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Due Process News

Update 572: Temperature Rising

The winter event is coming to an end. With that, the Winterized Killhouses and backgrounds for CStore and Factory will be returning to normal. Additionally, some other fixes for issues that were already tested and ready are being deployed.

[h3]Hotfixes included:[/h3]
  • Fix for "move here" puck accidentally being deleted if too close to the truck.
  • Fix for player namecards being too hard to read from the map view.
  • Fix on the backend that caused temporary reduction in quality of matchmaking and unexpected closure of game servers during match.
  • Fixes for many errors showing up in logs reported by players, hopefully this will reduce the number of end of match crashes.


[h3]Maps:[/h3]
  • New maps are included in this update. About twenty five total map generations of the existing three tilesets.
  • The Winterized killhouse variants were limited time versions of the maps and are no longer in the game. Because of this, some old killhouses will be making a return along with a fresh batch of maps.

Roadmap and 50% off for the winter sale



Due Process is in Early Access, so it’s only natural that people want to know what improvements are coming. Here is a roadmap for things we will be working on over the next few months.



We also have set up a dynamic version of it, that will be kept updated:
https://trello.com/b/bNPEji7l/due-process-roadmap

Read the blog post for more details:
https://dueprocess.info/blog/2020/12/22/74-roadmap

Update 571: Client Only Hotfix

Client only hotfix #571 has been deployed:

  • Simplification of vivox join voice channel flow internally to try to avoid intermittant vivox connection issues on vivox backend.
  • Fix for attackers being forced out of map view as soon as the round starts.


This update is required if you restart your game, but the update will not force any current matches to close.

EVENT: HOLIDAY UPDATE

The winter update is mainly three parts, the winterized maps, pinging system and content update for our defender room and attacker truck. While the winterized maps will eventually go away once the event is over, the other changes will stay after the event.

You can either look at all the flashy pictures in our blog post or read the nitty-gritty patch notes here:

[h2]Winter Update - Temporary seasonal patch notes:[/h2]
  • All gameplay levels are experiencing snowfall, with the most dramatic accumulation being in killhouse.
  • The killhouse map pool has been completely replaced with new killhouses for this event. We will drop more winterized killhouses later during the event along with other maps. These maps will only be here for a limited time so play them while you can!
  • As per ARGUS HR request, Killhouses made 241% more festive. This is the mathematically most festive we've achieved, and well surpasses quarterly goals.
  • All planning rooms have been decorated, as 2 in 5 residents of Alpha City decorate for the holidays. Statistically, somebody (or multiple somebodies) on your team are the culprit.
Don't stick your tongue out and eat the snow. Not only is it hazardous, the chemicals it contains are the intellectual property of 6 different conglomerates and ingestion is an implicit agreement to 4 different EULAs.

[h2]Defender Room and Attacker Truck Changes:[/h2]
  • Players should no longer spawn on top of each other in the back of the truck or on top of the table and instead spawn at intended player spawn points.
  • Defenders now have weapons in lockers instead of on racks.
  • The standard defender room lighting has been polished and optimized. Neither the truck or the defender room will allow moon or sunlight to shine through solid ceilings.
  • Attacker truck lighting and doors are now animated and include buzzers as well as changing light colors to signify the start of staging (T minus 15 seconds) and execution. The execution buzzer is loud enough to be heard by defenders.
  • Weapon positions on the defender shotgun locker have been tweaked to reduce overlaps that caused picking up a secondary shotgun when loading a primary shotgun, and barbed wire has been rotated for better readability. Gear positions in the attacker truck have also been polished.
  • Defender room collision has been hardened - defenders should no longer get lazed by the UAV when platforming in the defender room.


[h2]Ping System and UX Changes:[/h2]
  • Ping System: Callouts can now be made using a "ping" to mark points of interest to teammates on the fly, both in the map and in first-person.
  • Visibility improvements to the "move here" waypoint marker were made to better highlight it in first-person view. Now accompanied by text that displays the player's distance from the waypoint in addition to a proximity check that disables the waypoint when reached.
  • Player map name cards have been updated to take up less space on the map. A "vision cone" visual has been added to players in the map view to better gauge at a glance which direction players are facing.
  • Player map name card info and vision cone for you (the player) is now distinct from your teammates by being colored yellow to better help with orienting and locating yourself on the map.
  • Updated barbed wire icon.

Update 562: Weekly Map Deployment

[h2]Client Updates:[/h2]
  • Added 24 new maps
  • Removed 15 old maps from rotation
  • Updated a couple of maps that were temporarily taken out of rotation due to bugs