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Due Process News

Update 542: Weekly map update

Version 542 includes our new maps for this week, as well as some fixes for some maps rolled out last week. A few of the maps introduced last week were taken out of rotation due to bugs, but should now be back in rotation with these fixes.

Additionally, there are a few retroactive changes that will affect both new and old maps:
  • The post FX volume for killhouse has changed, which changes the overall color temperature of that level. This will also affect training.
  • CStore storefront shutters now have both blue and red strips to try to help new players correctly identify them as requiring a charge, this helps signal that they normally require a charge to enter.
  • Added Open and Close SFX for the Vault Door.

Update 541: Hades Python

This update is a regular update, meaning that it contains things that our team worked on in the past week or two. With some of the Early Access launch issues out of the way we can focus more on delivering stable, regular updates and hopefully begin addressing issues which users have been noting to improve the stability of the game going forward.

[h2]Gameplay Changes:[/h2]
  • Found and fixed a bug pertaining to client hitching the first time a player was shot
  • Hit flash for players has been updated to be red for both teams, to increase visibility
  • Gun tracers have been updated to increase their visibility, they have longer tails to give a better idea of spread and direction
  • Swapping inventory items or other actions will no longer cancel kicking and bug out doors
  • Animation: Polished run, walk, sprint cycles. Increased animation speed playback on movement animations.
  • Other small bug fixes.


[h2]Menu Changes:[/h2]
  • Add Featured Community Tutorial links to the Training menu
  • Updated the "Home" screen and "DPL" panel, added "Twitch" panel
  • Continue to display End Of Match screen through level unloading
  • "Quick Swap" hidden from input mapper until properly implemented
  • Fix leaderboard text field for matches played count so it can display 4 digit numbers

Update 535 - Maps and Client Update

Twenty new maps have gone out for this week, but also some other changes to the client are going out as well. Additionally, there's a new experimental attraction in several of the new Killhouse maps that were just released:

[h2]Killhouse Airlock:[/h2]
This airlock utilizes the vault walls and doors, along with a sequence of buttons that make the doors act similarly to an airlock; when one door opens, the other closes.



[h2]Client Changes:[/h2]
  • Added Report option in the player options dropdown list. The report function comes with a list of options you can choose from, and includes a form to include optional text to describe the report.
  • Made changes to mapcubes used in drawing to make them much more performant, reducing the total draw calls that should speed up rendering.
  • Match panes should now display up to 4 points for Casual matches and up to 7 points for Ranked matches, letting you know the actual progress of matches that your friends are playing in
  • Smoother animation transitions, and playback speed changes for walking animations to improve their quality
  • Barbed wire hitboxes no longer have a thickness set and will no longer block raycasts for explosives or bullets


[h2]Backend Changes:[/h2]
Since we made a lot of backend hotfixes in week after launch, and there were no update notes regarding them, they've been added to this post.
  • Optimizations to several backend systems that were overconsuming during high stress, and to decrease response times for operations
  • Fixed a couple memory leaks that showed up with many hundreds of players online, and fixed them so we don't have to take down the servers periodically to keep response times fast
  • Removed showing players who were not relevant to you, ie random players who have never played with you or weren't steam friends
  • Fixed Calculations of score post match for ranked point gain
  • Ranked leaderboard has been changed to update approximately weekly for the time being to reduce load until we can do further optimizations


Update: Version 529 - New maps!

This update is focused on adding new maps, and since there are a lot of new players, I'll be using this update to also explain how our map rotation system works.

Every week we release new maps which are added to the pool of existing maps. We also take this time to remove old maps that we feel should no longer be in rotation. This could include unbalanced maps or just outdated maps. We do not always continually add to this pool, but as of writing there are over 100 maps in the rotating pool of maps. This update adds another couple dozen maps to this pool, keeping with our stated goal of at least 20 new maps every week. As we move through Early Access this process could change, but you should be expecting the map pool to act like a rolling set of maps; as new maps are brought on, old maps disappear.

Early Access!

Buy the game now on a 25% discount and get an extra copy for a friend!
https://store.steampowered.com/app/753650/Due_Process/

Due Process just entered Early Access. Read the full blog post with recently released and upcoming features here:
https://dueprocess.info/blog/2020/10/24/71-early-access