Push mode is here! You're probably thinking, what is push mode? And why have I not heard of this before now? Well, to put it simply we shifted some of our attention from our future plans to this new gamemode, and in a few weeks have managed to add it to our game while also fixing a myriad of issues along the way. To spearhead this, the game's Creative Director Baard has something to say in regards to the why of push mode. Similarly to our last big patch with weapon balance, we're trying to help our players understand the motivations behinds the changes.
Note from the creative Director
Why push mode:
Experienced players have been asking for a respawn-based mode for some time now, often suggesting deathmatch or Gun Game modes. They want a way to hone their skills for their scrims/10 man games.
We've also seen a number of complaints in the past about the game having too much downtime, even after our patches to address these issues. We believe this mode can offer something to players who simply want to shoot something.
What about fragmenting the community?
We want to do this for two reasons:
Push mode allows newcomers to learn Due Process without letting their team down in casual matches, which is a major pain point for the new player experience.
We can't stop players who aren't interested in a game about planning and execution from buying Due Process, but we can give them another mode to play instead.
We hope that this alternative mode will mean that those who are playing casual matches are only doing so because they are interested in planning and execution. If the pool of players queuing for this mode are higher quality, it follows that the matches will be higher quality as well.
Why push mode is objective-based:
Our maps aren't designed for pure deathmatch games, so we'd have to make a new class of map for a mode that isn't the heart of what due process is about.
An objective-based mode lets us leverage our existing maps and capitalize on our unique map rotation. What this means is that metas can develop on each map and players can find interesting strategies for how to play push.
Objective-based modes naturally graduate people into teamwork. We were surprised at the level of coordination and planning the cadets demonstrated while testing push, and we hope that this mode will serve as an on-ramp to get people into the 5v5 planning and execution modes this game is all about.
It's a lot of fun! I'm surprised at how much fun this mode turned out to be.
Future opportunities:
I think we can all agree that Due Process is a lot of fun when both teams are successfully coordinating against one another, but this doesn't happen often enough. If push mode can cover for long matchmaking times, we can put together a better-balanced casual match, and we can have casual matches last for much, much longer than they do now. We'd like to get the game to the point where it has the ease-of-use of modern session-based multiplayer games, but has the familiarity and sense of community of your favorite dedicated server. Push has allowed us to improve our matchmaking to consistently create high quality casual and ranked games where players do something they simply can't do in other titles: talk, form a plan, and execute.
Patch Notes:
Push Game Mode Overview:
Attackers and Defenders have unlimited respawns
Rounds are six minutes long, with no planning period
Bomb takes 30 seconds of defusing to fully defuse (still saves progress when not being defused)
Spawn zones make players inside them invulnerable/heal to full health instantly.
Two rounds max. Winner is always decided on round two. (Max 13 minutes)
Players automatically spawn with a random weapon set that is already loaded but can still use the weapon wall to manually pick up a gun.
Players automatically spawn with either a flashbang or a molotov for attackers and defenders respectively
Push Related Additions:
Beta version of Push Gamemode Added (we are still working on it and appreciate feedback!)
Players can now queue for Push separately or simultaneously with other gamemodes
Push maps are a subset of the existing map pool with specifically placed spawn points with short travel times to the bomb
Push gamemode shows status of bomb defuse even while not being defused in a new alternate bomb defuse UI that is always on screen while the bomb is armed
Push gamemode shows damage immediately upon death, instead of waiting for end of round. Damage shown is total damage taken and given on that life, so it can be more than 150 if you heal or the enemy respawns.
Push gamemode shows total kills to enemy players per player when alive
Push gamemode has weapon walls are modified to reduce or remove some equipment which causes too much friction in the game mode
Defenders have access to some attacker equipment in the Push mode
Items in Push gamemode can despawn if on the ground too long
Items in Push gamemode have individual respawn and despawn timers unique to the item
Players are not squad-merged at the end of a push match with the other squads.
Players are not prompted to "queue for ranked with team" at the end of a Push match.
Push Related Changes:
Killfeed now cycles when more than 12 entries are present to show latest events
Dome no longer plays certain voice lines related to how many players are left in gamemodes where there are respawns
Dome voice announcer has cooldowns on kill/death related lines in gamemodes where there are respawns
Heavy optimizations for spawning items at runtime
Better networking for spawning items during a round and deleting items during a round. Deletions should be reliable.
When joining a match in progress, item creation is throttled to give the game time to catch up to the current game tick.
Heavy backend work to support Push mode.
Base Game Changes:
Casual is now referred to in the UI as "Unranked" to not confuse between the ultra-casual nature of push and the less casual nature of unranked
Made landing sounds play with less delay in most circumstances
Added controls option to change how long you have to hold for "hold" operations (for right now, just hold to swap)
Clients no longer have to press enter to send password in private matchmaking filter box
Added config variable (no UI yet) for satellite view being default map view
Kill Log UI now shows player names in teamcolor on suicide
Hint prompts now can say either the bound keybind or "Unassigned" if the keybind for the suggested action is not bound
UAV lasing behavior now changed, the primary benefit of which is that it should not lase defenders who stuck their head in the ceiling
Flashbang effects tweaked, end of concussion effect should no longer jerk violently for intense concussions and should be spread out over the concussion effect
Various networking changes in order to smooth out certain events
Friendly nametags should now always show through walls properly instead of being hidden a few feet around the corner
Base Game Fixes:
Changed level loading to better encapsulate when levels are actually done loading and not wait too long or too short
Fixed backend issue associated with changing outfits
Fixed client errors related to admin GUI
Fix mouse softlock caused by Mic Calibration UI being opened during certain events
Fix mouse softlock caused by Player Profile UI being opened during certain events
Fixed text error in Mic Calibration UI
Added several debug features to admin UI
Minor changes to training item respawns to accommodate changes to push. Now items in training are subject to similar lifetime rules as push.
Fix circumstance where end of match screen hud could be wrong on a tie game.
Fix client error from UAV (x2)
Fix client error from Environmental Audio Source
Fix client error in training from tutorial UI
Fix client error in Weapon Ammo UI
Fix client error in Gun Laser
Fix client error in Gun Muzzle Effects
Fix client error in some audio sources that can be destroyed
Fix round GUI not being able to handle gamemodes with rounds not in multiples of three
Fix admins not being able to change which team a player was on
Fix tons of misc bugs related to Push mode implementation
Fix client issue with floating magazines
UAV now properly respects some hitboxes it did not used to respect
Cleaned up some unnecessary and spammy logging
Matchmaking UI overlaps online player list instead of wrapping under it in square aspect ratios
New Known Issues:
General lag spikes and hitches in Push gamemode
Hint prompts can say "Unassigned" for reload prompt when it is bound due to there being like three other ways to bind reloads
Joining a match in progress can have some unspawned items or weapons for a small amount of time while the client catches up due to throttling
Version 747: Minor Update
Weapon Changes:
F1-Legros buffed by trimming width of front post by 50%
Pistols reduced ADS weapon sway by about 30%
AP25 vertical ADS sway reduced by 15%
Brace vertical sway reduced by about 10% and horizontal sway increased by 40%. This should primarily be felt at longer ranges where ADS should be far more effective than brace.
BLK-TAR, F1-LeGros, KR82m, and Ingmar57 have had their Brace movement speed penalty increased from 15% to 30%. This is much faster than ADS speed but targeted at bringing down the effectiveness of stepping out of cover using brace fire.
All weapons now have random Aim Settle directions.
The mawp now also has a 15 degree aim cone for Brace/Hip to prevent any long range headshot silliness.
Other:
Enemy Offscreen Indicators now use world position instead of screen position. This will cause the arrow to point towards the grenade based off its relative position to you.
Enemy Offscreen Indicators now require an initial Line of Sight before tracking. They will continue tracking if you lose Line of Sight afterwards.
Attempt to bug fix doors sometimes getting stuck "open"
Starting the a casual private match password with special keywords allows players to play alternate gamemodes (currently only "shotgun" exists, eg "Shotgun9FX" would make a Competitive Shotguns gamemode lobby)
Fixed bug where lobbies could be transformed back into casual when someone joins after being manually set to a non-casual gamemode
Fixed more errors during loading
Version 746: Minor Hotfix
Today we deployed three updates.
Backend:
Completed maintenance on backend
Updated backend to newer version and fixing internal issues
Fixed an issue that could cause a server start failure message sent to clients
Client:
Found and fixed several errors that occur on level loading which contribute to "freezes" during a level load
AntiCheat:
Updated anticheat client to get latest patch to resolve issue where BSOD can occur due to EAC
Version 745: Weapon Balance, Weapon Feel and QoL changes
A patch containing a lot of changes to gun gameplay balance, gun feel, along with tons of other QoL features and changes like Offscreen indicators for grenades and Customization Presets. Check out the video below for an overview of the changes. The patch notes also contain a lot of designer notes (in italics) to help players understand our reasoning behind the changes we're making.
New Weapon Mechanics:
Due Process is a game about planning and execution and part of that equation is optimal player positioning and movement based on weapon choice. The simplicity of weapon mechanics in Due Process currently leads to a gameplay strategy the promotes constant motion of any shooter. These changes are designed to create better tactical gameplay by giving clear advantages when holding an angle compared to assaulting a position.
Weapon Inertia:
All Weapons now feature inertia. Inertia causes weapons to lag behind the aim point when turning, lagging behind further the sharper you turn. The amount and characteristic of the inertia is determined by the weight of the weapon and if it is stocked. Heavy weapons have higher amounts of inertia and slower inertial recovery. Stockless weapons have more positional inertia, causing their barrel to lose alignment with the players perspective.
The primary intent of this change is to make flicking for all weapons less effective, increasing the advantage to facing towards an opponent. Heavier weapons have the greatest penalty to sharp flicks and will have significant catch up time.
Flashbang Penalty to Inertia:
There is a new concussion penalty that slows the recovery of weapon inertia, Stockless weapons receive a severe penalty to recovery while concussed.
Another lever for us to tune certain weapons in the Defender arsenal and create more characteristics per weapon. Heavier stockless weapons such as TUB-12 and KR82u will receive the greatest penalty when under a concussive effect.
Aim Settle:
Weapons will have a brief moment before the ADS/Brace settles into alignment. The time it takes to enter ADS and Brace has been reduced across the board for all weapons. Lighter weapons settle faster than heavier weapons. Stocked weapons settle faster than stockless weapons.
Aim Settle increases the snappiness of Aiming or Bracing a weapon while infering a more significant penalty while bringing the weapon to bare. This mechanic allows heavy weapons such as the Ingmar to have a substantial penalty without making its ADS speed feel like molasses.
Weapon Movement Sway:
While moving weapons now bob up and down and slightly side to side. Long Rifles feature less weapon bob but have slower ADS movement. Weapon bob is significantly reduced by walking and crouching.
Weapon bob is the primary mechanic to give an advantage to a player holding the angle vs an assaulting player. Reducing the effectiveness of Moving and Shooting at range, creating more space for long range weapons to be optimal and decreasing the lethality of mobile targets.
Shotgun Rework:
In a game about CQB shotguns are very tricky to tune. We wanted to increase consistency and depth of gameplay beyond "get closer". Shotguns now have greater ADS accuracy and higher Head/Chest damage multipliers increasing it's effective lethal range with well placed shots. To balance this new lethality, the TUB-12 has the largest and slowest Weapon Inertia recovery, giving it distinct weapon characteristics compared to the stocked DL-12. All shotguns now use the same spread pattern (TUB-12)
12 Gauge: (ammo used by all shotguns)
Head Multiplier increased from 1.7 to 2.0
Chest Multiplier increased from 1.35 to 1.5
Abdomen Multiplier decreased from 1.35 to 1.25
The highest damaging 7 pellets are chosen instead of all 9 while calculating damage, to create more consistent damage based on range.
TUB-12:
ADS accuracy increased by 35%
Brace no longer has a laser
Brace no longer has an accuracy bonus
Super Shorty:
ADS accuracy increased by 35%
Brace no longer has a laser
Brace no longer has an accuracy bonus
Auto Shotgun:
Fire rate reduced from 300 to 240
The Auto Shotgun increased in lethal range and consistency, the reduction in fire rate was to offset its buffs slightly.
Sniper Nerfs:
When reducing player top speed Sniper Rifles received a buff while still overperforming in their intended roles. As such they have received significant nerfs.
Keep in mind: Snipers do not have Aim Settle, Weapon Inertia, or Movement Sway while scoped; instead, their movement speed while ADS has been greatly reduced to impede their ability in pushing angles, but they are more powerful in holding an angle with the reduction in top speed.
MAWP:
Damage reduced from 135 to 85.
At 135 damage the MAWP left enforcers feeling completely powerless when hit and created an incentive to settle for body shots. With the reduction in top speed landing body shots is even easier and we wanted to re-enforce the MAWP as a precision weapon.
SAB-R:
Significant Horizontal recoil after the first shot.
Magazine size reduced from 7 to 5.
The SAB-R is intended to be unchallengeable while holding a long angle, but its lethality allows it to be deadly effective in too many scenarios; these changes are intended to increase the cost of missing shots and decrease the effectiveness of chaining multiple Body shots together.
Thigh Damage Multiplier:
Thigh damage multi increased to 1, up from .75 for all applicable weapons.
Increase the consistency of weapon damage
Other Weapon Change:
Breathing effect from guns removed (when aimed at a static location, breathing used to kick in and cause the aim to start moving)
Movement Changes:
General Movement Changes
Enforcers movement speed decreased from 6.2 to 5.5
Enforcer sprint speed decreased from 9.6 to 8.5
Defender movement speed decreased from 7 to 6.5
Defender sprint speed decreased from 11 to 10
Top speed has been reduced. Acceleration has been increased. Players should feel snappier when accelerating. Acceleration/Deceleration is linear and no longer halts player movement when changing directions. Movement should feel more responsive and have an increased penalty when changing directions.
Jump Penalty Changes:
A player's first jump will no longer engage the movement speed landing penalty.
There is large random horizontal offset when jumping while ADS.
Crouch Speed:
Entering crouch time increase from .35 to .4
Exiting crouch time increased from .35 to 1
We want players to have an evasive response to incoming fire but decrease the effectiveness of spamming and decrease the speed at which players pop out of cover.
Other Changes:
Retreat Ladder:
60 seconds into the execution phase, The Enforcer Truck doors will close, locking players inside. They are considered "retreated" and out of play (like being dead). The round will end when all enforcers are dead or "retreated."
This addition will give Enforcers a mechanic to save gear without waiting out the round, decreasing downtime. It also introduces better parity for late-joining defenders and attackers.
Grenades:
Grenade Bounciness:
Grenades now maintain more velocity when bouncing off a shallow angle.
Grenades lose more energy when bouncing off the floor.
The enforcers will have more nuance in grenade placement. Allowing for increased precision, either at close or long range, when bouncing off the floor or getting deeper grenades by bouncing off shallow angles.
Grenade Indicators:
Grenades now show a long range yellow indicator when thrown by a friendly and a short range white indicator when thrown by an enemy.
Grenade indicators are ultimately a QoL feature to help facility team execution and alleviate uncertainty in chaotic situations.
Auto-Equip Changes:
"Gruber Gang" has been replaced.
Defenders will no longer spawn Grubers when entering the execution phase without any weapons. Instead, weapons will be chosen from the weapon wall automatically for them.
Power weapons will never be automatically taken.
Preset Customizations:
A highly requested community feature, you now have three slots to save preset customizations.
On the bottom right corner of the customization screen, you will find the preset buttons. Press the plus to save the current customization as a preset. Click a saved slot to discard your current customizations and load that preset. When hovering over a saved slot, you can click the red X to delete that preset and enable you to save over that slot.
Misc:
Matchmaking changes to reduce unintended team-stacking when adding new players to an existing minimatch via matchmaking
A new state on the UI is introduced for attackers who have retreated or who were caught AFK in the truck, joined late, etc. NOTE: The defenders also have this state on the UI, but it currently only kicks in once the truck doors have closed.
Bank tileset has 20 more seconds in Execution.
Killfeed will display placeholder names if a player lacks renderable characters in their name
Animation Blends related to movement have been Improved
Some new maps rotated into the pool
Fixes to eight maps from previous rotations thanks to community feedback on map issues
Misc backend updates for maintenance
Version 743: Weekly Build with Various Improvements
Minor update this week, some QoL stuff but mostly just addressing feedback and reported bugs while working towards our next big update. That update is planned for this month still, and we are currently working on addressing feedback and bugs brought up in testing.
Changes:
Charge Placement Ghosts: (re)Added feature from the Alpha; looking at an object while holding a charge will preview the placement of the charge as a ghost on that object
Charge Placement Ghosts: Fixed a couple bugs with the original implementation involving moving doors and wall charge size
Shoot Verb: New interactable verb for vents that tells you to shoot the vent from the inside (also works for two sided vents if we ever bring them back)
Shoot Verb: New logic so that the shoot verb can check for weapons and tell you to pull out a gun to shoot the vent
Doors: Make door renderer actually interpolate and render doors at more than tickrate speed
Doors: Optimization to reduce how often we make door simulator calls
Doors: Make door simulator calls happen throwable calls when simulating to make sure they're in the right state first
Notification Banners: Banners should position themselves properly above other notification banners instead of overlapping
Notification Banners: Banners render immediately above "Press Enter To Chat" if chatbox is disabled and not open, otherwise they render above the open chatbox
Notification Banners: "Queue for Ranked" banner will now change to "QFR" at the start of defender setup phase instead of at the start of execution
Spawning: Fix bug where players who placed pucks on spawnable surfaces that overlapped other spawnable surfaces could fail to spawn properly
Spawning: Fix bug where logic to catch failed spawning players failed in a similar manner to puck placement that caused players to spawn on the emergency backup bomb spawnpoint
Spawning: Emergency bomb spawn point should no longer spawn you in the ceiling
Training: Fixed bug where players in training can sometimes "turn into bots" when spawning the bots for target practice
New Maps: Putting this in the patch notes because our map rotation has been much slower lately as the level designers are spending more time overhauling existing tilesets/content for future updates.
Version 740: Weekly Build with Various Improvements
Adjustments from "Omnibomb" patch feedback:
We wanted to make sure to address as many issues as we could from the last patch, just a reminder that we do read our community's feedback and bug reports and try to address as many things as we can while continuing to work on the stuff in for the future in our roadmap.
Adjusted bomb geometry to make the edge of the bomb where fins rise up a flat plane to prevent leaving small gaps that act as headpeeks
Moved map screen version of match timeline (map order) to a different position where it's less cluttered, and adjusted it to work vertically
Fixed characters looking up slightly in customization screen instead of forward
Fixed issue where you could suddenly hear people jogging in versus screen
Fix regarding bug reports where players would load two map backgrounds at the same time
Adjusted ingmar to fix issue with how it could shoot through walls
Level Object Changes:
Dome beach sand ramps hitboxes redone to address old issue of shooting "air" near the bunkers
Dome beach sand ramps physics redone to address issues having to jump over the lip, and grenades falling under the sand
Fixed issue where you could not walk up onto certain doorways from beach in dome without jumping (probably)
Fixed issue where you could not ping or pick up items through interior open doorways without doors on dome (this will only apply to future maps unfortunately)
Updated killhouse background area where you could walk slightly outside the map and see through the walls
Adjusted bank clock prefab for parkour reasons (let us know if this blocks any vent in any existing maps)
Version 738: Omnibomb hotfix
Fix the backwords funny through wall defuse (systematically, the levels will not change due to this)
Fix server getting stuck when it can't spawn players in
Adjust of the landing code to reduce delay in landing sound
Fix a dozen or so level issues reported through discord #level-feedback
Attempt to move bombs away from problematic interior wall-charge spots on some maps
Version 735: Omnibomb
The largest change in this patch is the new version of the bomb, nicknamed "Omnibomb" for it's ability to be defused from all sides. Other changes include the community asked for "drop sounds" for when players jump off of heights, and showing the tileset order on the map screen, among other fixes and changes.
[previewyoutube="qFCoiUL8PHM;full"]
Bomb 3.0, Omnibomb
Omnibomb is the next iteration of the bomb design, we spent quite a bit of time during the development period testing this alternate design for the bomb, and now we are giving it to the community. The "omnibomb" focuses on shifting the objective of bomb defense by changing the dynamics around it, allowing the bomb to be defused from any open side while also fully concealing players behind it.
Bigger, rounder, and taller:
The bomb is large and round, about one tile in diameter and about the height of a shipping container. Plenty of room for attackers to completely be concealed when hiding behind it.
Defusable from any side:
As long as you're in the interaction radius and you have line of sight to the bomb, you can defuse it while looking at it's general direction.
Cannot move and defuse:
Moving while holding the defuse key "stalls" the defuse. The defuse progress bar will remain visible but say "stalled", notifying both the defenders and the defuser.
Why Omnibomb?
There's a developer Q/A at the end of the patch notes that will hopefully answer the "why" of Omnibomb, but if you have more questions or feedback you're more than welcome to join us in our discord for that. (Find the discord link in the in-game home screen)
Other Omnibomb Changes:
There are slightly different sound cues for when the bomb defuse is started, stopped, stalled and progressed.
Holding an unpinned grenade in the throw-prep state will block defusing, will need to pin or throw grenade to defuse
No "long arming" the bomb, moving out of the defuse radius will correctly and immediately cancel defuse
Defuse radius is plainly visible on screen when close to the bomb and highlighting it
Bomb has an always visible "offscreen indicator" for the execution phase
Drop Sounds:
Landing on the ground from a jump height fall will create a specific "landing sound" separate from footsteps and gear sounds
The above includes a jump from ground level
Drop sounds are team specific; the attacker sound is more "heavy equipment" sounding
Water now has an "entry" and "splash" sound, the splash sound is only made when the landing sound would be appropriate and replaces it, the entry sound always plays when entering water from any height
[previewyoutube="DxtduOqnb3I;leftthumb"]
Other New Additions:
Map View Tileset Order: You can see which maps are part of the current set on the Map View instead of having to memorize them
Spawn Protection: Added behavior so that when you teleport, your velocity and movement input is arrested for a very small window to help stop you from walking off into pit or toxic, etc.
Spawn Protection: Check player puck locations before teleporting, and move them to a backup spawn point if it's invalid
Spawn Protection: Double check our default spawns, if they are invalid, spawn protection will spawn the defenders on the bomb in the case of a spawn failure
Spawn Protection: Better puck dragging to prevent you from dragging the puck inside an object or tiny space
Music Settings: Added "Competitive Music" setting to the Audio menu (this makes the music fade out at the start of execution instantly, and fade in later when round ends)
Music Settings: Added "Disable Music in Main Menu" config setting to the Audio menu
Music Settings: Redid settings menu to split Sound menu into Audio and Voice setting menus
Phase Change Banners: Added back Detonation Imminent banner when < 30s left on the execution timer.
Phase Change Banners: Replaced subtext on the sliding round banner with a more readable "Enemies are Approaching" banner
Other Changes:
Fixed bug allowing laggy players to defuse while dead or far from the bomb
Fixed the client predicting the round ending when cancelling a defuse (the banner shows up and you can't defuse the bomb anymore, etc.)
Can't interact with objects through solid objects now, require actual line of sight (we found a few problems and corrected them, but let us know if you find more.)
Fixed matchmaking bug that allowed 6v5s
Attempted fix for issue that caused server-wide crashes when loading some maps
Fixed chat box text wrapping and font sizes incorrect after 2021 upgrade
Fixed various maps with feedback from players
Fixed variant of killhouse lockers that was thinner than others, they should now be all the same thickness
Fix two input bugs involving crouching and aiming with toggle crouch reported by players
Players should no longer get stuck with a brace sensitivity setting of 0.1
The volume slider on players in the main menu now has a wider range; you should be able to make players much quieter before actually muting them.
Fixed bug where the client would not realize their config was incorrectly formatted, leading to various bugs (like Vivox not working) The config now detects if it's incorrectly set up / unreadable and will reset itself if that is the case.
Optimized dragging the player puck (to make up for the new cost of checking the collision)
Spectators: Spectators get kicked from the match as soon as they disconnect (they don't have to wait 3 minutes to join)
Spectators: Fixed bug where spectators joining a new match after the match ends would have broken voice
Spectators: Spectators can reconnect to matches as an attacker or defender that they have been "kicked" from (they are no longer banned when admin kicked)
Made message of the day reset itself after the servers come back up because I never remember to do it manually, I'm sorry
New Known Issues:
Defuse sounds from the new bomb interaction may not correctly line up with the defuse progress on screen and may end up playing for a few extra seconds after a successful defuse
The bomb's position may not be ideal on every map, while just about every bomb has been moved or tweaked, the older maps were not made for the new bomb
Room labels may be missing from some older maps (feedback is appreciated if you spot one)
The position of the new match timeline / map tileset order on the map screen is not ideal, the bottom left corner of the screen is a little cluttered and it will likely get moved, but I wanted to give it to the community first before spending too much time tweaking it.
You may find yourself not spawning where you placed your puck; if you have this happen to you and you can get video or a screenshot of where you placed it, please report it. The game is simply trying to make sure you don't spawn inside an object or floor.
Omnibomb Developer Q+A
rev: What was the ultimate goal for omni bomb? Vince: Well, the goal came down to how one on one engagements or two on two engagements unfurled without Omni bomb. And you know, the anticlimactic endings of holding really long angles for the defenders, which is what we explicitly wanted to change.
rev: Right now in the game, what we see a lot is attackers playing a little mini game at bomb where they’re moving back and forth around the interaction point, right? We won’t see that anymore will we? Vince: Yeah. That that's not going to be a factor anymore. What we'll get is a lot more ‘play’, a lot more kind of ‘jockeying’ around the bomb to, you know, lure the defender in. You might have a flash bang and you're just waiting there on the bomb to hear that first footstep, then you toss it over and then you go into the assault position to wipe out that last defender.
rev: Do you think that the nature of sniper rifles as a power weapon will dramatically influence how people approach defuses on the omnibomb? Vince: You know, we're going to have growing pains. We're going to recognize what a bad position for Omni bomb looks like. It's going to come down to like, all right: we recognize these are the types of bombs we don't want in the game, where the enforcers can cover way too many angles from too far away, and all they need to do is get one body on that bomb-and they're good. We’re keeping an eye on that.
rev: Will you be retroactively updating all the previous maps for omnibomb? Axsom: Ozy is going to give us a list of maps that are going in and we’re going to have a look at them. I don’t think the new bomb will be much of an issue on old maps. On bank, we don’t really care, it’s already in a vault. But on c-store, again, (it’s) very small, we might have to shimmy it around a little bit on c-stores to get it away from the storefront windows.
rev: With attackers able to approach the bomb in different ways, it seems the meta might change for a lot of people’s defenses. We might see players value different rooms or hold more aggressively. Axsom: Yeah, like I said, I think overall it be better for the health of each map. You’ll be able to play the map in a lot of different ways rather than the one I dictate now, which will increase the longevity of each map. Right now I dictate where you can hold the bomb from how I place it and how I orient it, and you know, with the new bomb that just goes away. So there’s a wider variety of places you can hold. Metas will surely arise from this but I think that’s a good thing for the game.
Version 732: Weekly Build with Various Improvements
Regular Updates:
We are attempting to switch to a new file storage technique that should alleviate the issues some users have with how Steam handles the default way that Unity stores data for our levels. For most games this would not be an issue, but most games also do not ship hundreds of new levels. We know that this has been an issue that has bothered players and will be keeping an eye on this to see if we need to take even further measures to lessen the issue of downloads.
Initial download expected to be large. Future incremental updates will probably be larger they have been in the past.
Time spent writing to disk after an update is downloaded expected to be only a few seconds instead of upwords of twenty minutes.
Downloads should no longer get stuck at "100%"
Verifying files can now be used without it taking upwards of an hour on slower hard drives
General Bug Fixes:
Some changes were made to reduce crashes on level loads but we are still working on reducing those issues
Updated to slightly newer unity version, fixed engine bug that caused bad stuttering on some machines
Unity version change should also alleviate the issue where some post effects were not behaving as expected
Fixed bug where joining at the wrong time as the match starts prevents you from loading the first level, and you would get stuck in a blank map named "training"
Fixed issue where rejoining a private match using a password would not work after one team had gotten a certain number of points.
Fixed some backend bugs to fix other cases where joining a match in progress could fail
Fixed disable sprint brace preventing you from aiming while holding shift
Fixed issue where toggle crouch would sometimes cause you to crouch again after sprinting
Fixed issue where toggle crouch would cause you to stand up if you tried to brace with sprint+aim
Fixed disable sprint brace button not saving/applying properly on restart
Any time you save the resolution/window settings in the due process options, it should now save internally in unity. This should hopefully cause it to re-open in the correct mode more often.
Tweaked spectator cam to use correct post effects, draw distance, lens flares, and decals.
Updated nearly every single map to correct light bake issues that occurred after switching to unity 2021
Added:
Put button in training shooting range to spawn/delete bots you can shoot for target practice
Added siren to bank vault, new sound effects for security checkpoints, and the bank vault button.
All buttons in all tilesets should now make unique, per button sounds.
Performance, Assassin Battle Pass, and more
We've upgraded our engine version to Unity 2021 to take advantage of the features included to increase the performance of the game for our players! Additionally, to celebrate this we've put the game on sale and have introduced a new battle pass for players to unlock new skins we're introducing during this event! There are also a few other improvements to the game included.
Assassin Battle Pass:
Free, limited-time battle pass to accompany the update and game sale!
Upon completion of the first match, you automatically are awarded with a matching shirt and pants set.
Smaller than the seasonal updates, with less time commitment required to finish the pass.
New UI for encouraging players to activate new battlepasses, also includes a description and end date.
Battle pass now extends a few days beyond the sale to allow players who buy towards the end of the sale to still be able to complete it.
Unity 2021 Engine Upgrade:
Upgrade to the latest of the Unity engine, taking advantage of myriad features in order to increase game performance.
Overall expect a 10-20% performance increase across the board.
Frame drops, and lowest frame rates overall improved to bring a better, more stable frame rate.
Tileset specific changes to address specific areas where framerates would be much lower than others.
We are still working on bringing some of our post-processing effects back up to where they were before the engine upgrade, some things like fog, lighting and smoke may not be exactly as you remember them.
From Creative Director Baard:
This performance update has been the primary effort of our engineering team since the release of character customization/progression in October. Upgrading to a new Unity version is a substantial effort. Consider that Escape From Tarkov, another Unity game, has only just now upgraded to Unity 2019. As of today, we're on Unity 2021, and what that has brought is a substantial improvement to the lowest framerate seen on player's machines.
It is for the above reason that for far too long updates to the game featured only new cosmetics. The last thing we want to do with this Early Access game is reduce it to a hat-o-thon. We'll do a better job of pacing out our updates to ensure meaningful changes to the game are made in a timely manner.
While we're still a long way from a rock-solid 140+ framerate we'll one day achieve, raising the lowest framerate has a profound effect on the feel of the game. Our intention was to couple this performance update with a meta-changing design iteration of the game, but simply put: we didn't want to hold out on you. You guys deserve to have this framerate improvement as soon as possible. For that reason changes to weapon handling were held back until Cadet feedback on the feature could be wholeheartedly addressed.
We'll have more to share on the meta-changing update we have planned subsequent to this one soon.
As a final note: there will be bugs--particularly when it comes to visuals. Unity upgrades always yield unexpected surprises. Please help us find these issues so we can expediently address them in the #bug-reports channel on discord. (Find the discord link in game on the home screen!)
Improvements:
(WIP) Crouch animation state now dramatically lower to match 1st person expectation and to make crouching behind objects less likely to leave your head sticking up
Kill alert popups now can show multiple successive kills in a row
The client and the backend now have a working re-connection flow that should take place for most cases where clients would disconnect when on the main menu. We are working on improving this further to make it more seamless, but for most cases it should at least automatically reconnect without requiring a game restart.
User config now saves into two separate files, and no longer syncs machine specific data to the cloud (Resolution/volume/microphone) to make cloud saving more useful. This imports your old config before saving a new version in %appdata%/Giant Enemy Crab/Due Process
Clarified names and descriptions of settings for "Press key to aim brace" and "Inverse Aim Brace" in the options menu
Added ding (???)
Bug Fixes:
Shotgun rack bug fix
Fire bells will no longer bug out and play the entire round if you detonate a second charge after the fire bell stops
Fixed issue where clients would just show "STEAM ERROR" instead of the correct error message when disconnected from the backend
Fix error preventing client from entering the disconnection screen when they actually disconnect from the backend
Fixed issue where clients would sometimes be allowed to re-join games they were already removed from (6v5 bug)
Fixed issue where the object changing state or highlighting multiple objects in succession would cause extraneous conflicting actions to show up
Fixed issue on open lockable doors where both the open text (as [LOCKED]) and the CLOSE text will be in the list if the door is open
Changed behavior for unavailable interactions to show failure reason instead of success text.
Changed text on a lot of doors. Some doors have attacker specific descriptions.
Fixed bug with customization UI showing objects from other tabs
Various customization UX improvements, "pass completed" is no longer shown every game after achieving it