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Weekly Map Deployment

The weekly map drop is available for new matches. Enjoy some screenshots taken from this week's maps!
We've been posting new maps most every week, but haven't gotten a chance to continue highlighting newly released maps, but the previews are back!

Previews:
  • Note that office windows have returned in CStores, and have been modified to allow for players to jump through them consistently.

Version 705: Weekly Build with Various Improvements

The weekly build is back this week, we skipped last week's build in order to give the team some time off during the (US) holiday week. This week we're bringing some more incremental improvements as usual, slowly improving the game's core and resolving issues the community brings up while we work on major improvements and new additions in the background.

[h2]General Improvements:[/h2]
  • Fixed shooting inside people, can now shoot people point blank or while inside them
  • Mawp reticle change to utilize negative space in crosshair texture; MAWP scope texture resolution increased slightly to get more detail
  • Changed damage XP given for completed kills and assists to give the same XP for damage done for either outcome. (changed from 0.75 and 2.25 to 1.5 for both)
  • Change to bonus given for enemy killed, from +40 to all players to +25 for players getting an assist and +50 to players getting the kill.
  • Changed text for Kills and Assists to both say "Damage Enemy" seperate from the bonuses, so instead of saying "Assist Bonus +40 XP; Assist + 120XP" it says "Assist Bonus +40XP; Damage Enemy +120XP"
  • Fixed XP ticking never stopping when skipping match completion XP events UI.
  • Icon creation system updated and most icons have been updated for customization previews
  • Unequipping/previewing multi-slot cosmetics no longer gives random default cosmetics, and instead pulls from a single very standard default set


Version 703: Weekly Build with Various Improvements

This week is an update for several improvements as they are added to the build weekly, along with a bunch of fixes to issues involving barbed wire.

[h2]Updated Barbed Wire:[/h2]
  • Fixed issue where wire at non 90 degree rotations would play their sound incorrectly
  • Fixed issue where bounding boxes of wire audio-zone would not exactly match slow-zone
  • Fixed issue where the hitbox the wire uses to get blown up also decreased damage on guns that did not have very high penetration that passed through it, this was inadvertently causing shots through wire for most guns to do half damage unless shooting at around standing head height
  • Fixed issue where shooting through wire would not make hit sounds (related to the above change)
  • Changed the vertical position (not size) of the wire's slow-zone to be slightly lower allow for the wire to be slightly off the ground and still slow players, but not too low as to allow players to run past wire below factory railings.
  • Note: The player can still make sounds in the audio-zone without being slowed if the wire is too high off the ground as the audio zone allows any part of the player to set it off, while the slow-zone requires your feet to be in it to slow you down
  • Fixed a barbed wire exploit that let you [REDACTED] found during testing


[h2]General Improvements:[/h2]
  • Fixed a bug in the audio system involving guns which should allow more sounds to play simultaneously without being cut out
  • Updated all the systems using icon previews for customization with a new system to dramatically decrease load for lower end systems browsing customization and battlepass screens
  • Customization tabs now move to the position of the currently selected item when opening (instead of always being the bottom or top)
  • Update backend data for customization which might resolve of some problems with customization not saving
  • Fix for materials on some hands/gloves being mis-applied
  • Fix clipping various cosmetics
  • Fixed bug where teamkilling could give you positive XP for a prediction event
  • Fixed various levels reported as issues (Fallen Dusk, Dauntless Horn, Just Arrow, Sinful Fang, Pax Ace)





Version 702: Weekly Build with Various Improvements

The XP gain for using the map icon system got some improvements that get it closer to the intended design from when customization shipped, but required improvements to how the base system handled placed puck clearing. Various other improvements to highly-reported immediately fixable issues were shipped as well, (spectating softlock, reporting players softlock, sprinting in bank vents, etc.)

[h2]Map Icon Improvements:[/h2]
  • Added "kill prediction" team wide XP bonus. Players killed near marked
  • Running over claimed icons no longer removes them, instead icons are removed when the event is completed for a deployment XP bonus
  • Molotovs and flares throw complete nearest claim to the event (you don't have to throw directly at it)
  • Barb placement completes nearest claim within a small distance (have to place the center of the spool inside the box at minimum)
  • Explosive charges complete claims at a very short distance, to allow for some wide double doors
  • Everything else has a somewhat wider margin to allow for some error, but is not map wide like molotovs or flares


[h2]General Improvements:[/h2]
  • Fixed audio bug with bank rotating security door audio that would cause it to very often have the sounds not play
  • Fixed bug where you could get stuck spectating your teammates after a round change; it should now auto clear if you are alive while spectating a teammate.
  • Fixed bug where having the report menu open during an event that forces the menu closed would soft-lock the game
  • Fix the player's height starting in "Crouched" mode until first crouch action (eg: players sprinting in bank vents)
  • Fixed new unlock badges on customization screen for recently unlocked items not appearing until a tab switch
  • Added alert badge to the customization side swapper if there is an unchecked cosmetic on the other side (many players reported badge not clearing, but it was because they didn't check the attacker side)
  • Default keybind for charges for map pucks cleared for new config creation (a temporary fix to reduce cases where new players constantly drop wall charge and door charge pucks when pressing PTT)
  • Unlocked "eyes" slot for the purple spiked face mask
  • Fix for model skinning on characters wearing the mobster hat
  • Nack11 bolt animates
  • Sabr bolt animates
  • Included fixes for various map issues reported on discord





Version 700: Minor Update For Map Deployment

A lot of team members took some needed downtime during the time after our customization, battle pass and event updates, so this week there's not much going on in the update. You should start seeing some more changes roll into the build starting next week.

[h2]Changes:[/h2]
  • Re-added night time killhouse maps as daytime killhouse maps.
  • Update night time killhouses to fix issues noted in some user feedback before shipping.
  • Removed approximately 22 old killhouses, mostly ones that included a Vault.
  • Prepared new maps to resume friday map rotation schedule.
  • Fixed exploit that allowed players to set their local input mic volume above maximum cap.
  • Limited maximum input of your local mic to 100%. You can still raise other player's maximum volume above 100% in the multiplayer menu individually, or the overall volume of all other players in the sound settings.
  • Reduced default of new player config for mic input and output from 110% to 100%.