About this mod
An experimental enemy overhaul that serves as a platform for pushing DK2's combat as far as possible.
- Permissions and credits
With DK2 v1.0 finally being a reality, I'd just like to take this time to profoundly thank the Door Kickers 2 community for taking such an interest in my silly little hobby project. If someone came up to me that one night in April 2022 when I wondered 'heh, wouldn't it be funny if the Rangers were enemies?', and told me that I'd end up working on this mod for another two years, where it would eventually achieve just over 1k downloads, and somehow even find itself beyond the core DK2 community entirely (YouTube: 'The Kind of War AAA Gaming Won't Show You', timestamp 2:19), I probably wouldn't believe them. Yet, here we are, and I cannot express enough gratitude.
While my long-term creative plans have since moved on to other projects, both within DK2 modding and outside of it, it feels somewhat wrong to leave this one without coming back for just a couple more updates. I am going to be exploring the new mechanics of DK2 v1.0 at the same time as the rest of you, so expect to see Rangers Gone Rogue on the Steam Workshop in the near future (even if it's just for the sake of compatibility with the new game version).
Regardless of what happens next, I hope you've had as much fun playing Rangers Gone Rogue as I had making it. So, to all the people who have downloaded, shared, critiqued, and been inspired by this mod, thank you!
--------------------------------------------------------------------------------------------------------------------------------------------------------------
Enemy weapons are balanced against vanilla player units, while enemies themselves will test the player's own skills with extra abilities like riot shields, working night vision, airstrikes, and more. They have more grenades, of all types, and will use them more often - keep moving! AI and traits are tweaked to provide unique behaviors. Overall, expect them to be more aggressive in pushing your position and maneuvering during firefights.
RGR's three enemy factions (Rangers, CIA, 'Delta Force') all come with unique playstyles, strengths, and weaknesses (or lack thereof). They also have their own unique personalities, courtesy of new voice packs (INS:S, COD:WZ, HL2) with dozens of lines for throwing grenades, getting injured, locating player troops, etc. There's even lore(!), with edited briefings for all existing vanilla maps, including original RGR-exclusive briefings for maps that currently lack them.
Rangers Gone Rogue hopes to challenge players with a unique DK2 experience that incentivizes risk/resource management and creative planning, with just enough chaos thrown in to keep you on your toes. Outshooting the enemy is no longer enough - you'll also have to outsmart them.
Feel free to post any suggestions or concerns here or DM me on Discord (heheh_nutflix#3350). All feedback is appreciated.
If you are a fan of this mod, you might also enjoy the excellent 'Nowheraki Ground Forces' by Uberchad or 'Russian Enemy Forces' by the 'Vermin Pair'.
For more mods by me, check out 'Tips to Quotes'.
This mod, in no way, supports the real life killing of U.S. military personnel.