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Due Process News

Update rollback - Issue investigation

After the rollout of the weekly patch, a couple of known issues were reported to have dramatically increased in severity and frequency. Particularly with items not getting cleaned up between most rounds and fairly often seeing players not loading the correct level. We are rolling back the update to allow players to continue playing the game while we continue to investigate the issue.

Another notice will be posted when we are reasonably certain the issue has been addressed.

Update: Sinister Dragon

[h2]Version 449[/h2]
The major change in this update is going to be our matchmaking. While there are other improvements, the focus of this update is pushing towards improving our matchmaking. The region selection method used in this update is a placeholder for now, but we didn't want to wait to get region selection in your hands.

Matchmaking Update

The goal of this update is that you can click different region selections to toggle off regions that you don't want to play, and you should never be put into a game for a region you do not have selected.

  • Region selection is now more granular, and is now used as an absolute instead of a suggestion
  • Region selection supports PREFERRED regions and ALLOWED regions
  • Left clicking a region toggles allowing that region (blue)
  • Right clicking a region toggles PREFERRING that region (yellow)
  • Region selection is squad based
  • Can now queue for both ranked and casual at the same time
  • Client should remember their own selections after leaving squads
  • Minimatch messages will no longer be spammed at the client, you will see Searching for Opponent instead


Gameplay Updates
  • Casual now ends if one team gets 4 rounds, still max 6 rounds with tie at 3-3
  • Updates to how clients handle networking for other clients to reduce load (resims)
  • Bomb does not beep during planning phase (can't hear it in nearby truck)
  • No simulation during loading to reduce loading stress
  • Several small rendering based optimizations
  • Uncrouching is slower, making it hard to spam crouch
  • Firebell is quieter (most of the time) and stops after 30 seconds of ringing
  • Weapon wall items attempt to return to the wall in their original position and orientation
  • Bullet hit FX optimizations



Content and UX Updates
  • Matches now show the proper amount of score on the menu sidebar
  • Escape skips prologue without opening the quit prompt
  • Escape rejects confirmation prompt (like Close game Y/N)
  • Version is now Beta, no longer has A to signify alpha in version number
  • Return to multiplayer menu when leaving a match instead of home screen
  • Server sends game score, should not be able to JIP on what could be the last round
  • Update UI language for casual 4 rounds = win
  • Fix for round GUI leaking over menu when menu is open
  • Player puck for local player description changed for both teams



Hotfixes included...

Additionally, several hotfixes were deployed since the last patch, here are those changes:

Add region selector for AUS
Fix for refresh button bugging out when sitting in lobby for a while
Raised ping limit for interpolation to 233 instead of 133 (input lag correction)
Fix for guns not playing audio or FX during certain network conditions

69 ||||||||| IN THIS CLUB

New maps have been deployed to the servers!
Along with the 20 maps from last week, we have added 24 new maps, making the total 44 maps.

This week’s maps will contain a few additional ones, which use a new concept recently created by our level designer Axsom. They use the killhouse tile-set, but with a completely new set of rooms, with their own rules on how to spawn, which creates a brand new tactical experience. It’s called “Club” - Let’s take a closer look:

https://dueprocess.info/blog/2020/9/3/69-club-night

68 ||||||||| Australian Servers

Shortly after launching into Beta we discovered that we attracted a sizable fan-base from Australia. We are very happy about this and want to make sure they have a great experience when playing this game. For this reason, we just added game servers located in Australia!

More details and a sneak preview on some new content coming this week:
https://dueprocess.info/blog/2020/9/2/68-australian-servers

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