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Due Process News

Update 619: Ancient Hammer

[h3]Added First Person Spectator, Weapon Changes, Grenade Changes, Dome fixes.[/h3]

[h2]First Person Spectator:[/h2]
"In addition to the map view you can now watch your teammates from their view but still return to the map at any time"
  • Players on the map who are alive can be clicked to spectate them in the first person view
  • Introduced rebindable hotkeys for spectating, keys for next/last player as well binds for specific members of your team
  • Zoom in from map view when spectating player to give you some positional context
  • Added UI elements to hint that you can press M to either start spectating or return to the map at any moment, as well as hotkey-specific tooltips to change which player you are spectating
  • Modified team status GUI at the top to show you which hotkeys can be used to spectate which player and which one you are currently spectating

[h2]Weapon Changes:[/h2]
"Fixes and polish to various weapon systems. Change to player movement and inertia."
  • Weapons will now automatically perform a rack when held or equipped
  • Additional inertia applied to sprinting movement that causes quick turns to have inertia applied similarly to how strafing has inertia
  • Picking up equipment items now plays the proper draw animations
  • Swapping held items with equipment on the ground/wall now plays the draw animation
  • Usage of the Holster hotkey now correctly plays holster animation
  • You can no longer fire during the draw and holster animation
  • SAB-R and MAWP Scope sensitivity starts when the Scope activates
  • MAWP can no longer be reloaded when already loaded
  • Resolved MAWP destroying bullets if reload was unfinished and it needed to be racked

[h2]Grenades/Equipment Changes:[/h2]
"Grenades will now take longer to use which will leave the thrower vulnerable for longer, and make throwing equipment items benefit more from teamwork. A few states were polished, removing a lot of states where equipment would simply just make no animation."
  • Grenade use now plays an animation and exist in two parts, a prime and a throw. You can cancel a nade that is being primed but not yet thrown.
  • Grenade throws must complete their animation before allowing you to switch inventory
  • Grenade throws no longer interrupt other animations
  • You can no longer swap inventory when priming a grenade
  • Pressing Reload or Holster will unready a grenade that is primed but yet thrown
  • Priming a grenade by holding the firing key now has a purpose as it reduces the time needed to throw. Grenades can still be cancelled as long as the key is held
  • Holstering now properly pins a primed grenade (cancels throw)
  • Molotov got an area increase of about 40%

[h2]Map Content Changes:[/h2]
"Mostly fixes to Dome, additional update to improve damage zones."
  • Dome audio events should no longer interrupt the announcer countdown
  • Fixed dome announcer losing track of how many players were alive when someone got a teamkill
  • Fix to dome UAV that allowed it to get sightlines into the map from through the D-Day landing craft.
  • Changes to damage zones (lava/goo) to make them more consistent


Downtime for Map Deployment

We will be bringing down the servers on Friday (today) from 10:00AM to 10:30AM PST (in about 30 minutes) for a map update.

There will be downtime, approximately 30 minutes, and an update as new maps are deployed to steam for download and to the servers.

Any matches started just before the update will be terminated when the update commences.


Update 614: Dark Buckshot

[h3]Added penalty for leaving ranked matches, enabled emergency lights, other misc. fixes and UX improvements.[/h3]

[h2]Ranked:[/h2]
  • Players now will receive a penalty to their rank whenever they leave an unfinished ranked match
  • Add ranked penalty warning when leaving a ranked game
  • Ranked matches have a slightly longer waiting period before unbalanced matches will be formed


[h2]Gameplay:[/h2]
  • Emergency Lights above certain doorways have been enabled, they will activate whenever the power is out.
  • Optimizations to equipment to reduce hitching and at round start caused by spawning in equipment items for both teams
  • Fix for Dome anthem playing a second time while unloading the map sometimes
  • Updates to what lines are chosen in dome to make them more random but keep them synchronized between clients
  • Improvements to lighting bakes (for future levels)
  • Reduce lighting artifacts when baking through transparent objects (for future levels)
  • Defender room and background for dome has been updated and polished (was included in level update)


[h2]UX:[/h2]
  • Re-enable pinging while in training
  • Ignore pinging action while the chatbox is active
  • Ignore interaction hotkeys while the chatbox is active (pick up, swap, open, close, activate)
  • Ignore voice chat Interaction Key(s) while chatbox is active (push to talk/push to mute)
  • Close chatbox when message is sent instead of leaving it open and requiring second another input to close
  • Slightly increase delay before chatbox goes transparent after closing (because of above change)
  • Update leave button prompts to make them all have the same options and to include ranked leave penalty warning
  • Fixed issue where "Opponent Found" background overlay would not go away when joining a match in progress (transparent square covering player kick options)

Downtime for Map Deployment

We will be bringing down the servers on Friday (today) from 10:00AM to 10:30AM PST (in about 30 minutes) for a map update.

There will be downtime, approximately 30 minutes, and an update as new maps are deployed to steam for download and to the servers.

Any matches started just before the update will be terminated when the update commences.


Update 610: Penitent Judgement

[h3]An update focused on weapon re-tuning after the release of Weapon 2.0. We took in a lot of feedback and made changes, especially to the shotguns. Flares got a buff. Some other fixes and optimizations are also included.[/h3]

[h2]Weapon Changes Summary:[/h2]
  • Changes to the shotgun pellet damage to improve the shotgun's body shot one shot capability.
  • Attacker Shotgun pattern changed, RPM lowered slightly, spread increased by 50%.
  • Defender Primary Shotgun now has more spread but a radioactive pattern.
  • Defender Secondary Shotgun spread increased.
  • The Auto Shotgun, BLK-TAR, F1-LeGros, Ingmar57, Gruber5, AP25 and KR82u recoils have all been tuned.
  • (See bottom of patch notes for more details.)


[h2]Equipment:[/h2]
  • Flares are now 135 seconds long.
  • Flares should now be thrown correctly when picked up and thrown again after deployment.


[h2]UX:[/h2]
  • Updated Training screen with new links.
  • Changed Queue For Ranked text to say "x/10 players needed".
  • Changed spawn pucks so you can no longer grab other player's spawn pucks, should also fix "puck stacking" where you cannot grab your puck when someone else's is on top.
  • Increased maximum zoom (out) allowed on the map view by 15%.


[h2]Other:[/h2]
  • Fixed a bunch of errors that were found in logs reported by testers.
  • Some minor optimizations.
  • Fixed a bug where other players would appear to turn 360 degrees in a single tick.



[h2]Individual Weapon Changes:[/h2]
Shotgun Retune:
  • Shotgun Pellet damage is still 15.
  • Shotgun Pellet damage falloff starts at 13 units and drops to .5 at 16 units. Point blank damage bonus has been removed.
  • In general shotgun weapon spread has been increased.
  • Shotgun Pellet Head bonus increased to 1.75x.
  • Shotgun Pellet Torso bonus increased to 1.35x.
  • Shotgun Pellet Abdomen bonus increased to 1.35.
  • Auto Shotgun added strong Horizontal Recoil.
  • Auto shotgun has increased weapon Vertical Recoil.
  • Auto Shotgun Brace greatly reduces recoil.
  • Auto Shotgun ADS greatly reduces recoil (even more).
  • Auto Shotgun spread increased by 50% in ADS and Brace.
  • DL12 RPM reduced from 75 to 60.
  • DL12 spread increased by 50%, its spread is shaped like a crown pushing out to the edges of its ADS sight picture.
  • Its effective one shot range is still very high.
  • TUB12 spread increased by 80%, its now using 3 triangles facing inward in a radioactive pattern
  • Shorty Shotgun spread increased by 30%, now has a random bias in its outer ring.


BLK-TAR:
  • Greatly increased to Horizontal Recoil in Brace.
  • Vertical Recoil slightly decreased on shots with Horizontal Recoil.
  • Added slight horizontal camera recoil in later shots.
  • Added some horizontal weapon recoil in later shots.


F1-LeGros:
  • Moved Vertical Recoil from Weapon to Camera.
  • Vertical Recoil slightly decreased on shots with Horizontal Recoil.
  • Added slight horizontal camera recoil in later shots.
  • Added some horizontal weapon recoil in later shots.


Ingmar57:
  • Decreased Vertical camera recoil by about 15%
  • Increased Vertical weapon recoil by about 50% (was very slight before)
  • Added slight horizontal camera recoil in later shots.
  • Increased horizontal weapon recoil in later shots.


Gruber5:
  • Recoil moved from Camera to Weapon.
  • Vertical recoil recovery starts slowly.
  • Horizontal Recoil is now more jagged between Camera recoil and Weapon Recoil.


AP25:
  • Moved Vertical Recoil from Weapon to Camera.
  • Decreased Vertical Recoil in Brace.
  • Slight Increase to Horizontal in Brace.


KR82u:
  • Recoil moved from Camera to Weapon.
  • Horizontal Recoil is now more jagged between Camera recoil and Weapon Recoil.
  • Slight Decrease to ADS Vertical Recoil.
  • Spiked Vertical Recoil on Later Shots with no Horizontal Recoil.