Due Process cover
Due Process screenshot
Genre: Shooter, Indie

Due Process

Update 645: Small gameplay patch (weekly update)

Minor updates to planning overhaul and other features with some small bugfixes



Matchmaking Changes



  • We have re-enabled auto re-queueing players into matchmaking after a match ends, with some changes (see additional notes) but only for casual queues
  • Starting the matchmaking process now has a short delay built into it, this allows people in the squad to cancel and allow the matchmaking process to look for other players.
  • The delay also protects against players immediately re-entering queues before data about their squad loads regardless of whether a teammate or the server queues them into matchmaking.
  • Players will also not have their squads merge after a match ends even if the player concurrency is low at the time, to try to allow teams to create more balanced matches instead of putting the same teams against each other all the time.

Gameplay Changes



  • Fixed one of the issues with hit registration where some shots were being erroneously rewound and played at the wrong time, causing a bad hit calculation
  • Fixed an issue where selecting a dead player to spectate when none were alive could return you to the wrong view
  • Revived the map legend for dead players looking at the map view
  • Dome bomb detonation sound should now play it's unique audio clip correctly instead of the standard detonation sound
  • Fixed issue where sometimes the bomb defuse sound would play at the wrong pitch (and therefore speed)
  • Road flare bouncing SFX returns
  • Road flare now does not play ignition sound if thrown while already lit

Downtime for Map Deployment

We will be bringing down the servers on Friday (today) from about 09:30AM to 09:59AM 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.


Update 643: Small gameplay patch (weekly update)

Minor updates to planning overhaul and other features with some small bugfixes



Planning Overhaul:



  • Added new sound to play if player attempts to claim an icon puck beyond the claim limits to help give feedback
  • Display player name cards for Defenders if they have spawned into the level during Setup
  • Display puck name cards for Defenders only if they are still in the planning room during Setup
  • Disabled map view toggling during End Of Match screen which could unexpected behavior
  • Fixed Map GUI Inventory UI, Health Tracker, HUD Compass, or Icon Offscreen Indicators showing during End Of Match screen
  • Disabled creating icon puck creation during End Of Match screen
  • Fix misc errors pertaining to planning overhaul changes


Other Changes:



  • New SFX for Dome Castle Door open and closing that should be easier to identify at a distance
  • Display bomb defusal progress via the LED panels attached to the bomb (green = proportion of defusal)
  • Added the Due Process logo to the loading and scene transition screens
  • Improving player reporting (other players for abusive behavior) data on the backend
  • Some misc spectator improvements
  • Updated client/server should alleviate problem with maps sometimes not loading

Update 642: Weekly maps and a small hotfix

Weekly map rotation, 6v3 bug fix, factory window change, castle gate kill zone fixed



Levels:



  • New levels added into rotation, fixed a couple blacklisted levels from last week and re-added them
  • Fix for initialization error that would cause the "6v3" bug
  • Factory exterior raised windows reverted to old behavior where shooting them does not allow the UAV to see through them, grenades should still pass through as before
  • Moved castle drawbridge/gate kill volume from being in a position where players can't run into it when passing underneath

Update 640: Torch Paladin

Icon system, planning overhaul, music and audio updates, misc bug fixes.




Icon System:



  • The map view now contains an assortment of draggable icons that can be placed in the map view
  • The icons can be seen by your team and are representations of gear that you might need to use for the round
  • Once placed in the map via dragging from the tray or using the associated rebindable hotkeys, they will appear as a puck in the map
  • The pucks can be moved, claimed, deleted, and show the claim owner if any
  • Pucks you've claimed will appear yellow to differentiate them between your team(s) pucks, similarly to the player puck
  • Claimed pucks will be given a green check box if the player who claimed them has the indicated equipment in their inventory
  • After claiming a puck, the item(s) on the defender wall/attacker truck wall will highlight in yellow outline
  • After claiming a puck, a flashing icon will appear over the slot in your inventory if you haven't picked that item up yet
  • The map view icon list also shows how many of each item you have left in the armory
  • The map view icon list also has pips for each equipment item, showing how many are deployed for this round and which ones are claimed
  • Icons exist for all placeable and throwable equipment, along with the snipers for both teams
  • An additional exclamation puck exists and can be seen in the world by all members of your team, get creative with it's usage
  • You can use hotkeys to place equipment pucks, these should be ignored during normal gameplay to allow you to bind overlapping keys
  • Icon pucks can be pinged to draw attention to them, using your default ping key while hovering over the puck
  • Claiming a puck will cause it to show up in-world for the claimed player to help guide them to follow the plan
  • Moving through a claimed puck will remove it from the in-world view
  • Barbed wire will show a box on the planning and in-world view when placed, which can be rotated with the scroll wheel while hovering
  • Barbed wire icons will not clear unless a wire is placed in their location

Planning Overhaul:



  • The planning phase has been split into two phases, Planning and Gear-Up
  • Casual and ranked have had some time changes for each gamemode and are no longer the same time in each
  • The attackers and defenders will not be able to pick up gear during the Planning phase to encourage making a plan first and picking up gear second (see next point)
  • However, the Planning Phase for Casual is very short, most of the pre-execution time is in Gear-Up
  • The Planning Phase for Ranked is longer, with a shorter Gear-Up time to encourage more in-depth planning
  • Specifically, the attackers will be locked in new seats added in the attacker truck, while the defender weapon case will remain closed during planning
  • Planning during the Gear-Up phase is not restricted and you can continue to plan during gear-up if necessary
  • Attackers will stand up out of their seat when they have exited the map view during any post-planning phase
  • Players will be forced out of the map at execution should they not realize the round has started and have not yet closed the map at any point to gear-up
  • Casual: 20 seconds Planning, 70 seconds Gear Up (+15s gear up for attackers in setup)
  • Ranked: 50 seconds Planning, 40 seconds Gear Up (+15s gear up for attackers in setup)
  • Hud overlay for phase changes has been changed to be more present and alerting
  • An on-screen countdown for the execution phase was added to give more warning to both teams of imminent execution phase

Music/Audio:



  • Music is back! Much of the game's soundtrack has been re-implemented for different phases and transitions.
  • An alternate music track for the main menu
  • Music change while queuing for a match
  • Music for loading, planning and short transition tracks for various phase changes in game
  • Dome keeps it's own themes separately from the music tracks used on other maps
  • Asymmetric music per team, attackers and defenders have different music

    (Grenade sound changes missed on last patch notes)
  • Frag grenade explosion sound updated
  • Grenades now have separate sounds for pin pull and spoon eject
  • Fixed issue where grenade explosions were not attenuating correctly
  • Door kicks - Fixed D-Day boat door not counting as a door kick sound for attenuation purposes
  • Door kicks - Raised minimum attenuation to make far occluded doors easier to hear
  • Door kicks - Kicks now occlude less if being heard through exterior walls
  • Door kicks - Fixed door kicks in loading screens

Other changes:



  • Molotovs now have an explosion effect when detonating to help identify where they land
  • Fixed recent bug that allowed players to shoot through or over walls in certain circumstances
  • Players should no longer be damaged during certain transition phases
  • Updated EAC debug UI for when client files are in an invalid state
  • Fix barbed wire for sat view

Update 639: Weekly maps and a small patch

Levels:



  • New maps added to rotation, some old maps taken out of rotation
  • Charge placement improvement to make charges more consistently place on the side of the object you are looking at
  • Dome Castle gates can be kicked from the inside, triggering the door opening sequence without a button press
  • Many doors had their densities improperly assigned and have been updated
  • Castle barrel map visibility fixed
  • Changes to castle gate opening/closing sound to make it more telegraphed

Shotgun tweaks:



  • DL12 ADS spread increased to 40 from 30.
  • DL12 Spread Pattern pushed further out towards the edges.

  • Auto Shotgun spread increase from 40 to 50
  • Auto Shotgun RPM increased from 240 to 300

  • Damage falloff starts 13 (down from 15) ends at 16 (was 16) for all shotguns. Primarily effects kill range of the DL12.

Other:



  • Fix secondaries not dropping auto-load magazine and instead loading it into the next gun

Downtime for Map Deployment

We will be bringing down the servers on Friday (today) from 09:30AM to 10:00AM 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.


  • Removed 20 oldest levels
  • Removed April Fools levels
  • Added 22 new levels





Update 636: Hotfix for Crashes

Updates:



  • Fixed issue that could cause clients to crash
  • Fixed issue that could cause servers to close improperly during a match resulting in clients getting "Lag Detected" and having the server close
  • Fixed issue where private match searching would fail, causing the matching UI to break

Update 635: Martial Sun

Trophy system, anti-headglitching, goo fixes, spectator privacy setting, grenade improvements, ranked mode match requirement, and even more.



Trophy System:



  • The truck now has a Trophy system attached to the roof that will destroy any defender thrown equipment within range and LOS of the truck.
  • The truck's roof rack also now has a UAV turret attached to it, and will shoot at defenders in LOS of it like any other UAV.
  • Both turrets move and make proper sounds/fx to show that they are shooting.
  • Throwables that are removed by the trophy system will have a non-damaging explosion play when they are detonated to indicate they were destroyed by the trophy system.


Head glitching:



  • Head glitching should be reduced greatly. You should at least see the player's head when they are shooting at you now.
  • For many types of cover, such as the bomb, the upper body and weapon will be exposed.
  • Some cover objects might become too high to see over now (the worst cases for head glitching); if you find some cover needs changing, please report it.
  • Adjustment to first person view to prevent looking forward through walls.


Damage Zones:



  • Resolved damage zones not immediately affecting players immersed in the damage zone.
  • Resolved damage zones damage lingering until death.
  • Damage zones still have some lingering damage effects (DoT), different types of goos have different lengths of DoT, this is intended.
  • Resolved some damage zones damaging you outside of their radius that used using spherical or capsule based colliders.
  • Some problems may still exist if a level's damage zone is misconfigured, please report this as a bug and include the level.

Spectator Privacy Setting:



  • Option added in "controls" section to toggle Spectator Privacy.
  • If Spectator Privacy is toggled, other players will not be able to 1PP spectate you.
  • Spectator Privacy is not an immediate update, may require a match end (updates profile info) to propagate to other clients since it's handled through GECNet profile propagation.
  • If a player attempts to directly spectate you with a hotkey, they'll get a popup stating that you have spectator privacy enabled.
  • On the round status hud, instead of the hotkey showing under a player with privacy enabled, you will just see a dash [-] instead.

Grenades:



  • Throwables now properly get "removed" when detonating. No more ghost grenades.
  • Molotovs now have their old explosion effects on hit as well as loud shatter sounds.
  • Frags, flashes, molotovs and smokes now have a better sound attenuation curve.
  • No more ghost bounce sounds from grenades when they hit the ground shortly after detonation
  • Made smoke grenade hissing sound shorter to accamodate for shorter smoke grenades(smoke grenades are same length, their sound is just fixed now)
  • Factory windows made after this changeset will no longer have grenade colliders on window crossbeams to facilitate grenade throws.

Ranked mode match requirement:



  • A match played minimum is now required to allow you to queue into ranked.
  • This applies to the whole squad, if one person does not have enough matches played the squad cannot match into ranked.
  • We have currently set this to only five matches, subject to change.

Misc:



  • Changed max attenuation distance of the rapid bomb beeping sfx to resolve it sometimes not being heard on large Dome and Factory levels.
  • Fix for sprint breaking on crouch toggle.
  • Direct spectate by hotkey (default 1-9) blocked while the MapDrawingTooltip is showing (default 1/2 upvote/downvote)
  • Misc spectator fixes, removed default spacebar hotkey to spectate next player (conflicts with map satellite mode)
  • Loading levels pattern is changed, might resolve some crashes happening at load/unload.
  • Password matchmaking box moved above squad name to accommodate space for warning when not enough casual games played to enter ranked.

Update 633: Earnest Cause

Resolved issues with map unpacking, audio sliders. Gameplay changes, movement changes, weapon changes and some bug fixes. Weekly maps.



This week's update was a little late, but you'll find some good changes in it. Still planning on putting out another update next week, on top of the update we just released.

Map Unpacking Removed:



  • The map unpacking process has been removed. We've switched to a new type of map deployment that should no longer require unpacking files to the OS drive.
  • Download sizes after the initial download should be smaller for map content we ship out. We expect the average map download from week to week to be trimmed by a quite a bit, but sometimes it will be larger due to sweeping changes.
  • The size on disk required by steam is being raised, but it effectively takes up the same amount of space. Instead of using 8 GB in your games folder and 8-9GB in your AppData folder, it will now all live in the steam installation folder.
  • This change should fix audio sliders. Previously it has been our recommendation to keep gameplay at 10 and reduce your master volume slider, but this should no longer be necessary.
  • Music for Dome should correctly follow the Music volume slider as well.

Gameplay Changes:



  • Fixed issue with vivox disconnections due to short connection drops to Vivox not being resolved and requiring a full client restart to fix
  • Weapons now have an invisible 3rd mag slot so you can pick up all three mags without needing to reload first. You cannot carry 4 mags.
  • Pulling out completely empty guns will auto load and rack, guns do not auto-reload for you, only when the gun has no mag in it at all when equipped.
  • Death camera polish, smoother and follows opponents head instead of lower torso.
  • Map visibility tweaks for levels, main change being that open doorways will now read as bright cyan color on the map screen instead of a white color. (Came in last week, added for posterity.)

Movement Changes:



  • Turning decreases maximum speed in all stances. The loss is more drastic in ADS and Sprint.
  • Overall acceleration is much faster but sharp change directions causes a sharp speed loss.
  • Movement speed penalties for ADS/Brace now do not occur until the accuracy kicks in.
  • All acceleration is now based off Defender base movement speed for all stances, this was previously stance based.
  • Jumping speed clamp is now universally at (defender) run speed instead of sometimes being limited to walk or crouch speed.
  • Crouch change: Crouch cooldown now being applied properly, can no longer reset the crouch animation by ADSing.

Weapon Changes:



  • Gruber5 Vertical Recoil increased by 20%
  • Ingmar57 Vertical Recoil increased by about 30% on the first shot, decreases to about 5% less recoil on the 4th shot (and onwards).
  • AP25 Horizontal Recoil has been made more Jagged between Camera and Weapon.
  • SAB-R Night Scope illuminates 50% further and is slightly brighter.
  • Auto Shotgun Spread reduced by 33%
  • Known Issue: Fixing the Rate of Fire (ROF) on semi-auto weapons caused them to now have slightly higher ROF than anticipated. We may reduce the ROF on some guns in the future if this change was too much.

Maps:



  • Weekly new maps.
  • Some temporary april fools maps, these will disappear after a short while.