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Version 780: Post-Halloween Update

[h2]General Bug Fixes:[/h2]
  • Fixed seeing your own dead body as standing up while spectating a teammate
  • Fix molotov + fire extinguisher interaction (again)
  • Changed how initial screen resolution is picked for new users to hopefully reduce problems of game defaulting to tiny resolutions
  • Changed how Gameplay Resolution Scaler works to try to avoid issues where the resolution scaler doesn't allow certain resolutions which should be valid

[h2]New Maps:[/h2]
  • 30 new 2v2 maps (additive, no replacements yet)
  • 12 new 5v5 maps (replace 12 old)

[h2]General Map Changes:[/h2]
  • Fixed lightmap artifacts on 2v2 killhouse maps (retroactive)
  • Fixed killhouse windows allowing small gaps that would cause players to be spotted by the UAV for a short period and give away their position
  • Changed Entryway tile in 2v2 killhouse maps to require less jumping and also have blue map-visible panes in the windows (manually edited previous maps to make it mostly retroactive)
  • Changed storefront entrance height/parkour
  • Make bank vent more ballistic
  • Bank desk parkour fixed for a specific object
  • Bomb no longer occluder (prevent occlusion holes around bomb in future maps)
  • Freezer post processing no longer overrides "lights out" post processing importance
  • Fixed several reported issues for various individual maps

[h2]Halloween Event Ended:[/h2]
  • 2v2 Night maps are now Day
  • 2v2 mode no longer gives 2x XP and now gives the same XP as Unranked

Version 778: Halloween/2v2 update hotfix

Hotfix designed to fix various issues with the Halloween & 2v2 patch.

[h2]Bugs we are hoping to address with this hotfix:[/h2]
  • Fixed issue where local player's movement would desync, usually immediately after a phase change but in other circumstances as well
  • Fixed unintentionaly forced primary swap on defender teleport
  • Fixed defender ammo disappearing (game trying to give you more ammo than you can carry sometimes)
  • Fixed picking duplicate tilesets in 5v5 map pick modes
  • Added more pk57 mags into 2v2 map pick mode attacker truck (for fun in 2v2 gamemodes with more than 4 players)

Spooky Halloween Event with new 2v2 Gamemode!


Halloween is here! Last year we had a very short seasonal event where you could unlock cosmetics by logging in each day to earn new cosmetics attached to your account permanently. We have decided to bring back the Halloween cosmetics, add new ones, and put them all into a free Battle Pass!

During the event, earn bonus XP from playing our new 2v2 mode, during the event to help you towards both your Halloween and standard defender passes! The new 2v2 mode features custom maps tailored for the experience to provide a completely radically different type of mode with different rules, gameplay styles and strategy.

The game itself has also gotten a big overhaul, with tons of balance changes, over a hundred new maps in rotation, QoL, bug fixes and changes to address player feedback.

Halloween Event Details:
  • Limited time Halloween Pass added to the game
  • New cosmetics introduced in this Battle Pass
  • Battle Pass features all the previous Halloween "login reward" cosmetics, an opportunity to gain them if you missed out on the event or one of the daily logins.
  • New to the game? Enjoy bonus XP for both the Halloween and Defender Pass by playing the new 2v2 mode.
  • Menu and Training scenes have been returned to spooky glory.
  • 2v2 mode features modified killhouse generations with a dark, moonlight night feeling.
  • Killhouses in the standard rotation (unranked/ranked) will be standard daytime variants to keep a more balanced gameplay feeling for more serious modes.
New Game Mode - 2v2:
Image: A smaller, bite sized map designed for 2v2 gameplay

Small Maps, Focused Tactics, Tight Cooperation.
Enforcers are well armed with charges and gear, The Defenders are scraping trying to foil the breach.

Round Structure:
  • Best of 15, first to 8 wins. No Ties.
  • Alternate team sides every round.
Map Rules:
  • Small Maps of Existing Tilesets.
  • No Repeat Maps per Match.
  • Short round times, five second bomb defuse
Gear Rules:
  • Defenders have random weapon sets and limited utility.
  • Enforcers are well armed with high utility.
  • Full inventory respawn every round.
  • Power Weapons spawn if behind more than 2 points (eg the score is 4-1)

[h2]New Maps:[/h2]
  • 2v2 Maps get their own pool of levels designed for that gamemode
  • 5v5 Gamemodes getting a ton of new maps to replace old maps
  • Old killhouses and CStores completely replaced, some new killhouses and factories
  • Over 100 maps added or replaced in this update.
  • [expand]"[CStore] Almighty Grand [685568705]"
    "[CStore] Atlas Tempest [2144378781]"
    "[CStore] Axe Liberty [-791521101] (2v2)"
    "[CStore] Bison Dark [1371532554]"
    "[CStore] Blood Hand [297830654]"
    "[CStore] Broken Hawk [-822631421] (2v2)"
    "[CStore] Bronze Lance [205923147]"
    "[CStore] Bronze Tusk [-1702638303]"
    "[CStore] Checkmate Jackal [-1143366765] (2v2)"
    "[CStore] Dauntless Artemis [-1400726583]"
    "[CStore] Dog Pistol [1214176729]"
    "[CStore] Eagle Tide [70994432] (2v2)"
    "[CStore] Fist Merlin [-752176740]"
    "[CStore] Fortuna Juno [-1729904238]"
    "[CStore] Freedom Retribution [-322950280]"
    "[CStore] Galahad Quarterback [781218569] (2v2)"
    "[CStore] Gold Receiver [-1231467768]"
    "[CStore] Golden Overlord [-1814329508] "
    "[CStore] Greased Sword [1361271115] (2v2)"
    "[CStore] Hickory Galahad [1540917188] (2v2)"
    "[CStore] King Pegasus [1680247143]"
    "[CStore] Last Hope [-2021114834] (2v2)"
    "[CStore] Noon Exit [-602951841] (2v2)"
    "[CStore] Permanent Chariot [1290873029] (2v2)"
    "[CStore] Prideful Resolve [-287382038]"
    "[CStore] Pure Snow [-1073350373] (2v2)"
    "[CStore] Raging Sledgehammer [-1283656327] (2v2)"
    "[CStore] Raven Dog [692393394] (2v2)"
    "[CStore] Red Storm Just [-795944832] (2v2)"
    "[CStore] Resolve Horace [1058244922] (2v2)"
    "[CStore] Resolve Lance [-73085088]"
    "[CStore] Secure Asgard [573174459]"
    "[CStore] Shade Rushing [605953110]"
    "[CStore] Shaka Thrust [-1900450957]"
    "[CStore] Sinful Spear [-232793741]"
    "[CStore] Southern Legion [-669913932]"
    "[CStore] Supreme Trouble [1226125862]"
    "[CStore] Trouble Snow [1900375873] (2v2)"
    "[CStore] Twilight Dauntless [105019364] (2v2)"
    "[CStore] Vice Halt [-632287472]"
    "[CStore] Vox Vox [-496320555]"
    "[CStore] Waning Mamba [1165364968] (2v2)"
    "[CStore] Warning Dream [-1064855934] (2v2)"
    "[Dome] Blue Fortune [-945747350]"
    "[Dome] Decisive Keeper [-1277958439]"
    "[Dome] Grinding Lotus [1838548182]"
    "[Dome] Malice Vulcan [-332774432]"
    "[Dome] Ruthless Helios [-2090565259]"
    "[Dome] Spider Hole [-760689280]"
    "[Dome] Sun Arrow [677472618]"
    "[Dome] Urgent Terror [-1004134355]"
    "[Dome] Verdant Anvil [1881138219]"
    "[Dome] Voracious Justice [268606012]"
    "[Factory] Break Oak [-1043712085]"
    "[Factory] Display Lock [-797420807]"
    "[Factory] Donut Hole [-704877216]"
    "[Factory] Gold Quarterback [1801800787]"
    "[Factory] Grand Eclipse [275150004]"
    "[Factory] Phoenix Raven [815668419]"
    "[Factory] Prime Laser [1571137957]"
    "[Factory] Thor Eagle [-1455892536]"
    "[Killhouse_Day] Abbot Fist [-253548474]"
    "[Killhouse_Day] Adventure Saturn [-1096336284]"
    "[Killhouse_Day] Ajax Obsidian [57753234]"
    "[Killhouse_Day] Atlas Thief [1143314331]"
    "[Killhouse_Day] Axe Tempest [-1035540043]"
    "[Killhouse_Day] Cell Judgement [88166949]"
    "[Killhouse_Day] Dark Shaka [1058511251]"
    "[Killhouse_Day] Earnest Badger [-1449201100]"
    "[Killhouse_Day] Fist Forge [-906228393]"
    "[Killhouse_Day] Flintlock Bagel [-1695734104]"
    "[Killhouse_Day] Grand Fist [1791012224]"
    "[Killhouse_Day] Halberd Linebacker [-1195419285]"
    "[Killhouse_Day] Judgement Revolver [-369154522]"
    "[Killhouse_Day] Justice Divine [-1586098007]"
    "[Killhouse_Day] Loose Python [-660730199]"
    "[Killhouse_Day] Lotus Vice [1566367592]"
    "[Killhouse_Day] Odysseus Legion [-589010062]"
    "[Killhouse_Day] Omega Abbot [-1259331171]"
    "[Killhouse_Day] Penitant Eater [-2121614108]"
    "[Killhouse_Day] Phoenix Wolf [894288076]"
    "[Killhouse_Day] Prime Zeus [-953306817]"
    "[Killhouse_Day] Red Storm Zeus [-297876215]"
    "[Killhouse_Day] Red Warrior [-305628967]"
    "[Killhouse_Day] Southern Sword [206508995]"
    "[Killhouse_Day] Viking Keeper [-79570637]"
    "[Killhouse_Day] Yankee Ember [-480626589]"
    "[Killhouse_Night] Blood Halt [1542736179] (2v2)"
    "[Killhouse_Night] Boar Nimrod [2067954036] (2v2)"
    "[Killhouse_Night] Chariot Force [-1330838103] (2v2)"
    "[Killhouse_Night] Clover Freedom [935043665] (2v2)"
    "[Killhouse_Night] Dark Ajax [1839762144] (2v2)"
    "[Killhouse_Night] Enduring Dragon [-368110239] (2v2)"
    "[Killhouse_Night] Exile Westward [-224832379] (2v2)"
    "[Killhouse_Night] Lotus Spider [823498195] (2v2)"
    "[Killhouse_Night] Moist Grand [-1188015715] (2v2)"
    "[Killhouse_Night] Permanent Atlas [-1134570943] (2v2)"
    "[Killhouse_Night] Raven Clean [335317405] (2v2)"
    "[Killhouse_Night] Trident Keeper [1770513708] (2v2)"
    "[Killhouse_Night] Typhoon Star [-1044129275] (2v2)"
    "[Killhouse_Night] Blessed Crab [-1424450017] (2v2)"
    "[Killhouse_Night] Edge Rogue [-1575410155] (2v2)"
    "[Killhouse_Night] Jupiter Moon [-236698021] (2v2)"
    "[Killhouse_Night] Snow Leopard [-56610980] (2v2)"
    "[Killhouse_Night] Standing Mongoose [1179519145] (2v2)"[/expand]

[h2]Crash Fixes[/h2]
  • Loading changed to reduce loading time and crashes caused by hitches during loading. By default the game will not try to clear out unused memory when loading a new level, but you can change this in the video settings. A dropdown will allow you to pick for memory to be cleared when Match Ends (default), Every Round (old), Halftime Switch (3 maps), Tileset Switch (6 maps, ranked)
  • Change in how inputs work to prevent crashes on startup and map switch caused by having controllers or other peripherals plugged in.
  • In our testing we went from having consistent crashes to basically no reports of crashing, so we're hoping these two sets of fixes removes the crashes that players experienced.

[h2]Enforcer Changes:[/h2]
Smoke Grenade:
  • Count reduced from 4 to 2
  • Duration increased from 12s to 60s
Notes: The goal is to give the Enforcers a sure fire strategy to cut off LoS as a significant part of the plan.

Torch:
  • Can no longer cut Red Doors. (still cuts Red Vent and Fan)
  • Fuel shown on attacker puck tray.
  • Now has 24s of Fuel.
  • Barbed Wire Cutting time reduced to 2s.
Notes: Cutting Red doors simply gave too many breach opportunities to the Enforcers.

Flashbang:
  • Falloff increased by 20% (increased effect at range)
Notes: Moving Smoke Grenades away from as an entry device means Flashbangs need to be more consistent to breach rooms.

[h2]Defender Changes:[/h2]
Molotov:
  • Count reduced from 7 to 4
  • Duration increased from 7.5 to 10
  • Fire spreads 50% faster.
  • Fire deals 66% increased damage in the center area.
Notes: 7 molotovs caused too much entropy to Enforcer execution. Essentially the defenders had too many Monkey Wrenches to throw.
The goal of these changes is for the molotov to move towards its original purpose of 'delaying for reinforcement' and less as a tool of chaos.


Barbed Wire:
  • Count reduced from 9 to 6
  • Strength increased from 55% slow to a 67.5% slow for Enforcers.
  • Strength decreased from 55% to a 50% slow for Defenders.
  • Sharply slows now when entering, was gradual.
  • Removed Barbed Wire Puck Auto Assignment.
  • Now makes a sound when destroyed.
  • Fixed issue where barbed wires displayed the wrong torch time remaining.
Notes: Barbed Wires are being concentrated in power, for a similar reason as molotovs. For the defenders to have more intention on where they are concentrating their defense.

Extinguisher:
  • Duration increased to 4s to 8s
  • Thrown projectile velocity increased from 10 to 18
Notes: Increasing the duration/throw distance to increase the opportunities to use the Extinguisher to be used as an Ambush Tool.

Flares:
  • Bounce strength reduced by 70%.
Notes: This is to help in getting the flare to land on top of objects.

[h3]Planning Changes:[/h3]
  • Most pucks with an area of effect now have an area of effect indicator when being interacted with after being placed.

[h3]Red Door Changes:[/h3]
  • Red doors can now properly be opened/closed when breached with a shotgun.
  • Red doors can now be opened from the outside once breached with a shotgun.

[h3]Gameplay Resolution Scaler:[/h3]
  • You can now change your game resolution in the video options independent of the menu resolution and UI resolution. This should allow players to play in smaller resolution or 4:3 without affecting their ability to use the menu or read the UI due to scaling issues.

[h2]Weapon Changes:[/h2]
Goals of Weapon Changes
  • Buff ADS by increasing sway recovery when no movement input is made.
  • Increase the snappiness of light weapons by reducing sway and jitter.
  • Decrease the effectiveness of Brace at range.
  • Decrease the effectiveness of Brace while moving.
Weapon Sway:
  • AP25, Gruber5, GruberSD6, Gat9, PK57, LS45, and NACK11:
  • ADS Now leads with sway instead of lagging behind.
  • ADS Sway has been reduced in strength.
  • ADS aim settle (jitter) has been toned down greatly.
KRU, KRM, F1-LeGros:
  • ADS aim settle (jitter) has been toned down slightly.
AP25, Gruber5, GruberSD6, Gat9, PK57, LS45, and NACK11:
  • ADS Sway recovers 100% faster when no movement input is made.
KRU, KRM, F1-LeGros, Ingmar57:
  • ADS Sway recovers 50% faster when no movement input is made.
Brace Changes: Brace movement speed has been reduced by 15% for:
  • AP25
  • Gruber5
  • GruberSD6
  • NACK11
  • LS45
  • GAT9
  • PK57
  • Shorty Shotgun
Brace Movement speed reduced by 10% for:
  • KR82m
  • KR82u
  • BLK-TAR
  • Ingmar
  • F1-Legros
  • Tub12
  • DL12

Brace Horizontal Weapon bob increased by 20%
Notes: Brace has been overperforming at ranges where ADS should have a clear advantage. These changes are to reduce brace's ability accuracy at range and overall evasiveness.

Weapon Specific Changes: BLK-TAR:
  • ADS vertical recoil reduced by 30%
  • ADS movement sway reduced by 20%
Notes: The BLK-TAR needed a bump to have a better long range performance advantage compared to the AP25.

F1-LeGros:
  • RPM increased from 270 to 330
  • ADS Recoil increased by 10% for the first shot.
  • ADS Recoil increased by 30% for shots after.
  • ADS Horizontal greatly increased after the first shot.
  • Fixed regression with F1-Legros Front Post being too big
Notes: The F1-LeGros has been given a buff to increase its ADS performance at all ranges via Rate of Fire at the cost of accuracy for consecutive shots.

NACK11:
Magazine Size increased from 31 to 40 rounds Notes: The NACK11 needed a deeper magazine when engaging more than 1 enforcer to help fufill its role as an ambush weapon.

[h3]Destruction Changes:[/h3]
  • Charges now decide which Large Objects will be destroyed much more consistently.
  • Door charges now have a smaller area of effect on Large Objects. They should stop destroying server racks, conveyor belts, desks, etc. far away like wall charges do. Wall charges remain unaffected. Nearby Large Objects can still be destroyed. Player damage distances are unaffected.

[h3]Other:[/h3]
  • Auto-equip changed so that players will always get guns and ammo no matter what in 5v5, to prevent players from picking up a gun and no ammo and ending up unable to play.
  • Auto-equip in 2v2 will always equip you with leftover equipment items and will force you to skip the first spawn wave if you do not have a primary, secondary and both equipment slots full.
  • Add "2v2" hidden password modifier for private matches, you can queue for this in unranked to play 2v2 with more than 4 people. (Password must start with 2v2, eg "2v2XYZ")
  • Fix hit markers making hitsounds when shooting through the length of a smoke grenade
  • Bug fixed with speakers in CStore that could cause them to get desynced
  • Fixed bug introduced in last patch where the UI showing you what XP you were gaining towards your battlepass would not show in-match even when turned on.
  • Dock Flat Bed Cargo Containers in factory are now Very Thick, up from Thin.
  • Added light to make exterior CStore red vent easier to see on new map generations
  • Changed a particular area of the CStore background to make it more difficult for players to hide from the UAV
  • Changed an area of Dome to make it harder for defenders to hide under the level
  • Fixed wooden plank object routinely used in Factories not having player collision consistently
  • Fixed a bunch of light probe placements in killhouse that caused certain objects to turn dark for new map generations, more changes pending
  • Errors connecting to GECNet now have much more detailed logging in the player.log
  • Modified servers to decrease memory utilization and increase speed of loading new levels
  • Fixed various objects that were reported as not getting destroyed by wall charges that were intended to have been destroyed

Version 770: CStore Overhaul, Object Destruction, Torch Changes

CStore Overhaul
A preview of the new Liquor room in the CStore
A nearly complete overhaul of CStore, while a lot of the looks remained the same unlike Killhouse, the interiors and exteriors of the building have received design updates throughout to change up the experience drastically, similarly to the Killhouse Overhaul update.
[h2]New Areas:[/h2]
  • Deli - A storefront extension area that mixes up how the storefront area is played, giving an area of crouch cover and defining pathways to rotate through. New art shows a mix of prepared foods and cutting areas that form a tight pathway with little room to manuever.
  • Liquor - Divided by a button operated gate, this room attaches to the storefront tile and provides an open lane to engage opponents through, regardless of whether the gate is open or not. A small tight space provides limited cover and movement, with the main focus being a button on the interior that opens the gate. Operating the storefront shutters through the main button will also force this gate into the state of the storefront shutters.
  • Entrance - The shutters now have a buffer zone before allowing you straight into the main storefront area, with a dividing wall that can either help the attackers as cover or hinder them by limiting their access to the storefront proper. Rooms can attach to this area and provide an alternate rotate route for both teams.
Exterior entrance to the Storage Room
[h2]Changes to Existing Rooms[/h2]
  • Storage - Now designated as the primary "free" entrance tile for attackers, this room features a crouch entrance that can be quickly opened with a blowtorch for a full height entrance, along with general adjustments to cover
  • Bathroom - Major adjustments to shape, stall arrangements and walkable space. Additionally, the room features shootable vents that can connect it to other rooms and red-door vents that can require either a door charge or a torch to open.
  • Freezer - There are now storage racks placed adjacent to the shootable freezer entrance shelves that reduce the amount of long lines of sight out of the freezer into the storefront.
  • Storefront - The general size of the storefront has been reduced, to shorten extremely long sight lines that could occur in conjunction with other rooms.
  • Office - Now featuring more cubicle like rooms for areas that need to be cleared.

[h3]Other Notes:[/h3]
  • Clusters, Props, Cover and Objects have generally been adjusted for more robust generations with less errors.
  • The exterior of the building now features sidewalks attached to the building as well as some changes to the surrounding area.
  • General size and shape of CStore has been adjusted.
Object Destruction & Effects Updated
  • Small Object Destruction Added
  • Objects in CStore have had a pass to get most smaller objects on shelves, counters, desks, tables, etc. to be destructible as it was in the early versions of the game
  • Objects on shelves now group together if the shelf is destroyed to be updated to the destroyed state
  • Optimizations done for small objects so that large groups of objects being updated from explosives doesn't cause large performance impacts
  • Objects that are broken will be net-synced between clients on reconnects properly
  • Lots of smaller objects in other tilesets now working as intended to be updated when shot or exploded by frag grenades
  • Additionally CStore has Large Object destruction implemented, similarly to Bank and Killhouse, most objects will be destroyed when door and wall charges interact with them.
  • Added blood effects (configurable) for hits on players
  • Particle effects for non-player hits and destruction updated
Torch Related Changes
Text in italic are remarks from a designer
  • The torch now has 32s of Fuel.
  • 32 seconds of Cutting time for all 3 rounds. The time it takes to cut objects has been rebalanced into 4 time categories: 2s, 5s, 10s, and 30s.
  • The Torch with unlimited ammo removed elements of predictability for the Enforcers by creating too possible breaches every round, removing scarcity from Enforcer planning. As a result Defenders would forgo planning due to the difficulty of creating a defensive strategy account for so many potential scenarios.
  • The Torch is having its purpose focused on elements already in the game that have been largely been forgone in strategy due to Fire Doors being the preferred choice for Door Charges.
  • When torching is complete, a loud sound will play to notify nearby defenders.

[h2]Doors[/h2]
  • Fire Doors are now Ballistic.
  • Fire Doors now take 30s to Cut.
  • Dome Red Doors now take 30s to Cut.
  • Blowtorch angle restriction removed.
  • Most other doors that could previously be cut now take 5s to cut open.
  • Wooden doors should be 2s, including the small Castle door in Dome.
  • We still liked how the torch did shake up the meta, creating more Double Charge opportunities and relieving pressure on Green Door only round 3 pushes for Enforcers. The torch will keep this potential with an 'all-in' choice using it on a Red Door.
  • To codify this strategy, Fire Doors are being made Ballistic to remove the noob trap the torch currently presents and increase the success chance of executing such a long action.

[h2]Bank[/h2]
  • The Vault can no longer be Cut.
  • The primary reason for this change was that Defenders are at a huge disadvantage in retaking positions. Many vaults were easy for the Enforcers to take and impossible for the Defenders to retake. It had too high of a potential to create extremely lopsided scenarios.
  • There also became a huge incentive to leave players in the vault, often resulting in defenders not getting a chance to participate in the round.
  • The Security Checkpoint Traps in Bank take 10s to cut.

[h2]Cstore[/h2]
  • The Shutters in front of Cstore now cut 1 slat at a time.
  • Slat takes 10s to cut.
  • Grenades can be thrown through a cut slat.
  • Using a Door Charge on the shutters to create a LoS has always been a strong strategic choice, but often unused due to Fire Doors existing. Giving the Torch this purpose introduces many strategies to control LoS in the storefront and opens up new opportunities to use wall and door charges elsewhere.
  • Red Vent is a new Cstore breach.
  • Red Vent takes 10s to cut.
  • The Red Vent is a much more vulnerable breach as the player has to crouch to enter. Limited to crouching makes is risky to rush in using a Door Charge and benefits a more limited entry strategy the Torch Provides.

[h2]Factory[/h2]
  • Fan takes 10s to Cut.
  • The Fan generally opens up to a large area with many crossfires and was a less desirable Door Charge target.
  • Loading Dock Shutters
  • Slat takes 10s to cut.
  • One of the least used Door Charge targets in the game due to it often providing very limited LoS and the Torching the entire thing open was just plain ridiculous.

[h3]General Changes:[/h3]
  • All CStore maps replaced.
  • A few maps from other tilesets replaced, a few others updated from feedback and fix bugs
  • Optimizations for various gameplay systems
  • Lights out will now be consistently much darker and not have very bright patches far away from the camera
  • Added options to enable/disable blood and switch to alternate hit effects on players which are smaller
  • Changes to nearly all hit particle effects on objects
  • Decals for hit objects made smaller and easier to identify
  • Changes to reduce crashes caused by level loading and errors
  • Added more doors and interactable objects from maps to training
  • Fixed bug where players couldn't use prompts to confirm resolution, rejoin last match, leave game or close game
  • Fixed players being counted as inside the truck when getting to close to the doors while outside
  • Fixed players being counted as inside the truck when jumping out at the last second
  • Fixed torch changes sometimes causing strange "orange" lighting in factory bakes

[h3]Notes:[/h3]
  • Lights and some destructible objects which contain lights are not yet shootable as we are still working on making sure shooting out lights works as intended.
  • While small object destruction is enabled on all tilesets, some objects may not yet have fully fleshed out effects or destruction states.
  • As all banks had to be updated again to resolve issues with objects not updating, some old issues may have returned as they did in the killhouse update. An attempt was made to go through all of the feedback both new and old and resolve unfixed problems such as hard to reach red doors or vents with no entrances, but something may have gotten missed. Feedback on bank maps is appreciated!
  • A classic ambient track from the alpha makes a return in the CStore area...

Version 764: Minor Update

Just another weekly patch for general fixes and things mostly related to minor issues introduced with the torch and feedback given by players.

  • Bug fixed related to torching and networking; torching should now always properly run at the estimated time instead of sometimes being 2 or 3 times faster when the server is dealing with resimulations.
  • Minor adjustment that should affect hit registration
  • Fixed torch firing breaks when using "hold to swap" to pick up torch with full equipment inventory
  • Fixed torch gear position when holstered
  • Adjusted wire so that it prioritizes picking up items over the torch hover when possible
  • Increase window for items to spawn at increased rate to get the player caught up when joining a match in progress
  • Make sure the local player always spawns with priority to prevent them from being stuck in the UAV screen
  • Changed cutting particles to be properly assigned on some objects that did not have them assigned
  • Correct round counts for push UI in some places that were incorrect after going from 4 > 2
  • Fixed UI for map tray hover that explains what a torch is accidentally referencing the clacker popup instead
  • Backend fix for queueing for ranked while joining a casual match not always working
  • Changed incorrect UI behavior regarding simultaneously queueing for Casual and Ranked


Minor notes:
  1. We are currently internally working on feedback regarding the over-arching impact the torch has had on the game meta
  2. It was our intention to ship maps this week but a small issue caused some problems with newly created maps so some time will have to be spent on that to get those new maps being shippable again.