A new Door Kickers 2 update patch notes are released for players. Since the last major update, players have been experiencing multiple issues and bugs Hopefully, today’s Door Kickers 2 update will address some of these issues and bugs.
Read what is new and fixed in today’s Door Kickers 2 patch. Read the official patch notes below.
Door Kickers 2 Patch Notes- February 10, 2025
- changelist:
(but seriously, why aren’t you playing at this point?) - now available on Mac OSX
- campaign mode (Tour of Duty and Operation)
- each unit has its own Doctrine tree
- new voices
- new enemies, maps and equipment
- new music
- achievements
- Steam Deck version now fully playable and ‘steam verified’ via touch controls and custom joystick controls
- mapgen much improved (now with night maps, locked doors etc)
- full modding support via Steam Workshop
- game is now translated into French, German, Spanish, Japanese, Korean, Polish, Portuguese (br), Russian, Chinese (simplified) and Ukrainian
- added boltcutter
- added visible Dynamic Hammer on Rangers back
- fixed hostages sometimes not walking into rescue zones
- improved loading times
- increased resolution for various low-res effects
- shooting silenced weapons scares civilians in LOS
- executioner on “Against all odds” is now Melee guy
- added support for melee executioners
- Santa Hat removed
- added new idle animations
- tweaks to enemy movement
- added Melee animation set
- added new deco objects
- added new idle animations
- objects above 2.5m will no longer block movement/fov and stuff
- added ‘cancel look-at/run’ action (currently only on double click)
- fixed enemies not reacting when RPG allies react near them
- customization: added new ‘paste to all in class’ button
- rclick on trooper list opens the action menu
- added a sword for “hillbillies”
- added separate InDarkness/Concealed icons
- various menu graphics improvements
- improved tutorials
- tweaked HVT hiding logic (should avoid staying in friendly LOF more)
- fixed animations snapping when coming into view from under FOW
- fixed AI ignoring friendlies in LOF when suppressing
- AI will try to avoid moving too much if their line of fire is blocked
- AI checks LOF before shooting rockets
- fixed rain & fog having opposite directions
- fixed burning enemies walking through closed doors
- Helmets can have builtin “nightVision”
- added framerate limit option
- can debug trooper shooting with ALT+mouse1
- workshop missions: showing ‘downloading’ status when download in progress
- workshop missions: improved the “random workshop map” option
- workshop missions: added thumbs down option
- suicide bombers don’t detonate if there are HVTs in range
- fanatics don’t blow up if around hostages and vips
- fixed some cases where troops wouldn’t switch batch to their main weapon after being unable to do specified waypoint action
- timebombs no longer explode after being defused (even from explosives)
- fixed troops sometimes getting stuck at doors in certain conditions
- fixed AI not looking at right place for sniper kills
- improved AI logic when looking around (they should stare at walls less)
- replays: in cinematic mode, hovering entities is disabled (no accidental tooltips and highlights)
- civilians will now obey ‘leave’ orders, ignoring danger
- color ammo count red when <33% empty
- made HVTs, VIPs, Hostages and Civs immune to crits, to reduce frustration
- fixed bug where trooper could get stuck while detonating multiple remote explosives while running
- the tec-torch light will now reveal you at night
- added “flinchResistance” equipment stat (reduce received damage by this amt when working out flinching)
- flinching can also happen when taking multiple small hits in quick succession
- gate_poor_01_locked can be now opened by Torch (say you cut through it)
- grating doors can no longer be open by slaps and feet of steel
- fixed lack of investigative reaction when detonating charges (point of sound source was inaccessible)
- fixed ‘reloadEmpty’ sound not playing for firearm with grenade launchers attached
- while reloading, the trooper will keep looking in the direction he was previously looking in
- no longer saving only 1 last replay, now the most recent 10 replays are saved
- fixed GL/RL sometimes not shooting when LOS to target was obstructed
- autogo option (shift+gocode for now)
- delete waypoints by holding delete and clicking them
- shortcut for Reload waypoints (default to R)
- workaround for an IntelGPU crash
- removed dependency on mfplat.dll and a few other system dlls
- sound: some optimizations and fixes for sound breaking down when playing via Bluetooth (still breaks when Dynamic Reverb is enabled)
- troopers now auto-shoot at blindfiring enemies (blind-firing enemies are 95% covered while shooting )
- fixed shooting at cover not applying suppression on target
- corrected a mistaken reference that allowed CIA Undercover to use the 10 rounder mags for the Mk24, by switching the suppressor on and off.
- fixed bug where the DETONATE button would not show up after moving troop right after deploying charge – fixed a bug where trooper would remain locked looking in a direction
- can now specify custom blind fire attacks for weapons by adding a separate <AttackTypesBlindfire> element (still default to the old one when missing)
- improved retrieving subscribed items from Steam Workshop (much faster)
- ‘Sprint’ is disabled when fatigued (reminder: also disabled when carrying Shield)
- changed full cover block chance from 100 to 95% (when crouched behind cover)
- you can now force troopers to shoot at blind-firing enemies by drag-targeting them
- added support for no-mag firearms (mag size zero + closed bolt) and non-gun firearms (for modding in melee weapons)
- fixed doors not opening properly while in smoke
- civilians are much more scared of dead bodies and combat around them
- fixed troopers running off with mounted weapons on their back
- fixed an AMD bug where loading would take a very long time
- scopes and doctrines can affect suppressionScale
- fixed scopes & skills affecting BlindFire & AreaSuppression
- fixed a bug related to waypoints where the trooper could remain unresponsive, caught in-between two actions
- incread max number of shotgun pellets to 64
- added coverReduction stat to firearms (reduces cover chance by that flat amount)
- steam workshop: fixed a bug in choosing random map, added criteria to exclude badly-reviewed maps
- support for spawning & placing rockets in levels (added Flying RPG 7 Rocket entity)
- fixed some sounds originating from the trooper instead of the door/whatever target
- fixed mounted guns remaining on trooper backs
- fixed smoke grenades creating holes in walls
- fixed Win/Lose conditions for HVT/VIP missions
- fixed not not drawing very large objects correctly
- fixed squad statistics for missions won/lost not being computed correctly
- fixed several crashes
- fixed no longer being able to start maps without deploy slots
- increased bullet shells lifetime
- added support for marking humans as “expendable”, meaning you don’t lose the mission if they die (or any stars)
(you can enable in the editor, or by default by adding an expendable=”true” property to the <Human> tag, so it can work on squad units too) - equipment ‘sortID’ number is displayed while in devmode
- fixed sometimes being stuck in infinite loading
- saved plan is cross-checked with current trooper’s inventory and will display incompatibilities accordingly
- can attach screenshot/replay to bug report
- now keeping latest 4 unsaved replays
- troopers list is now visible in replays
- holding click on a trooper profile will also keep camera on him
- fixed FOV showing non-nvg range before first play
- fixed mapgen missing walls (and potential crashes)
- fixed “pinned” fx showing up on hidden enemies
- fixed rclick drawing sounds being spatially wrong
- class tooltips also show up on the icon in the customization/portrait screen
- will show X icon when unable to go through a door (no available action)
- coop: fixed being able to gain deploy slots with trickery
- coop: fixed replays sometimes showing an infinite “waiting” screen at the end of the replay
- coop: client using restart/nextmission will result in a text message being sent with that request
- coop: various other bug fixes
- coop: compatibility check for mods, displaying list of active mods on search screen
- editor: checkbox for turning off power under Roofs
- editor: added Start Alerted checkbox for enemies
- editor: added ‘find’ option
- editor: added visible trigger timer option
- editor: custom map objectives via Triggers (can win/lose the mission when activated)
- editor: can now move entities via the MOVER entity (Gameplay category)
- editor: can now change the name of a published map without creating a new workshop entry
- editor: can delete or rename prefabs by right-clicking them
- editor: triggers can now activate on touch for Badguys/Civilians/Hostages or specific EntityID
- editor: triggers now have a ‘repeatCount’ option
- editor: added option to disable default ingame music in map settings (allowing for custom music per map)
- editor: DamageArea now has a screenshake option and an autotrigger option. Also fixed crits being applied even with zero damage.
- editor: pasting terrain now also works when intersecting map bounds
- editor: lights will also change the alpha on targeted 2D objects, not just their own sprite *fixed light flare objects (light_warm_small_01, etc.) to use masked blending so they fade away with alpha
- modding: added “coverPercentAdd” effect for Doctrines (increases cover block chance when shot at)
- modding: added “onlyFromCover” filter for AttackTypeModifier
- modding: added “nightVision” option for equipment that only applies while equipped (helmet NVGs still give it all the time. can also be set on the weapon scope, see mod_examples )
- modding: added “brightLight” option for equipment that makes you visible in darkness- modding: added new UI script action ‘ToggleShowHide’
- modding: added “conditioning” stat for doctrines (works as a move & turn speed percent improvement)- modding: can overwrite individual fonts
- modding: can replace individual UI items
- modding: mods can be uploaded by placing them in the appdata/mods_upload/ folder, the game UI will then show a Publish button for those mods
- modding: missing equipment (due to disabling mods) is no longer auto-removed (therefore not losing inventory when enabling/disabling mods)
- modding: can have hidden Utility items
- modding: added melee support
- modding: ammo can have scale suppression
- modding: ammo can have accuracyAdd and accuracyMultiplier stats
- modding: ammo can override number of shot pellets (add “numPellets” attribute to Params)
- modding: added option to disable endgame camera pan (must be done from options.xml)
- modding: important change: Armor / Armor Penetration is now 0-70, so 1-2-3 etc became 10-20-30 etc.
Download Door Kickers 2 update on PC.