them, and doors and objects are added just as before.
For reference you can check the new “Home on the Hill” level by opening it up in editor, to see how the wall entities actually work in practice. The other official levels do NOT have editable walls, and writing walls directly into the map Alpha Channel is still possible.
There’s a map making contest on the way soon, so practice placing those walls…
Going into actual gameplay, we’ve made some fine or gross tunings to the game, progressing towards a more final version of control. Clicking on a trooper no longer deletes his path, but orders him to hold until further notice. See the orange hand that appears? Thats the Hold Icon. Clicking on the trooper again allows him to continue. The hold order should make on the fly trooper coordination easier, but if you’re one of those Go Code fanatics you’ll be happy to find out you can now use GoCodes multiple times on the same path, without losing them at the first issue.
Other important changes are the ability of your troopers to throw grenades around corners and the way your troopers turn automatically to engage known bad guy positions – the red shadows that stay in place after a lost contact.
And speaking of the bad guys, they now take longer to get back in the fight after being tazed or flashbanged. They need to get their hands on the weapons first, after all.
BTW, some of them now throw grenades, just saying …
What else is New and Important in Beta 2 of Door Kickers:
- Troopers can throw grenades around corners and obstacles
- New item: dynamic hammer.
- New item: lockpick machine.
- New enemy: Grenadier Glen (does exactly what the name says).
- 4 new maps. More backgrounds hidden in the version, for those who know where to look.
- Controls change: single-clicking on a SWAT toggles a wait/resume waypoint.
- GoCode chaining: GoCodes of the same type are no longer activated all at once, therefore you can use the same GoCode multiple times along a path.
- Can now edit the names of your troopers.
- Added official/downloaded/editor filters to the single missions menu.
- Can now create entire maps from inside the editor (adding walls, editing parameters). Painting backgrounds is not yet available though.
- Decreased loading time.
- Improved SWAT AI.
- No longer auto-opening doors after lockpicking.
- Activating door waypoints ahead of time.
- No-pause challenge not working as intended.
- Fixed unable to pre-plan more than 4 flashbangs, where the trooper would only throw the first two.
- A bug with the saved plan diverging from the initial one.
- Crash when changing waypoint from flashbang to secondary weapon.
- Persistent orientation (strafe) waypoints being invalidated when activating a gocode.
- Bug where you could drag the path through walls in some situations.
- In some hardware configurations the game would not start on Linux even though the minimum requirements were met.
- Trooper getting blocked when changing weapons very close to a door.
- Trooper incorrectly waiting on a trooper that was in turn waiting on a door.
- Tazed/stunned enemies now recover with their weapon lowered.
- Can now shoot tazer over tazed enemies.
- Input issue on Linux where mouse commands would get lost.
- Enemies no longer block hidden-camera input when very they are underneath it.
- VIPs can no longer arrest suspects or disarm bombs.
- Changing from spycamera to flashbang no longer disables the waypoint.
- A rare replay desynchronization bug.
Modding / Structure changes:
- Warning: If your mod overwrites menus.xml or customization.xml, make sure to update it, since it may no longer work!
- Added smoke effect to grenades, therefore mods overwriting equipment.xml should update it, though everything will still work OK without it.
- Can now upload mods larger than 100 MB to Steam Workshop.
- Added door break sound for dynamic hammer. If your mod implements locked doors, you should update it.
- When uploading/updating a mod on Steam Workshop, the log will be displayed on screen.
Your DevTeam @ KillHouse GamesRead More
It’s summer time here, so we’ve all enjoyed some vacation time after releasing the Beta version. But we’ve been back in full swing and ready to finish the game by the end of 2014!
We plan to release one more update before the final game, to tie up some loose ends. Expect it next week!
It will improve existing features, add some new ones and also improve moddability and random maps, to keep you busy while we work on finishing the game.
By the way, we’re holding back some features for the final game, so that the Early Access users will still find the game “fresh” once it comes out.
One of the loose ends we left in the previous update was the inability to throw flashbangs from behind cover. In the new update this is simply done by positioning the target over the wall and the game will automatically detect the required trajectory to throw the grenade from behind cover.
You’ll also get two new tools to play with, we won’t spoil the surprise though
In this time we’ve also been working on a map generator that creates completely random killhouses, as opposed to using existing map layouts. It’s in an incipient stage at the moment, where we’re testing things out, so it may not make it into the next update.
If we do it right, it will add a whole other level of replayability to the game.
Regarding modding and maps, we’ll improve the editor and fix the current inability to upload mods that are larger than 100MB.
You’ll be able to create maps from scratch from inside the editor, without editing any .xml files anymore.
These additions, together with the 40+ new maps that we’re working on for the final game, will be sure to keep you busy for some time
Note: since older replays won’t be compatible with the new version, we suggest you make a backup of the current game version if you want to look back on your older action.
So keep your eyes out for the next update and, as usual, don’t hesitate to feedback us!
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“
We just issued a small update fixing some annoying bugs reported during beta (thanks everyone for the feedback).
- Fixed crash that would sometimes happen when deleting a path.
- Fixed crash when changing between some mods.
- Upside-down movie when exporting from replays.
- Resolutions with refresh rates below 59hz are now taken into consideration.
- Pressing any key skips the initial KHG logo.
- No longer waiting for a key press before going to the main menu.
Beta is here and with it the new face and soul of Door Kickers.
(update from the same place you purchased the game, some stores may update later than others. 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)
No fear, its still the same game, but – as promised - it’s got major improvements, over and under the hood. Starting with the new Menu makeup (inspired by the great work of Vadim Veedoff), going through the changed equipment unlocking and Squad Levelup, and getting to the improved tactical options in game, we feel its a much better experience.
-Yes, we did say Squad Levelup. Back when we first put the Doctrine Tree out we knew some things didn’t really click together, and your feedback confirmed we’re on the same page. The new system works as follows:
- troopers start with innate, random ability values. In the future, more might be added.
- they levelup based on XP and get a flat set of improvements with each rank. In the future, there will be some player control over trooper improvements.
- the squad levels up via the sum of XP received by ALL troopers
- Squad Levelup unlocks the trooper classes and gains you Doctrine Points to use in the Doctrine tree
- the new mission challenges give extra XP
- oh, yeah, the squad and troopers should all reset with the new version
-Speaking of your troopers, you can now quasi-customize them by replacing them with others from the available pool. In the future, you will also be able to completely edit the names and use your custom pictures! Going into the actual game, you might notice the troopers are much better at following the path and orders sequence and its much easier to predict now what you will see from each waypoint.
-You can also have waypoints that interact with objects from a distance, so if you want for example to have a trooper open the door from the side, that’s easy to plan in advance now.
-Also, a new and handy auto-go-code is available now, the wait for clear order. Troopers ordered to do so will stay in place until all hostiles have been pacified or left their field of view, and continue afterwards. Its a handy tool, but it will put a half a second delay in your advance, so use it where appropriate only.
Since the game plays a little different, we’re especially keen to hear your thoughts on the new build and features, so don’t forget to write!
What else is New and Important in the Beta version of Door Kickers:
- Challenges: in addition to the 3-star system, you can now complete challenges for each level. These do not count towards unlocking weapons but do gain your troopers XP.
- Plan saving: all paths up to the first “Play” command are saved and restored when restarting the map, also called the Daimaju feature (https://www.youtube.com/watch?v=X5P849j6q5c).
- Unlockable items: items are now unlocked using the Stars currency.
- Unlockable classes: trooper classes (assaulter/breacher/etc.) are now unlocked by leveling up your squad.
- 8 new firearms.
- 3 new armor types.
- 8 new maps.
- Many improvements to enemy AI.
- Line of sight preview when drawing a path.
- Proper feedback indicators for enemies that are about to execute a hostage + added countdown timers for executioners.
- Feedback for the range of all sounds. Can be switched off in options.
- Added indicators for shield area of cover.
- Added enemy tooltips that show their equipment and intentions.
- When the line of fire is blocked by a friendly unit, a proper graphical indicator is rendered.
- The VIPs in “Protect the VIP” scenarios must be activated by proximity in order to be able to control them.
- Can customize the name/appearance of your troopers (wip, for now you can only loop through all the troopers in the database).
- Can now change resolution from the in-game video options.
- Support for more .wav formats. Previously an unknown format would crash the game.
- Added reverb sound effects (wip).
- Added new graphics/sounds effects (ejecting bullet shells, rain, fire etc.).
- Graphical updates to many maps, including the training ones.
- Improved overall graphics.
- Can now disable map zooming/panning from the options menu.
- Arrested enemies auto-move outside the line of fire between a swat and a fellow enemy.
- Selecting between paths that are over-imposed is now much easier.
- It is now possible to switch between pages in the Single Mission selection screen, via the small buttons on the bottom.
- Fixed the 50 mods limit downloaded from Steam.
- The “Export replay to movie” feature now works correctly on more (all?) hardware configurations (and faster).
- A crash that would sometimes happen after enabling/disabling mods and playing a game.
- Mods are no longer deleted after starting the game in offline mode.
- Deploy slots no longer look weird on very large screen resolutions.
- Flashbangs that could sometimes kill an enemy if they hit him.
- Too many trooper radio sounds in replays.
- A bug where shields would not stop bullets coming from grazing angles.
- Snipers can no longer target VIPs.
- A bug where modded weapons would show up more than one time in the equipment menu.
Modding / Structure changes:
- When updating a mod, the mod.xml “description” field is no longer updated on Steam Workshop.
- Can now use additional breaching charge types on a door.
- Maximum map size is no longer hardcoded at 4096×4096, though it’s still limited by the maximum texture size supported by the GPU. Recommended 8192×8192.
- Added more rendering layers (can now control which item renders on top of what item with more precision).
- All weapon mods that use bullet_trace.tga + bullet_trace_shotgun.tga should now use the .dds versions. Will remove the .tga ones in the next update.
- All weapon mods should update the firearms flare rendering layers to mimic the ones in the new equipment.xml version.
- All weapon mods should add bullet-shell-on-the-ground sounds like in equipment.xml. If your mod already added such sounds (e.g. SiC), make sure to take them out or add them using the new fields in equipment.xml.
- Graphics / Explosion sounds for flashbangs/breaching charges are now moddable. Mods that modify the flashbangs/breaching charges should modify them according to the new equipment.xml (added the explosion sounds and graphics).
- Crowbar/lock-picks added to the equipment items and can now be modded.
Have fun, wear your plates OR NOT , and don’t forget to hit the feedback button
Your DevTeam @ KillHouse Games
Well we sure hope that your body is ready…
We’ve just issued an update that deals mostly with Steam Workshop issues, greatly improving the workflow and capability of mods.
Make sure to read the tutorial again.
We’ve also addressed a few minor other issues.
Here is the complete changelist:
0.0.103 (Steam only)
Modding / Structure changes:
- Can update mods on Steam Workshop
- Mods will try to auto-activate the first time they’re downloaded from Steam Workshop
- Mod file conflicts are shown in log.txt
- The individual sounds/entities/firearms/firearmattacktypes/abilities are now overwritten when found in another mod with the same name
- Mouse scroll for mods menu
- Game now reads mods from a local mods/ subfolder
- Fixed editor saving maps/thumbnails in the wrong folder
- Auto delete local mod when unsubscribed/deleted from Steam Workshop
- Steam Workshop loading is done on the loading screen so that you get some feedback
- Can no longer scroll farther than the map’s borders
- Added backwards compatibility versions for replays: replays still work for minor version changes
- Fixed missing windows/doors on some video cards (OpenGL issue)
- Fixed sometimes losing unused skill points when quitting the game
- Fixed a crash that would happen when a bullet would go through more than 4 window
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