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Update 478: New Maps!

This is an update to our existing map pool, expanding it with another set of maps. As of now, only a couple maps will be getting rolled off the existing map pool, a few maps that might be heavily statistically biased to one side or the other.

There are no gameplay changes included in this update, just maps.

Hotfix Update 476

This is a small hotfix with only one change.

  • Fix server crashes caused by weapons being in improper states without an owner while performing another action

Update: Enduring Knight

Update 474

[h3]Performance optimizations, new weapon animations, updated menu UX, some map fixes.[/h3]

[h2]Performance[/h2]
  • Many issues were tackled, most players should see a 10-20% increase in their framerates. For some machines this may exhibit itself as an improvement in the general feel, by reducing frame drops and minimum frame rates to smooth out your average FPS.


[h2]Animations[/h2]
  • The weapons now all have sway animations for idle/hipfire first person movement. This gives the weapons a feeling of weight as you move around.
  • Weapons have sprint animations that align with the movement speed of the gun itself, to help give a feeling of the difference in speed between weapons.
  • Smoothed out the first person locomotion animations when changing directions (anims when AD spamming for gun should be smoother)
  • Modified biases in the death animations to make them more consistent


[h2]UI[/h2]
  • Invite and request to join click interactions have been moved to a new system. You can now click players to get a dropdown for these interactions.
  • Added interaction in this dropdown to add players as friends on steam. As a known issue, new friends will not visually update until a restart occurs.
  • Some other changes to how pending invites and request to joins are displayed to the user.
  • Spectator cam had many improvements/bugfixes as we move towards making this feature end-user viable.
  • Display "Casual X/6" or "Ranked X/9" in round GUI to help identify which type of match you are in and what the status is.


[h2]Gameplay[/h2]
  • Hold R to reload shotguns was implemented, you can now hold R to reload the full magazine. Press fire (left click) to cancel the reload.
  • The nametags for players are now visible through walls to help with FOF, this also includes the nametags of dead enemy players because all nametags are visible through walls.
  • LS45 RPM reduced from 420 to 390RPM


[h2]Maps[/h2]
  • A full update of all the maps have been done to keep them playable for this update. Please report bugs you see.
  • A couple of maps that were not playable before now due to having been made for this update are now in the pool again.
  • Some open doorways have been changed to WHITE doorways instead of GREEN to identify whether or not a physical door may be present. White means no door should be present. Not all doorways have been updated.
  • Maps have been rebaked to fix issues with pink courtyards, badly baked floors, and to remove godrays from killhouses for now.

Update 461 - New maps

This update is to release new levels for the weekend, these will be added to the current pool, expanding it. This is partly because we are not able to ship out as many new maps as we would like this week, along with being a shorter holiday week, one of our level designers is out this week so we're shipping about half as many new maps as we normally expect.

You may notice the "godray" effect has returned on the killhouses, but other than that there should be no other "gameplay" changes with this update when compared to the hotfix that was completed yesterday.

Update 458; Hotfix and reinstating Sinister Dragon

This update is reinstating the "Sinister Dragon" update, along with a few other hotfixes.
See Sinister Dragon: https://store.steampowered.com/newshub/app/753650/view/2900836612649227300

Changes
  • Fix for cleanup of items failing due to errors during cleanup
  • Fix for players reloading the same scene multiple times, causing the wrong level to load
  • Fix for rare edge case where players were not being able to ingest full state snapshots on connection when other players were joining at the same time
  • Rollback of networking change that was lowering performance on some machines while improving performance for the most laggy players; the negative impact this was having on some machines is not what we expected and we will re-evaluate this change