Door Kickers 2

Door Kickers 2

Fictustan FAKIR
33 Comments
Xavieux 11 Jun @ 3:43pm 
it still kinda feel empty, adding new guns, doctrines and maybe even new roles/units will really help imrpove i feel like
Takeshi, made in Mom 15 May @ 2:42am 
Hi, Expanded Shotgun Breaching Plus supports your shotguns.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3454673734
If you find some problem, don't want my support, or add new shotguns, please tell me.
Tal'Raziid 9 Apr @ 6:43pm 
Blessed be
Quick  [author] 9 Apr @ 6:16pm 
Knives have been fixed.
Tal'Raziid 9 Apr @ 3:34pm 
Knives no longer work for me, can't use them at all, and the icon for them is fucked up in-mission.
Pc_Сat 6 Apr @ 8:11am 
Sorry, I check only right one, I think they have same layouts similar to vanilla. But all fine, lockpick in left slot exist.
Quick  [author] 5 Apr @ 11:22pm 
Using the doctrine will cut lockpicking times from ~20 seconds to ~9. It also reduces the noise radius from ~4.5m to ~2.5m.
Quick  [author] 5 Apr @ 11:12pm 
It works fine for me. It doesn't give agents the ability to lockpick without a tool, it buffs the equippable lockpick. You can find that near the bottom of the leftmost small utility slot.
Pc_Сat 5 Apr @ 10:11pm 
:maze:Good mod, finally interesting usage of concealment. But i think Lockpick doctrine don't work.
Quick  [author] 3 Apr @ 2:05pm 
Much has been fixed and improved. Kit Bags auto deploying is the largest issue, KHG patched out the bug I was using to make them not do that. If the equipment save slots mentioned by devs are added, Kit Bags will most likely be removed from the mod.
Quick  [author] 3 Mar @ 10:20pm 
The v1.06 patch to DK2 seems to have broken the mod a bit. I'll work on fixing stuff, but don't expect the mod to function correctly for now.
Quick  [author] 3 Mar @ 5:46am 
Thanks :steamhappy:
Sgt.Ninja 3 Mar @ 1:07am 
Extremely interesting mod. Great job Quick :)!
seashell 15 Feb @ 9:59pm 
i would like to see more bullpup rifles
Quick  [author] 15 Feb @ 9:47pm 
All vanilla factions also have a handgun doctrine tree, even though only the CIA makes much use of them. You're free to ignore it if it doesn't fit your playstyle, it doesn't really fit mine either. I was in a rush to finish up the doctrine tab for 1.0, and didn't really have enough time to add a whole new set of doctrines from scratch. Maybe doctrines will be expanded upon, maybe secondaries will be expanded upon, we'll see.
Quick  [author] 15 Feb @ 9:32pm 
Kit bags just function as save slots for loadouts.
seashell 15 Feb @ 5:20pm 
what is kit bag
InconTheTeacher 15 Feb @ 4:22pm 
If handguns aren't really their thing, why do they have an entire doctrine tree for it?
Also, the units should probably cost more than militia
I do love everything else the mod has though

Also, what are kit bags?
Quick  [author] 15 Feb @ 2:26pm 
Not that I know of. Unfortunately enemies instantly detect you at that range and then instantly raise the alarm. There might be a way if I remake the knife to function completely differently, but I'm not too sure about that.
Fr0gg00 15 Feb @ 12:02pm 
Knifing them leads to alarm going off, any way to stop that? With the low power suppressed pistol things get real hard lol
bigdog447 15 Feb @ 5:45am 
Thank you, if that happens, i'll definitely use this
Quick  [author] 14 Feb @ 8:11pm 
Maybe. Some things, such as armor, already cost stars to access, but purchasing them with one faction will unlock them for all factions, including FAKIR.
bigdog447 14 Feb @ 6:26pm 
Would it be possible to release a version, or update this one so that most of the weapons aren't free?, part of the fun imo is working to unlock stuff
Sleg 14 Feb @ 12:29am 
Unsubscribing and resubscribing seemed to fix it. No idea why it wasn't updating normally. Sorry for the trouble.
Quick  [author] 13 Feb @ 5:33pm 
I don't seem to have this issue, and nothing should be changing that. Are you sure another mod isn't doing that?
Sleg 13 Feb @ 7:49am 
can verify that it's broken by using alt to check firemode stats while "aiming" a soldier; with fakir loaded, the normally 100-30ms range instead balloons up to ~500 and the firemode is locked to CIA_RifleAimedFireClose even with a fully maxed out rifle doctrine tree
Sleg 13 Feb @ 7:46am 
or, wait, hm, no? at least as of posting this it seems to be broken
Sleg 13 Feb @ 7:43am 
I mean, I'm not sure exactly how much it was or wasn't changing, but having FAKIR loaded was definitely keeping my CIA from being able to use full auto/burst fire at close range, at the very least! Good to hear that it's fixed though because I adore this faction
Quick  [author] 12 Feb @ 11:47pm 
Changing the names had been crashing the game, and while it was technically overriding the CIA doctrine, it was not actually changing stuff. It should be fixed now anyways.
Sleg 12 Feb @ 10:08pm 
mod seems to override vanilla doctrines, particularly completely nuking 90% of CIA's doctrines! should probably be cleaned up to not re-declare vanilla stuff like that
kazimir the folf 12 Feb @ 9:17am 
:3 could you add S-vests to the troops please
wolfthesquatch 10 Feb @ 4:32pm 
They let you create different loadouts that can quickly be copy and pasted to let you easily alter the agents
Funy Birb Man 10 Feb @ 9:35am 
what do the kit bags...do, exactly?