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Due Process News

Update: Urgent Lance

[h2]Version 442[/h2]

This update is our first weekly patch of the Beta! Up until now we have just been putting out hotfixes to issues as soon as we can, having only gone into beta less than two weeks ago. We're hoping to issue substantial updates every Monday, with a blend of changes responding to player feedback, as well as the introduction of important planned features.

Gameplay Changes


  • Casual - No longer is 6 random maps, but the same 3 maps both halves
  • Fix for spine bug reversion that caused "FOV shifts" when changing weapons and such
  • Player crouch hitbox now correct size, should no longer fit under tables unintentionally
  • Bomb beeping now only occurs when you are nearby, unless it's in panic beep mode (
  • The bomb beeping change also applies in training as well to make it less annoying
  • Fix for flares not turning on after being thrown
  • Fan damage is disabled until we address the underlying issue (undocumented change in last update)
  • VS Screen camera and post FX cleared up (undocumented change in last update)
  • Player movement interpolation includes momentum to reduce ADAD spam and smooth out small hitches as players change direction
  • Performance optimization and bugfixes made by unifying the player hud shared by different viewports such as map view, NVGs, scope, etc.
  • The above should fix issues with healthbar flashing when switching views, players being in a different order on the map view, and some others.
  • Glass should break properly when coming into contact with players
  • Molotovs have had their range shortened and damage buffed to prevent attackers from just running through them with little damage


Weapon Changes


[h3]Intent of changes ahead[/h3]
There are a lot of changes here, like movement speed, gun balance and changes to hipfire/brace accuracy values and this is here to clarify the intent behind some of these.
The BLK-TAR and F1-Legros were both over-performing and some of these changes are designed to bring all the rifles in line.
The F1-Legros specifically had some tuning to tone down how effective the gun is against body shots, and along with the BLK-Tar now requires two body shots after hitting a headshot for a kill.
Changing the movement speed has two parts: Moving the brace fire towards what the Aim mode currently does and making aiming more deliberate with the addition of slowing down the ADS speed; and slowing down heavy weapons from rushing forwards full speed, like the auto-shotgun.

  • Shotgun should only cycle instead of loading a shell when needing to RACK
  • Aim now takes 200ms to engage (animation slower) up from 100ms
  • Brace is still 100ms
  • Scoped aim is 300ms
  • Sprint now blocks Aim/Brace for 100ms
  • Scoping in on MAWP/SABR was changed so scope blocks view less
  • Movement speed on a per gun basis, smaller guns have higher movement speed than bigger guns
  • All weapons now move 20% slower when Braced. Aim speed is the same
  • Weapons with lasers are now laser accurate when bracing. This the GAT9, KR82u, NACK11, BLK-TAR, AP25, and PK57
  • Aim and Brace accuracy no longer activate instantly, laser only shows up when actually fully getting effects of brace fire
  • Transition between brace and ADS induces small period where aiming is hipfire accurate, thus the laser turns off


[h3]Attacker Weapons:[/h3]
  • AP25: Recoil increased by roughly 25%
  • BLK-TAR: 440 RPM to 390 RPM. HS 2.5x to 2.0x. Hip speed reduced by 10%, Brace speed reduced by 20%. Recoil Increased by roughly 30%
  • DL-12: Hip speed reduced by 10%, Brace speed reduced by 20%. Hip fire cone spread increased by 150%
  • PK57: Aim speed increased by 20%. Movement speed increased by 10%. Horizontal recoil increased by 30%
  • SAB-R: Has been upgraded to a full-color NVG scope! Hip speed reduced by 15%, Brace speed reduced by 20%


[h3]Defender Weapons:[/h3]
  • F1-LeGros: damage 50 -> 38, Hip speed reduced by 10%, Brace speed by 20%
  • Ingmar57: Hip speed reduced by 10%, Brace speed reduced by 20%
  • Gruber5: damage 20-22, HS 2.5 -> 2, Brace speed reduced by 20%
  • KR82: Brace speed reduced by 10%. Brace fire recoil increased by 20%
  • TUB-12: Brace speed reduced by 10%. Hip fire cone spread increased by 150%
  • NACK-11: Brace speed reduced by 10%. Brace recoil increased by 20%
  • LS45: Laser removed. Aim speed increased by 20%, Brace speed reduced by 10%, Hip speed increased by 10%
  • GAT9: Aim speed increased by 20%, Hip speed increased by 10%
  • Super Shorty: Brace speed reduced by 10%. Hip fire cone spread increased by 150%
  • MAWP: Hip speed reduced by 15%, Brace speed reduced by 20%
  • Auto Shotgun: Hip speed reduced by 15%, Brace speed reduced by 20%


Misc changes + UX changes
  • Sorting player list to put friends on top
  • Escape to close chatbox does not ask to quit
  • Fix issue for refresh button becoming non-interactable
  • Fix for outlines continuing to exist after looking away occasionally
  • VS Screen music added
  • Fix "Switching sides" on wrong round
  • Home screen advertises DPL
  • Home screen patch notes link now links to steam news hub
  • Attackers/Defenders win (end of match) banner shown in spectator, new hotkeys for spec


Road to Early Access

Hey folks! We've been blown away by your amazing reaction to the Beta (join here)! It's been a truly incredible experience receiving so much praise and love for the game.

We also received a great deal of very valuable feedback. Based on this feedback, we've been able to determine the following points as our top priorities for the Beta. When all these issues have been addressed, we will move to Early Access.

Performance


The number one complaint we've been seeing is overall game performance. People are not getting the FPS they would expect, and with Due Process being a competitive first-person-shooter, this is a serious issue. Our goal is to optimize the game to the point where it runs at consistent 120 FPS on high-end machines.

Crashing in Loading Screen


We have multiple reports of the game crashing in the loading screen. This is obviously a game-breaker and thus must get resolved.

Fix Matchmaking


You know what is even worse than crashing out of a match? Not even being able to connect to it! There are various issues with matchmaking, which have to be ironed out.

Additionally we have noticed, that with the removal of the global chat feature, it got really hard to get people to queue up for a Ranked match. We are working on a feature to increase the Ranked-queue population.

Australian Servers


Hey folks from the other side of the world! We heard you loud and clear. You are very excited for Due Process. We'll get you some servers near you as fast as possible.

Networking and Hit-Registration


Speaking of servers, sometimes our networking code does not quite work as intended, which can lead to failed hit-registration and similar issues. We'll tinker with it to make it work more reliably.

Friends


Every game is better with friends. This is especially true for a game like Due Process that relies so much on teamwork. With that in mind, we want to make it easier for you to not just play with your current friends, but add new ones as well! We'll be making is easier to find and create friends as part of our Beta updates.

Smoother Animations


When we did our network refactor a few months ago (you can read more about it here), we unfortunately lost a lot of features in our animation controller. This has led to all kinds of issues like animations playing choppy and weapons having no sway when moving. Animations are very important for how the game feels so we want to get them back to the level pre-refactor.

Glass Breaking


Glass breaking is another feature lost in the network refactor. Since we added decals, this now creates huge visibility problems. So expect glass to break again in the near future.

Balancing Sound


Sound is very important for a tactical shooter. Reworking and balancing the sound design has been on our todo-list for a while now. Now is the time to act on it.


These are the things we will be working on over the next few weeks. If you have the feeling that we are missing something absolutely critical, please tell us either in our Discord or post a thread on our Subreddit.

Thanks again for the amazing support from you all, please keep it up!

-th_pion

Hotfix 436A + New Maps

Update 436A is being pushed out for clients. Maps, hit registration, friends list and matchmaking are the primary focus.

==== MAPS ====

  • This week we are taking out all of our maps, and replacing them with 20 new ones. All old maps will be removed from rotation. This means less maps in the pool, but also only new maps.


==== GAMEPLAY ====

  • Windows, the back of the fan, and freezer shelves can now all be shot out. Glass does not break when you walk into it yet. Some other minor objects also break but not many. Shooting out lights is not yet fully implemented so you cannot shoot out lights.
  • We've changed the way inputs and networking works. Now, you can play the game if you have above 200 ping (before you would just get LAG DETECTED) but you will get some amount of input latency if you are playing outside of 200 ping. This change also majorly affects hit registration, making hit registration much more consistent on players with high ping.
  • Another change to latency prevents ping spikes from pervading your average ping for 20 seconds, and instead resolves this issue immediately.
  • Fix for a bug that caused you to erroneously get kicked during Planning. This is a temporary fix where we stopped kicking players who have not yet loaded the map, so in the case that for some reason you actually do not load the map, there might still be an error.


==== GECNET ====

  • Friends fetching should no longer be blocked by having your friends list set to private!
  • We've changed how the Join In Progress flow works to reduce the amount of messages that are sent when failing a match join because someone else stole the slot you tried to join. We also don't check already full matches which slightly speeds up matchmaking times.
  • Ranked min team size is now only 4, so 4v4s can form in ranked
  • Fix to protect against double queue joins errors when joining a match
  • Fix for telling players about other people who leave squads inside matches

Hotfix Update 430A

Hotfix 430A is being deployed for an update to the game servers and backend to increase stability of matches.

  • A fix to reduce the amount of broken matches in total.
  • Speed up finding a match in progress.
  • Hide the unnecessary "You Left" messages.
  • Users who were getting LAG DETECTED when playing on high ping servers should have a little more buffer to play with.
  • Fix for clients "double matchmaking" and ending up in two servers.
  • Number of users in ranked/casual queue is now total users matchmaking and not number ofsquads matchmaking.
  • Possible fix for dead players walking in place.

Weekly update to introduce new maps

We are bringing down the servers temporarily to update the game at this time. This update will include a set of new maps to supplement the existing matches and continue with our promise of delivering new maps each week. We are only removing one map that has a lighting error that we deem to be a candidate for removal.

This downtime is expected to last 10-15 minutes.