Due Process cover
Due Process screenshot
Genre: Shooter, Indie

Due Process

Update 604: Gunplay 2.0

This large update has a lot of changes! Gunplay 2.0 is being introduced along with Simultaneous Ranked Queuing, Casual Match Consolidation and Drawing Attribution updates from our roadmap!



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  • The casual and ranked selectors have been replaced by individual buttons, you can click each button to queue for both ranked and casual simultaneously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.


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


Additional Note:


Some changes were pushed to Gunplay 2.0 from our previous PTB test, list included:

Change to all weapons:

  • The vertical recoil recovery now starts roughly 50%-100% slower for all weapons (about 1.5x to 2x the Round Cooldown value). The Long range weapons should be a fair bit easier to use with the automatic recovery no longer kicking in before the next shot.


Changes to individual guns:
KR82U

  • Reduce Horizontal Recoil.
  • Vertical Recoil sharpened (happens faster).
  • More Recoil in the Camera less on the Weapon in ADS.

NACK11

  • Reduce initial vertical recoil.
  • Horizontal Recoil is less Biased.
  • More Recoil in the Camera less on the Weapon in ADS.

Gruber5

  • Reduce initial vertical recoil.
  • Horizontal Recoil is less Biased.
  • Horizontal recoil slightly decreased in ADS.
  • More Recoil in the Camera less on the Weapon in ADS.

F1-LeGros

  • Increased recoil animation speed by 30%.
  • Vertical Recoil sharpened.
  • Vertical Recoil reduced slightly.
  • Vertical Recovery start delayed much longer.

Ingmar57

  • Increased recoil animation speed by 20%.
  • Vertical Recoil sharpened.
  • Vertical Recoil reduced slightly.
  • Horizontal Recoil decreased in ADS.
  • Vertical Recovery start delayed much longer.

BLK-TAR

  • Vertical Recoil sharpened.
  • Vertical Recoil increased slightly.
  • Horizontal Recoil decreased in ADS.
  • Vertical Recovery start delayed much longer.

SAB-R

  • Increased recoil animation speed by 20%.
  • Vertical Recoil sharpened.
  • Vertical Recoil decreased by 30% in ADS.

AP25

  • Vertical Recoil sharpened.
  • Vertical Recoil increased slightly in ADS.
  • Horizontal Recoil decreased slightly in ADS.
  • More Recoil in the Camera less on the Weapon in ADS.

PK57

  • Removed Horizontal recoil in ADS.

LS45

  • Increased recoil animation speed by 20%.
  • Horizontal Recoil reduced slightly in ADS.
  • Vertical Recovery start delayed much longer.
  • More Recoil in the Camera less on the Weapon in ADS.


Hotfix and Downtime for Map Deployment

We will be bringing down the servers today at 10:30AM PST (in 30 minutes) for a map update.

There is also a hotfix for this update:

  • Fixed issue where server would sometimes load the next level several times before normal gameplay resumes
  • Fixed issue where players could be "resurrected" on the next round
  • Fixed issue where players could move around on the kill feed repeatedly, occasionally cause the end of round banner to play several times erroneously.


There will be downtime and an update as new maps are deployed to steam for download and to the servers.

Any matches started after this announcement may not be finished before maintenance occurs and may close unexpectedly.

Downtime for Map Deployment

We will be bringing down the servers today at 09:30AM PST (in 30 minutes) for a map update.

There will be downtime and an update as new maps are deployed to steam for download and to the servers.

Any matches started after this announcement may not be finished before maintenance occurs and may close unexpectedly.

PTB (Public Test Branch) is Live Today!

Today we are sending an invitation to players to come play our Public Test Branch during the open period. Weapon, matchmaking and other changes included in this update!



PTB Notes:



  • The test branch is not locked, and will show up on Steam clients after a restart. Simply navigate to the game's properties, and select the Test Branch - Unstable option from the drop down list.
  • The test servers may need to go down unexpectedly should issues arise. The main branch will remain open during this time.
  • Stats do not carry over from the test branch to the main branch, you don't have to worry about your rank, so feel free to play Ranked without worry.
  • The new maps for this week are also available on Test Branch.


Matchmaking:



  • Queuing no longer requires a ready up vote
  • The casual and ranked selectors have been replaced by individual buttons, you can click each button to queue for both ranked and casual simultaneously
  • You can queue for ranked while in a casual match
  • 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


Gun Play 2.0:



  • Weapon recoil has been completely redesigned.
  • Weapon recoil can now be in multiple parts, camera and weapon recoil are not co-dependant.
  • Weapons will auto-readjust after firing if you did not manually control the recoil, making tap or burst firing effective.
  • New animations for firing on all guns with the new recoil designed in mind.
  • Shotgun spread is now different for all three shotgun types, the triple triangle pattern on the standard pump shotguns, circular pattern on the 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
  • Shotguns have have a base damage reduction, a headshot ratio increase, and a buff to damage falloff which actually provides bonus damage at point blank ranges to help with point blank one shots.
  • Fixed a hit registration bug with certain animation states
  • Hit sounds don't play on obscured targets (except friendly fire)
  • Headshot multiplier doesn't apply to wallbangs
  • Shotguns have had a range limit added to opening doors


Additional Note:


Some changes were pushed to Gun Play 2.0 from our previous PTB test, list included:

  • All Weapons (not shotguns) without lasers:
  • 40% increase to Brace Spread
  • All Weapons:
  • Hip Fire Weapon Recoil drastically increased.
  • Ingmar slight increase to vertical recoil
  • Ingmar slight increase to horizontal recoil (after shot 3)
  • Ingmar first shot recoil significantly sharper
  • BLK-TAR slight increase to vertical recoil.
  • BLK-TAR increase to camera Horizontal recoil to shots after 2
  • AP25 slight increase to vertical recoil.
  • AP25 slight increase to horizontal camera recoil.
  • KR82 decrease to ADS vertical recoil.
  • KR82 slight decrease to ADS horizontal recoil.
  • Gruber vertical recoil decrease after shot 3 and does not jump up again
  • Gruber horizontal recoil bias to the left now
  • NACK11 less ADS vertical recoil.
  • NACK11 no longer has falloff damage
  • NACK11 now has a penetration power of 15
  • Shotguns slight increase to point blank damage bonus
  • Increased the time before you can enter ADS from Sprinting by 100ms and enter Brace from Sprinting by 67ms.
  • SAB-R no longer has a lingering recoil

Downtime for Map Deployment

We will be bringing down the servers today at 09:30AM PST (in 30 minutes) for a map update.

There will be downtime and an update as new maps are deployed to client builds and server machines.

Any matches started after this announcement may not be finished before maintenance occurs and may close unexpectedly.

Downtime for Map Deployment

We will be bringing down the servers today at 11:30PM PST (in 30 minutes).

There will be downtime and an update as new maps are deployed to client builds and server machines.

Any matches started after this announcement may not be finished before maintenance occurs and may close unexpectedly.

Update 577: Weekly Map Deployment

Client Updates:



  • Changed No-Unpacking to be the default deployment method. This should hopefully alleviate certain loading, crashing, and unpacking issues that were affecting many users.
  • Added 23 new maps
  • Updated a couple of maps that were temporarily taken out of rotation due to bugs
  • Adjusted a some existing maps that were not taken out of rotation due to feedback

Update 572: Temperature Rising

The winter event is coming to an end. With that, the Winterized Killhouses and backgrounds for CStore and Factory will be returning to normal. Additionally, some other fixes for issues that were already tested and ready are being deployed.

Hotfixes included:



  • Fix for "move here" puck accidentally being deleted if too close to the truck.
  • Fix for player namecards being too hard to read from the map view.
  • Fix on the backend that caused temporary reduction in quality of matchmaking and unexpected closure of game servers during match.
  • Fixes for many errors showing up in logs reported by players, hopefully this will reduce the number of end of match crashes.


Maps:



  • New maps are included in this update. About twenty five total map generations of the existing three tilesets.
  • The Winterized killhouse variants were limited time versions of the maps and are no longer in the game. Because of this, some old killhouses will be making a return along with a fresh batch of maps.

Roadmap and 50% off for the winter sale



Due Process is in Early Access, so it’s only natural that people want to know what improvements are coming. Here is a roadmap for things we will be working on over the next few months.



We also have set up a dynamic version of it, that will be kept updated:
https://trello.com/b/bNPEji7l/due-process-roadmap

Read the blog post for more details:
https://dueprocess.info/blog/2020/12/22/74-roadmap

EVENT: HOLIDAY UPDATE

The winter update is mainly three parts, the winterized maps, pinging system and content update for our defender room and attacker truck. While the winterized maps will eventually go away once the event is over, the other changes will stay after the event.

You can either look at all the flashy pictures in our blog post or read the nitty-gritty patch notes here:

Winter Update - Temporary seasonal patch notes:



  • All gameplay levels are experiencing snowfall, with the most dramatic accumulation being in killhouse.
  • The killhouse map pool has been completely replaced with new killhouses for this event. We will drop more winterized killhouses later during the event along with other maps. These maps will only be here for a limited time so play them while you can!
  • As per ARGUS HR request, Killhouses made 241% more festive. This is the mathematically most festive we've achieved, and well surpasses quarterly goals.
  • All planning rooms have been decorated, as 2 in 5 residents of Alpha City decorate for the holidays. Statistically, somebody (or multiple somebodies) on your team are the culprit.

Don't stick your tongue out and eat the snow. Not only is it hazardous, the chemicals it contains are the intellectual property of 6 different conglomerates and ingestion is an implicit agreement to 4 different EULAs.

Defender Room and Attacker Truck Changes:



  • Players should no longer spawn on top of each other in the back of the truck or on top of the table and instead spawn at intended player spawn points.
  • Defenders now have weapons in lockers instead of on racks.
  • The standard defender room lighting has been polished and optimized. Neither the truck or the defender room will allow moon or sunlight to shine through solid ceilings.
  • Attacker truck lighting and doors are now animated and include buzzers as well as changing light colors to signify the start of staging (T minus 15 seconds) and execution. The execution buzzer is loud enough to be heard by defenders.
  • Weapon positions on the defender shotgun locker have been tweaked to reduce overlaps that caused picking up a secondary shotgun when loading a primary shotgun, and barbed wire has been rotated for better readability. Gear positions in the attacker truck have also been polished.
  • Defender room collision has been hardened - defenders should no longer get lazed by the UAV when platforming in the defender room.


Ping System and UX Changes:



  • Ping System: Callouts can now be made using a "ping" to mark points of interest to teammates on the fly, both in the map and in first-person.
  • Visibility improvements to the "move here" waypoint marker were made to better highlight it in first-person view. Now accompanied by text that displays the player's distance from the waypoint in addition to a proximity check that disables the waypoint when reached.
  • Player map name cards have been updated to take up less space on the map. A "vision cone" visual has been added to players in the map view to better gauge at a glance which direction players are facing.
  • Player map name card info and vision cone for you (the player) is now distinct from your teammates by being colored yellow to better help with orienting and locating yourself on the map.
  • Updated barbed wire icon.