Dogs Of War Vu

Sim/Strategy/War => Games Discussion => Topic started by: Asid on November 07, 2020, 04:18:28 AM

Title: Due Process A PVP tactical FPS
Post by: Asid on November 07, 2020, 04:18:28 AM
(https://cdn.cloudflare.steamstatic.com/steam/apps/753650/header.jpg?t=1604715491)

A PVP tactical FPS about PLANNING & EXECUTION. Sound strategy and good teamwork are essential for victory because new PROCEDURALLY-GENERATED MAPS are delivered every week. You'll face a new tactical challenge every round.


Home page  (http://dueprocess.info/)
Steam  (https://store.steampowered.com/app/753650/Due_Process/)
Forum  (https://steamcommunity.com/app/753650/discussions/)
Youtube  (https://www.youtube.com/channel/UCmwqAU7AUVPeNy6iKPqkEYQ)


Online PvP


DUE PROCESS | Early Access Launch Trailer

https://youtu.be/gJdI0_lncq0



About

DUE PROCESS is a tactical FPS where tactics finally matter. Planning & teamwork are essential for victory because every map is procedurally generated. You'll be faced with a new challenge every time you play.


(https://steamcdn-a.akamaihd.net/steam/apps/753650/extras/titles_01_maps.png)

(https://steamcdn-a.akamaihd.net/steam/apps/753650/extras/PROCGEN.gif)

Fresh maps make Due Process great. Levels are built in-house via a procedurally assisted level generation process and are delivered weekly via steam update, which means you won't be playing on the same stale level. Our level designers edit each level before it goes out and are constantly trying new concepts.


(https://steamcdn-a.akamaihd.net/steam/apps/753650/extras/titles_02_plan.png)

(https://steamcdn-a.akamaihd.net/steam/apps/753650/extras/MAP.gif)

Teamwork starts with a goal. Discuss your strategy over voice chat, and use the planning phase to draw up a plan of attack. Deploy your assets wisely over the course of three rounds, as anything fielded from your armory won't come back if destroyed or lost.


(https://steamcdn-a.akamaihd.net/steam/apps/753650/extras/titles_03_execute.png)

(https://steamcdn-a.akamaihd.net/steam/apps/753650/extras/Execute.gif)

No plan survives first contact. The plan is a start, but you're going to have to think on your feet and coordinate with your team when things go awry. Getting your teammate to open fire to cover your footsteps just might secure you the element of surprise.


(https://steamcdn-a.akamaihd.net/steam/apps/753650/extras/titles_04_twosides.png)

(https://steamcdn-a.akamaihd.net/steam/apps/753650/extras/team_banner.jpg)

Play as two distinct factions with radically different playstyles and capabilities. Asymmetric warfare at its finest.


(https://steamcdn-a.akamaihd.net/steam/apps/753650/extras/titles_05_argus.png)

(https://steamcdn-a.akamaihd.net/steam/apps/753650/extras/vault_breach_full.gif)

A corporate military force contracted with enforcing indefinite martial law. Armed with the best tactical gear and weapons for a CQB environment. Speed, surprise, and violence of action are the essential elements of good execution. Once a plan is made, move forward with purpose, either by systematically eliminating the opposition room by room, or by striking swiftly at the heart of the defense.


(https://steamcdn-a.akamaihd.net/steam/apps/753650/extras/titles_06_defenders.png)

(https://steamcdn-a.akamaihd.net/steam/apps/753650/extras/DEFENSE.gif)

A rag-tag band of outlaws who oppose the corporations by any means necessary. Their weapons and gear are relics and rudimentary, but are not to be underestimated. Cunning is their strength. Anticipate what the enemy is planning, then set up the kill zone. Lay traps, coordinate crossfire with your team, and exploit breaks in the attack to flank the enemy and bring a decisive end to the fight.


(https://steamcdn-a.akamaihd.net/steam/apps/753650/extras/regions_worldmap.png)

Servers are available in the US, UK, AUS, Japan, Singapore, and Russia


Mature Content Description

The developers describe the content like this:
Blood, violence.


(https://cdn.cloudflare.steamstatic.com/steam/apps/753650/ss_a190c1780c6a5c0daf14920659c8849115fc6e2f.1920x1080.jpg?t=1604715491)

(https://cdn.cloudflare.steamstatic.com/steam/apps/753650/ss_4b7894dd245946ee1e25216e1bf1fd1f20dc2a7f.1920x1080.jpg?t=1604715491)

(https://cdn.cloudflare.steamstatic.com/steam/apps/753650/ss_b07271be322ca1a2653f28419ef31d4a6c45cc09.1920x1080.jpg?t=1604715491)

(https://cdn.cloudflare.steamstatic.com/steam/apps/753650/ss_68c9a22370c7381b100caa2f250fc38762faadfe.1920x1080.jpg?t=1604715491)

(https://cdn.cloudflare.steamstatic.com/steam/apps/753650/ss_e4353328d47389203eefa9fb9e04003f2fdab13a.1920x1080.jpg?t=1604715491)

(https://cdn.cloudflare.steamstatic.com/steam/apps/753650/ss_6b33d04274d86635bdbc68f71cc608fcb8477372.1920x1080.jpg?t=1604715491)

(https://cdn.cloudflare.steamstatic.com/steam/apps/753650/ss_f9ce949402be9851f034a6bd12b50ed68d6855f0.1920x1080.jpg?t=1604715491)

(https://cdn.cloudflare.steamstatic.com/steam/apps/753650/ss_648e6f8e40a98c5b38f5f82a4dffe20d594d53bb.1920x1080.jpg?t=1604715491)

(https://cdn.cloudflare.steamstatic.com/steam/apps/753650/ss_29fe43274d5da3fc317900acc9641ec410baa986.1920x1080.jpg?t=1604715491)

(https://cdn.cloudflare.steamstatic.com/steam/apps/753650/ss_245bf7cc1161bdb58347310819c2f8efcc89f215.1920x1080.jpg?t=1604715491)

(https://cdn.cloudflare.steamstatic.com/steam/apps/753650/ss_87f9d8c15a4fcaaef3c3cc8fcee8df3dbe16a563.1920x1080.jpg?t=1604715491)

(https://cdn.cloudflare.steamstatic.com/steam/apps/753650/ss_3ffc958fa2204a0cd6103bc8cb564251bcdc598f.1920x1080.jpg?t=1604715491)

(https://cdn.cloudflare.steamstatic.com/steam/apps/753650/ss_f50612f684c98cd7f6def163d36221414c0d3a23.1920x1080.jpg?t=1604715491)

(https://cdn.cloudflare.steamstatic.com/steam/apps/753650/ss_5f2550c9adbbce3cf37b7e2da58d483867200310.1920x1080.jpg?t=1604715491)


Title: Re: Due Process A PVP tactical FPS
Post by: Asid on November 07, 2020, 04:22:43 AM
FAQ


On what platform is Due Process available?
PC, specifically on Steam:

Will Due Process ever come to consoles?
We are prioritizing a good PC version first. When we have succeeded at that, we'll explore other platforms.

What are the system requirements of Due Process?
OS: Windows 10
Processor: 3000-series Intel i5; 2000-series AMD Ryzen 3
Memory: 8 GB RAM
Graphics: Nvidia GeForce GTX 760; ATI RX 570
DirectX: Version 11
Storage: 20 GB available space
Additional Notes: Microphone (recommended)

Someone is acting very toxic in game. Where do I report this behavior?
Please DM one of the @Enforcers on Discord with as many details as possible. Preferably with video footage or screenshots of the incident. Also you absolutely must include your players.log-file or we will not be able to act on the report. Please follow the instructions in the
#reporting-format channel in our Discord server[discord.gg] to receive it.

Will Due Process have a PvE mode in the future?
Creating bots that work with our procedurally generated maps would be a huge effort. While we think, an additional PvE mode would be fun, we want to prioritize our limited resources on improving our main game mode.

Will Due Process have leaning in the future?
Leaning causes a lot of issues (e.g. making every cover basically the same). We will try ambidextrous aiming in the future. If that goes well, we might experiment with leaning as well.

Can you create custom matches or private servers?
We will release a simple challenge feature soonish, to allow friends to play against each other and make competitive play easier. Will expand that into a more fleshed our custom game mode later down the road. While we would love to support LAN play eventually, private servers will probably not be a thing for the foreseeable future, since we are not comfortable with publishing our server executable right now.

Will the shopping cart and riot shields come back?
A bunch of features got lost in the network refactor[dueprocess.info]. Most of them will eventually come back in one way or another.

Will there be more tile sets in the future?
Yes! Multiple more tile sets are in the works.

Title: Re: Due Process A PVP tactical FPS
Post by: Asid on November 07, 2020, 04:28:15 AM
Update 535 - Maps and Client Update
Fri, 6 November 2020

Version 535, update size approx 3.4GB

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.
 
(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/32619813/c7e0eec9edcc80bb020df3875303ecc769914d9d.jpg)


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


Title: Re: Due Process A PVP tactical FPS
Post by: Asid on November 12, 2020, 12:33:22 AM
Update 541: Hades Python
Wed, 11 November 2020

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/32619813/e31549327dd1ba8cd5ab16f0ad317e256f9249d7.jpg)

Version 541, approx update size 100MB
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


Title: Re: Due Process A PVP tactical FPS
Post by: Asid on November 14, 2020, 12:16:21 AM
Update 542: Weekly map update
Fri, 13 November 2020

Version 542, expected update size 4.3GB

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.

Title: Re: Due Process A PVP tactical FPS
Post by: Asid on November 18, 2020, 12:39:09 AM
Update 543: Crab Artemis
Tue, 17 November 2020

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/32619813/9ec3ed5f5c43f74d0c495d34335752fed6352795.jpg)

Version 543, approx update size 41MB

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.



Title: Re: Due Process A PVP tactical FPS
Post by: Asid on November 21, 2020, 03:33:01 AM
Update 545: Weekly Maps
Fri, 20 November 2020

Version 545, approx update size 3.9 GB

New maps and a small hotfix for the client to address some barbed wire sound issues.

Client Updates:
•   Added 21 new maps
•   Updated barbed wire to resolve issue with wire sounds not playing


Title: Re: Due Process A PVP tactical FPS
Post by: Asid on November 24, 2020, 01:36:45 AM
Update 546: Fortune Tide
Mon, 23 November 2020

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/32619813/ed1b9ff1f85b4b4fd8ba29d96b9e94a92bb1c294.jpg)

Version 546, approx update size 40MB
This week's update features new impact sounds for gunfire (headshot dink!), network optimizations, a fix to help reduce crashes when returning to menu on some machines (more later), and some more balance tweaks to round out our balance changes from last week.

Gameplay Changes:
•   New impact sounds for body and headshot hits
•   New sound for friendly fire, give negative feedback for shooting wrong team
•   Optimization and reduction of network traffic usage
•   Fix jump penalty offset when firing from non-ADS stances in jump penalty state.

Balance tweaks:

Attacker
•   Retuned flashbang flash to be more consistent based on the angle at which you are looking at it, as well as the distance to the flashbang.
•   Increased the rate of falloff for the initial flash punch by 100%. So half the aim punch at the same distance.
•   Nerfed smoke grenade, time reduced from 20s to 12s.

Defender
•   Barbed Wire slow increased to 55% up from 50%
•   Barbed Wire sprint slow increased to 65% up from 50%
•   Buffed molotov, size increased 15%, damage increased up to 120dps up from 75dps. (note the previous patch notes listed a reduction of 15% size in the molotov, this was actually a 30% reduction and is now 15%)
•   Fixed issue where gecnet would accept requests to join on private matches from relevant users


UI/Menu Changes:
•   Reduction in amount of calls made when reloading to main menu to help with some crashes after a match
•   Added instructions on how to the update game client if you connect and get the "Needs update" warning.
•   Added new video to training section
•   "Servers are locked down" > "Servers are being updated"

Title: Re: Due Process A PVP tactical FPS
Post by: Asid on November 25, 2020, 04:41:53 AM
Update: Brazil Region Now Available
Tue, 24 November 2020

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/32619813/2954e9f06b35b7caddebca47a0785753c4456a03.jpg)

Version 548, approx update size 40MB

The new version being deployed is a small client update to enable the Brazil Region toggle on the client UI. This update is being deployed in tandem with a back-end update with the Brazil servers, as they have become available.

Changes:
•   Add Brazil region selection to the client UI
•   Add additional region calculation for Brazilian servers on the backend
•   No gameplay changes in this update


Title: Re: Due Process A PVP tactical FPS
Post by: Asid on November 30, 2020, 11:55:46 PM
Update 551: Thundering Hermit
Mon, 30 November 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/32619813/d73add71ff53dc3178a09757f6a9eb57b18188a3.jpg)

Version 551: Approx update size 4.0GB
The maps that were produced last week did not go out over the weekend due to the holidays here, but they are here now! Additionally, there are a few changes in this build worth noting. Fixes for game stutters that would happen rarely but get longer over time as you played the game should be reduced or resolved. Scrollwheel inventory swapping was added for players asking for that feature for accessibility. Factory docks have been changed to act more like CStore shutters, door charges will no longer make an entry on these and you'll need a wall charge.

Gameplay Changes:
•   Added fix for broken spine IK on other players. This was causing misalignment of opponent hitboxes and upper torsos during gunfights.
•   Fix for certain game object pools slowly expanding forever, causing random hitches and a slow memory leak.
•   Factory dock shutters now operate like cstore shutters, a wall charge allows for an entry point and a door charge makes a peek only.
•   A basic version of keybinds for next and previous inventory slots is now an option in the controls menu. This is now bound to scroll wheel by default but can be bound to other keys, but was mostly added for people asking for scroll wheel swapping.

UI/Menu Changes:
•   Added loading screen when moving from Menu to Training or vice versa to smooth out loading transition on machines that don't instantly load the map.
•   Volume slider for other players in the menu now will complete mute them when in the left most position instead of leaving them very quiet. Quick mute button now highlights to show that it's a button.
•   Debug MatchID in the bottom left corner is hidden during cinematic views (no-hud and vs screen), and is now labeled as "MatchID"

Maps:
•   New maps are included in this update. These are the maps that normally would have been delivered over the holidays.
•   Factory dock doors now operate like shutters, a wall charge allows for an entry point and a door charge makes a peek only. (duplicate from Gameplay)
•   Factory box stacks optimized, should reduce draw calls and rendering time on factory.

Title: Re: Due Process A PVP tactical FPS
Post by: Asid on December 05, 2020, 04:38:22 AM
Update 554: Weekly Maps + Hotfix
Fri, 4 December 2020

Version 554, approx update size 3.3 GB

Client Updates:
•   20 New maps, removed a small amount of old deprecated maps
•   Flashbang tuning:
   1.   25% reduction to view angle affected by flash, down from 120 degrees to 90 degree angle
   2.   25% reduction to flash distance
•   Possible fix for looking down on certain levels causing frame rate to drop




Title: Re: Due Process A PVP tactical FPS
Post by: Asid on December 09, 2020, 03:30:36 AM
Update 558: Ironclad Fist
Tue, 8 December 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/32619813/e9ff1c6d90038c0fa7ad73655c91a65e159e7ad2.jpg)

Version 558: Approx update size 4.0GB

The matchmaking and UI systems got a large overhaul in this update to change how teams are made up, allowing them to be made up of separate squads of players. Besides this, there were some minor optimizations to the client as part of the ongoing optimization efforts, and changes to content which unfortunately requires a full redownload of all content for this update.

UI/Menu Changes:
•   Changed the format of how teams and squads are arranged for matchmaking and matches
- Squads going into a match are now considered seperate from the Team
- You can see who makes up which squads on your Team
- Team names are seperate from squad names and squad names will only be used for the team when the whole team is made of one squad
- When a match is ending there is an option to exit the match as just your squad and not with the team
•   Added a small popup that asks if you want to queue for both ranked and casual if only queuing for casual
•   Fix for casual being unselected sometimes when exiting a match when you were previously queuing for casual

Client:
•   Another pass on optimizations to incoming bandwidth used by the server to send data to the client.
•   Another fix for a memory leak

Content:
•   Glass decals on certain double swing door windows has been disabled
•   Adjustments to flash effects on player kill for visibility
•   Killhouse post effect and color grading tweaks
•   Platform hardening for misc clusters in factory and cstore exteriors

Title: Re: Due Process A PVP tactical FPS
Post by: Asid on December 10, 2020, 02:27:03 AM
Update 560: Client only update
Wed, 9 December 2020

(https://cdn.cloudflare.steamstatic.com/steam/apps/753650/ss_a190c1780c6a5c0daf14920659c8849115fc6e2f.1920x1080.jpg?t=1607138806)

Version 560, approx update size 20MB

Client:
•   Fix for clients not properly transmitting to their squad channel after leaving a match in which their team is merged into their squad
•   Fix for private match password box not being enabled whenever the setting is enabled



Title: Re: Due Process A PVP tactical FPS
Post by: Asid on December 12, 2020, 02:01:19 AM
Update 562: Weekly Map Deployment
Fri, December 11, 2020


Version 562, approx update size 3.6GB

Client Updates:
•   Added 24 new maps
•   Removed 15 old maps from rotation
•   Updated a couple of maps that were temporarily taken out of rotation due to bugs



Title: Re: Due Process A PVP tactical FPS
Post by: Asid on December 18, 2020, 01:50:39 AM
EVENT: HOLIDAY UPDATE
Thu, 17 December 2020

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/32619813/19fe8fbd2f0683338af32fe0bddb1d85d9d501a2.png)

Version 569, approx update size 3.8GB


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 http://dueprocess.info/blog/2020/12/16/73-winter-update 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.

Title: Re: Due Process A PVP tactical FPS
Post by: Asid on December 23, 2020, 02:17:59 AM
Roadmap and 50% off for the winter sale
Tue, 22 December 2020

Due Process is 50% off and we share our plans for the coming months.

(https://images.squarespace-cdn.com/content/566dd9bfa2bab892840144dc/1608643533177-LTITN5RPOVTFGSKWJ4KF/index.png)

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.

(https://images.squarespace-cdn.com/content/566dd9bfa2bab892840144dc/1608644405173-1VB85OJWVXK2JXRAFPXB/index2.png)


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

Title: Re: Due Process A PVP tactical FPS
Post by: Asid on January 12, 2021, 02:19:28 AM
Update 572: Temperature Rising
Mon, 11 January 2021

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/32619813/a401b0b154c5092d0ddffe9bb96ca32f800b6a40.jpg)

Version 572: Approx update size 4 GB
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.
 


Title: Re: Due Process A PVP tactical FPS
Post by: Asid on January 16, 2021, 02:43:17 AM
Update 577: Weekly Map Deployment
Fri, 15 January 2021

(https://steamcdn-a.akamaihd.net/steam/apps/753650/ss_4b7894dd245946ee1e25216e1bf1fd1f20dc2a7f.1920x1080.jpg?t=1610654672)

Version 577, approx update size 4.3GB

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


Title: Re: Due Process A PVP tactical FPS
Post by: Asid on January 31, 2021, 04:21:54 AM
PTB (Public Test Branch) is Live Today!
Sat, 30 January 2021

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/32619813/adcf3874b9d3b81f29272bb27b94c20897495dbb.png)

Public test branch open now until 5pm PST

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


Title: Re: Due Process A PVP tactical FPS
Post by: Asid on February 16, 2021, 03:01:50 AM
Update 604: Gunplay 2.0
Mon, 15 February 2021

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/32619813/b300731c4defe60dfd3a8db0e9e00fbf8a721c51.jpg)

Version 604: Approx update size 4 GB
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.

Title: Re: Due Process A PVP tactical FPS
Post by: Asid on February 19, 2021, 03:59:52 AM
New Tileset Released: Killdome USA
Thu, 18 February 2021

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/32619813/e3d555aff658774539f1730c2f489812653e9104.png)


New level type added: Killdome USA

This week's map update features our newest tileset: Killdome USA!
Also, earlier this week, we released a substantial update to our core gameplay experience, including Gunplay 2.0, matchmaking and changes to many other areas, so we've gone ahead and included those changes in these patch notes to give you guys a cumulative update on what's been going on recently in Due Process.

Today, we are proud to introduce your brand new tileset - Killdome USA!

https://youtu.be/t0UtYTAPScw


Killdome USA is Alpha City’s #1 prime-time series on Violence TV! Only the best of the best are selected to enter the dome - Enforcers fresh from training on simulated killhouses in the Argus Academy Governor’s Island Complex face off against five ruthless REBELS pulled straight from the streets of Alpha City.
To the victor go the spoils - the best team (or their next of kin) get fabulous cash prizes for victory in this high stakes, adrenaline pumping program!

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/32619813/963ab2a5bf3de5c3b7802dd2278d4d1a07a2902c.jpg)

This environment is all about the rooms and how they relate to each other - let’s take a look at Argus' own marketing for descriptions of what you’ll be fighting in!

 Read on...... (https://steamcommunity.com/games/753650/announcements/detail/3047218819063700879)


Title: Re: Due Process A PVP tactical FPS
Post by: Asid on March 02, 2021, 12:40:40 AM
Update 610: Penitent Judgement
Mon, 1 March 2021

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/32619813/38acd69d9509970ef68a7313fe73da70476aff7e.png)

Version 610: Approx update size 40 MB

An update focused on weapon re-tuning after the release of Weapon 2.0. We took in a lot of feedback and made changes, especially to the shotguns. Flares got a buff. Some other fixes and optimizations are also included.

Weapon Changes Summary:
•   Changes to the shotgun pellet damage to improve the shotgun's body shot one shot capability.
•   Attacker Shotgun pattern changed, RPM lowered slightly, spread increased by 50%.
•   Defender Primary Shotgun now has more spread but a radioactive pattern.
•   Defender Secondary Shotgun spread increased.
•   The Auto Shotgun, BLK-TAR, F1-LeGros, Ingmar57, Gruber5, AP25 and KR82u recoils have all been tuned.
•   (See bottom of patch notes for more details.)

Equipment:
•   Flares are now 135 seconds long.
•   Flares should now be thrown correctly when picked up and thrown again after deployment.

UX:
•   Updated Training screen with new links.
•   Changed Queue For Ranked text to say "x/10 players needed".
•   Changed spawn pucks so you can no longer grab other player's spawn pucks, should also fix "puck stacking" where you cannot grab your puck when someone else's is on top.
•   Increased maximum zoom (out) allowed on the map view by 15%.

Other:
•   Fixed a bunch of errors that were found in logs reported by testers.
•   Some minor optimizations.
•   Fixed a bug where other players would appear to turn 360 degrees in a single tick.


Individual Weapon Changes:
Shotgun Retune:
•   Shotgun Pellet damage is still 15.
•   Shotgun Pellet damage falloff starts at 13 units and drops to .5 at 16 units. Point blank damage bonus has been removed.
•   In general shotgun weapon spread has been increased.
•   Shotgun Pellet Head bonus increased to 1.75x.
•   Shotgun Pellet Torso bonus increased to 1.35x.
•   Shotgun Pellet Abdomen bonus increased to 1.35.
•   Auto Shotgun added strong Horizontal Recoil.
•   Auto shotgun has increased weapon Vertical Recoil.
•   Auto Shotgun Brace greatly reduces recoil.
•   Auto Shotgun ADS greatly reduces recoil (even more).
•   Auto Shotgun spread increased by 50% in ADS and Brace.
•   DL12 RPM reduced from 75 to 60.
•   DL12 spread increased by 50%, its spread is shaped like a crown pushing out to the edges of its ADS sight picture.
•   Its effective one shot range is still very high.
•   TUB12 spread increased by 80%, its now using 3 triangles facing inward in a radioactive pattern
•   Shorty Shotgun spread increased by 30%, now has a random bias in its outer ring.


BLK-TAR:
•   Greatly increased to Horizontal Recoil in Brace.
•   Vertical Recoil slightly decreased on shots with Horizontal Recoil.
•   Added slight horizontal camera recoil in later shots.
•   Added some horizontal weapon recoil in later shots.


F1-LeGros:
•   Moved Vertical Recoil from Weapon to Camera.
•   Vertical Recoil slightly decreased on shots with Horizontal Recoil.
•   Added slight horizontal camera recoil in later shots.
•   Added some horizontal weapon recoil in later shots.


Ingmar57:
•   Decreased Vertical camera recoil by about 15%
•   Increased Vertical weapon recoil by about 50% (was very slight before)
•   Added slight horizontal camera recoil in later shots.
•   Increased horizontal weapon recoil in later shots.


Gruber5:
•   Recoil moved from Camera to Weapon.
•   Vertical recoil recovery starts slowly.
•   Horizontal Recoil is now more jagged between Camera recoil and Weapon Recoil.


AP25:
•   Moved Vertical Recoil from Weapon to Camera.
•   Decreased Vertical Recoil in Brace.
•   Slight Increase to Horizontal in Brace.


KR82u:
•   Recoil moved from Camera to Weapon.
•   Horizontal Recoil is now more jagged between Camera recoil and Weapon Recoil.
•   Slight Decrease to ADS Vertical Recoil.
•   Spiked Vertical Recoil on Later Shots with no Horizontal Recoil.

Title: Re: Due Process A PVP tactical FPS
Post by: Asid on March 13, 2021, 11:43:10 PM
Update 614: Dark Buckshot
Mon, 8 March 2021

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/32619813/0acb41adaaa2c7b7a65982567125b24cc94442cc.png)

Version 614: Approx update size 40 MB

Added penalty for leaving ranked matches, enabled emergency lights, other misc. fixes and UX improvements.

Ranked:
•   Players now will receive a penalty to their rank whenever they leave an unfinished ranked match
•   Add ranked penalty warning when leaving a ranked game
•   Ranked matches have a slightly longer waiting period before unbalanced matches will be formed

Gameplay:
•   Emergency Lights above certain doorways have been enabled
, they will activate whenever the power is out.
•   Optimizations to equipment to reduce hitching and at round start caused by spawning in equipment items for both teams
•   Fix for Dome anthem playing a second time while unloading the map sometimes
•   Updates to what lines are chosen in dome to make them more random but keep them synchronized between clients
•   Improvements to lighting bakes (for future levels)
•   Reduce lighting artifacts when baking through transparent objects (for future levels)
•   Defender room and background for dome has been updated and polished (was included in level update)

UX:
•   Re-enable pinging while in training
•   Ignore pinging action while the chatbox is active
•   Ignore interaction hotkeys while the chatbox is active (pick up, swap, open, close, activate)
•   Ignore voice chat Interaction Key(s) while chatbox is active (push to talk/push to mute)
•   Close chatbox when message is sent instead of leaving it open and requiring second another input to close
•   Slightly increase delay before chatbox goes transparent after closing (because of above change)
•   Update leave button prompts to make them all have the same options and to include ranked leave penalty warning
•   Fixed issue where "Opponent Found" background overlay would not go away when joining a match in progress (transparent square covering player kick options)

Title: Re: Due Process A PVP tactical FPS
Post by: Asid on March 16, 2021, 11:55:13 PM
Update 619: Ancient Hammer
Mon, 15 March 2021

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/32619813/6cf81add8e4c80f2910918aa46c5b9135d0cf709.png)

Version 619: Approx update size 40 MB

Added First Person Spectator, Weapon Changes, Grenade Changes, Dome fixes.

First Person Spectator:
"In addition to the map view you can now watch your teammates from their view but still return to the map at any time"

•   Players on the map who are alive can be clicked to spectate them in the first person view
•   Introduced rebindable hotkeys for spectating, keys for next/last player as well binds for specific members of your team
•   Zoom in from map view when spectating player to give you some positional context
•   Added UI elements to hint that you can press M to either start spectating or return to the map at any moment, as well as hotkey-specific tooltips to change which player you are spectating
•   Modified team status GUI at the top to show you which hotkeys can be used to spectate which player and which one you are currently spectating

Weapon Changes:
"Fixes and polish to various weapon systems. Change to player movement and inertia."

•   Weapons will now automatically perform a rack when held or equipped
•   Additional inertia applied to sprinting movement that causes quick turns to have inertia applied similarly to how strafing has inertia
•   Picking up equipment items now plays the proper draw animations
•   Swapping held items with equipment on the ground/wall now plays the draw animation
•   Usage of the Holster hotkey now correctly plays holster animation
•   You can no longer fire during the draw and holster animation
•   SAB-R and MAWP Scope sensitivity starts when the Scope activates
•   MAWP can no longer be reloaded when already loaded
•   Resolved MAWP destroying bullets if reload was unfinished and it needed to be racked

Grenades/Equipment Changes:
"Grenades will now take longer to use which will leave the thrower vulnerable for longer, and make throwing equipment items benefit more from teamwork. A few states were polished, removing a lot of states where equipment would simply just make no animation."

•   Grenade use now plays an animation and exist in two parts, a prime and a throw. You can cancel a nade that is being primed but not yet thrown.
•   Grenade
throws
must complete their animation before allowing you to switch inventory
•   Grenade throws no longer interrupt other animations
•   You can no longer swap inventory when priming a grenade
•   Pressing Reload or Holster will unready a grenade that is primed but yet thrown
•   Priming a grenade by holding the firing key now has a purpose as it reduces the time needed to throw. Grenades can still be cancelled as long as the key is held
•   Holstering now properly pins a primed grenade (cancels throw)
•   Molotov got an area increase of about 40%

Map Content Changes:
"Mostly fixes to Dome, additional update to improve damage zones."

•   Dome audio events should no longer interrupt the announcer countdown
•   Fixed dome announcer losing track of how many players were alive when someone got a teamkill
•   Fix to dome UAV that allowed it to get sightlines into the map from through the D-Day landing craft.
•   Changes to damage zones (lava/goo) to make them more consistent

Title: Re: Due Process A PVP tactical FPS
Post by: Asid on March 22, 2021, 11:45:24 PM
Update 625: Vulcan Mountain
Mon, 22 March 2021

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/32619813/baf2e2fdef505811405ecafba0d1f8afcd50587b.png)

Version 625: Approx update size 40 MB

Audio occlusion improvements, some general gameplay changes for equipment, explosive charges, and more

Audio Occlusion Improvements:
•   Previously the audio occlusion system applied audio dampening when sounds were blocked by simple LOS checks on most objects. The sounds would attenuate via distance and whether or not any object(s) were in the way.
•   The new system is a mix of content and audio system improvements to increase the number of levels of audio occlusion that can occur, and certain exceptions have been made for gameplay relevant objects like door kicking and footsteps to make audio easier to understand.
•   Simple objects like props and shelves have low levels of occlusion, while thicker objects like interior and exterior walls, exterior doors gain increasing levels of occlusion.

Increase from 2 to 4 levels of Audio Occlusion:
1.   Exterior Walls:
Unbreachable Walls (typically exterior walls of buildings) occlude most harshly.
2.   Interior Walls:
Medium occlusion effects - Interior Walls, Exterior Doors
3.   Props:
Slight occlusion effects - crates, bathroom stalls, boxes, etc.
4.   Clear LOS:
Only distance attenuation is applied if there is clear line of sight to the sound. But also applies to objects like chainlink fences or metal catwalks in Factory.

Special Cases:
•   Exterior Footsteps:
Footsteps blocked by exterior walls are silenced, except when the listener is close to the footsteps. This helps to mask attackers running around the exterior of the building, all they have to do is keep a small distance to mask their approach instead of walking the whole way.
•   Doors:
Exterior Doors occlude like interior walls, interior doors occlude like props - doors occlude one level down from their surrounding wall, generally
•   Kicking Doors:
Door kicking should always be heard from any distance provided they are not being covered by other loud nearby sounds or flashbang deafness
•   Layered Occlusion:
When multiple types of objects are blocking the sound the effects do not stack the thickest object will set the occlusion value; similarly to player hitboxes, the thickest object "wins".

Other Gameplay Changes:
•   Light emission for map cubes turns off when the power is off
•   Explosive charges now cause extreme concussion if the explosion goes off next to a defender without killing them (returning from alpha)
•   Explosive charge damage radius given slightly increased range, but damage falloff
•   Explosive charge damage radius will be blocked by walls again, re-enabled with return of concussion
•   Clacker now has a light ROF limit to once per tick
•   Flashlight toggling now has a 300ms cooldown
•   You can no longer shoot, use throwables or clack while in the truck
•   In-truck detection for above as well as dropping items back to the truck wall has been changed
•   Barbed wire can be thrown instantly again, like prior to equipment changes
•   Reduced flare light range by about 20%
•   Reduced effectiveness of body light (used when held item does not have a light)
•   Corrected throw position when crouching so grenade throws don't originate from standing height

Title: Re: Due Process A PVP tactical FPS
Post by: Asid on April 16, 2021, 11:49:56 PM
Update 639: Weekly maps and a small patch
Fri, 16 April 2021

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Version 639, approx update size 1.1GB

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
Game

 
Title: Re: Due Process A PVP tactical FPS
Post by: Asid on April 19, 2021, 11:38:49 PM
Update 640: Torch Paladin
Mon, 19 April 2021

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/32619813/18481c0c1701b98142b3839a17abe1225cff9089.png)

Version 640: Approx update size 550 MB
Icon system, planning overhaul, music and audio updates, misc bug fixes.

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/32619813/732c97642de1038410b7f14086bd9c8fe8106bb1.png)

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