Door Kickers 2

Door Kickers 2

Tier One Expanded
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Update: 9 May @ 8:35pm

Patch Notes (Patch 15.1) –

Forgot to change the Patch Note version/notes on the Doctrine Page.

No gameplay related changes, just fixing that.

Update: 9 May @ 8:27pm

Patch Notes (Patch 15) –
Sound –
•Experimental change to how new audio is medkits are implemented. This should prevent compatibility issues with any other mods that modify vanilla sfx & voicelines.
•Please let me know if you encounter any audio related issues.

Equipment Changes –
•Changed implementation of a few things to not overwrite their original (vanilla or MARSOC) version by adding a separate version (for people wanting to use non-T1 squads as intended by their developers).
•Effected equipment has had cost reduced to 0 to prevent need to rebuy it.
•Single Slap Charges/Torches no longer effect concealment (only for DEVGRU)
•MP5K Secondary for Undercover concealment penalty reduced.
•Concealment Modifier removed from MARSOC Air Support.

Misc -
•Renamed a bunch of assets added from HRT in previous patch to prevent duplicate loading & prevent overwriting them in the event HRT changes them in the future so users can run squads from both HRT & this mod without issues.

Update: 3 May @ 9:19pm

Patch Notes (Patch 14) –
Huge thanks to 201 (creator of Hostage Rescue Team) for letting me use his medkit assets.
-As a result, HRT is no longer a dependency for this mod.

Tweaked the IFAK & First Aid Kit sfx to play at the start of the animation.

Update: 2 May @ 5:37am

Patch Notes (Patch 13) –

UI
•Fixed the First-Aid doctrine location on the DEVGRU Doctrine UI. YOU MUST RESELECT THIS DOCTRINE (it will have refunded the point).

Ranger Helmets –
•Unfortunately, if you previously unlocked the Next-Gen helmet, you will need to do so again. Preventing this would have required overwriting the vanilla helmet & in the spirit of the primary Tier One Mod, I will not be changing vanilla files.
•Rangers will now change helmets models in-game to correspond with the equipped helmet.
•Fixed issue with Rangers wearing the rendering both the hat & helmet.
•Using a couple MARSOC assets to give the Rifle Grade & Next-Gen helmets a unique look. Effects both Rangers & DEVGRU

Equipment Changes –
•Added MARSOC’s Carl Gustaf to all units except Undercover.
•Added MARSOC’s Power Saw to all units except Undercover.
•Removed Mk18 grenade launchers from DEVGRU support/BlackOps. To my understanding, this is a bit more realistic. Ranger Grenadiers are unaffected.
•Mk 18 (primary) added to Ranger Support/Marksman & DEVGRU Undercover.
•Adjusted the HK416 to use MARSOC assets.
•Replaced flashbang & vanilla slap charge in default equipment for Rangers & DEVGRU with 9-Banger & 2x Slap Charge (excluding Undercover).
•BlackOps default rifle changed to Mk18.

Misc.
•Added "T1E" suffix to all files associated with the mod to prevent rare chance of unintended conflicts with other mods.
•Working on doing the same for anything I change within the xmls (any assets used will remain untouched & dependent on their source mod) for the same purpose. This is not 100% complete yet.
•Various localization changes.

Update: 23 Apr @ 6:03am

Added a Secondary Weapon slot Mk18 for Marksman (T10 Rangers & DEVGRU)

DEVGRU "Support" renamed to reflect addition of GLs to their weapon options.

Added a new description for Ranger Operators to better reflect their enhanced capabilities compared to standard assaulters.

Update: 22 Apr @ 3:55am

Found a few more entities hiding in the Exteriors.xml

The 2x Breaching Charge should now work on Metal Fences again.

Update: 10 Apr @ 11:21am

Fixed the 2x Wall Breach not working properly.

Update: 8 Apr @ 10:06pm

BIG ONE - YOU WILL GET A CONFLICT WARNING WHEN ENABLING, I had to overwrite the unit file for NSWG to get new doctrines to function properly. That is the cause. You can safely ignore this warning.

NSWG now has access to a few CIA & SWAT doctrines. Available through toggle button on Doctrine Page.
Secondary Weapon Slot Breaching Shotgun now available (thanks to Alex5120)
9-Bangers tweaked, Troops will now push after first detonation.
NSWG now has 10 ranks, same as vanilla units (XP cap is the same overall).
Concealment values have been added (where missing) & adjusted for nearly all equipment available to NSWG Black Ops & Undercovers.
NSWG now have 4x Black Ops, may require creating a new squad.
NSWG Support & Black Ops now have access to Grenade Launcher variants of rifles.
1x & 2x Wall Breaching charges are now both available (2x is now a seperate item to prevent overwriting the vanilla wallshot).

Update: 3 Apr @ 2:12am

Added the Traditional Cap to DEVGRU Undercover & BlackOps.
Added MCX LVAW to DEVGRU BlackOps.
DEVGRU Undercover & BlackOps now have 1x grenade (flash, frag, smoke, CS) again.

Update: 26 Mar @ 10:34pm

Accidently replaced the Mod Image with the one I use for testing, needed to fix that.