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Due Process News

Update 643: Small gameplay patch (weekly update)

[h3]Minor updates to planning overhaul and other features with some small bugfixes[/h3]

[h2]Planning Overhaul:[/h2]
  • Added new sound to play if player attempts to claim an icon puck beyond the claim limits to help give feedback
  • Display player name cards for Defenders if they have spawned into the level during Setup
  • Display puck name cards for Defenders only if they are still in the planning room during Setup
  • Disabled map view toggling during End Of Match screen which could unexpected behavior
  • Fixed Map GUI Inventory UI, Health Tracker, HUD Compass, or Icon Offscreen Indicators showing during End Of Match screen
  • Disabled creating icon puck creation during End Of Match screen
  • Fix misc errors pertaining to planning overhaul changes


[h2]Other Changes:[/h2]
  • New SFX for Dome Castle Door open and closing that should be easier to identify at a distance
  • Display bomb defusal progress via the LED panels attached to the bomb (green = proportion of defusal)
  • Added the Due Process logo to the loading and scene transition screens
  • Improving player reporting (other players for abusive behavior) data on the backend
  • Some misc spectator improvements
  • Updated client/server should alleviate problem with maps sometimes not loading

Update 642: Weekly maps and a small hotfix

[h3]Weekly map rotation, 6v3 bug fix, factory window change, castle gate kill zone fixed[/h3]

[h2]Levels:[/h2]
  • New levels added into rotation, fixed a couple blacklisted levels from last week and re-added them
  • Fix for initialization error that would cause the "6v3" bug
  • Factory exterior raised windows reverted to old behavior where shooting them does not allow the UAV to see through them, grenades should still pass through as before
  • Moved castle drawbridge/gate kill volume from being in a position where players can't run into it when passing underneath

Update 640: Torch Paladin

[h3]Icon system, planning overhaul, music and audio updates, misc bug fixes.[/h3]


[h2]Icon System:[/h2]
  • The map view now contains an assortment of draggable icons that can be placed in the map view
  • The icons can be seen by your team and are representations of gear that you might need to use for the round
  • Once placed in the map via dragging from the tray or using the associated rebindable hotkeys, they will appear as a puck in the map
  • The pucks can be moved, claimed, deleted, and show the claim owner if any
  • Pucks you've claimed will appear yellow to differentiate them between your team(s) pucks, similarly to the player puck
  • Claimed pucks will be given a green check box if the player who claimed them has the indicated equipment in their inventory
  • After claiming a puck, the item(s) on the defender wall/attacker truck wall will highlight in yellow outline
  • After claiming a puck, a flashing icon will appear over the slot in your inventory if you haven't picked that item up yet
  • The map view icon list also shows how many of each item you have left in the armory
  • The map view icon list also has pips for each equipment item, showing how many are deployed for this round and which ones are claimed
  • Icons exist for all placeable and throwable equipment, along with the snipers for both teams
  • An additional exclamation puck exists and can be seen in the world by all members of your team, get creative with it's usage
  • You can use hotkeys to place equipment pucks, these should be ignored during normal gameplay to allow you to bind overlapping keys
  • Icon pucks can be pinged to draw attention to them, using your default ping key while hovering over the puck
  • Claiming a puck will cause it to show up in-world for the claimed player to help guide them to follow the plan
  • Moving through a claimed puck will remove it from the in-world view
  • Barbed wire will show a box on the planning and in-world view when placed, which can be rotated with the scroll wheel while hovering
  • Barbed wire icons will not clear unless a wire is placed in their location

[h2]Planning Overhaul:[/h2]
  • The planning phase has been split into two phases, Planning and Gear-Up
  • Casual and ranked have had some time changes for each gamemode and are no longer the same time in each
  • The attackers and defenders will not be able to pick up gear during the Planning phase to encourage making a plan first and picking up gear second (see next point)
  • However, the Planning Phase for Casual is very short, most of the pre-execution time is in Gear-Up
  • The Planning Phase for Ranked is longer, with a shorter Gear-Up time to encourage more in-depth planning
  • Specifically, the attackers will be locked in new seats added in the attacker truck, while the defender weapon case will remain closed during planning
  • Planning during the Gear-Up phase is not restricted and you can continue to plan during gear-up if necessary
  • Attackers will stand up out of their seat when they have exited the map view during any post-planning phase
  • Players will be forced out of the map at execution should they not realize the round has started and have not yet closed the map at any point to gear-up
  • Casual: 20 seconds Planning, 70 seconds Gear Up (+15s gear up for attackers in setup)
  • Ranked: 50 seconds Planning, 40 seconds Gear Up (+15s gear up for attackers in setup)
  • Hud overlay for phase changes has been changed to be more present and alerting
  • An on-screen countdown for the execution phase was added to give more warning to both teams of imminent execution phase

[h2]Music/Audio:[/h2]
  • Music is back! Much of the game's soundtrack has been re-implemented for different phases and transitions.
  • An alternate music track for the main menu
  • Music change while queuing for a match
  • Music for loading, planning and short transition tracks for various phase changes in game
  • Dome keeps it's own themes separately from the music tracks used on other maps
  • Asymmetric music per team, attackers and defenders have different music

    (Grenade sound changes missed on last patch notes)
  • Frag grenade explosion sound updated
  • Grenades now have separate sounds for pin pull and spoon eject
  • Fixed issue where grenade explosions were not attenuating correctly
  • Door kicks - Fixed D-Day boat door not counting as a door kick sound for attenuation purposes
  • Door kicks - Raised minimum attenuation to make far occluded doors easier to hear
  • Door kicks - Kicks now occlude less if being heard through exterior walls
  • Door kicks - Fixed door kicks in loading screens

[h2]Other changes:[/h2]
  • Molotovs now have an explosion effect when detonating to help identify where they land
  • Fixed recent bug that allowed players to shoot through or over walls in certain circumstances
  • Players should no longer be damaged during certain transition phases
  • Updated EAC debug UI for when client files are in an invalid state
  • Fix barbed wire for sat view

Update 639: Weekly maps and a small patch

[h2]Levels:[/h2]
  • New maps added to rotation, some old maps taken out of rotation
  • Charge placement improvement to make charges more consistently place on the side of the object you are looking at
  • Dome Castle gates can be kicked from the inside, triggering the door opening sequence without a button press
  • Many doors had their densities improperly assigned and have been updated
  • Castle barrel map visibility fixed
  • Changes to castle gate opening/closing sound to make it more telegraphed

[h2]Shotgun tweaks:[/h2]
  • DL12 ADS spread increased to 40 from 30.
  • DL12 Spread Pattern pushed further out towards the edges.

  • Auto Shotgun spread increase from 40 to 50
  • Auto Shotgun RPM increased from 240 to 300

  • Damage falloff starts 13 (down from 15) ends at 16 (was 16) for all shotguns. Primarily effects kill range of the DL12.

[h2]Other:[/h2]
  • Fix secondaries not dropping auto-load magazine and instead loading it into the next gun

Downtime for Map Deployment

We will be bringing down the servers on Friday (today) from 09:30AM to 10:00AM PST for a map update.

There will be downtime, approximately 30 minutes, and an update as new maps are deployed to steam for download and to the servers.

Any matches started just before the update will be terminated when the update commences.

  • Removed 20 oldest levels
  • Removed April Fools levels
  • Added 22 new levels