破门而入2:北方特遣队

破门而入2:北方特遣队

Fictustan FAKIR
33 条留言
Xavieux 6 月 11 日 下午 3:43 
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 5 月 15 日 上午 2:42 
Hi, Expanded Shotgun Breaching Plus supports your shotguns.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3454673734
If you find some problem, don't want my support, or add new shotguns, please tell me.
Tal'Raziid 4 月 9 日 下午 6:43 
Blessed be
Lydia  [作者] 4 月 9 日 下午 6:16 
Knives have been fixed.
Tal'Raziid 4 月 9 日 下午 3:34 
Knives no longer work for me, can't use them at all, and the icon for them is fucked up in-mission.
Pc_Сat 4 月 6 日 上午 8:11 
Sorry, I check only right one, I think they have same layouts similar to vanilla. But all fine, lockpick in left slot exist.
Lydia  [作者] 4 月 5 日 下午 11:22 
Using the doctrine will cut lockpicking times from ~20 seconds to ~9. It also reduces the noise radius from ~4.5m to ~2.5m.
Lydia  [作者] 4 月 5 日 下午 11:12 
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 4 月 5 日 下午 10:11 
:maze:Good mod, finally interesting usage of concealment. But i think Lockpick doctrine don't work.
Lydia  [作者] 4 月 3 日 下午 2:05 
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.
Lydia  [作者] 3 月 3 日 下午 10:20 
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.
Lydia  [作者] 3 月 3 日 上午 5:46 
Thanks :steamhappy:
Sgt.Ninja 3 月 3 日 上午 1:07 
Extremely interesting mod. Great job Quick :)!
seashell 2 月 15 日 下午 9:59 
i would like to see more bullpup rifles
Lydia  [作者] 2 月 15 日 下午 9:47 
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.
Lydia  [作者] 2 月 15 日 下午 9:32 
Kit bags just function as save slots for loadouts.
seashell 2 月 15 日 下午 5:20 
what is kit bag
InconTheTeacher 2 月 15 日 下午 4:22 
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?
Lydia  [作者] 2 月 15 日 下午 2:26 
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 2 月 15 日 下午 12:02 
Knifing them leads to alarm going off, any way to stop that? With the low power suppressed pistol things get real hard lol
bigdog447 2 月 15 日 上午 5:45 
Thank you, if that happens, i'll definitely use this
Lydia  [作者] 2 月 14 日 下午 8:11 
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 2 月 14 日 下午 6:26 
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 2 月 14 日 上午 12:29 
Unsubscribing and resubscribing seemed to fix it. No idea why it wasn't updating normally. Sorry for the trouble.
Lydia  [作者] 2 月 13 日 下午 5:33 
I don't seem to have this issue, and nothing should be changing that. Are you sure another mod isn't doing that?
Sleg 2 月 13 日 上午 7:49 
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 2 月 13 日 上午 7:46 
or, wait, hm, no? at least as of posting this it seems to be broken
Sleg 2 月 13 日 上午 7:43 
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
Lydia  [作者] 2 月 12 日 下午 11:47 
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 2 月 12 日 下午 10:08 
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 2 月 12 日 上午 9:17 
:3 could you add S-vests to the troops please
wolfthesquatch 2 月 10 日 下午 4:32 
They let you create different loadouts that can quickly be copy and pasted to let you easily alter the agents
Funy Birb Man 2 月 10 日 上午 9:35 
what do the kit bags...do, exactly?