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Due Process News

DAWN, Maps, New Player Experience and MORE!

Charity Event


Hello everyone! We aren't dead and we'd love to announce that we are holding a DUE PROCESS CHARITY TOURNAMENT. Grab some pals, squad up and try to take the crown! (You may be in the running for some physical prizes)

The charity of choice is SpecialEffect, as the tournament will be falling along side the GameBlast25 weekend, we've decided to join in and contribute to such an incredible cause that breaks down barriers of inclusion for those living with physical disability.

Registration for the tournament are open! With the first match starting on the 22nd so you now have plenty of time to get ready, dust off your equipment and get your planning brains on!

Tooltips
  • Added a new tooltip system which shows what each door, window, vent and any special objective does when interacted with.




Visibility

Players should now stand out from their surroundings more, all customisation items have been increased in saturation.

Ranked Season


With this update we are starting the first DUE PROCESS ranked season (season 1 if you will)! Climb the ranks to earn skins, backpatches and titles depending on how high you place. If you are on the top 50 when the season ends you will receive a unique TOP 50 backpatch. For the other skins it will be your peak rank. Here is a look at the top rank variation (Executor):






Battlepass:


Added a brand new battle pass with over 140 new tiers and skins! Also all old battlepasses are available and so items on those passes can now be unlocked.

DAWN:


The DAWN LMG has been added to the game, this is a defender LMG that has high pen while having slow movement speed.

The Dawn has 70 Bullets and CANNOT be reloaded, it will deal 25 damage anywhere on the body with no headshot multiplier. This is a new bit of defender kit that will scare any ARGUS enforcer who steps in it's way. We hope that this can allow defenders to stop ARUGS map control with the wall bang potential.

Balance Changes:


  • Gun ADS speed adjusted for the new movement speed
  • Torch Hipfire speed lowered to make molotoving a good push back for torching barbwires
  • Smoke duration decreased: 60s → 30s
  • Fixed extinguisher smoke time and flavour text disagreement
  • Slight increase to door shotgun distance (10 units -> 12 units)
  • Readded 1 Legros and 1 INGMAR
  • Attacker speed reduced inside of barbed wire by 12.5%
  • Defender Barb count changed from 6 to 8
  • Time to blow torch doubled from 2 to 4 seconds.
  • Sway removed, when ADSing and Bracing there is no longer any weapon sway
  • Shield raised a little to allow counterplay, the shield will fully cover the player when crouched but will create a small area to be attacked from below when stood up
  • Shield has a dampening effect that prevents you from spinning around really quickly
  • Removed pair of lights from front of Shield
  • Swapping to another weapon will now require you to completely re-draw the weapon
  • However swapping to a weapon on the ground will continue to be the “quick draw”, encouraging scavenging.
  • Removed the ability to make jump shots
  • This enforces a hip fire state on jump and prevents entering a ADS state while jumping
  • Old-style bomb has been re-added to some maps
  • Changed the MAWP reticle back to have no "x" in the middle


Tileset Changes:


[h2]Killhouse:[/h2]

Killhouse has had yet another rework, we realised that killhouse was getting too small leading to attack having an easy time taking control of the map with nowhere to go for defenders. This has changed with some rooms being removed and new ones added along with all rooms getting a size upgrade. This should make killhouses more rotatable as well as making more periodic fights happen rather than one big fight at a single door.

  • Added Construction Room
  • Added Bathroom Hall
  • Added Kitchen
  • Added Loading
  • Readded Killhouse Vault
  • Reworked Club
  • Reworked Lockers
  • Reworked Crates
  • Reworked Office
  • Reworked Breezeway
  • Increased size on all rooms



[h2]C-Store:[/h2]

C-Store had similar issues with killhouse where the maps were getting too small. To combat this we have changed storefront’s size to make it smaller compared to current versions and expanded the side rooms to give the map a more donutty feel to it allowing for defenders to play in other areas of the map. This also means rotates are easier and there will be more of them making planning more exciting

  • Added more fridge variations
  • Added new cover into Entrance
  • Reimplemented Skylight as a rare entrance
  • Increased room size of all side rooms
  • Shrunk storefront slightly



[h2]Factory:[/h2]

Factory has always struggled to have a defined character, it always was changing but with this new update we hope to create a tileset that has a lot of variety but feels very close to home.

  • Added Generator
  • Added Walkways
  • Added New Toxic
  • Added Large Conveyers
  • Added new cover variance
  • Readded 1F Servers



[h2]Bank:[/h2]

Bank has always felt “off”. We have realised this and made it so banks will more likely generate in a donut shape with the vault more centred to allow for more rotates around the map and not making maps feel like one big trench war with a constant push and allowing rotates for flanks and such.

  • Added Servers
  • Made Vault spawn earlier in the generation process
  • Reduced size of Lobby leading to more close quarter combat rather than a mix of long and close
  • Shrunk Vault size to 2x2 making molotov holds less viable and allows for molotov usage around the rest of the map


100+ New Maps!

The entire map pool has been rotated out with 100+ new maps added! These maps will also come with more frequent map updates so maps will no longer feel stale.

User Interface:


  • Add mute buttons to audio.
  • Add setting to disable team mate indicators arrows.


Bug Fixes:



  • Decals should now be present
  • UAV will now penetrate barbed wire
  • Fixed occasionally broken round status user interface


And of course to end it off a lovely image from Icky for this update:

CHARITY TOURNAMENT SIGN UPS

Hey everyone! Sign ups for the tournament are now OPEN!

You can sign up as a team at the link here https://challonge.com/tournaments/signup/aUoQsF0PVp#/signup/yapca6kc0o

You can also sign up as a solo player here - https://forms.gle/dvL7QWEuh7by5yAm9 we will then put you with 4 other solo players.

This event is all for SpecialEffect - https://www.specialeffect.org.uk/ who are near and dear to our hearts as Jett works alongside many of these charities.

You can donate to the just giving page here - https://www.justgiving.com/page/dueprocesscharitytournament We have rewards if you donate a certain amount. As well as that if we hit our just giving goal we will announce some community milestones which have a whole host of events like a Karaoke Stream and even getting a due process tattoo

THE FIRST GAME BEGINS ON THE 22nd OF FEB AT 11PM GMT

Due Process Charity Tournament

We aren't dead and we'd love to announce that we are holding a DUE PROCESS CHARITY TOURNAMENT. Grab some pals, squad up and try to take the crown! (You may be in the running for some physical prizes)

The charity of choice is the Motor Neuron Disease Association, as the tournament will be falling along side the SpecialEffect GameBlast25 weekend, we've decided to join in and contribute to such an incredible cause that breaks down barriers of inclusion for those living with physical disability.

Registration for the tournament will open on the 15th of February (👀) so you now have plenty of time to get ready, dust off your equipment and get your planning brains on!

Along with the announcement of this tournament we are also opening DUE PROCESS OFFICIAL 10s! You can now queue up for a ranked style PUG in the Due Process Official Discord just head over to ⁠10s-info⁠ and react to the rules and you can get playing!

ENJOY and there is more to come! There is even more just around the corner.

Attacker Shield and Zombies Limited Time Mode

This patch includes a major shakeup to Attacker strategy: The Ballistic Shield.
The shield fully protects users from the front, and players can equip it without taking up any of their equipment slots, similar to a wall charge.


[h3]Shield Added:[/h3]
  • The Shield is a new equipment item has been added to the attacker truck which is completely bulletproof
  • Shield is a held slot item that does not take up a weapon or equipment slot like the wall charge
  • Shield has a wide glass viewing window for people to look through it from both sides
  • Shield has a powerful, toggleable floodlight on top that can be used to see in the dark or make it hard to return fire
  • Added player collision interactions, so players can now collide with each other (cannot stack vertically)
  • Player collision ignored before execution phase to make defender room/attacker truck easier to navigate
  • Any two handed items are forced to be dropped while defusing (shield/wallcharge)
  • Added on-screen indicators for positions of nearby teammates, mostly when they are behind you to help with the shield. They will fade to black onscreen if the player behind you has died.
  • Fairly slow traversal, equip, and aim times means that Shield is best used with team strategy

[h3]Halloween Event:[/h3]
  • New Limited Time gamemode has been added for Halloween: Zombies
  • Zombies effectively replaces "Co-op" for the duration of the limited time event, and is a PvE gamemode.
  • The difficulty of this mode scales with player count, you might find it easier with less players
  • Many facets of this gamemode were made as a fun side-project and not as a serious gamemode, as such there are bound to be small bugs, issues or inconsistencies
  • A few experimental features have been tested in this gamemode, and may not ever make it back to the final game after the event.
  • Halloween battlepass has been re-enabled for those who missed it or didn't finish it last year.
  • Requires two players to start, invite someone to your squad and queue for the Zombies mode

[h3]Other Changes:[/h3]
  • Lobby Mode is now using the 5v5 economy ruleset and truck/hideout on 2v2 sized maps with 3 rounds per half, instead of one round per half
  • Item dropping now has interpolation. This feature is a work in progress
  • Dropped items including anything ranging from flares and grenades to the new shield will now gracefully fall downwards
  • Dropped items sit on the floor in more natural positions as opposed to floating
  • Player movement speed has been increased by (5%)
  • Player sprint speed has been increased by (7%)
  • Sprint Jumping speed cap raised slightly (12.5%)
  • Mawp scope has been updated to remove the jittering bug and make the crosshair scale better with resolution
  • Fix crouching bug that allowed players to crouch against certain ceilings and clip through them
  • Fix NVG bug that prevented you from swapping away from it without pressing the NVG slot button first
  • Fix a bug with the fire extinguisher and Molotov interactions
  • Fix several bugs with bots, including errors, chokepoint behaviors and getting stuck in certain spots
  • Fix interaction bug that prevented players from picking up items or interacting with doors in very specific circumstances
  • Changed some code in player movement to change how extreme slope climbing is handled
  • Increased the size of a geo collider on a jungle tree in dome (to prevent standing in the leaves)

[h2]Developer Note:[/h2]
  • While new maps for 5v5 gamemodes were originally scheduled for this patch, they are not included due to an unforeseen issue and will likely be added in rotation the following week along with any patches for issues if required.
  • If you played in the Cadet testing, the movement changes related to jumping and player speed were reduced.

Weapon Balance Tuning, Matchmaking Adjustements, Bugfixes

To summarize this patch, weapons have been re-tuned following our hit registration changes, some changes are happening to ranked matchmaking to improve the experience, and some other smaller bugs that couldn't go out without requiring downtime are going out with them.

[h2]Matchmaking Changes[/h2]
  • Adjust rank update formula to reduce falloff in expected win probability for lower ranked teams. Reduces impact on rank gains/losses when playing opponents of different ranks.
  • Add 10 minute matchmaking timeout for players who fail to ready up for a ranked match 2 times within an hour
  • Add config to restrict maximum team average rank difference for ranked matches. Should prevent skilled 5 stacks from being matched against noob teams, while still allowing these players to form a relatively balanced match if not stacked.
  • Add additional debug logging for matchmaking flows. Should help diagnose issues with imbalanced matches, as well as cases where a match is not formed when there are 10+ players in queue.
  • Ranked matches have a configurable disconnected player kick period that is longer than casual matches. (Now five minutes)

[h2]Weapon Changes[/h2]
This weapon update is a general tuning and balance update that contain changes which reflect player feedback and a shift in the game’s meta based on recent events, namely a major improvement to hit registration.
Across the board, weapons will have less ‘movement sway,’ namely viewbob while moving, and aim jitter/jiggle/waggle/pick your favorite terminology.
Some weapons which were having a hard time competing with automatic weapons after the hitreg update such as the Auto Shotgun, have received major buffs.
We will monitor these changes and your feedback. Overall, players should feel more lethal and impactful with nearly all firearms present in the game.

  • AP25 - Adjustments to Brace Fire camera recoil, reduction in movement induced weapon sway during ADS.
  • BLKTAR - Adjustments to Brace Fire camera recoil, reduction in movement induced weapon sway during ADS.
  • TUB12 - Lowered aim jiggle intensity, iron sights in ADS will be accurately positioned sooner.
  • DL12 - Lowered aim jiggle intensity.
  • SABR - Reduction in movement induced weapon sway during brace (canted) fire, RPM increased by a small amount. 180>200
  • F1 - Reduction in movement induced weapon sway during ADS, RPM reduced by a small amount 330>310, lowered aim jiggle intensity.
  • Ingmar - ADS move speed penalty increased, multiplier lowered .8>.7, Slight reduction in movement induced weapon sway. Very slight increase to horizontal recoil during sustained fire.
  • KR82M - Brace move speed increased slightly, significant reduction in movement induced weapon sway during ADS, weapon displacement inertia increased, lowered aim jiggle intensity, increased consistency of accurate fire upon entering ADS.
  • KR82U - Reduction in movement induced weapon sway during ADS, aim jiggle in ADS reduced.
  • Gruber5, GruberSD6 - Reduction in movement induced weapon sway during ADS, front irons are now thinner for better visibility, visual recoil increased.
  • NACK11 - Reduction in movement induced weapon sway during ADS and Brace.
  • PK57 - Large reduction in movement induced weapon sway during ADS, lowered visual recoil, improved consistency of accurate fire upon entering ADS, camera recoil reduced, RPM lowered by a small amount 420>410
  • GAT9 - Large reduction in movement induced weapon sway during ADS, lowered visual recoil, improved consistency of accurate fire upon entering ADS, camera recoil reduced, RPM increased by a small amount 420>430
  • LS45 - Reduction in movement induced weapon sway during ADS, weapon inertia increased during swift motions, visual recoil increased, lowered vertical recoil in ADS, a laser is (once again) present when brace firing.
  • Auto - RPM increase 240>325, vertical climb reduced in ADS and brace.
  • Various mesh changes to nearly all weapons, which will mostly be unnoticeable but allow the team to make quicker adjustments to the sight pictures and attachments on weapons moving forward.
  • Added a small Easter-egg to commemorate a player and their weapon of choice.

[h2]Bug Fixes[/h2]
  • Upgraded to slightly newer unity version for some specific targeted bugfixes caused by previous unity version upgrade
  • Added light blue doorway to a specific killhouse cluster that had an opening but no indicator on the map
  • Changed which maps are in the Offline Mode selection
  • Updated several existing levels from player feedback
  • Fix certain UI not working in various places (apply button, customizaton preset, etc)
  • Fix a specific collider type was not being hit by bullets as expected after the changes to hit registration
  • Fix a specific collider type was not being used by the spawn size tester
  • Fix kick button logic, button showing at incorrect times
  • Fix exception caused by players leaving and joining the game when drawing that makes drawing really slow for one round
  • Fix collision missing on some cargo container props (1x1 and 2x2)
  • Fix parkour in Bank Accounting using the taller desks
  • Fix a destruction issue with a specific killhouse cluster