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Due Process News

Small list of changes, fixes and new maps

Apologies for the delay with this patch, the re-organization of our server backend and some other outstanding issues delay the fixes for a couple weeks after they were ready.

[h2]Server Region Changes:[/h2]
  • Only US-Central, US-East and EU are now selectable regions.
  • This is not intended to be a permanent change, this is partially in response to the low player counts, and unused servers (over many months) in regions such as SEA or AUS.
  • US-Central servers have been physically relocated to be more... central.


[h2]Improved Weapon Select via Scroll Wheel Behavior:[/h2]
  • Swapping by scrolling up or down can interact and be additive/subtractive if multiple inputs are input before DRAW
  • Made the hud show which weapon is about to be pulled before you finish swapping (including number key selections)
  • Added scroll wheel sensitivity for those mice that do like 2000 clicks per second and the ones that do one click every like 1/8th rotations


[h2]Added "team shuffling" in Lobby Mode[/h2]
  • The lobby mode will attempt to re-arrange teams if it can do so to convert a Lobby Mode to an Unranked match, provided it is possible without breaking apart friendly squads that matched together. This will only occur at the end of a round, not during a round.


[h2]Additional Maps:[/h2]
  • Community member Voxel made some new maps, so I fixed them up and added them to the current roster, these maps are nearly all Unranked maps.


[h2]Other Changes:[/h2]
  • Fixed netcode issue where certain entities would carry over behavior from previous rounds unintentionally because they shared IDs. This behavior would have included things like non-functional doors, random wallcharge holes, buttons not working.
  • Reverted changes related to pucks that caused them to place "double" pucks erroneously.
  • Fixed hitboxes on the geometry surrounding the ballistic CStore door used for tellers that allowed you to shoot through the gap between the door and the frame.
  • Fixed exploit that allowed you to spawn inside of the CStore storefront archway.
  • Fixed bug with UAVs that was related to UAV pings
  • Squad votes actually require a majority instead of a partial majority on even numbered teams (need 3 yeses to kick on a 4 man squad instead of 2)
  • You can no longer vote kick the other player in your squad/team when there are only two players in your squad/team
  • Netcode libraries updated to newer version to fix minor bug (no hitreg etc. changes in yet)


De-Winterization, QoL Changes

[h2]End of Holiday Event:[/h2]
  • Holiday Maps modified to be normal again
  • Some new maps in rotation
  • Fixed a couple maps from feedback
  • Various changes to remove certain holiday themed items and effects from the game (menu/training/presents/fog effects/etc.)

[h2]Added:[/h2]
  • Added ability to customize crosshair color, some preset colors avaliable in Video settings. Affects red dots, holographics and scope crosshairs that were previously team-colored.
    • Config option for Crosshair Color added, this will override the option in the Video Settings and allows for precise RGB setup, as well as transparency. (Values outside of 0-1 range will be normalized.)
    • When using a custom color in the config for Crosshair Color, the game will remember this as a Custom Color in the settings until the game is shut down, if you want to compare colors without having to edit the config again.
  • Added audio option to mute game audio when the game is not in focus (does not apply to "UI Volume" so notifications will still make sounds)
  • Added (?) hover info box to explain how to use special passwords in private matches
  • Region selections can now be modified by GECNet in the case some regions aren't avaliable (mostly for test servers right now)

[h2]Other Changes:[/h2]
  • Fixed bug in GECNet client code that threw exceptions if you sent a gecnet message without registering a callback
  • Fixed bug where clients disabling their own local preferred region caused myraid of UI issues and did not get sent to GECNet
  • Lobby Mode requires only 3 players on each team to start Casual after at the end of round 4
  • Lobby Mode requires only 2 players on each team to start Casual at the end of round 8
  • Fixed support for special passwords in private matches to override gamemode selection
  • Added support for special passwords when finding private 2v2 matches to override 2v2 gamemode selection
  • Move kill feed slightly to not overlap with damage done/received by right team player icons
  • Internal changes to puck logic
  • Fix admin panel generate user button not acting like a button
  • Add admin panel option to [redacted]

Double XP Weekend, Winter Event Hotfix

[h2]Fixed Bugs:[/h2]
  • Unranked Gamemode will now properly give a large multiplier to XP after leaving Lobby Mode (same XP as it was before Lobby mode)
  • Fixed issue where ranked matches started in the wrong gamemode and never initiated the match
  • Tentative fix for various strange issues popping up related to doors, bomb defusing, fans, etc. interactions not syncing properly between server and client.
  • Fixed several maps with reported issues that were not covered by the above issue.
  • Fixed issue where FPS was dramatically reduced across the board (in previous hotfix on 12/22)


[h2]Added:[/h2]
  • Many more maps to 2v2/Lobby mode pool
  • New feature to allow for XP booster events, weekends, etc.
  • Added XP booster for Dec 30 through Jan 2nd 10:00 (PST, -8)

Winter Holiday Event

The Winter Event makes a return! We've brought back the Winter Battle Pass, giving you a second chance to catch those cosmetics from last year if you weren't around or didn't finish the pass.



Winter Event:
  • The Winter Battle Pass is still free! Log in, activate it and start earning new limited-time cosmetics for the winter season!
  • Winterized Killhouse Exteriors and Interiors
  • Winterized Bank Exteriors and Interiors
  • Jungle in Dome is replaced with "Winter Wonderland" variant using different cover
  • 60+ New Maps (mostly Winterized tilesets)
  • Winter Battle Pass should remember any progress/completion you had from last year, the Halloween Event could not do this because it was not a full battlepass system last year.


Additions:

[h3]Lobby Mode For Unranked 5v5:[/h3]
  • Unranked 5v5 now enters Lobby Mode when the match starts with less than 4 people on Each Team
  • Lobby Mode ends when both teams have at least 4 players
  • When the player count requirement is met, the game transforms into an Unranked Mode and the score resets
  • Lobby Mode starts with 2v2 gameset rules and maps, but allowing more players
  • If the Lobby Mode score limit is met before 8 players join, the match will end


[h3]New Reticles:[/h3]
  • Holographic and red dot sights have updated reticles
  • Reticles are now less blocky and more smooth to be easier to aim with
  • Fixed bug on AP25 reticle where it could turn into a large unusable cross at lower resolutions


[h2]Other Changes:[/h2]
  • 2v2 mode is now 9 rounds (shorter)
  • 2v2 mode power weapon mechanic requires one less score difference to activate
  • Flat value cap for movement speed in barbedwire, instead of being a compound multiplier
  • Removed "random direction" for weapon jiggle on the F1, BLK-TAR, and AP25
  • Tweak ingmar brace sway
  • Phase change text readability improved
  • Added a new fog system to replace the deprecated nonfunctional one, currently just being used for holiday backgrounds/menu


[h2]Fixes:[/h2]
  • Fixed menu interface scaling being off on 16:9 or wider resolutions, it might still be slightly jank on resolutions more square than 16:10 but this is intentional to make certain buttons visible on 4:3 monitors
  • Fixed gameplay resolution scaler not affecting scopes/NVGs as intended
  • Fixed UAV kills sometimes being "undone" and causing players to be in a bad state
  • Fix UAV bug Current Target is never cleared (which caused UAV ping bug)
  • Fixed UAV ping error found in player logs
  • Fixed torch particle effects on factory doors being on at the start of a round
  • Added protection to help against maps that crash the server/clients in production environment(s)
  • Fixed some background buildings in bank background looking off due to mipmap errors


Known Issues:
  • You may not be prompted to activate the Winter Battlepass on startup and may have to activate it manually if you already had partial progression on it last year
  • 2v2 killhouse is not winterized, we wanted to winterize them too but the new 2v2 levels didn't make the cutoff date for the holiday.


Version 781: UAV Changes

UAV Changes:

[h2]New UAV Features:[/h2]
  • Defenders who are being lazed now will see an on-screen indicator of the direction/position of the UAV/turret that is currently lazing them.
  • Attackers will see pings on the map view revealing the position of defenders who have been spotted by the UAV. These pings will only update every 2 seconds at the quickest, and require 50% heat from the UAV to appear. They will not update if the defender cannot be seen by the UAV.

[h2]Dome:[/h2]
  • UAV acquisition times are shorter on dome due to how exploitable certain background runouts can be and because you cannot be lased by the UAV without walking outside.
  • The UAV turrets can now see players underneath the dome in most circumstances, ignoring things like ramps and posts under the map, so they will be lased when trying to move away from the exits.
  • Modified the ramps leading up to the red doors, but preserved the behavior where the top of the ramps can block UAV LOS so that short pushes/runouts onto the exit areas of the dome can still be done.
  • Certain doorways that block the UAV no longer block pings.

[h2]Bank:[/h2]
  • A perimeter is established! There are now two more "attacker trucks" in the background at the ends of each alley that can see down the alleys in most maps, making it harder for players to just stand outside in the alleyways. (They only laze, they will not shoot down throwables)
  • Bank's Entrance and Red Doors now have UAV blockers, similar to dome's that will prevent the UAV from lasing players who are standing near the entrance.
  • Certain objects like trees and bushes that used to be able to block the UAV in the midground no longer block the UAV.

[h2]Killhouse:[/h2]
  • The UAV will no longer be blocked by the tall background ledges.
  • The tall containers in the background will no longer block the UAV.

[h2]CStore:[/h2]
  • The UAV will no longer be blocked by the tall buildings in the background.

[h2]Factory:[/h2]
  • Some tall LOS blockers in the background that might normally block the UAV will not block the UAV.

[h2]General Map Changes:[/h2]
  • Half of the existing bank maps in rotation have been replaced.
  • Some factories have been replaced.
  • The 2v2 map pool has been expanded slightly.
  • The truck itself no longer blocks the truck turret from seeing players attempting to use it as cover from the UAV.
  • Bank level generator updated heavily, with bug fixes, new prefabs and updated clusters to be able to produce banks again.
  • Some killhouse prefabs have been updated to prevent unexpected platforming.
  • Very large stacks of wood in killhouse Lumberyard can no longer be wallcharged.

[h2]Misc Changes:[/h2]
  • Invisible blockers designed to block the UAV from seeing inside doorways no longer blocks pings.
  • Fixed bug where players could see their own corpse standing up when spectating a teammate after dying.
  • Removed [redacted] from Push gamemode.