Due Process - GEC_OZY
The winter event is ending, and Argus have come in to take down the holiday decorations. The Winter maps are being put away, and all of the unique maps that were shipped for the winter update have new replacements to fill out the map pool instead of pulling back in the old maps. Some other small fixes that got pushed during the holiday break are also in the build. And a new feature arrives... the post round damage report!


Post-Round Damage Report
  • A heavily requested community feature, the post round damage report shows what damage went in and out during the round!
  • On death, immediately shows who damaged you and by how much
  • On end of round, shows how much damage you did and to which players
  • Shows on the round status GUI, under the name of each player

Map De-Winterization:
  • Winter Maps, backgrounds and menu have been reverted back to their normal counterparts
  • Old killhouses have only partially come back, about half of them were replaced with new killhouses
  • Some new banks deployed, with more banks likely on the way next week to replace some of the oldest maps similarly to the killhouse tileset
  • New maps for other tilesets will be deployed on friday as per usual, and then normal map rotation should hopefully be restored during the following weekly update

Other Changes:
  • Partitions in the bank accounting area are being replaced on new maps with a less parkour-friendly version
  • Fixed exploit pertaining to being able to destroy factory fan from the exterior of the building
  • Update related to the visibility of objects on the map view was that caused performance degradation
  • Suggestive fix for enemy equipment being visible on map view when JIPing sometimes
  • Improvement and rebalance of footstep sound samples for sprint and some surfaces
  • Fixed several issues with battlepass icon behavior with previewing, equipping, and equipped borders
  • Add visibility toggle to private match password field, mostly useful for people who are trying to stream while matchmaking with a password
Dec 16, 2021
Due Process - GEC_OZY
A limited time event is starting in Due Process! A new (free) Winter Battle Pass with seasonal specific content, winterized levels and more!



Winter Battle Pass:
  • Added functionality to support multiple battlepasses...
  • And added a Winter Battle Pass to the game, to replace the "daily login" reward system used for the halloween event.
  • Added ability to choose active battle pass, XP gained from matches goes towards the active battle pass
  • A full set of new winter cosmetics to fill out the new Winter Battle Pass
  • Popup on login to show that the winter event has started and prompting you to activate the winter battle pass
  • Added icons to event specific items in your inventory to help identify them
  • The Winter Battle Pass is still free! Log in, activate it and start earning new limited-time cosmetics for the winter season!



Tileset Changes:
  • Killhouse has a tons of new set levels and both the exteriors and interiors of the levels have been decorated with seasonal decorations
  • Bank has new levels, the interiors are filled with holiday specific decorations and lots of exterior props have been covered in a coat of fresh snow
  • All tilesets have had their exterior areas, background scenes and post processing winterized with snow effects

Bank changes:
  • Temporary winterization of the background, midground, interiors and interiors.
  • Bank Vents now have their own footstep audio
  • Breaking plate glass in Loans now leaves broken glass on the ground that has unique footstep audio
  • Vent covers now make a unique sound when shot open

Killhouse changes:
  • Temporary winterization of the background, midground, interiors and interiors.
  • Double swinging doors have had their windows removed and the model retextured, this affects their usage in breezeway, lumberyard, checkpoint, etc.
  • Interior wooden doors in killhouse have been retextured in order to make them stand out more from similarly textured surrounding walls
Other Changes:
  • Added an option in the Sound options menu to pop out the Mic Calibration window which allows you to test your microphone and make sure it's working as intended
  • Fixed menu bug where you could receive an invite but not be able to see it
  • The main menu background scene is winterized to match the seasonal event
  • Training is winterized similarly to the killhouse tileset
  • Snow "Footstep" sound normalized, still crunchy but more balanced
  • Updated battle pass page UI to support multiple passes, pass switching, battle pass named, display of active battle pass, etc.
Dec 10, 2021
Due Process - GEC_OZY
The weekly map drop is available for new matches. Enjoy some screenshots taken from this week's maps!
We've been posting new maps most every week, but haven't gotten a chance to continue highlighting newly released maps, but the previews are back!

Previews:






  • Note that office windows have returned in CStores, and have been modified to allow for players to jump through them consistently.
Due Process - GEC_OZY
The weekly build is back this week, we skipped last week's build in order to give the team some time off during the (US) holiday week. This week we're bringing some more incremental improvements as usual, slowly improving the game's core and resolving issues the community brings up while we work on major improvements and new additions in the background.

General Improvements:
  • Fixed shooting inside people, can now shoot people point blank or while inside them
  • Mawp reticle change to utilize negative space in crosshair texture; MAWP scope texture resolution increased slightly to get more detail
  • Changed damage XP given for completed kills and assists to give the same XP for damage done for either outcome. (changed from 0.75 and 2.25 to 1.5 for both)
  • Change to bonus given for enemy killed, from +40 to all players to +25 for players getting an assist and +50 to players getting the kill.
  • Changed text for Kills and Assists to both say "Damage Enemy" seperate from the bonuses, so instead of saying "Assist Bonus +40 XP; Assist + 120XP" it says "Assist Bonus +40XP; Damage Enemy +120XP"
  • Fixed XP ticking never stopping when skipping match completion XP events UI.
  • Icon creation system updated and most icons have been updated for customization previews
  • Unequipping/previewing multi-slot cosmetics no longer gives random default cosmetics, and instead pulls from a single very standard default set

Due Process - GEC_OZY
This week is an update for several improvements as they are added to the build weekly, along with a bunch of fixes to issues involving barbed wire.

Updated Barbed Wire:
  • Fixed issue where wire at non 90 degree rotations would play their sound incorrectly
  • Fixed issue where bounding boxes of wire audio-zone would not exactly match slow-zone
  • Fixed issue where the hitbox the wire uses to get blown up also decreased damage on guns that did not have very high penetration that passed through it, this was inadvertently causing shots through wire for most guns to do half damage unless shooting at around standing head height
  • Fixed issue where shooting through wire would not make hit sounds (related to the above change)
  • Changed the vertical position (not size) of the wire's slow-zone to be slightly lower allow for the wire to be slightly off the ground and still slow players, but not too low as to allow players to run past wire below factory railings.
  • Note: The player can still make sounds in the audio-zone without being slowed if the wire is too high off the ground as the audio zone allows any part of the player to set it off, while the slow-zone requires your feet to be in it to slow you down
  • Fixed a barbed wire exploit that let you [REDACTED] found during testing

General Improvements:
  • Fixed a bug in the audio system involving guns which should allow more sounds to play simultaneously without being cut out
  • Updated all the systems using icon previews for customization with a new system to dramatically decrease load for lower end systems browsing customization and battlepass screens
  • Customization tabs now move to the position of the currently selected item when opening (instead of always being the bottom or top)
  • Update backend data for customization which might resolve of some problems with customization not saving
  • Fix for materials on some hands/gloves being mis-applied
  • Fix clipping various cosmetics
  • Fixed bug where teamkilling could give you positive XP for a prediction event
  • Fixed various levels reported as issues (Fallen Dusk, Dauntless Horn, Just Arrow, Sinful Fang, Pax Ace)




Due Process - GEC_OZY
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 <!> puck icons will give the entire team a small bonus for the kill
  • 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




Due Process - GEC_OZY
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%.
Due Process - GEC_OZY
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.
Due Process - GEC_OZY
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.
Due Process - GEC_OZY
Trailer Video





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.
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