Due Process cover
Due Process screenshot
Genre: Shooter, Indie

Due Process

Update 543: Crab Artemis

This week's update features private matches, a penalty for jump shooting, several defender equipment changes, and many bugfixes for issues. As this update contains many changes that are not just fixes and are gameplay changes, we encourage users to join our discord using the link on the game's homepage and give feedback!


Gameplay Changes:


Jump aiming penalty:



  • Weapons will dip down rapidly when jumping
  • Scoped weapons will unscope and will not be able to return to scope for half a second
  • These penalties only apply to jumping, so falling from a ledge will not cause the penalty


Defender equipment changes:



Molotovs



  • Duration reduced by 55% to about 8 seconds (this also will incidentally resolve the issue where fire goes out and comes back)
  • The count of the molotovs has increased to 7, up from 4 to offset this, the total avaliable molotov time remains about the same
  • The molotov area was slightly reduced, by about 15%


Barbed Wire



  • Slow debuff reduced to 50%, down from a 65% debuff
  • The count conversely increased to 9, up from 6
  • Size changed to better match the actual model size of the wire: width shortened, gained length, height shortened.


Flares



  • Duration decreased from 45 to 30
  • Count increased to 4, up from 3


Other:



  • Fix flashlights rendering with the map open, to help prevent spying on the other team.
  • Animation fix for unholstered crouching causing an "A-Pose"
  • Animation fix for ADS Legros weilding causing an "A-Pose"


UI/Menu Changes:


Added private matches:



  • Private matches require a filter to be entered, this option can be enabled as "Display Match Making Password Box" in the UI settings.
  • Once the private matches filter is enabled, you must type a code into the private match filter and search with the private match code to find an opponent.
  • A singular squad searching with a private match filter will not start a match, you must have two opposing squads searching with the same private match code. It will also respect your region and gamemode selections, so those must match as well.
  • Private matches do not stop players from joining during an in-progress match, so make sure to set your code to something secret!
  • Additionally, it should say "Searching for a private match" when working correctly.



Other:



  • Added fix for some audio devices not properly initializing on startup, leading to audio errors or vivox initialization errors.
  • Display tip for "Press M to Open Map" for a short duration after a round starts.
  • Fix issue where game would not respect the window/fullscreen/borderless mode set in the config.
  • "Servers are locked down" changed to "Servers are being updated"
  • More updates to the home screen, added new panels to fill out the rest of the home screen. Blog posts link, twitter link, code of conduct, more.
  • When connecting while banned instead of seeing "You are Banned" a banned user will now see a notice explaining the reason and duration, to help describe temporary infractions.

Update 542: Weekly map update

Version 542 includes our new maps for this week, as well as some fixes for some maps rolled out last week. A few of the maps introduced last week were taken out of rotation due to bugs, but should now be back in rotation with these fixes.

Additionally, there are a few retroactive changes that will affect both new and old maps:

  • The post FX volume for killhouse has changed, which changes the overall color temperature of that level. This will also affect training.
  • CStore storefront shutters now have both blue and red strips to try to help new players correctly identify them as requiring a charge, this helps signal that they normally require a charge to enter.
  • Added Open and Close SFX for the Vault Door.

Update 541: Hades Python

This update is a regular update, meaning that it contains things that our team worked on in the past week or two. With some of the Early Access launch issues out of the way we can focus more on delivering stable, regular updates and hopefully begin addressing issues which users have been noting to improve the stability of the game going forward.

Gameplay Changes:



  • Found and fixed a bug pertaining to client hitching the first time a player was shot
  • Hit flash for players has been updated to be red for both teams, to increase visibility
  • Gun tracers have been updated to increase their visibility, they have longer tails to give a better idea of spread and direction
  • Swapping inventory items or other actions will no longer cancel kicking and bug out doors
  • Animation: Polished run, walk, sprint cycles. Increased animation speed playback on movement animations.
  • Other small bug fixes.


Menu Changes:



  • Add Featured Community Tutorial links to the Training menu
  • Updated the "Home" screen and "DPL" panel, added "Twitch" panel
  • Continue to display End Of Match screen through level unloading
  • "Quick Swap" hidden from input mapper until properly implemented
  • Fix leaderboard text field for matches played count so it can display 4 digit numbers

Update 535 - Maps and Client Update

Twenty new maps have gone out for this week, but also some other changes to the client are going out as well. Additionally, there's a new experimental attraction in several of the new Killhouse maps that were just released:

Killhouse Airlock:


This airlock utilizes the vault walls and doors, along with a sequence of buttons that make the doors act similarly to an airlock; when one door opens, the other closes.



Client Changes:



  • Added Report option in the player options dropdown list. The report function comes with a list of options you can choose from, and includes a form to include optional text to describe the report.
  • Made changes to mapcubes used in drawing to make them much more performant, reducing the total draw calls that should speed up rendering.
  • Match panes should now display up to 4 points for Casual matches and up to 7 points for Ranked matches, letting you know the actual progress of matches that your friends are playing in
  • Smoother animation transitions, and playback speed changes for walking animations to improve their quality
  • Barbed wire hitboxes no longer have a thickness set and will no longer block raycasts for explosives or bullets


Backend Changes:


Since we made a lot of backend hotfixes in week after launch, and there were no update notes regarding them, they've been added to this post.

  • Optimizations to several backend systems that were overconsuming during high stress, and to decrease response times for operations
  • Fixed a couple memory leaks that showed up with many hundreds of players online, and fixed them so we don't have to take down the servers periodically to keep response times fast
  • Removed showing players who were not relevant to you, ie random players who have never played with you or weren't steam friends
  • Fixed Calculations of score post match for ranked point gain
  • Ranked leaderboard has been changed to update approximately weekly for the time being to reduce load until we can do further optimizations


Update: Version 529 - New maps!

This update is focused on adding new maps, and since there are a lot of new players, I'll be using this update to also explain how our map rotation system works.

Every week we release new maps which are added to the pool of existing maps. We also take this time to remove old maps that we feel should no longer be in rotation. This could include unbalanced maps or just outdated maps. We do not always continually add to this pool, but as of writing there are over 100 maps in the rotating pool of maps. This update adds another couple dozen maps to this pool, keeping with our stated goal of at least 20 new maps every week. As we move through Early Access this process could change, but you should be expecting the map pool to act like a rolling set of maps; as new maps are brought on, old maps disappear.

Early Access!

Buy the game now on a 25% discount and get an extra copy for a friend!
https://store.steampowered.com/app/753650/Due_Process/

Due Process just entered Early Access. Read the full blog post with recently released and upcoming features here:
https://dueprocess.info/blog/2020/10/24/71-early-access

Hotfix: Version 528

Another hotfix, some more changes we've worked on today have been put live after going over more feedback and bug reports from players.
More quality of life fixes, disabled F3 menu, fixed ranked gamemode calculations.

Changes:



  • Fixed issue where nothing in the menu would load or show any players online.
  • Fixed issue where the mouse/chatbox did not work in game.
  • Fixed issue where the settings menu would not show if immediately navigated to after opening the game.
  • Fixed settings issue where the option for "Press Key Aim Brace" would be forgotten after a match and not save.
  • Corrected Rank calculation for the 12 round Ranked gamemode. Some affected users who saw their rank drop should see a correction either immediately on after their next ranked game.
  • Disabled the F3 debug menu ahead of the EA release.

Hotfix: Version 525

This update is targeted at some more fixes, as well as expanding the region selection to include all of our new regions. A 3GB map update is required in order to include the map fixes.
Additionally with this update we will be doing some maintenance. This includes resetting the ranks players have gotten in Early Access (not games played or other stats) and resetting the leaderboard.

Gameplay Changes:



  • Fix problems where the local client could see their input as "behind" with the gun and movement floating behind their inputs.
  • Some errors cleaned up that might be contributing to sporadic client hitches.
  • Fix for players doing a standing or walking pose instead of a death animation when killed.


Menu Changes:



  • Enabled toggles to allow players to select our new regions: US-East, Russia, SE-Asia, Japan.
  • Updated help tooltips for region selection to match the new toggleable buttons.


Map Changes:



  • Several already existing levels had some bugfixes applied to them for issues noted in feedback for those levels.
  • Shutter button timings have been reconfigured. CStore shutters are about the same as before, but other buttons have gotten door-specific timings instead of using the cstore shutter cooldown timings. This means factory dock doors can be re-toggled after only 2 seconds, and the Vault Door button won't get stuck in an "open" state when the door is actually closed.

Hotfix: Version 517

The engineers saw reports of issues with invisible items/players still and got to work on another hotfix.

This update is that hotfix, hopefully to remove the last edge cases that can cause this problem. Let us know if you still have problems after the update! We're listening!

Update 515: New maps and a hotfix

Hotfix for some issues:



  • Found and fixed the issue regarding equipment becoming "invisible" and not showing up
  • Also applied a similar fix to players, although it's not certain that will resolve the "invisible players" bug Let us know if you still see this issue after the update.
  • Fixed issue where players who joined matches during certain phases were getting stuck in a bad state, even if they restarted their game and reconnected.
  • The casual auto-queue has been disabled, it wasn't quite working the way it was intended so we've turned it off in order to prevent people from accidentally joining matches they did not intend to join.


More maps!



  • The list of maps has been expanded again, only a couple of maps have been taken out of the pool.
  • Most of the new Killhouse maps have vaults in several different configurations, expect to see more vault maps.