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Due Process News

Update 496: Purple Cause

[h3]This update is mostly QoL changes and fixes, such as improving input reliability or saving voice input settings, along with an optimization pass for animations.[/h3]

[h2]Gameplay Changes[/h2]

  • Bug fixes for the team kill reprimand system (kicking wrong player, requiring reprimands across multiple rounds, bug that broke killfeed)
  • Ignore teamkills during extraction phase at end of half or when match is over for the reprimand system
  • Another update to input reliability; this is to attempt to reduce the desync experienced by sometimes having your inputs ignored, such as swapping weapons or deploying equipment.
  • Optimizations for animations, to reduce the cost of animating all players in a match
  • Partial fix for some death animation issues
  • Texture fix for character eyes being very dark
  • More detailed analytics were added to the clients and servers to help us diagnose gameplay issues


[h2]UI Changes[/h2]

  • Changed friends list to auto-refresh upon receiving an invite
  • View steam profile option was added to the drop down that is activated when clicking on a player
  • Profanity filter for text chat - this does not activate for normal curse words
  • Save microphone input device settings to the config so it doesn't have to be reset after the game closes
  • Added notification above chatbox for receiving invite or request to join. This is meant mostly to help show you invites when you are not on the Multiplayer screen (such as in settings or training)
  • Being disconnected from GECNet now gives some kind of error message instead of just dumping you back onto the menu
  • Moved some menu GUI elements to avoid overlap of error messages
  • Ignore "Lag Detected" when loading

Update 490: Doubling up on Maps!

Last week we made enough maps to completely replace all of maps we had deployed and still keep about the same number of maps. This week we've done the same, except we're keeping the maps from last week and combining the two sets into a mega bundle. While only two weeks worth of maps, this will be the largest map pool we've shipped since the start of the beta.

We're also going to start including some of the notable changes to the maps in our updates, hopefully this will help keep players in the loop and help get an idea of what we're working on. We'd love for you guys to give us feedback after you play on some of these maps. If you haven't already, follow the discord link on the game's home page and come join the discussion in our level feedback channel.


Killhouse


[h2]Lumberyard[/h2]

A new room being tested in the Killhouse tileset: Lumberyard. With a rooftop protecting the defenders, as long as they stay away from the edges, they have free reign in this open space. The Attackers will have to watch the control of their sight lines as they move into this space if they want to enter without using a charge, but they'll also gain access to two separate entrances should they manage to take control without many casualties.





Factory


[h2]Silos[/h2]

Silos with open catwalks have been put in some of the Factory maps. These feature see through catwalks and no armor, making the position dangerous to hold but also providing a lot of angles to cover different areas of the map.





[h2]Shelving[/h2]

This was initially introduced last week, but it still deserves a mention: Shelving. The attackers can usually find shelving hanging around underneath the Fan entrance, but watch out some defenders may find their way up onto shelving as well through the office windows.





[h2]Office Windows[/h2]

A few of the Factory office windows have been changed to be more open and give bigger sight lines, but they also have less concealment. Not all maps will feature these new windows, this is more like an initial test. The attackers will have to do more than just hide from a tiny window, they'll have to actually take control of the sight line or even the whole office if they want to prevent counter attacks from here.



Update: Neptune Oracle

[h3]This update fixes some issues with player movement animations, weapon swapping, and has some changes to various parts of the UI both in and out of the match.[/h3]


[h2]Gameplay[/h2]
  • Crouch walk animation no longer raises your head up an extra foot, should be more consistent when trying to hide behind crouch cover
  • Trying to use crouch and walk together should no longer force you to stand up
  • Updates to reliability to help with weapon swaps or equipment inputs being dropped by the server, another update to come in the future to improve this some more


[h2]Gameplay UI[/h2]
  • Enemy Health bars are no longer shown on UI, this means that you will only be able to tell when opponents are dead or alive, not how much damage you've done to them.
  • When needing to rack the held weapon, ammo hud is shown in yellow instead to help make it stand out more
  • Player name in the first person view hud updated and also displays the name of the team side you are currently on
  • End of round banner changed, now towards the top of the screen instead of in the bottom middle
  • End of round banner has new style, and animated effects
  • End of round banner will now say Switching Sides In/Next Round In
  • End of Side banner added, new banner that displays when a side swap is occurring and the outcome of the 3 round set for casual


[h2]Menu UI[/h2]
  • Fix local squad's ready up state erroneously being cleared when waiting in queue
  • Update Friends UI when refreshing player list, this should resolve needing to restart the client to properly fetch and update the player list with your new friends.
  • Fix overlap of warning box with squad status message
  • Fix region selection typo


[h2]Steam Cloud Support [/h2]
  • Basic steam cloud support has been added. Specifically the DPUserPrefs.cfg inside of RoamingAppData is synced to Steam Cloud, this should save most settings in the cloud. More work will need to be done to save keybinds. This can be disabled if you encounter issues by unchecking the "Enable Steam Cloud" box under Updates inside the application's properties menu in Steam.



Update 486: Even more new maps!

This week we've made tons of new maps! And because of that, all of our old maps have been removed and replaced with all new maps. The number of new maps is very similar to the previous number of already existing maps.

Part of the reason why all of the old maps were removed is that they had some issues from being made on our older versions. For example, the bug with the factory shutters not being able to be shot through when opened should now be resolved.

In the future we do plan to still carry some of our maps forward to the next update, we are hoping to double our map pool next weekend with these maps and more new ones.


[h2]Bug Fix:[/h2]

Factory shutters and vault doors should not leave behind an invisible bulletproof wall when opened with the button.

Update 485; Hotfix for server crashes

Small update to hotfix some server crashes related to defenders being shot by the UAV.