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Update 490: Doubling up on Maps!

Last week we made enough maps to completely replace all of maps we had deployed and still keep about the same number of maps. This week we've done the same, except we're keeping the maps from last week and combining the two sets into a mega bundle. While only two weeks worth of maps, this will be the largest map pool we've shipped since the start of the beta.

We're also going to start including some of the notable changes to the maps in our updates, hopefully this will help keep players in the loop and help get an idea of what we're working on. We'd love for you guys to give us feedback after you play on some of these maps. If you haven't already, follow the discord link on the game's home page and come join the discussion in our level feedback channel.


Killhouse


[h2]Lumberyard[/h2]

A new room being tested in the Killhouse tileset: Lumberyard. With a rooftop protecting the defenders, as long as they stay away from the edges, they have free reign in this open space. The Attackers will have to watch the control of their sight lines as they move into this space if they want to enter without using a charge, but they'll also gain access to two separate entrances should they manage to take control without many casualties.





Factory


[h2]Silos[/h2]

Silos with open catwalks have been put in some of the Factory maps. These feature see through catwalks and no armor, making the position dangerous to hold but also providing a lot of angles to cover different areas of the map.





[h2]Shelving[/h2]

This was initially introduced last week, but it still deserves a mention: Shelving. The attackers can usually find shelving hanging around underneath the Fan entrance, but watch out some defenders may find their way up onto shelving as well through the office windows.





[h2]Office Windows[/h2]

A few of the Factory office windows have been changed to be more open and give bigger sight lines, but they also have less concealment. Not all maps will feature these new windows, this is more like an initial test. The attackers will have to do more than just hide from a tiny window, they'll have to actually take control of the sight line or even the whole office if they want to prevent counter attacks from here.



Update: Neptune Oracle

[h3]This update fixes some issues with player movement animations, weapon swapping, and has some changes to various parts of the UI both in and out of the match.[/h3]


[h2]Gameplay[/h2]
  • Crouch walk animation no longer raises your head up an extra foot, should be more consistent when trying to hide behind crouch cover
  • Trying to use crouch and walk together should no longer force you to stand up
  • Updates to reliability to help with weapon swaps or equipment inputs being dropped by the server, another update to come in the future to improve this some more


[h2]Gameplay UI[/h2]
  • Enemy Health bars are no longer shown on UI, this means that you will only be able to tell when opponents are dead or alive, not how much damage you've done to them.
  • When needing to rack the held weapon, ammo hud is shown in yellow instead to help make it stand out more
  • Player name in the first person view hud updated and also displays the name of the team side you are currently on
  • End of round banner changed, now towards the top of the screen instead of in the bottom middle
  • End of round banner has new style, and animated effects
  • End of round banner will now say Switching Sides In/Next Round In
  • End of Side banner added, new banner that displays when a side swap is occurring and the outcome of the 3 round set for casual


[h2]Menu UI[/h2]
  • Fix local squad's ready up state erroneously being cleared when waiting in queue
  • Update Friends UI when refreshing player list, this should resolve needing to restart the client to properly fetch and update the player list with your new friends.
  • Fix overlap of warning box with squad status message
  • Fix region selection typo


[h2]Steam Cloud Support [/h2]
  • Basic steam cloud support has been added. Specifically the DPUserPrefs.cfg inside of RoamingAppData is synced to Steam Cloud, this should save most settings in the cloud. More work will need to be done to save keybinds. This can be disabled if you encounter issues by unchecking the "Enable Steam Cloud" box under Updates inside the application's properties menu in Steam.



Update 486: Even more new maps!

This week we've made tons of new maps! And because of that, all of our old maps have been removed and replaced with all new maps. The number of new maps is very similar to the previous number of already existing maps.

Part of the reason why all of the old maps were removed is that they had some issues from being made on our older versions. For example, the bug with the factory shutters not being able to be shot through when opened should now be resolved.

In the future we do plan to still carry some of our maps forward to the next update, we are hoping to double our map pool next weekend with these maps and more new ones.


[h2]Bug Fix:[/h2]

Factory shutters and vault doors should not leave behind an invisible bulletproof wall when opened with the button.

Update 485; Hotfix for server crashes

Small update to hotfix some server crashes related to defenders being shot by the UAV.

Update: Timber Supremacy

[h3]Optimizations, fixes (like scope bug), region selection changes, added teamkill punishment, some additional fixes and changes.[/h3]

[h2]Optimizations[/h2]
  • Optimizations are an ongoing process, with this update we have added a few more optimizations that should be around another 10-20% gain for players. One of the primary optimizations was in regards to how shooting was handled to make help make firefight framerates smoother on some machines.


[h2]Gameplay Changes[/h2]

  • Fix for players having to manually press F8 to get out of the loading screen / map view after loading into a new round
  • Fix bug where scoped weapons would stop being able to scope in for the original owner after being dropped
  • Molotov fire now constantly makes a burning sound while the fire is active on the ground
  • Fix for charge detonations sometimes not correctly damaging players or wire, this should make them more consistent
  • Fix for players loading both the current level background and the next level background
  • Weapon sway polish, new set of anims for the auto shotgun sway animations


[h2]Teamkill Punishment[/h2]

  • Teamkills now result in an action box that appears for the player who was killed asking if they would like to punish for this teamkill, if enough people punish for teamkills throughout the match then the offending player will be kicked. This is the start of general anti-griefing and player reporting we are beginning to work on. We are aware that it is not perfect, for example that it shouldn't count teamkills after a match ends or side swap is occuring, and there is more planned in this area.


[h2]UI Changes[/h2]

  • Region selection update to clarify the region selection, added helpful explanations, and moved around some of the buttons. The starred selection identifies your primary region.
  • Added a settings button that turns off player icons from steam, this is to allow you to hide offensive steam profile pictures
  • Fixed icon that you are supposed to click to mute players being too transparent in the menu to actually see