Due Process cover
Due Process screenshot
Genre: Shooter, Indie

Due Process

Version 702: Weekly Build with Various Improvements

The XP gain for using the map icon system got some improvements that get it closer to the intended design from when customization shipped, but required improvements to how the base system handled placed puck clearing. Various other improvements to highly-reported immediately fixable issues were shipped as well, (spectating softlock, reporting players softlock, sprinting in bank vents, etc.)

Map Icon Improvements:



  • Added "kill prediction" team wide XP bonus. Players killed near marked
  • Running over claimed icons no longer removes them, instead icons are removed when the event is completed for a deployment XP bonus
  • Molotovs and flares throw complete nearest claim to the event (you don't have to throw directly at it)
  • Barb placement completes nearest claim within a small distance (have to place the center of the spool inside the box at minimum)
  • Explosive charges complete claims at a very short distance, to allow for some wide double doors
  • Everything else has a somewhat wider margin to allow for some error, but is not map wide like molotovs or flares


General Improvements:



  • Fixed audio bug with bank rotating security door audio that would cause it to very often have the sounds not play
  • Fixed bug where you could get stuck spectating your teammates after a round change; it should now auto clear if you are alive while spectating a teammate.
  • Fixed bug where having the report menu open during an event that forces the menu closed would soft-lock the game
  • Fix the player's height starting in "Crouched" mode until first crouch action (eg: players sprinting in bank vents)
  • Fixed new unlock badges on customization screen for recently unlocked items not appearing until a tab switch
  • Added alert badge to the customization side swapper if there is an unchecked cosmetic on the other side (many players reported badge not clearing, but it was because they didn't check the attacker side)
  • Default keybind for charges for map pucks cleared for new config creation (a temporary fix to reduce cases where new players constantly drop wall charge and door charge pucks when pressing PTT)
  • Unlocked "eyes" slot for the purple spiked face mask
  • Fix for model skinning on characters wearing the mobster hat
  • Nack11 bolt animates
  • Sabr bolt animates
  • Included fixes for various map issues reported on discord





Version 700: Minor Update For Map Deployment

A lot of team members took some needed downtime during the time after our customization, battle pass and event updates, so this week there's not much going on in the update. You should start seeing some more changes roll into the build starting next week.

Changes:



  • Re-added night time killhouse maps as daytime killhouse maps.
  • Update night time killhouses to fix issues noted in some user feedback before shipping.
  • Removed approximately 22 old killhouses, mostly ones that included a Vault.
  • Prepared new maps to resume friday map rotation schedule.
  • Fixed exploit that allowed players to set their local input mic volume above maximum cap.
  • Limited maximum input of your local mic to 100%. You can still raise other player's maximum volume above 100% in the multiplayer menu individually, or the overall volume of all other players in the sound settings.
  • Reduced default of new player config for mic input and output from 110% to 100%.

Version 699: Killhouse Day Returns

An update to revert temporary changes for Halloween event and to push out some other minor changes.

Daytime Returns!




Changes:



  • Removed Killhouse Night. These maps are currently being ported over to Killhouse Day and will be returning. Re-added Killhouse Day maps.
  • Disabled event map rotation playlist from the previous two weeks where a special map was guaranteed in the first set.
  • Training reverted to daytime.
  • Changed "click here if you are new" to also point to the multiplayer screen with some alternate text after completing training or a few games are played to direct players on where to go to play the game
  • Fixed cooldown bug on Bank security rotating door, only affects training for now but all bank maps should soon be updated to accommodate this change. Will prevent the button from being spammed in order to lock out another player from entering the rotating door.
  • Updated argus tower and other skyline art, skyboxes for Killhouse Day, Training and Dome.

Halloween Event - Boo Process

Paranormal activities have been spotted in Due Process... it's Halloween!
We're doing a seasonal event this Halloween to tie into our recent release of our customization update, so we bring to you a limited time event with items you can unlock and a change in our levels!





Halloween Cosmetics


We've added a bunch of free items for you to grab this Halloween, but in order to get them you need to log in once per day during the event! Each day we'll reveal new cosmetics that will be added to your account when you log in, and they'll stay with you permanently - all for free!



Spooky Killhouse


The moon has risen on killhouse! The existing daytime killhouse maps have been taken out of rotation temporarily and replaced with a set of night time killhouses for this event. They have some added lights, and a bright moon light to guide you through the level, but there are dark places where players can hide in the shadows. Be sure to bring your flares and NVGs, and don't forget you can use your flashlight!




We hope you have fun on this Halloween event, be sure to join in as it will will only last through November first. Watch out for strange things happening in Alpha City!


Patch Notes: (most changes are temporary)



  • Added ???? new customization items
  • Disabled Killhouse Day in map rotation
  • Added 20 Killhouse Night levels
  • Updated "guaranteed" map rotation code to hopefully reduce bug where occasionally tileset order would break, if there are still issues it might be disabled partway through the event
  • Removed Bank from "guaranteed" map rotation and replaced with Killhouse Night
  • Updated main menu background to be spooky
  • Updated training to be night time
  • Added code and UI popup for daily logins, they should cycle at around 10am PST.

Update 687: Bank Tileset and Customization

[previewyoutube="mQdpnQtAEdM;full"]Trailer Video[/previewyoutube]




A new tileset! This does not replace any existing tilesets. Based heavily on the designs of old chiseled marble front banks, and located in the middle of downtown, this map serves as a fun mixed range engagement playspace for both teams.



    Room Types

  • Vault: The primary focus of the Bank is moving the heavily tested Vault mechanic from our killhouses and putting it where it was intended to go: into a bank!
  • Lobby: The defenders have boarded up the main door, but the attackers can still breach in and storm the window-lined front entrance!
  • Vents: A new type of entrance, the attackers gain access to exterior vents that allow them to drop into the level. Shoot out the vents from the inside!
  • Security: A metal detector and timed rotating doors make for unique CQC gameplay space. Pass grenades through the metal detector to clear out this small area before entering!
  • Accounting: Close to mid range with lots of different angles, allowing all kinds of different ranged weapons to excel in this space.
  • Manager: With a window overlooking the adjacent room and an open room design that doesn't have much cover, positioning is key.
  • Loans: With nothing between you and the enemy but a sheet of frosted glass, beware the surprise ambush when walking past!
  • Hall: Connecting various rooms and usually attached to Loans, it has some of the longest sight lines in bank with sparse cover to deploy ranged traps.
  • Bathroom: A small hideaway, perfect for a surprise flank or hidden defender; make sure to clear this room!
  • Teller: An open room connected to Lobby that gives defenders a hiding place to defend from a frontal assault.








What is customization?


Customization is our latest addition to the game, allowing players to change myriad features about their character. The customizations have no impact on your characters in game except for how they look. We are currently including several different base characters, tons of variations on hair styles, accessories, clothes and more. The attackers and defenders are separate characters you can customize individually. For the current iteration of progression, we have initially focused on giving the defenders plenty of items you can earn by using the progression system.

How do I get more items?


Progression is another new system we are adding to the game where you gain unlocks by playing the game and filling out your battle pass. As you gain levels, you will progressively unlock more and more items for you to apply to your characters and increasing the number of different combinations you can make when creating your ideal character look.

How do I get levels in the battle pass?


Simply playing the game. We've implemented a lot of back end work to track many different events in the game and reward various activities, not just shooting at other players. For example you will get assists for flashing in your teammates on attack, or claiming pucks in planning and then executing the plan as marked during the round.

Do we have to pay for items? What about trading?


Currently, there are no microtransactions and there is no store to buy items. You earn all of the items by simply playing the game and gaining XP through playing matches. All items are attached to your account, there's no trading system as everyone gets the same battle pass.

What's planned for the future?


We plan to keep expanding the catalog of items you can earn, and are already working on that. We plan to fill out customization for both teams and in the future, expansions may be made to the customization systems or how you earn items to give you even more options. There are more mechanics we have planned on the roadmap to integrate into the game, and likely these new features will also come with giving players XP towards progression as we continue to expand the game.

Menu UI Updates:



  • Addition of the Battle Pass screen in the menu!
  • Addition of the Customization screen in the menu!
  • The multiplayer models are now animated live previews of your team's Customization options. Mix and match together!
  • Level climb screen added, after each match you will see your progression towards the next level and any unlocks you received. You will also see this screen if when you log back in if you missed it.
  • The default multiplayer lobby view is now of the defending team.
  • Pass on visuals of multiplayer screen.
  • Slight redesign of the main menu to facilitate the introduction of the Battle Pass and Customization screens.
  • Added UI option to disable multiplayer models from being animated for increased menu performance
  • Added UI option to disable menu background for increased performance (requires restart)
  • Added UI option to hide XP events while in-game

Other changes:



  • Added 35 new maps in the patch, including an initial set of 20 bank maps.
  • Temporarily set the servers to guarantee minimum one bank map per match for the launch of bank
  • Changed behavior of doors to try to alleviate the door bug
  • Added new door to training from the Bank tileset
  • Earlier this week some changes were also made to improve hit-registration
  • Destruction: Bank's objects have had a pass at being able to be destroyed by charges. Smaller objects blocking wall charges or door near door charge explosions can be destroyed. A few shared objects in other tilesets may be affected by destruction.

Version 686: Minor Update - Hitreg Improvement

A small client update to push up some hitreg issues found and fixed while working on our next big update.

Changes:



  • Improvement of the way tickrate is applied to the server to prevent dropped server ticks to due tick shearing on the server side
  • Found and resolved a bug dealing with the server simulated version of the player animation's that could cause a discrepency between the position of the upper torso and head versus the client predicted version that caused the server to have a slightly different hitbox position

Version 681: Minor Update / Weekly Maintenance

This week's patch mostly involves changes to how we record events on the server regarding events like kills and damage. The main goal of these changes is to improve the reliability of recording and reporting events like kills and damage in more detail. This system also includes some logging on the client end for events, which will both help us in bug reporting and give users a stop-gap way of getting better post-round events. Recording this data is a step in the direction for making sure we have meaningful data for evaluating issues, implementing progression, as well as possibly other user requested features like end of round reports, etc.

Changes:



  • Reworked the way clients and server register various events
  • Improved logging of events for both the server and client
  • Fixed bug regarding reload sounds playing after the event is cancelled
  • Updated a map that was pulled out of rotation last week due to a map issue

Weekly Map Deployment

The weekly map drop is available for new matches. Enjoy some screenshots taken from this week's maps!
A little extra care was taken to try to highlight the stuff that's changed this week, enjoy!

Previews:


Factory now has a new walkway variation in use this week:



The silos side room also is making a return for this week... was that pipe always there?



New variations for the dock truck interiors to mix it up a little:



Hmm, someone didn't like the attackers breaking into the breezeway...



A killhouse where reception leads into the courtyard, kind of the opposite of the last map:



An open floorplan dome:


Version 680: Minor Hotfix / Weekly Maintenance

This week's patch is another maintenance patch, with some tweaks and fixes, as well as map updates for the upcoming week

Changes:



  • Fixed an exploitable bug that could be abused to cause the server to crash
  • Fixed bug where reloading in certain circumstances would show an extra or wrong magazine in hand during the reload
  • Small tweaks to various level objects
  • Updated a couple maps previously in rotation

Version 677: Minor Hotfix

This week's patch is a small patch mostly with some tweaks and fixes, as well as map updates for the upcoming week

Changes:



  • Fixed cycle animation bug that caused shotgun bug where it would not pump when firing immediately after unholster
  • Fixed hole in most door frames that allowed flashbangs and UAV to "see" through the small gap when the door was fully closed
  • Grenades now interpolate instead of extrapolating
  • Added ability to make changes to round timing per tile-set in the future
  • Misc. other fixes based on log reported errors