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Treason Update #8 (31.10.2024)

Welcome to our longest update in the making thus far! We've continued to expand on the gameplay in many different ways, so we hope it was worth the wait.

Player classes

Please welcome some new faces to our ranks: the Light and Heavy classes! With this update, you now get to choose between three classes, each with its buffs and nerfs. These gameplay modifiers do not apply in Annihilation, and when you play as special roles (Detective & Doctor) or Zombies.

[h2]Light class[/h2]
[h3]The fastest of all, but also the weakest[/h3]
  • 80% health
  • 110% speed
  • Adrenaline ability
  • Damage with heavy weapons +15%
  • Damage with shotguns +15%


[h2]Medium class[/h2]
[h3]Our old friend[/h3]
  • 100% health
  • 100% speed
  • Heal ability
  • Damage with heavy weapons +7%
  • Damage with sniper weapons +7%


[h2]Heavy class[/h2]
[h3]A tough guy who eats bullets for breakfast and has a weapon that costs $400.000 to fire for 12 seconds[/h3]
  • 110% health, regeneration (+1 HP per second)
  • 90% speed
  • Shield ability
  • Damage with light weapons +7%


All class bonuses (except abilities) can be configured on your servers with console commands that start with t_class_ prefix.


Weapon balancing changes

All weapons have been updated to make their purpose more clear. Light and fast sub-machine guns are now deadlier at close range, while heavy rifles are more dominant at long range. All weapons also received a speed nerf, so you won't be running around at speeds faster than Half-Life 1 sprinting (which also breaks physics in the most unexpected ways!) Running and gunning have also been nerfed: there is now a finer line between hip firing and ADS firing, and moving accuracy is suffering much more in both, as opposed to barely any difference like previously.

You're probably thinking: where is the fun in nerfing everything?! and we'll tell you: gun fights feel even more satisfying than before when each weapon is doing its designated job and just as fun! We hope we've managed to strike a balance between the old fun of running and gunning and more distinction between guns because we felt like there was too little of that. See below for a more in-depth list of changes.

The Bat has received a secondary attack: a heavy swing. Hold down your secondary attack button to charge a hit, and then let go of it after it's charged to deal t_weapon_bat_heavy_damage_multiplier (default: 200%) damage to your opponent. We've also added separate, quieter Bat death sounds, so you could sneak up on your enemies from behind, kill them with 1 or 2 swings (Light class dies from just one heavy attack to the back!), and leave unnoticed.

Feel free to let us know what you think! Your feedback is valuable to us.

Full list of changes


[h2]Gameplay[/h2]
  • Selectable player classes (see above)
  • Added a secondary, heavy Bat attack (see above)
  • Bat now has slower overall movement speed
  • Colt now has faster ADS movement speed, slightly less damage, slightly faster fire rate, slightly more standing hip-fire accuracy and less movement hip-fire accuracy
  • Finger Gun now has slightly faster movement speed (it is now the fastest weapon in-game)
  • MP40 now has slower overall movement speed, less damage, faster fire rate, less penetration power, and less overall accuracy
  • Remington 81 now has slower overall movement speed, slightly more ADS recoil, slightly less damage, slightly slower fire rate, slightly less damage fall-off over distance, and less overall accuracy
  • Revolver now has slower base movement speed, faster ADS movement speed, slightly more damage, slightly slower fire rate, slightly less movement hip-fire accuracy and more movement ADS accuracy
  • Sawed-Off now has slower base movement speed, faster ADS movement speed, slightly slower fire rate, more damage fall-off over distance, more accuracy
  • Springfield now has slower overall movement speed (no longer the fastest weapon!), slightly less damage fall-off over distance, less hip-fire accuracy, more scoped accuracy
  • Sturmgewehr 44 now has slower overall movement speed, slightly less ADS FOV, slightly more ADS recoil, slightly more damage, slightly slower fire rate, slightly more damage fall-off over distance, less overall accuracy
  • Thompson now has slower overall movement speed, slightly less damage, slightly faster fire rate, less overall accuracy
  • The Don's body will no longer disappear when the round timer hits 0, allowing players to summon Zombie Don after round timer has ended
  • Zombie Don syringe will now spawn when the round timer hits 0
  • Fixed DNA Scan ability sometimes not working
  • Detectives and Doctors can no longer be summoned as Zombie Don
  • Changed weapon muzzle flash light radius and color
  • Changed weapon tracers speed
  • Added support for point_viewcontrol entity on background maps
  • Changed default automatic radar time (t_automatic_radar_prevalence) to 15 seconds
  • Updated Doctor head texture
  • Fixed broken third person animation blending
  • Made Bat idle animation loop slightly better
  • Player names will no longer show when aiming through a gas grenade cloud
  • Updated player burn sounds
  • Added unique voice lines for Detective, Doctor and Don
  • Changed default Revive ability time (t_revive_time) to 2 seconds
  • Heal ability now uses it's own color correction when activated, as opposed to green screen fade
  • Zombies now have a permanent color correction applied to their screen
  • You can no longer enter pre-death state as Zombie
  • Added Zombie damage multiplier (t_zombie_traitor_damage_multiplier), default: 70%)
  • Changed default base round time (mp_roundtime) to 100 seconds
  • Changed default per-player round time (mp_roundtime_per_player) to 10 seconds
  • C.P.U. power supply on and off now takes different time to complete (t_cpu_powersupply_on_time and t_cpu_powersupply_off_time respectively, default: 5 seconds and 1.5 seconds respectively)
  • Changed default clue glow time (t_dev_clue_glow_time) to 5 seconds
  • Changed default clue glow start delay (t_dev_clue_glow_start_delay) to 20 seconds
  • Changed default clue glow loop time (t_dev_clue_glow_loop_time) to 25 seconds
  • Clue glow will no longer preserve in the next round
  • Players who are being revived can no longer be summoned as Zombie Don
  • Changed default Zombie Don revive time (t_zombie_don_revive_time) to 1 second
  • Increased default Doctor Heal radius (t_heal_doctor_radius) to 192 units (by 50%)
  • Detectives will now be called to scan a bomb after it is defused
  • Power supply in Info Room can now be toggled on or off
  • Pole model is now precached correctly (you will no longer stutter for a moment when it first spawns)
  • Added Detective and Doctor speed modifiers (t_detective_speed_multiplier and t_doctor_speed_multiplier respectively), default: 1.0 and 1.1 respectively
  • Changed default bomb range (t_pseudobomb_range) to 1320 units
  • Doctors will no longer see a C.P.U. power supply icon when using Radar
  • Added a Doctor Radar use sound
  • Annihilation round win taunt is now played with a small delay after round ends
  • Revived/resuscitated players will now correctly spawn near their savior 99% of the time, instead of closer to ~2% of the time like before
  • Item pickup sounds no longer disrupt weapon reloading sounds
  • Added a separate flag pole for Zombie Traitors
  • Dead bodies' flies will no longer refuse to spawn if Doctor is alive
  • "What goes around comes around" achievement can no longer be obtained in Annihilation
  • Players can no longer attack when using items
  • Added support for custom folder for easier modding
  • Added first-person player legs
  • Added Annihilation damage protection, t_dev_immunity_damage_annihilation (default: 25%) damage for t_dev_immunity_time_annihilation (default: 5) seconds
  • Hitting damage-protected players now gives a separate impact effect and hit sound
  • Added a message when you reveal identity of someone
  • Kick vote now checks if the given reason for kick is actually valid (AFK reason requires player to be AFK for a certain period, friendly fire reason requires player to deal a certain amount of friendly damage, etc; see sv_vote_issue_kick_ commands for more info)
  • Votes will no longer go on global cooldown when they don't actually start
  • Implemented in-game admin menu: see t_adminmenu_ commands for more info
  • Added a separate first person arms model for Don
  • Updated player model colors
  • Usable items now glow, in addition to use icon
  • Thrown grenades no longer show up as usable
  • Added a delay before the game starts when the first player joins, to allow players with longer loading times to catch up before the game starts on level change
  • Added more round start sounds
  • Fixed Revive and Resuscitate not working if done too quick after player death
  • Revive and Resuscitate now respawn players at their ragdoll position, instead of their death position
  • Abilities can no longer be used when the round isn't running
  • Zombies now have a different blood color when shot
  • Spawn points can now be as close as within one player size (32x32 units) within each other (previously they required a 128 units radius of free space around)
  • A round of Treason can no longer be started in Info Room, regardless of server settings
  • Body found event has been renamed to role revealed event
  • Fixed incorrect ADS in/out first person animations
  • Changed headshot damage multiplier to 1.6 (was 1.55)
  • Updated first blood event behaviour: now it gets triggered whenever a body gets first discovered, as opposed to a player gets first killed. Old behaviour can be enabled with t_firstblood_event_enabled 1
  • Added separate Zombie voice lines
  • Players will no longer collide with dropped clues
  • Changed default HE nade damage (t_henade_damage) to 88
  • Updated Bat hit sound
  • Changed default Don glow time (t_clue_objective_body_glow) to 8 seconds
  • Forced Annihilation (when there aren't enough players to start a round of Treason) will now keep tracking round progression
  • Sawed-Off can no longer go into ADS when reloading
  • Updated Thompson shoot sound
  • Round logic will no longer run for one extra frame when restarting the game, which would usually result in a fake "Traitors have 1 minute left" event
  • Player color correction now shows up in spectator mode
  • Changed default Annihilation prevalence (t_carnage_prevalence) to 7
  • Don glow sound is now a directional sound, that points to Don's body
  • Server-initiated map voting (at the end of the match) now reserves last vote option for a small map; the rest of the options are bigger maps
  • Added hammer animation sounds for Revolver
  • Reduced default Bat back damage multiplier (t_weapon_bat_back_damage_multiplier) to 2.25 to account for heavy Bat attack
  • Third person reload animation will no longer keep playing after switching weapons
  • Bat attack sound is now heard by other players
  • Updated first person weapon bobbing


[h2]UI[/h2]
  • Damage protection icon will now fade with damage protection color correction, instead of disappearing abruptly
  • Updated Detective scan game event texts: now the title shows the killer/owner of the bomb, instead of Detective's name
  • Fixed scoreboard event log sometimes showing incorrect game events
  • Slightly updated progress bar texture
  • Aiming at friends will now show an X on your crosshair
  • Using an ability that is currently unavailable now produces a sound cue
  • Long player names will now be truncated at the bottom of round end panel
  • Changed unknown role color when aiming at other players
  • Made Steam name slightly darker when aiming at other players
  • Updated C.P.U. radar icon
  • Abilities HUD will now show if the ability is press-to-use or hold-to-use
  • Trying to use a Scan ability when not near a body or a bomb will now give an error message
  • Added item-specific use labels ("Hold to defuse" for bomb, "Hold to turn on/off" for C.P.U. power supply, "Hold to revive Don" for summoning Zombie Don, etc)
  • C.P.U. power supply will no longer show a use icon when it's on use cooldown
  • Updated menu logo
  • Damage indicator kill and headshot icons will now fade as soon as you hit someone else, to avoid confusion
  • Zombie Traitor body reveal event now shows a separate Zombie icon
  • Updated Last Innocent event text
  • Changed Zombie Don spawn event color
  • Aiming at revealed player will now show their role name next to their pseudoname
  • Some action texts that appear at the center of the screen are now written in 2 lines and have an icon
  • Potentially fixed round end panel sometimes being stuck after round restarts
  • Updated main menu loading screen
  • Updated round end panel design
  • Updated main menu music
  • Added a sound when you get revealed
  • Added more credits
  • Certain HUD elements will no longer show until the investigation starts or the round is running
  • Re-designed spectator UI
  • Updated startup intro
  • Kills that were done after round end will no longer show up on next round's end screen
  • Changed Traitors color
  • Fixed missing crosshair in spectator mode
  • Updated scoreboard design
  • Scoreboard event log will now only show most important events
  • Added HUD aspect ratio limit (hud_limit_aspectratio), default: 16:9
  • Updated hint texts to be shorter
  • Changed damage screen overlay: it is now 2 times more transparent, and scales transparency based on damage taken relative to max health
  • Player avatars are no longer colored in scoreboard
  • Round start UI will now only show after round starts, with no "preparing to start" lines before that
  • Added damage direction when you get hit, for an easier identification of your attack source
  • Hints now have a darker and smaller background
  • Increased default game event UI duration (hud_event_duration) to 7 seconds
  • Increased default round start UI duration (hud_roundstart_duration) to 8 seconds
  • Re-designed clue and Traitor counters to look in-line with weapon selection UI
  • All HUD elements were re-positioned to be the same distance from edges of the screen
  • Cleaned map info texts from invalid symbols, capitalized role names
  • Added abilities cooldown time remaining


[h2]Maps[/h2]
  • Added a separate area for pre-game match state, when waiting for players to join
  • Fixed unwanted boosting/camping spots


[h3]New map: Library[/h3]


[h3]Castle[/h3]
  • Re-positioned some small props for better cover
  • Fixed soda vending machines not working
  • Expanded kitchen area
  • Added 2 corridors behind C.P.U. power supply
  • Added a corridor between bombsite D and entrance
  • Updated entrance layout
  • Fixed potential stuck spots


[h3]City[/h3]
  • Re-positioned some small props for better cover
  • Added a corridor near park
  • Added new areas near subway
  • Fixed some missing textures
  • Fixed interactions with pizzeria back door


[h3]Classic[/h3]
  • Re-positioned some small props for better cover
  • Fixed missing collisions from some objects
  • Expanded bombsites B and C
  • Updated hallway layouts


[h3]Clues[/h3]
  • Re-positioned some small props for better cover
  • Minor texture updates
  • Added a shortcut to bombsite B
  • Added a corridor behind bombsite C to bombsite B
  • Updated spa area layout
  • Made main hall bigger


[h3]Cold[/h3]
  • Re-positioned some small props for better cover
  • Fixed missing collisions from some objects
  • Performance optimizations
  • Added a corridor from C.P.U. room to bombsite C
  • Added a small garage room


[h3]Dust Ode[/h3]
  • Re-positioned some small props for better cover
  • Fixed missing collisions from some objects
  • Minor texture updates
  • Added a sniper's nest near bombsite B
  • Opened up an entrance from sniper's nest to pool area
  • Added a door between C.P.U. and C.P.U. power supply rooms


[h3]Dust 2 Ode[/h3]
  • Fixed soda vending machines not working
  • Added a new balcony area
  • Added a door between C.P.U. room and bombsite C
  • Expanded bombsite D


[h3]Gym (previously Voorgoud)[/h3]
  • Re-positioned some small props for better cover
  • Performance optimizations
  • Expanded sniper's nest
  • Added a new path towards bombsite D
  • Expanded a path between beach and cave areas
  • Added a new path towards bombsite A


[h3]Hotel[/h3]
  • Re-positioned some small props for better cover
  • Fixed missing collisions from some objects
  • Expanded the whole map a little
  • Added more little details
  • Added a door near C.P.U.


[h3]Island[/h3]
  • Fixed missing collisions from some objects
  • Performance optimizations
  • Added an extra corridor in cave area
  • Added a dividing rock wall in C.P.U. area
  • Expanded tunnel exit near bombsite C
  • Moved the C.P.U. tent next to tunnel exit


[h3]Simple[/h3]
  • Re-positioned some small props for better cover
  • Performance optimizations
  • Added a corridor behind C.P.U.
  • Added a small entrance area


[h3]Temple[/h3]
  • Re-positioned some small props for better cover
  • Fixed missing collisions from some objects
  • Remade upper spawn area
  • Updated entrance area
  • Updated bombsite A
  • Moved the C.P.U. near bombsite C


[h3]Tower[/h3]
  • Re-positioned some small props for better cover
  • Fixed missing collisions from some objects
  • Performance optimizations
  • Expanded some corridors
  • Added a phone booth
  • Updated C.P.U. power supply area


[h3]Villa[/h3]
  • Fixed missing collisions from some objects
  • Performance optimizations
  • Changed vine cellar to pool cellar
  • Updated kitchen area
  • Added extra corridor to pool cellar
  • Added a bush to divide garage area
  • Increased height of the bushes



Thank you for sticking with us!

Update #8 Release Date

Welcome back, mobsters. We have some special news for you: update #8 will release on October 31st, 2024!

Watch out for new faces within our ranks...

Treason Update #7 Hotfix 2 (03.04.2024)

[h2]Gameplay[/h2]
  • Changed default power supply toggle time to 2 seconds (t_cpu_powersupply_toggle_time)
  • Replaced Troy pseudo name with Rolo


[h2]UI[/h2]
  • Potentially increased fidelity of HUD progress bar


[h2]Maps[/h2]
  • Fixed some missing polygons
  • Updated Don spawn positions
  • Updated Zombie Don syring spawn positions



Thank you for sticking with us!

Treason Update #7 Hotfix 1 (28.03.2024)

[h2]Stability[/h2]
  • Fixed a rare server crash when a player was in pre-death state and the round restarted during that period
  • Fixed very rare instances of kick vote permanently preventing a player from re-joining, if a level change has occured shortly after a kick vote


[h2]Gameplay[/h2]
  • Fixed Don glow sometimes missing
  • "Can I play, daddy?" achievement no longer requires you to open your profile menu to unlock
  • Changed default clue glow start delay to 6 seconds (t_dev_clue_glow_start_delay)
  • Changed default non-Doctor Radar ability cooldown to 25 seconds (t_radar_cooldown)
  • Potentially fixed all cases of becoming a Zombie in the beginning of a new round
  • Zombie Don syringe model will no longer keep floating mid-air after dying
  • Updated pseudo names


[h2]UI[/h2]
  • Added a separate color and sound for Detective Radar event
  • Fixed round end panel showing lots of duplicated kills in Annihilation
  • Increased fidelity of HUD game event icons


[h2]Maps[/h2]
  • Major optimizations across all maps
  • Updated Don spawn positions
  • Updated Zombie Don syring spawn positions



Thank you for sticking with us!

Treason Update #7 (24.03.2024)

We're back with another update! This time, we've got quite some interesting stuff for you to look at. Please share your feedback with us!

Some of you might've already noticed it on our Steam Store page, but we added Steam Achievements! With that, we've also added some new Steam Stats for them! Playing Treason now has more reward than ever.



We've added a C.P.U. Power Supply™️. Traitors are now able to turn it off to shut down the C.P.U. and all electric lights around the map. You can use it to stop clues from being processed altogether.



One more big thing to talk about is our addition of the Zombie Don! Whenever there's only one innocent left, an event triggers that says there's only one innocent left. Now, with that event you will see a special syringe spawn somewhere on the map, that only the Innocent would be able to locate and pick up. After doing so, they can walk up to the Don's body and revive it by pressing their use button. The Zombie Don will be played by the first killed Innocent that round and will have t_zombie_don_health health (default: 150) with no Heal ability.



Full list of changes


[h2]Stability[/h2]
  • Fixed the remaining graphical glitches when setting texture quality lower than "Very High"
  • Fixed potential crash when a player that is defusing a bomb disconnects from the server


[h2]Gameplay[/h2]
  • Steam Achievements (see above)
  • C.P.U. Power Supply (see above)
  • Revivable Zombie Don (see above)
  • Fixed incorrect viewmodel arms rendering when playing with left-handed weapons
  • Made bullet impact effects server-side to make sure players don't see blood when there was no actual hit
  • Made Annihilation pre-round time longer (sv_preroundtime_annihilation, default: 15)
  • Added an option for server owners to disable voice chat during pre-round time (t_preround_voice_enabled)
  • Fixed hand snap during dryfire Remington 81 animation
  • Changed default clue glow time to 4 seconds (t_dev_clue_glow_time)
  • Changed default clue glow start delay to 1 second (t_dev_clue_glow_start_delay)
  • Changed default clue glow loop time to 10 seconds (t_dev_clue_glow_loop_time)
  • Doctor's Heal ability will now heal all players nearby in t_heal_doctor_radius radius (default: 128)
  • Added a sound when a player's pre-death state ends and they finally die
  • Updated Annihilation round start sounds
  • Added player particles when someone is defusing a bomb
  • Fixed players in pre-death state seeing chat from dead players
  • Changed material type of pot models from wood to ceramic
  • Bat hits from behind will now have t_weapon_bat_back_damage_multiplier times more damage (default: 3)
  • Doctors will now have their Adrenaline cooldown reset when resuscitating someone
  • Traitors will now have their Heal cooldown reset when reviving someone
  • Added a server-side option to disable round start music (t_roundstart_music)
  • Defusing a bomb now awards t_rating_bomb_defuse score (default: 3)
  • Planting a bomb now awards t_rating_bomb_plant score (default: 3)
  • Reviving a player now awards t_rating_revive_zombie score (default: 3)
  • Resuscitating a player now awards t_rating_resuscitate_player score (default: 3)
  • Made Sawed-Off deal more damage and reduced it's fire rate
  • Made Springfield deal more damage and reduced it's spread
  • Made Bat swings slower and have less range
  • All clues will now be removed on Last Innocent event, as it's obvious


[h2]UI[/h2]
  • Fixed broken level string in main menu profile menu
  • Fixed incorrect DNA Scan event names order (victim and killer were swapped together)
  • Updated main menu rank info design in profile menu
  • Added use key bind next to item use icon on-screen
  • Moved round time next to round number on round end panel
  • Scoreboard will no longer show up on match end
  • Lowered target ID fade time (hud_targetid_fadein_time & hud_targetid_fadeout_time, default: 0.1 seconds)
  • Updated voice chat icons
  • Changed default player name reveal delay to 0.008 seconds (t_dev_player_name_reveal_delay)
  • Added text chat and AFK player icons (after t_inactivity_duration_icon seconds of inactivity, default: 20)
  • Updated HUD role icons
  • Fixed HUD kill counter not working in Annihilation
  • HUD progress bar will no longer go above 100%
  • Updated HUD progress bar design
  • Updated startup video
  • Using Don's body after clues spawn will show a message telling players to find clues
  • Round end panel will now show all players who made a kill in Annihilation


[h2]Maps[/h2]
  • Made electric lights toggleable by C.P.U. Power Supply
  • Fixed double bomb plants disabling fire damage
  • Updated various textures


[h3]Castle[/h3]
  • Added Power Supply room between C.P.U. area and Piano area
  • Added Syringe table on Balcony in C.P.U. area
  • Added window between Power Supply room and Passage near C.P.U. area
  • Opened up Kitchen area
  • Updated various weapons spawns


[h3]City[/h3]
  • Added Power Supply in Back Alley
  • Added Syringe table in Restaurant
  • Added a sewer passage from Back Alley to Bombsite A
  • Added various Sewer holes in Streets
  • Cleaned up various obstructive boxes


[h3]Classic[/h3]
  • Added Power Supply next to Bombsite C
  • Added Syringe table on Balcony near Bombsite A
  • Bombsite A is now a small park


[h3]Clues[/h3]
  • Added Power Supply near Bombsite A
  • Added Syringe table between Bombsite C and D
  • Extended various corridors


[h3]Cold[/h3]
  • Extended the play area to fit a full server
  • Added Power Supply near Bombsite B
  • Added Syringe table near Bombsite B
  • Updated various boxes
  • Nades are easier to pick up from trees


[h3]Dust Ode[/h3]
  • Added Power Supply in Middle corridors behind C.P.U. area
  • Added Syringe table near Water pool
  • Updated Middle corridors
  • Changed layout between Bombsite A and C


[h3]Dust 2 Ode[/h3]
  • Added Power Supply room behind C.P.U. area
  • Added Syringe table near C.P.U. area
  • Extended various corridors


[h3]Hotel[/h3]
  • Added Power Supply in Garage
  • Added Syringe table in Bathroom
  • Added window between Garage and Bombsite D
  • Extended various corridors


[h3]Island[/h3]
  • Added Power Supply in Cave
  • Added Syringe table in Middle
  • Removed various stones
  • Added lantern lights
  • Optimized map


[h3]Simple[/h3]
  • Added Power Supply next to C.P.U. room
  • Added Syringe table near Bombsite B
  • Added corridor between Bombsite B and Middle
  • Added passage to Sniper Tower
  • Added various hiding spots


[h3]Temple[/h3]
  • Added Power Supply between Green and Red bombsites
  • Added Syringe table in Middle Oven area
  • Widened up various rooms
  • Opened up Red Bombsite area


[h3]Tower[/h3]
  • Added Power Supply behind C.P.U. area
  • Added Syringe table in Main Tower
  • Opened up doors in Bombsite C tower


[h3]Villa[/h3]
  • Added Power Supply in Wine Cellar
  • Added Syringe table in Kitchen
  • Extended various corridors


[h3]Voorgoud[/h3]
  • Added Power Supply below C.P.U. room
  • Added Syringe table in Bombsite B area
  • Extended various corridors
  • Added more windows near Beach area



Thank you for sticking with us!