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Update 636: Hotfix for Crashes

[h2]Updates:[/h2]
  • Fixed issue that could cause clients to crash
  • Fixed issue that could cause servers to close improperly during a match resulting in clients getting "Lag Detected" and having the server close
  • Fixed issue where private match searching would fail, causing the matching UI to break

Update 635: Martial Sun

[h3]Trophy system, anti-headglitching, goo fixes, spectator privacy setting, grenade improvements, ranked mode match requirement, and even more.[/h3]

[h2]Trophy System:[/h2]
  • The truck now has a Trophy system attached to the roof that will destroy any defender thrown equipment within range and LOS of the truck.
  • The truck's roof rack also now has a UAV turret attached to it, and will shoot at defenders in LOS of it like any other UAV.
  • Both turrets move and make proper sounds/fx to show that they are shooting.
  • Throwables that are removed by the trophy system will have a non-damaging explosion play when they are detonated to indicate they were destroyed by the trophy system.

[h2]Head glitching:[/h2]
  • Head glitching should be reduced greatly. You should at least see the player's head when they are shooting at you now.
  • For many types of cover, such as the bomb, the upper body and weapon will be exposed.
  • Some cover objects might become too high to see over now (the worst cases for head glitching); if you find some cover needs changing, please report it.
  • Adjustment to first person view to prevent looking forward through walls.

[h2]Damage Zones:[/h2]
  • Resolved damage zones not immediately affecting players immersed in the damage zone.
  • Resolved damage zones damage lingering until death.
  • Damage zones still have some lingering damage effects (DoT), different types of goos have different lengths of DoT, this is intended.
  • Resolved some damage zones damaging you outside of their radius that used using spherical or capsule based colliders.
  • Some problems may still exist if a level's damage zone is misconfigured, please report this as a bug and include the level.

[h2]Spectator Privacy Setting:[/h2]
  • Option added in "controls" section to toggle Spectator Privacy.
  • If Spectator Privacy is toggled, other players will not be able to 1PP spectate you.
  • Spectator Privacy is not an immediate update, may require a match end (updates profile info) to propagate to other clients since it's handled through GECNet profile propagation.
  • If a player attempts to directly spectate you with a hotkey, they'll get a popup stating that you have spectator privacy enabled.
  • On the round status hud, instead of the hotkey showing under a player with privacy enabled, you will just see a dash [-] instead.

[h2]Grenades:[/h2]
  • Throwables now properly get "removed" when detonating. No more ghost grenades.
  • Molotovs now have their old explosion effects on hit as well as loud shatter sounds.
  • Frags, flashes, molotovs and smokes now have a better sound attenuation curve.
  • No more ghost bounce sounds from grenades when they hit the ground shortly after detonation
  • Made smoke grenade hissing sound shorter to accamodate for shorter smoke grenades(smoke grenades are same length, their sound is just fixed now)
  • Factory windows made after this changeset will no longer have grenade colliders on window crossbeams to facilitate grenade throws.

[h2]Ranked mode match requirement:[/h2]
  • A match played minimum is now required to allow you to queue into ranked.
  • This applies to the whole squad, if one person does not have enough matches played the squad cannot match into ranked.
  • We have currently set this to only five matches, subject to change.

[h2]Misc:[/h2]
  • Changed max attenuation distance of the rapid bomb beeping sfx to resolve it sometimes not being heard on large Dome and Factory levels.
  • Fix for sprint breaking on crouch toggle.
  • Direct spectate by hotkey (default 1-9) blocked while the MapDrawingTooltip is showing (default 1/2 upvote/downvote)
  • Misc spectator fixes, removed default spacebar hotkey to spectate next player (conflicts with map satellite mode)
  • Loading levels pattern is changed, might resolve some crashes happening at load/unload.
  • Password matchmaking box moved above squad name to accommodate space for warning when not enough casual games played to enter ranked.

Update 633: Earnest Cause

[h3]Resolved issues with map unpacking, audio sliders. Gameplay changes, movement changes, weapon changes and some bug fixes. Weekly maps.[/h3]

This week's update was a little late, but you'll find some good changes in it. Still planning on putting out another update next week, on top of the update we just released.

[h2]Map Unpacking Removed:[/h2]
  • The map unpacking process has been removed. We've switched to a new type of map deployment that should no longer require unpacking files to the OS drive.
  • Download sizes after the initial download should be smaller for map content we ship out. We expect the average map download from week to week to be trimmed by a quite a bit, but sometimes it will be larger due to sweeping changes.
  • The size on disk required by steam is being raised, but it effectively takes up the same amount of space. Instead of using 8 GB in your games folder and 8-9GB in your AppData folder, it will now all live in the steam installation folder.
  • This change should fix audio sliders. Previously it has been our recommendation to keep gameplay at 10 and reduce your master volume slider, but this should no longer be necessary.
  • Music for Dome should correctly follow the Music volume slider as well.

[h2]Gameplay Changes:[/h2]
  • Fixed issue with vivox disconnections due to short connection drops to Vivox not being resolved and requiring a full client restart to fix
  • Weapons now have an invisible 3rd mag slot so you can pick up all three mags without needing to reload first. You cannot carry 4 mags.
  • Pulling out completely empty guns will auto load and rack, guns do not auto-reload for you, only when the gun has no mag in it at all when equipped.
  • Death camera polish, smoother and follows opponents head instead of lower torso.
  • Map visibility tweaks for levels, main change being that open doorways will now read as bright cyan color on the map screen instead of a white color. (Came in last week, added for posterity.)

[h2]Movement Changes:[/h2]
  • Turning decreases maximum speed in all stances. The loss is more drastic in ADS and Sprint.
  • Overall acceleration is much faster but sharp change directions causes a sharp speed loss.
  • Movement speed penalties for ADS/Brace now do not occur until the accuracy kicks in.
  • All acceleration is now based off Defender base movement speed for all stances, this was previously stance based.
  • Jumping speed clamp is now universally at (defender) run speed instead of sometimes being limited to walk or crouch speed.
  • Crouch change: Crouch cooldown now being applied properly, can no longer reset the crouch animation by ADSing.

[h2]Weapon Changes:[/h2]
  • Gruber5 Vertical Recoil increased by 20%
  • Ingmar57 Vertical Recoil increased by about 30% on the first shot, decreases to about 5% less recoil on the 4th shot (and onwards).
  • AP25 Horizontal Recoil has been made more Jagged between Camera and Weapon.
  • SAB-R Night Scope illuminates 50% further and is slightly brighter.
  • Auto Shotgun Spread reduced by 33%
  • Known Issue: Fixing the Rate of Fire (ROF) on semi-auto weapons caused them to now have slightly higher ROF than anticipated. We may reduce the ROF on some guns in the future if this change was too much.

[h2]Maps:[/h2]
  • Weekly new maps.
  • Some temporary april fools maps, these will disappear after a short while.



Downtime for Map Deployment

We will be bringing down the servers on Friday 3/26/21 from 09:00AM to 09:30AM 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.

[h2]Factory Changes:[/h2]
[h3]Factory maps will see some changes that will be exclusive to new levels being produced[/h3]
  • Shelving replaced with new area labeled Pipeworks that will now crawl around the edges like shelving used to do.
  • New factory floor fillers to block line of sight or take up floor space as needed for level designers to compliment Pipeworks.
  • Factory office windows now properly connect to pipeworks that run underneath them. It was previously difficult to move in and out of factory office windows. Now you should be able to move in and out of windows easier.


Update 625: Vulcan Mountain

[h3]Audio occlusion improvements, some general gameplay changes for equipment, explosive charges, and more[/h3]

[h2]Audio Occlusion Improvements:[/h2]
  • Previously the audio occlusion system applied audio dampening when sounds were blocked by simple LOS checks on most objects. The sounds would attenuate via distance and whether or not any object(s) were in the way.
  • The new system is a mix of content and audio system improvements to increase the number of levels of audio occlusion that can occur, and certain exceptions have been made for gameplay relevant objects like door kicking and footsteps to make audio easier to understand.
  • Simple objects like props and shelves have low levels of occlusion, while thicker objects like interior and exterior walls, exterior doors gain increasing levels of occlusion.

[h3]Increase from 2 to 4 levels of Audio Occlusion:[/h3]
  1. Exterior Walls: Unbreachable Walls (typically exterior walls of buildings) occlude most harshly.
  2. Interior Walls: Medium occlusion effects - Interior Walls, Exterior Doors
  3. Props: Slight occlusion effects - crates, bathroom stalls, boxes, etc.
  4. Clear LOS: Only distance attenuation is applied if there is clear line of sight to the sound. But also applies to objects like chainlink fences or metal catwalks in Factory.

[h3]Special Cases:[/h3]
  • Exterior Footsteps: Footsteps blocked by exterior walls are silenced, except when the listener is close to the footsteps. This helps to mask attackers running around the exterior of the building, all they have to do is keep a small distance to mask their approach instead of walking the whole way.
  • Doors: Exterior Doors occlude like interior walls, interior doors occlude like props - doors occlude one level down from their surrounding wall, generally
  • Kicking Doors: Door kicking should always be heard from any distance provided they are not being covered by other loud nearby sounds or flashbang deafness
  • Layered Occlusion: When multiple types of objects are blocking the sound the effects do not stack the thickest object will set the occlusion value; similarly to player hitboxes, the thickest object "wins".


[h2]Other Gameplay Changes:[/h2]
  • Light emission for map cubes turns off when the power is off
  • Explosive charges now cause extreme concussion if the explosion goes off next to a defender without killing them (returning from alpha)
  • Explosive charge damage radius given slightly increased range, but damage falloff
  • Explosive charge damage radius will be blocked by walls again, re-enabled with return of concussion
  • Clacker now has a light ROF limit to once per tick
  • Flashlight toggling now has a 300ms cooldown
  • You can no longer shoot, use throwables or clack while in the truck
  • In-truck detection for above as well as dropping items back to the truck wall has been changed
  • Barbed wire can be thrown instantly again, like prior to equipment changes
  • Reduced flare light range by about 20%
  • Reduced effectiveness of body light (used when held item does not have a light)
  • Corrected throw position when crouching so grenade throws don't originate from standing height