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Update 610: Penitent Judgement

[h3]An update focused on weapon re-tuning after the release of Weapon 2.0. We took in a lot of feedback and made changes, especially to the shotguns. Flares got a buff. Some other fixes and optimizations are also included.[/h3]

[h2]Weapon Changes Summary:[/h2]
  • Changes to the shotgun pellet damage to improve the shotgun's body shot one shot capability.
  • Attacker Shotgun pattern changed, RPM lowered slightly, spread increased by 50%.
  • Defender Primary Shotgun now has more spread but a radioactive pattern.
  • Defender Secondary Shotgun spread increased.
  • The Auto Shotgun, BLK-TAR, F1-LeGros, Ingmar57, Gruber5, AP25 and KR82u recoils have all been tuned.
  • (See bottom of patch notes for more details.)


[h2]Equipment:[/h2]
  • Flares are now 135 seconds long.
  • Flares should now be thrown correctly when picked up and thrown again after deployment.


[h2]UX:[/h2]
  • Updated Training screen with new links.
  • Changed Queue For Ranked text to say "x/10 players needed".
  • Changed spawn pucks so you can no longer grab other player's spawn pucks, should also fix "puck stacking" where you cannot grab your puck when someone else's is on top.
  • Increased maximum zoom (out) allowed on the map view by 15%.


[h2]Other:[/h2]
  • Fixed a bunch of errors that were found in logs reported by testers.
  • Some minor optimizations.
  • Fixed a bug where other players would appear to turn 360 degrees in a single tick.



[h2]Individual Weapon Changes:[/h2]
Shotgun Retune:
  • Shotgun Pellet damage is still 15.
  • Shotgun Pellet damage falloff starts at 13 units and drops to .5 at 16 units. Point blank damage bonus has been removed.
  • In general shotgun weapon spread has been increased.
  • Shotgun Pellet Head bonus increased to 1.75x.
  • Shotgun Pellet Torso bonus increased to 1.35x.
  • Shotgun Pellet Abdomen bonus increased to 1.35.
  • Auto Shotgun added strong Horizontal Recoil.
  • Auto shotgun has increased weapon Vertical Recoil.
  • Auto Shotgun Brace greatly reduces recoil.
  • Auto Shotgun ADS greatly reduces recoil (even more).
  • Auto Shotgun spread increased by 50% in ADS and Brace.
  • DL12 RPM reduced from 75 to 60.
  • DL12 spread increased by 50%, its spread is shaped like a crown pushing out to the edges of its ADS sight picture.
  • Its effective one shot range is still very high.
  • TUB12 spread increased by 80%, its now using 3 triangles facing inward in a radioactive pattern
  • Shorty Shotgun spread increased by 30%, now has a random bias in its outer ring.


BLK-TAR:
  • Greatly increased to Horizontal Recoil in Brace.
  • Vertical Recoil slightly decreased on shots with Horizontal Recoil.
  • Added slight horizontal camera recoil in later shots.
  • Added some horizontal weapon recoil in later shots.


F1-LeGros:
  • Moved Vertical Recoil from Weapon to Camera.
  • Vertical Recoil slightly decreased on shots with Horizontal Recoil.
  • Added slight horizontal camera recoil in later shots.
  • Added some horizontal weapon recoil in later shots.


Ingmar57:
  • Decreased Vertical camera recoil by about 15%
  • Increased Vertical weapon recoil by about 50% (was very slight before)
  • Added slight horizontal camera recoil in later shots.
  • Increased horizontal weapon recoil in later shots.


Gruber5:
  • Recoil moved from Camera to Weapon.
  • Vertical recoil recovery starts slowly.
  • Horizontal Recoil is now more jagged between Camera recoil and Weapon Recoil.


AP25:
  • Moved Vertical Recoil from Weapon to Camera.
  • Decreased Vertical Recoil in Brace.
  • Slight Increase to Horizontal in Brace.


KR82u:
  • Recoil moved from Camera to Weapon.
  • Horizontal Recoil is now more jagged between Camera recoil and Weapon Recoil.
  • Slight Decrease to ADS Vertical Recoil.
  • Spiked Vertical Recoil on Later Shots with no Horizontal Recoil.

Downtime for Map Deployment

We will be bringing down the servers on Saturday from 09:00AM to 9:30AM PST (in about 11 hours) 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.

New Tileset Released: Killdome USA

[h3]This week's map update features our newest tileset: Killdome USA!
Also, earlier this week, we released a substantial update to our core gameplay experience, including Gunplay 2.0, matchmaking and changes to many other areas, so we've gone ahead and included those changes in these patch notes to give you guys a cumulative update on what's been going on recently in Due Process.[/h3]

Today, we are proud to introduce your brand new tileset - Killdome USA!

[previewyoutube][/previewyoutube]

Killdome USA is Alpha City’s #1 prime-time series on Violence TV! Only the best of the best are selected to enter the dome - Enforcers fresh from training on simulated killhouses in the Argus Academy Governor’s Island Complex face off against five ruthless REBELS pulled straight from the streets of Alpha City.
To the victor go the spoils - the best team (or their next of kin) get fabulous cash prizes for victory in this high stakes, adrenaline pumping program!



This environment is all about the rooms and how they relate to each other - let’s take a look at Argus' own marketing for descriptions of what you’ll be fighting in!

[h2]D-Day[/h2]
Be prepared to storm the Beach in D-DAY! A slice of history brought to life with REAL BULLETS! Can defenders hold the trenches once combat gets up close and personal, or will one well placed smoke make this an easy entry for ARGUS?



[h2]Jungle[/h2]
Beware the hidden dangers lying in wait deep in these jungle ruins! Look out for attacks from above in the remains of an ancient temple, or below from the tall grass in the river! Can you survive long enough to discover its secrets?




[h2]Castle[/h2]
Be ready to lay down a siege against Castle - a fortified position giving anyone holding it an eagle eye over surrounding rooms. Be prepared to lower the gate from the button located somewhere in the dome, blow it open with a well placed door charge, or even make your own entry with an aggressive wall breach!



[h2]Observation[/h2]
You want to see your enemies before they see you? Well then, Observation gives you all the sight you need as long as the power is on! Be careful though - you never know who is lurking around that ONE WAY ‘blind corner’ - it could spell VICTORY or DEATH.



[h2]Pit[/h2]
Welcome to the PIT, an apocalyptic landscape where lawlessness rains supreme and the floor really is lava! Watch your step on these unprotected walkways or it may be your last!



Do you have what it takes to survive KILLDOME USA? Only you can find out, tonight at 7, broadcasted LIVE in front of a packed stadium audience!



Cumulative Patch Notes:


[h2]Dome Technical Details:[/h2]
  • Dome: New tileset with five new room types, in a new setting.
  • A new tileset is added, this means that each match will not feature all tilesets and instead pick three of the four tilesets for each set of three maps. Casual will still only feature 3 tilesets, but ranked can feature different tilesets in the second half.
  • Castle drawbridge. Door that opens via remote button, works similarly to the Vault Door.
  • Castle Walls: Thick in appearance, but hollow and can easily be wall charged, watch out for this.
  • Pit Lava: Falling into the lava in pit results in death, similarly to acid.
  • Observation Monitors - New type of one way viewing glass, they can be shot out from the inside, and are disabled during lights out.
  • D-Day Beach: Featuring a special type of green door entrance and a beach approach, attackers have to fight pillboxes to gain the high ground.
  • Jungle Movement Sounds: The water and bushes in the jungle make sounds when moving through them, similarly to how barbed wire works.
  • Elevated Level: Level is raised off the ground, allowing attackers to move under the level to reduce travel time to the far ends of the building.
  • Stationary turret mechanic to replace the mobile UAVs. They watch the exterior of the building from the ground level.
  • Turrets/UAVs now properly track targets, make a shooting sound and have tracer effects when firing.
  • New level occlusion and reverb system which allows for sounds around the exterior of the building to be heavily occluded when inside the level, truck or defender room. Also affects weapon reverb, and exterior of the levels should have different gun sound effect feel than the inside of the level, on all tilesets.


[h2]Gunplay 2.0:[/h2]
  • Weapon recoil has been completely redesigned for all guns
  • Weapon recoil can now be in multiple parts, camera and weapon recoil are not co-dependent
  • Weapons will auto-readjust back to the starting position after firing, making tap or burst firing easier
  • Note: Manually controlling recoil will negate the automatic recoil return, and will cancel it out
  • New animations for firing on all guns with the new recoil designed in mind
  • Overhaul of tracers, muzzle effects, and smoke effects on all guns.
  • Weapon ammo counter UI overhauled
  • Shotgun spread is now different for all three shotgun types, the triple triangle pattern on the primary pump shotguns, circular pattern on the secondary shorty, and a larger open triangle on the auto
  • Shotguns can enter, leave, or change aim states while pumping and do not automatically exit aim modes during a pump
  • Fixed a hit registration bug with certain animation states
  • Hit sounds don't play on targets that are hit by wall-bangs (except friendly fire)
  • Headshot multiplier doesn't apply to wallbangs
  • Breathing curve added to holding ADS state, after a short period of holding ADS, small camera movements will occur to simulate breathing
  • Brace sensitivity now uses hipfire sensitivity instead of aimed sensitivity slider
  • Shotguns have had a range limit added to opening doors
  • Primary shotgun count reduced on both teams by one
  • Shotgun base damage decreased slightly, headshot multiplier increased, extra bonus damage on all shotguns if point blank
  • Shotgun pellet spread decreased by 40-50% for all shotguns (more accurate)
  • Nack penetration increased to pen Very Thick surfaces, falloff removed
  • Slight decrease in RPM for GAT/LS45 (about 5%), otherwise damage/RPM mostly unchanged on other guns


[h2]Matchmaking:[/h2]
  • The ability to queue for ranked games while playing a casual game
  • The casual and ranked selectors have been replaced by individual buttons, you can click each button to queue for both ranked and casual simultaneously
  • Queuing no longer requires a ready up vote, it is now unilateral
  • A UI indicator was added to the hud to remind you that you are still queued for ranked while searching for or playing in a casual match.
  • Casual matches can be consolidated whenever there is a match that is too small. It will search for another match at the end of each round and all of those players will automatically move into that other match, and be shown a loading screen that mentions that their match was too small.
  • Resolved issue with players auto-queueing for ranked when not intended
  • Resolved issue where you could only kick players who were part of your squad during a match
  • A banner will notify players left in a casual match if other players in that match have left for ranked
  • Starting a ranked match now requires a ready up vote from all parties, failing to ready up will bring that squad out of queue
  • Ranked match voting/starting/failing have been given a unique sounds to help alert players that their ranked match is ready
  • Some other changes to the matchmaking UI, such as moving the queue timers and updating buttons/password box UI


[h2]Drawing Attribution:[/h2]
  • Display cursors representing teammates while they're drawing and erasing
  • Render the local client's drawn map cube pixels in yellow, on both map and in-world
  • Establish pools of "ink" per player (as opposed to per team) for map drawing
  • Drawing on raised spawnable surfaces will move map cubes to the highest surface to facilitate drawings above the ground level
  • Add option to mute/unmute other players' drawings and persistently store this information
  • Both old and new drawings for players who are "drawing muted" will be hidden from from the map view
  • Highlight map drawings in black when the cursor is up to 3 pixels away and show who drew that drawing
  • Hovering over other player's drawings allows up/down-voting those drawings which other players can use to agree on a plan
  • Enable reporting offensive drawings on Shift + LMB over another player's drawings, also suggested when downvoting drawings
  • Added hotkey for toggling replacement of Player Icons with generic placeholders UI option
  • Fix bug: Auto-Erase map cubes of non-local spectators


[h2]Content:[/h2]
  • Gunplay 2.0: New tracers and shooting effects applied on guns.
  • Gunplay 2.0: Metal impacts/sparks for weapon hits updated
  • Gunplay 2.0: Updated Ammo GUI for weapons
  • Levels: Lighting for levels updated to properly get dark when the power is turned off.
  • Killhouse: Some thin surfaces were set as no-thickness and are now set correctly
  • Levels: Grate-like mesh added to surfaces like fences that are hard to read at a distance on the map view only
  • Training: Added other throwables - Smoke, flash, frag.
  • Factory: Fix broken occlusion caused by server panel destruction
  • Updated/polished character eye geometry and textures.
  • Freezer doors are no longer locked


[h2]Other:[/h2]
  • Add option to mute/unmute other player's messages in text chat
  • Display muted player's text chat as "muted" in italics
  • Store text-muted players persistently across sessions
  • Misc. optimizations

Update 604: Gunplay 2.0

[h3]This large update has a lot of changes! Gunplay 2.0 is being introduced along with Simultaneous Ranked Queuing, Casual Match Consolidation and Drawing Attribution updates from our roadmap![/h3]

[h2]Gunplay 2.0:[/h2]
  • Weapon recoil has been completely redesigned for all guns
  • Weapon recoil can now be in multiple parts, camera and weapon recoil are not co-dependent
  • Weapons will auto-readjust back to the starting position after firing, making tap or burst firing easier
  • Note: Manually controlling recoil will negate the automatic recoil return, and will cancel it out
  • New animations for firing on all guns with the new recoil designed in mind
  • Overhaul of tracers, muzzle effects, and smoke effects on all guns.
  • Weapon ammo counter UI overhauled
  • Shotgun spread is now different for all three shotgun types, the triple triangle pattern on the primary pump shotguns, circular pattern on the secondary shorty, and a larger open triangle on the auto
  • Shotguns can enter, leave, or change aim states while pumping and do not automatically exit aim modes during a pump
  • Fixed a hit registration bug with certain animation states
  • Hit sounds don't play on targets that are hit by wall-bangs (except friendly fire)
  • Headshot multiplier doesn't apply to wallbangs
  • Breathing curve added to holding ADS state, after a short period of holding ADS, small camera movements will occur to simulate breathing
  • Brace sensitivity now uses hipfire sensitivity instead of aimed sensitivity slider
  • Shotguns have had a range limit added to opening doors
  • Primary shotgun count reduced on both teams by one
  • Shotgun base damage decreased slightly, headshot multiplier increased, extra bonus damage on all shotguns if point blank
  • Shotgun pellet spread decreased by 40-50% for all shotguns (more accurate)
  • Nack penetration increased to pen Very Thick surfaces, falloff removed
  • Slight decrease in RPM for GAT/LS45 (about 5%), otherwise damage/RPM mostly unchanged on other guns


[h2]Matchmaking:[/h2]
  • The ability to queue for ranked games while playing a casual game
  • The casual and ranked selectors have been replaced by individual buttons, you can click each button to queue for both ranked and casual simultaneously
  • Queuing no longer requires a ready up vote, it is now unilateral
  • A UI indicator was added to the hud to remind you that you are still queued for ranked while searching for or playing in a casual match.
  • Casual matches can be consolidated whenever there is a match that is too small. It will search for another match at the end of each round and all of those players will automatically move into that other match, and be shown a loading screen that mentions that their match was too small.
  • Resolved issue with players auto-queueing for ranked when not intended
  • Resolved issue where you could only kick players who were part of your squad during a match
  • A banner will notify players left in a casual match if other players in that match have left for ranked
  • Starting a ranked match now requires a ready up vote from all parties, failing to ready up will bring that squad out of queue
  • Ranked match voting/starting/failing have been given a unique sounds to help alert players that their ranked match is ready
  • Some other changes to the matchmaking UI, such as moving the queue timers and updating buttons/password box UI


[h2]Drawing Attribution:[/h2]
  • Display cursors representing teammates while they're drawing and erasing
  • Render the local client's drawn map cube pixels in yellow, on both map and in-world
  • Establish pools of "ink" per player (as opposed to per team) for map drawing
  • Drawing on raised spawnable surfaces will move map cubes to the highest surface to facilitate drawings above the ground level
  • Add option to mute/unmute other players' drawings and persistently store this information
  • Both old and new drawings for players who are "drawing muted" will be hidden from from the map view
  • Highlight map drawings in black when the cursor is up to 3 pixels away and show who drew that drawing
  • Hovering over other player's drawings allows up/down-voting those drawings which other players can use to agree on a plan
  • Enable reporting offensive drawings on Shift + LMB over another player's drawings, also suggested when downvoting drawings
  • Added hotkey for toggling replacement of Player Icons with generic placeholders UI option
  • Fix bug: Auto-Erase map cubes of non-local spectators


[h2]Content:[/h2]
  • Gunplay 2.0: New tracers and shooting effects applied on guns.
  • Gunplay 2.0: Metal impacts/sparks for weapon hits updated
  • Gunplay 2.0: Updated Ammo GUI for weapons
  • Levels: Lighting for levels updated to properly get dark when the power is turned off.
  • Killhouse: Some thin surfaces were set as no-thickness and are now set correctly
  • Levels: Grate-like mesh added to surfaces like fences that are hard to read at a distance on the map view only
  • Training: Added other throwables - Smoke, flash, frag.
  • Factory: Fix broken occlusion caused by server panel destruction
  • Updated/polished character eye geometry and textures.


[h2]Other:[/h2]
  • Add option to mute/unmute other player's messages in text chat
  • Display muted player's text chat as "muted" in italics
  • Store text-muted players persistently across sessions
  • Misc. optimizations


[h3]Additional Note:[/h3]
Some changes were pushed to Gunplay 2.0 from our previous PTB test, list included:

Change to all weapons:
  • The vertical recoil recovery now starts roughly 50%-100% slower for all weapons (about 1.5x to 2x the Round Cooldown value). The Long range weapons should be a fair bit easier to use with the automatic recovery no longer kicking in before the next shot.


Changes to individual guns: KR82U
  • Reduce Horizontal Recoil.
  • Vertical Recoil sharpened (happens faster).
  • More Recoil in the Camera less on the Weapon in ADS.
NACK11
  • Reduce initial vertical recoil.
  • Horizontal Recoil is less Biased.
  • More Recoil in the Camera less on the Weapon in ADS.
Gruber5
  • Reduce initial vertical recoil.
  • Horizontal Recoil is less Biased.
  • Horizontal recoil slightly decreased in ADS.
  • More Recoil in the Camera less on the Weapon in ADS.
F1-LeGros
  • Increased recoil animation speed by 30%.
  • Vertical Recoil sharpened.
  • Vertical Recoil reduced slightly.
  • Vertical Recovery start delayed much longer.
Ingmar57
  • Increased recoil animation speed by 20%.
  • Vertical Recoil sharpened.
  • Vertical Recoil reduced slightly.
  • Horizontal Recoil decreased in ADS.
  • Vertical Recovery start delayed much longer.
BLK-TAR
  • Vertical Recoil sharpened.
  • Vertical Recoil increased slightly.
  • Horizontal Recoil decreased in ADS.
  • Vertical Recovery start delayed much longer.
SAB-R
  • Increased recoil animation speed by 20%.
  • Vertical Recoil sharpened.
  • Vertical Recoil decreased by 30% in ADS.
AP25
  • Vertical Recoil sharpened.
  • Vertical Recoil increased slightly in ADS.
  • Horizontal Recoil decreased slightly in ADS.
  • More Recoil in the Camera less on the Weapon in ADS.
PK57
  • Removed Horizontal recoil in ADS.
LS45
  • Increased recoil animation speed by 20%.
  • Horizontal Recoil reduced slightly in ADS.
  • Vertical Recovery start delayed much longer.
  • More Recoil in the Camera less on the Weapon in ADS.


Hotfix and Downtime for Map Deployment

We will be bringing down the servers today at 10:30AM PST (in 30 minutes) for a map update.

There is also a hotfix for this update:
  • Fixed issue where server would sometimes load the next level several times before normal gameplay resumes
  • Fixed issue where players could be "resurrected" on the next round
  • Fixed issue where players could move around on the kill feed repeatedly, occasionally cause the end of round banner to play several times erroneously.


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

Any matches started after this announcement may not be finished before maintenance occurs and may close unexpectedly.