Major Changes, New Mode, Maps and Fixes

Due Process

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.

We took some time to improve them and we're now ready to push features that we tested in the PTE to the public. This means the Ranked Overhaul, Hit Registration changes, PvE content and Grenade changes are now live. If you're not sure about what the PTE is, [url=https://dueprocess.info/blog/2023/6/27/83-were-back]you can see our blogpost about how we brought changes to public testing and read more about what we are working on.[/url] [h3]Size on Disk[/h3] The game's size on disk is increasing in size, but this is a change designed to reduce future patch sizes. Maps are split away from the main game files, allowing maps to be patched and replaced individually without forcing users to download 7 or 8 gigs for a small hotfix of two or three maps, and allows us to make and deploy patches in an hour instead of taking up to 18 hours (due to the insane map count) [h2]Hit Registration and Player Networking Changes[/h2] [list] [*] Hit Registration has been completely re-written to give players more confidence that the game will correctly count their hits when shooting at players [*] As part of those changes, we've improved how player movement is networked to make shooting players easier as well [*] Player positions are networked with interpolation and extrapolation now to smooth out "laggy" players and reduce the benefits of "peeker's advantage" [/list] [h2]Ranked Overhaul[/h2] [list] [*] New ranking system with easy to distinguish symbols, names and color coding [*] Improvements to the way ranks are calculated, including accounting more for individual player performance [*] Improvements to the ranked leaderboard handling [*] Added placement matches [*] Added UI for post match rank changes, ranking up, and placement match progress [*] Added behavior to penalize players who abandon matches [/list] [h2]Co-Op and Singleplayer PvE[/h2] Still somewhat work in progress, the PvE mode is being slowly integrated into the game [list] [*] PvE against bots as Attackers, as practice for Online PvP modes [*] Players can access singleplayer mode in the Training menu, select different maps and difficulties [*] Co-Op mode can be done from the Multiplayer menu, invite players into your squad and you will start a private match to practice against bots with you and your friends [*] [b]Feedback is appreciated[/b], as adding a PvE mode is a big change for our game and will need lots of attention and improvements [/list] [h2]Throwable Improvements[/h2] [list] [*] Throwables and deployables have gotten animation overhauls for aiming and throwing [*] Prepping a throwable will now give you an indicator that helps you aim the throwable [*] Barbed wires have special deployable ghosts that show you how they will be placed [/list] [h2]Improvements since PTE:[/h2] There was a decent delay in moving PTE to prod, we basically gave ourselves an extra month to work on various bugs and issues that popped up while also continuing to develop upcoming features for the next update. The following is a list of improvements to this build specifically that have been borne from that wait time: [h3]General Improvements[/h3] [list] [*] Added Main Menu Home Screen overhaul [*] Fixed decals from gun hits not showing up [*] Upgraded to a newer unity version with some bug fixes and minor performance improvements to occlusion culling [*] Clients will no longer incorrectly predict charge placement, and will wait for the server to reply before placing a charge (adds slight delay on higher ping) [*] Changed Dome pillboxes to be less problematic for parkour [*] Fix exploit where attackers can destroy defender fire extinguishers from killhouse midground [*] Fix bugs with defender room, players not teleporting and items getting left behind on defender room floor [*] Fix defender item smuggling exploit [*] Made hit sound testing against smoke grenades more accurate [*] Fixed various level objects ignoring the audio mixer groups (volume sliders) [*] Fix direct join prompt showing up or saying wrong text when cannot join [*] Fixed incorrect region flags for matchmaking [*] Fixed object destruction on some prefabs which were erroniously getting destroyed by frag grenades [*] Fixed some cluster based object destruction involving blockers which will only apply to newly generated levels after the patch [*] Fixed some background parkour on a couple tilesets [*] Fixed factory fences not blocking hit-sounds [/list] [h3]PTE Related Changes[/h3] [list] [*] Tweaked lag/prediction values to overlap to fix rejected hits at the lag boundary [*] Fix issue where extrapolation could force players under the ground [*] Rank icons are textured instead of flat images, with color coding and easier to recognize naming schemes [*] Fixed crashes while alt tabbing caused by changes to level loading [*] Fix various text and image fields not showing correct ranked level data [*] Fixed 2v2 / Lobby / Singleplayer maps not loading under certain circumstances [*] Fixed being able to see throwable arc from the map view [/list] [h3]Co-Op/PvE Changes[/h3] [list] [*] Fixed issue where bots could get orphaned when loading a new co-op map and have no behavior [*] Reduced issue where bots would get stuck walking in a tiny circle [*] Fixed issue where bots could break if they saw a player get killed while playing EASY mode [*] Fixed issue where certain bot behaviors were not applied on Online matches [*] Fixed issue where bots make hit effects that cover the players screen in Offline [*] Bots are slightly more aggressive when the bomb is being defused, needs more work still to make them actively attack when the bomb is threatened [*] Added ability for bots to see through certain types of materials which don't block line of sight or bullets, such as fences [*] Bots gain a minor amount of prediction so they react faster to quickly peeking players [*] Tweaks of various bot behaviors, difficulties, accuracy [/list] [h3]More to come![/h3] We will be doing a more detailed post on discord and on Steam soon detailing our plans for our next patch, which we expect to be not too long after this one. Keep an eye on our news for more info.