Due Process cover
Due Process screenshot
Genre: Shooter, Indie

Due Process

Downtime for Map Deployment

We will be bringing down the servers on Friday 3/26/21 from 09:00AM to 09:30AM PST 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.

Factory Changes:


Factory maps will see some changes that will be exclusive to new levels being produced



  • Shelving replaced with new area labeled Pipeworks that will now crawl around the edges like shelving used to do.
  • New factory floor fillers to block line of sight or take up floor space as needed for level designers to compliment Pipeworks.
  • Factory office windows now properly connect to pipeworks that run underneath them. It was previously difficult to move in and out of factory office windows. Now you should be able to move in and out of windows easier.




Update 625: Vulcan Mountain

Audio occlusion improvements, some general gameplay changes for equipment, explosive charges, and more



Audio Occlusion Improvements:



  • Previously the audio occlusion system applied audio dampening when sounds were blocked by simple LOS checks on most objects. The sounds would attenuate via distance and whether or not any object(s) were in the way.
  • The new system is a mix of content and audio system improvements to increase the number of levels of audio occlusion that can occur, and certain exceptions have been made for gameplay relevant objects like door kicking and footsteps to make audio easier to understand.
  • Simple objects like props and shelves have low levels of occlusion, while thicker objects like interior and exterior walls, exterior doors gain increasing levels of occlusion.

Increase from 2 to 4 levels of Audio Occlusion:



  1. Exterior Walls: Unbreachable Walls (typically exterior walls of buildings) occlude most harshly.
  2. Interior Walls: Medium occlusion effects - Interior Walls, Exterior Doors
  3. Props: Slight occlusion effects - crates, bathroom stalls, boxes, etc.
  4. Clear LOS: Only distance attenuation is applied if there is clear line of sight to the sound. But also applies to objects like chainlink fences or metal catwalks in Factory.

Special Cases:



  • Exterior Footsteps: Footsteps blocked by exterior walls are silenced, except when the listener is close to the footsteps. This helps to mask attackers running around the exterior of the building, all they have to do is keep a small distance to mask their approach instead of walking the whole way.
  • Doors: Exterior Doors occlude like interior walls, interior doors occlude like props - doors occlude one level down from their surrounding wall, generally
  • Kicking Doors: Door kicking should always be heard from any distance provided they are not being covered by other loud nearby sounds or flashbang deafness
  • Layered Occlusion: When multiple types of objects are blocking the sound the effects do not stack the thickest object will set the occlusion value; similarly to player hitboxes, the thickest object "wins".


Other Gameplay Changes:



  • Light emission for map cubes turns off when the power is off
  • Explosive charges now cause extreme concussion if the explosion goes off next to a defender without killing them (returning from alpha)
  • Explosive charge damage radius given slightly increased range, but damage falloff
  • Explosive charge damage radius will be blocked by walls again, re-enabled with return of concussion
  • Clacker now has a light ROF limit to once per tick
  • Flashlight toggling now has a 300ms cooldown
  • You can no longer shoot, use throwables or clack while in the truck
  • In-truck detection for above as well as dropping items back to the truck wall has been changed
  • Barbed wire can be thrown instantly again, like prior to equipment changes
  • Reduced flare light range by about 20%
  • Reduced effectiveness of body light (used when held item does not have a light)
  • Corrected throw position when crouching so grenade throws don't originate from standing height

Downtime for Map Deployment

We will be bringing down the servers on Friday (today) from 09:00AM to 09:30AM 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 619: Ancient Hammer

Added First Person Spectator, Weapon Changes, Grenade Changes, Dome fixes.



First Person Spectator:


"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

Weapon Changes:


"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

Grenades/Equipment Changes:


"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%

Map Content Changes:


"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

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



Ranked:



  • 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


Gameplay:



  • 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)


UX:



  • 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

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.



Weapon Changes Summary:



  • 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.)


Equipment:



  • Flares are now 135 seconds long.
  • Flares should now be thrown correctly when picked up and thrown again after deployment.


UX:



  • 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%.


Other:



  • 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.



Individual Weapon Changes:


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.

Downtime for Map Deployment

We will be bringing down the servers on Saturday from 09:00AM to 9:30AM PST (in about 11 hours) 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.

New Tileset Released: Killdome USA

This week's map update features our newest tileset: Killdome USA!
Also, earlier this week, we released a substantial update to our core gameplay experience, including Gunplay 2.0, matchmaking and changes to many other areas, so we've gone ahead and included those changes in these patch notes to give you guys a cumulative update on what's been going on recently in Due Process.



Today, we are proud to introduce your brand new tileset - Killdome USA!

[previewyoutube="t0UtYTAPScw;full"]

Killdome USA is Alpha City’s #1 prime-time series on Violence TV! Only the best of the best are selected to enter the dome - Enforcers fresh from training on simulated killhouses in the Argus Academy Governor’s Island Complex face off against five ruthless REBELS pulled straight from the streets of Alpha City.
To the victor go the spoils - the best team (or their next of kin) get fabulous cash prizes for victory in this high stakes, adrenaline pumping program!



This environment is all about the rooms and how they relate to each other - let’s take a look at Argus' own marketing for descriptions of what you’ll be fighting in!

D-Day


Be prepared to storm the Beach in D-DAY! A slice of history brought to life with REAL BULLETS! Can defenders hold the trenches once combat gets up close and personal, or will one well placed smoke make this an easy entry for ARGUS?





Jungle


Beware the hidden dangers lying in wait deep in these jungle ruins! Look out for attacks from above in the remains of an ancient temple, or below from the tall grass in the river! Can you survive long enough to discover its secrets?






Castle


Be ready to lay down a siege against Castle - a fortified position giving anyone holding it an eagle eye over surrounding rooms. Be prepared to lower the gate from the button located somewhere in the dome, blow it open with a well placed door charge, or even make your own entry with an aggressive wall breach!






Observation


You want to see your enemies before they see you? Well then, Observation gives you all the sight you need as long as the power is on! Be careful though - you never know who is lurking around that ONE WAY ‘blind corner’ - it could spell VICTORY or DEATH.





Pit


Welcome to the PIT, an apocalyptic landscape where lawlessness rains supreme and the floor really is lava! Watch your step on these unprotected walkways or it may be your last!






Do you have what it takes to survive KILLDOME USA? Only you can find out, tonight at 7, broadcasted LIVE in front of a packed stadium audience!



Cumulative Patch Notes:



Dome Technical Details:



  • Dome: New tileset with five new room types, in a new setting.
  • A new tileset is added, this means that each match will not feature all tilesets and instead pick three of the four tilesets for each set of three maps. Casual will still only feature 3 tilesets, but ranked can feature different tilesets in the second half.
  • Castle drawbridge. Door that opens via remote button, works similarly to the Vault Door.
  • Castle Walls: Thick in appearance, but hollow and can easily be wall charged, watch out for this.
  • Pit Lava: Falling into the lava in pit results in death, similarly to acid.
  • Observation Monitors - New type of one way viewing glass, they can be shot out from the inside, and are disabled during lights out.
  • D-Day Beach: Featuring a special type of green door entrance and a beach approach, attackers have to fight pillboxes to gain the high ground.
  • Jungle Movement Sounds: The water and bushes in the jungle make sounds when moving through them, similarly to how barbed wire works.
  • Elevated Level: Level is raised off the ground, allowing attackers to move under the level to reduce travel time to the far ends of the building.
  • Stationary turret mechanic to replace the mobile UAVs. They watch the exterior of the building from the ground level.
  • Turrets/UAVs now properly track targets, make a shooting sound and have tracer effects when firing.
  • New level occlusion and reverb system which allows for sounds around the exterior of the building to be heavily occluded when inside the level, truck or defender room. Also affects weapon reverb, and exterior of the levels should have different gun sound effect feel than the inside of the level, on all tilesets.


Gunplay 2.0:



  • Weapon recoil has been completely redesigned for all guns
  • Weapon recoil can now be in multiple parts, camera and weapon recoil are not co-dependent
  • Weapons will auto-readjust back to the starting position after firing, making tap or burst firing easier
  • Note: Manually controlling recoil will negate the automatic recoil return, and will cancel it out
  • New animations for firing on all guns with the new recoil designed in mind
  • Overhaul of tracers, muzzle effects, and smoke effects on all guns.
  • Weapon ammo counter UI overhauled
  • Shotgun spread is now different for all three shotgun types, the triple triangle pattern on the primary pump shotguns, circular pattern on the secondary shorty, and a larger open triangle on the auto
  • Shotguns can enter, leave, or change aim states while pumping and do not automatically exit aim modes during a pump
  • Fixed a hit registration bug with certain animation states
  • Hit sounds don't play on targets that are hit by wall-bangs (except friendly fire)
  • Headshot multiplier doesn't apply to wallbangs
  • Breathing curve added to holding ADS state, after a short period of holding ADS, small camera movements will occur to simulate breathing
  • Brace sensitivity now uses hipfire sensitivity instead of aimed sensitivity slider
  • Shotguns have had a range limit added to opening doors
  • Primary shotgun count reduced on both teams by one
  • Shotgun base damage decreased slightly, headshot multiplier increased, extra bonus damage on all shotguns if point blank
  • Shotgun pellet spread decreased by 40-50% for all shotguns (more accurate)
  • Nack penetration increased to pen Very Thick surfaces, falloff removed
  • Slight decrease in RPM for GAT/LS45 (about 5%), otherwise damage/RPM mostly unchanged on other guns


Matchmaking:



  • The ability to queue for ranked games while playing a casual game
  • The casual and ranked selectors have been replaced by individual buttons, you can click each button to queue for both ranked and casual simultaneously
  • Queuing no longer requires a ready up vote, it is now unilateral
  • A UI indicator was added to the hud to remind you that you are still queued for ranked while searching for or playing in a casual match.
  • Casual matches can be consolidated whenever there is a match that is too small. It will search for another match at the end of each round and all of those players will automatically move into that other match, and be shown a loading screen that mentions that their match was too small.
  • Resolved issue with players auto-queueing for ranked when not intended
  • Resolved issue where you could only kick players who were part of your squad during a match
  • A banner will notify players left in a casual match if other players in that match have left for ranked
  • Starting a ranked match now requires a ready up vote from all parties, failing to ready up will bring that squad out of queue
  • Ranked match voting/starting/failing have been given a unique sounds to help alert players that their ranked match is ready
  • Some other changes to the matchmaking UI, such as moving the queue timers and updating buttons/password box UI


Drawing Attribution:



  • Display cursors representing teammates while they're drawing and erasing
  • Render the local client's drawn map cube pixels in yellow, on both map and in-world
  • Establish pools of "ink" per player (as opposed to per team) for map drawing
  • Drawing on raised spawnable surfaces will move map cubes to the highest surface to facilitate drawings above the ground level
  • Add option to mute/unmute other players' drawings and persistently store this information
  • Both old and new drawings for players who are "drawing muted" will be hidden from from the map view
  • Highlight map drawings in black when the cursor is up to 3 pixels away and show who drew that drawing
  • Hovering over other player's drawings allows up/down-voting those drawings which other players can use to agree on a plan
  • Enable reporting offensive drawings on Shift + LMB over another player's drawings, also suggested when downvoting drawings
  • Added hotkey for toggling replacement of Player Icons with generic placeholders UI option
  • Fix bug: Auto-Erase map cubes of non-local spectators


Content:



  • Gunplay 2.0: New tracers and shooting effects applied on guns.
  • Gunplay 2.0: Metal impacts/sparks for weapon hits updated
  • Gunplay 2.0: Updated Ammo GUI for weapons
  • Levels: Lighting for levels updated to properly get dark when the power is turned off.
  • Killhouse: Some thin surfaces were set as no-thickness and are now set correctly
  • Levels: Grate-like mesh added to surfaces like fences that are hard to read at a distance on the map view only
  • Training: Added other throwables - Smoke, flash, frag.
  • Factory: Fix broken occlusion caused by server panel destruction
  • Updated/polished character eye geometry and textures.
  • Freezer doors are no longer locked


Other:



  • Add option to mute/unmute other player's messages in text chat
  • Display muted player's text chat as "muted" in italics
  • Store text-muted players persistently across sessions
  • Misc. optimizations