1. Due Process
  2. News

Due Process News

Attacker Shield and Zombies Limited Time Mode

This patch includes a major shakeup to Attacker strategy: The Ballistic Shield.
The shield fully protects users from the front, and players can equip it without taking up any of their equipment slots, similar to a wall charge.


[h3]Shield Added:[/h3]
  • The Shield is a new equipment item has been added to the attacker truck which is completely bulletproof
  • Shield is a held slot item that does not take up a weapon or equipment slot like the wall charge
  • Shield has a wide glass viewing window for people to look through it from both sides
  • Shield has a powerful, toggleable floodlight on top that can be used to see in the dark or make it hard to return fire
  • Added player collision interactions, so players can now collide with each other (cannot stack vertically)
  • Player collision ignored before execution phase to make defender room/attacker truck easier to navigate
  • Any two handed items are forced to be dropped while defusing (shield/wallcharge)
  • Added on-screen indicators for positions of nearby teammates, mostly when they are behind you to help with the shield. They will fade to black onscreen if the player behind you has died.
  • Fairly slow traversal, equip, and aim times means that Shield is best used with team strategy

[h3]Halloween Event:[/h3]
  • New Limited Time gamemode has been added for Halloween: Zombies
  • Zombies effectively replaces "Co-op" for the duration of the limited time event, and is a PvE gamemode.
  • The difficulty of this mode scales with player count, you might find it easier with less players
  • Many facets of this gamemode were made as a fun side-project and not as a serious gamemode, as such there are bound to be small bugs, issues or inconsistencies
  • A few experimental features have been tested in this gamemode, and may not ever make it back to the final game after the event.
  • Halloween battlepass has been re-enabled for those who missed it or didn't finish it last year.
  • Requires two players to start, invite someone to your squad and queue for the Zombies mode

[h3]Other Changes:[/h3]
  • Lobby Mode is now using the 5v5 economy ruleset and truck/hideout on 2v2 sized maps with 3 rounds per half, instead of one round per half
  • Item dropping now has interpolation. This feature is a work in progress
  • Dropped items including anything ranging from flares and grenades to the new shield will now gracefully fall downwards
  • Dropped items sit on the floor in more natural positions as opposed to floating
  • Player movement speed has been increased by (5%)
  • Player sprint speed has been increased by (7%)
  • Sprint Jumping speed cap raised slightly (12.5%)
  • Mawp scope has been updated to remove the jittering bug and make the crosshair scale better with resolution
  • Fix crouching bug that allowed players to crouch against certain ceilings and clip through them
  • Fix NVG bug that prevented you from swapping away from it without pressing the NVG slot button first
  • Fix a bug with the fire extinguisher and Molotov interactions
  • Fix several bugs with bots, including errors, chokepoint behaviors and getting stuck in certain spots
  • Fix interaction bug that prevented players from picking up items or interacting with doors in very specific circumstances
  • Changed some code in player movement to change how extreme slope climbing is handled
  • Increased the size of a geo collider on a jungle tree in dome (to prevent standing in the leaves)

[h2]Developer Note:[/h2]
  • While new maps for 5v5 gamemodes were originally scheduled for this patch, they are not included due to an unforeseen issue and will likely be added in rotation the following week along with any patches for issues if required.
  • If you played in the Cadet testing, the movement changes related to jumping and player speed were reduced.

Weapon Balance Tuning, Matchmaking Adjustements, Bugfixes

To summarize this patch, weapons have been re-tuned following our hit registration changes, some changes are happening to ranked matchmaking to improve the experience, and some other smaller bugs that couldn't go out without requiring downtime are going out with them.

[h2]Matchmaking Changes[/h2]
  • Adjust rank update formula to reduce falloff in expected win probability for lower ranked teams. Reduces impact on rank gains/losses when playing opponents of different ranks.
  • Add 10 minute matchmaking timeout for players who fail to ready up for a ranked match 2 times within an hour
  • Add config to restrict maximum team average rank difference for ranked matches. Should prevent skilled 5 stacks from being matched against noob teams, while still allowing these players to form a relatively balanced match if not stacked.
  • Add additional debug logging for matchmaking flows. Should help diagnose issues with imbalanced matches, as well as cases where a match is not formed when there are 10+ players in queue.
  • Ranked matches have a configurable disconnected player kick period that is longer than casual matches. (Now five minutes)

[h2]Weapon Changes[/h2]
This weapon update is a general tuning and balance update that contain changes which reflect player feedback and a shift in the game’s meta based on recent events, namely a major improvement to hit registration.
Across the board, weapons will have less ‘movement sway,’ namely viewbob while moving, and aim jitter/jiggle/waggle/pick your favorite terminology.
Some weapons which were having a hard time competing with automatic weapons after the hitreg update such as the Auto Shotgun, have received major buffs.
We will monitor these changes and your feedback. Overall, players should feel more lethal and impactful with nearly all firearms present in the game.

  • AP25 - Adjustments to Brace Fire camera recoil, reduction in movement induced weapon sway during ADS.
  • BLKTAR - Adjustments to Brace Fire camera recoil, reduction in movement induced weapon sway during ADS.
  • TUB12 - Lowered aim jiggle intensity, iron sights in ADS will be accurately positioned sooner.
  • DL12 - Lowered aim jiggle intensity.
  • SABR - Reduction in movement induced weapon sway during brace (canted) fire, RPM increased by a small amount. 180>200
  • F1 - Reduction in movement induced weapon sway during ADS, RPM reduced by a small amount 330>310, lowered aim jiggle intensity.
  • Ingmar - ADS move speed penalty increased, multiplier lowered .8>.7, Slight reduction in movement induced weapon sway. Very slight increase to horizontal recoil during sustained fire.
  • KR82M - Brace move speed increased slightly, significant reduction in movement induced weapon sway during ADS, weapon displacement inertia increased, lowered aim jiggle intensity, increased consistency of accurate fire upon entering ADS.
  • KR82U - Reduction in movement induced weapon sway during ADS, aim jiggle in ADS reduced.
  • Gruber5, GruberSD6 - Reduction in movement induced weapon sway during ADS, front irons are now thinner for better visibility, visual recoil increased.
  • NACK11 - Reduction in movement induced weapon sway during ADS and Brace.
  • PK57 - Large reduction in movement induced weapon sway during ADS, lowered visual recoil, improved consistency of accurate fire upon entering ADS, camera recoil reduced, RPM lowered by a small amount 420>410
  • GAT9 - Large reduction in movement induced weapon sway during ADS, lowered visual recoil, improved consistency of accurate fire upon entering ADS, camera recoil reduced, RPM increased by a small amount 420>430
  • LS45 - Reduction in movement induced weapon sway during ADS, weapon inertia increased during swift motions, visual recoil increased, lowered vertical recoil in ADS, a laser is (once again) present when brace firing.
  • Auto - RPM increase 240>325, vertical climb reduced in ADS and brace.
  • Various mesh changes to nearly all weapons, which will mostly be unnoticeable but allow the team to make quicker adjustments to the sight pictures and attachments on weapons moving forward.
  • Added a small Easter-egg to commemorate a player and their weapon of choice.

[h2]Bug Fixes[/h2]
  • Upgraded to slightly newer unity version for some specific targeted bugfixes caused by previous unity version upgrade
  • Added light blue doorway to a specific killhouse cluster that had an opening but no indicator on the map
  • Changed which maps are in the Offline Mode selection
  • Updated several existing levels from player feedback
  • Fix certain UI not working in various places (apply button, customizaton preset, etc)
  • Fix a specific collider type was not being hit by bullets as expected after the changes to hit registration
  • Fix a specific collider type was not being used by the spawn size tester
  • Fix kick button logic, button showing at incorrect times
  • Fix exception caused by players leaving and joining the game when drawing that makes drawing really slow for one round
  • Fix collision missing on some cargo container props (1x1 and 2x2)
  • Fix parkour in Bank Accounting using the taller desks
  • Fix a destruction issue with a specific killhouse cluster


Devblog 84 - Director's Cut



[h2]Devblog[/h2]
We've got a new post on our devblog with a boatload of content, experimental changes, and developer commentary. Come check it out and let us know what you think!

[h2]The TL;DR[/h2]
If you're less inclined to read a blog post, the main takeaway is that our previous update which shipped with PVE, Ranked, Grenade updates, and Hitreg is not a one-off. We don't want you waiting ages for more content, we have a lot of stuff in the works that we couldn't fit into that patch and we'd like to ship these ASAP.

We're hoping to ship some gunplay, maps, and hotfixes soon, with new gameplay mechanics right around the corner.

Major Changes, New Mode, Maps and Fixes

We took some time to improve them and we're now ready to push features that we tested in the PTE to the public. This means the Ranked Overhaul, Hit Registration changes, PvE content and Grenade changes are now live. If you're not sure about what the PTE is, you can see our blogpost about how we brought changes to public testing and read more about what we are working on.
[h3]Size on Disk[/h3]
The game's size on disk is increasing in size, but this is a change designed to reduce future patch sizes. Maps are split away from the main game files, allowing maps to be patched and replaced individually without forcing users to download 7 or 8 gigs for a small hotfix of two or three maps, and allows us to make and deploy patches in an hour instead of taking up to 18 hours (due to the insane map count)
[h2]Hit Registration and Player Networking Changes[/h2]
  • Hit Registration has been completely re-written to give players more confidence that the game will correctly count their hits when shooting at players
  • As part of those changes, we've improved how player movement is networked to make shooting players easier as well
  • Player positions are networked with interpolation and extrapolation now to smooth out "laggy" players and reduce the benefits of "peeker's advantage"

[h2]Ranked Overhaul[/h2]
  • New ranking system with easy to distinguish symbols, names and color coding
  • Improvements to the way ranks are calculated, including accounting more for individual player performance
  • Improvements to the ranked leaderboard handling
  • Added placement matches
  • Added UI for post match rank changes, ranking up, and placement match progress
  • Added behavior to penalize players who abandon matches

[h2]Co-Op and Singleplayer PvE[/h2]
Still somewhat work in progress, the PvE mode is being slowly integrated into the game
  • PvE against bots as Attackers, as practice for Online PvP modes
  • Players can access singleplayer mode in the Training menu, select different maps and difficulties
  • Co-Op mode can be done from the Multiplayer menu, invite players into your squad and you will start a private match to practice against bots with you and your friends
  • Feedback is appreciated, as adding a PvE mode is a big change for our game and will need lots of attention and improvements

[h2]Throwable Improvements[/h2]
  • Throwables and deployables have gotten animation overhauls for aiming and throwing
  • Prepping a throwable will now give you an indicator that helps you aim the throwable
  • Barbed wires have special deployable ghosts that show you how they will be placed

[h2]Improvements since PTE:[/h2]
There was a decent delay in moving PTE to prod, we basically gave ourselves an extra month to work on various bugs and issues that popped up while also continuing to develop upcoming features for the next update. The following is a list of improvements to this build specifically that have been borne from that wait time:

[h3]General Improvements[/h3]
  • Added Main Menu Home Screen overhaul
  • Fixed decals from gun hits not showing up
  • Upgraded to a newer unity version with some bug fixes and minor performance improvements to occlusion culling
  • Clients will no longer incorrectly predict charge placement, and will wait for the server to reply before placing a charge (adds slight delay on higher ping)
  • Changed Dome pillboxes to be less problematic for parkour
  • Fix exploit where attackers can destroy defender fire extinguishers from killhouse midground
  • Fix bugs with defender room, players not teleporting and items getting left behind on defender room floor
  • Fix defender item smuggling exploit
  • Made hit sound testing against smoke grenades more accurate
  • Fixed various level objects ignoring the audio mixer groups (volume sliders)
  • Fix direct join prompt showing up or saying wrong text when cannot join
  • Fixed incorrect region flags for matchmaking
  • Fixed object destruction on some prefabs which were erroniously getting destroyed by frag grenades
  • Fixed some cluster based object destruction involving blockers which will only apply to newly generated levels after the patch
  • Fixed some background parkour on a couple tilesets
  • Fixed factory fences not blocking hit-sounds

[h3]PTE Related Changes[/h3]
  • Tweaked lag/prediction values to overlap to fix rejected hits at the lag boundary
  • Fix issue where extrapolation could force players under the ground
  • Rank icons are textured instead of flat images, with color coding and easier to recognize naming schemes
  • Fixed crashes while alt tabbing caused by changes to level loading
  • Fix various text and image fields not showing correct ranked level data
  • Fixed 2v2 / Lobby / Singleplayer maps not loading under certain circumstances
  • Fixed being able to see throwable arc from the map view

[h3]Co-Op/PvE Changes[/h3]
  • Fixed issue where bots could get orphaned when loading a new co-op map and have no behavior
  • Reduced issue where bots would get stuck walking in a tiny circle
  • Fixed issue where bots could break if they saw a player get killed while playing EASY mode
  • Fixed issue where certain bot behaviors were not applied on Online matches
  • Fixed issue where bots make hit effects that cover the players screen in Offline
  • Bots are slightly more aggressive when the bomb is being defused, needs more work still to make them actively attack when the bomb is threatened
  • Added ability for bots to see through certain types of materials which don't block line of sight or bullets, such as fences
  • Bots gain a minor amount of prediction so they react faster to quickly peeking players
  • Tweaks of various bot behaviors, difficulties, accuracy


[h3]More to come![/h3]
We will be doing a more detailed post on discord and on Steam soon detailing our plans for our next patch, which we expect to be not too long after this one. Keep an eye on our news for more info.

PTE Closed, Update Soon

Public Test Environment


Thank you to everyone who participated in our PTE! It was a big success. Everyone who played it and experienced our new features and better hit-reg could not stomach playing the main server again, which is a good sign, we think.

We have received lots of comments about our ranked overhaul and have updated the visuals and are continuing to adjust the Elo system in response to the feedback.

The next update will feature everything from the PTE as well as some features we couldn't ship just then, which mostly include new audio and visual effects. Full patch notes will be available when the patch releases, which will be in the very near future.

Developer Blog Post


In case you missed it, details about the update for those who missed the PTE are in our last post on the developer blog which you can find here:


As always, for assistance with technical issues and direct feedback to the developers, you can head over to our Discord.