Version 758: Killhouse Overhaul & Torch Utility Item

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.

[img]{STEAM_CLAN_IMAGE}/32619813/2c0f2b471df3030b5525660e5e6f30f4880d0e25.png[/img] [i]A view of the interior of a Killhouse with new art and a new room.[/i] [h1]Killhouse Overhaul:[/h1] Killhouse, our oldest tileset, has gotten a complete rework. You will see new art, new rooms, new props, and old staples brought up to bear with new arrangements, changes and looks. In addition to new rooms and designs, old rooms have been brought up to new standards and remixed for more tactical depth. [list] [*] New art, textures, props, room designs and visibility improvements scattered throughout various areas of the level. [*] New Areas: Airlock, Records, Receiving, Crates, Stairs, Barracks, Loading, Depot... [*] Updated Areas: Backstage, Club, Kitchen, Hall, Shed, Bar, Lockers, Breezeway, Patio, and more. [*] New Sub-Room Areas: Meeting Room, Changing, "showers", "bathrooms", Maintenance [*] Killhouse expands upon the system of room types to bring together complex set piece rooms with simpler connecting rooms along with sub-rooms to expand rooms like Lockers to make them more interesting. Some rooms will spawn more often than others depending on level designer's choice. [*] Lots of time spent into making the levels more dynamic and placing doors, entrances, and interesting gameplay spaces with much less work, leaving more to the randomness of the level generator. [*] Torchable metal bars and interior red doors leave plenty of opportunities for alternate routes and plan diversity. [*] Temporary change to make servers favor killhouses as one of the three tilesets picked in unranked and ranked. [*] We welcome your feedback on these new layouts, interactions and art! [/list] [img]{STEAM_CLAN_IMAGE}/32619813/488c95c878a49d61e56ecb522dacd49af102ed0e.png[/img] [i]Preview: A mix of revamped and new rooms[/i] [img]{STEAM_CLAN_IMAGE}/32619813/51ad1efd039690e0eac1c04f033d4bffb62873e2.png[/img] [h1]Torch:[/h1] [list] [*] The Torch destroys a torchable object in the same way as a charge might, except the trade off is that you must spend some time vulnerable while performing the act. [*] The Torch can be used on most objects that can have a door or wall charge deployed on them except interior walls. [*] Non-comprehensive list of torchable items: Window Bars, Storefront Shutters, Fences, Exterior Doors, Interior Doors, Factory Fan, Factory Docks, Bank Vault, Bank Security Rotators, Depot Doors, Beach Landing Door [*] Noteable non-torchable Items (subject to change): Entrance of Bank, Airlock, Bank Vents, Exterior/Interior Walls, props and other misc. destructible objects [*] A new Torchable only item have been added: window bars. [*] Barbed wires can now be torched to be removed. [*] Standard doors have a limitation that you must be "squared up" to torch the door similarly to kicking. [*] Attackers now get one Torch utility item in the attacker truck in all game modes. [/list] [img]{STEAM_CLAN_IMAGE}/32619813/4ec07de0f4df1f594fc28a637beeda80c111d592.png[/img] [h2]Fire Extinguisher:[/h2] [b]Defenders are getting a new equipment item, a fire extinguisher.[/b] When shot or destroyed by breaching tools, extinguishers will form a small smoke cloud that not only blocks line of sight, but also puts out fire. The duration of this smoke cloud is much shorter than the enforcer smoke grenade. [list] [*] Four second smoke duration upon being destroyed. [*] Can be damaged by gunfire and explosives. [*] Blocks molotovs flames from forming in it's area of effect [*] Three available in the defender room for planning. [*] Can be thrown a short distance to be deployed. [*] Has 20hp, making it resistant to frag grenades and some wall bangs unless primed. [/list] [h2]Equipment Changes:[/h2] [list] [*] Door Charges can now make entrances when used on most fences without the need for a wall charge. [*] Attackers have three less flashbangs in total (15 -> 12) [*] Defenders get one less of each: Ingmar, Legros, KR82M [*] Shotguns now only shoot doors slightly open instead of rotating them 90 degrees after shooting the handle. [/list] [h3]Other Game Changes:[/h3] [list] [*] Fix for server side bug causing players to load the wrong map when joining a server. [*] Change to UAV audio that should make them not sometimes be "silently" lasing a player. [*] Fixed target dummy bots in training respawning to wrong position after Push gamemode addition [*] Changed flare spawn rate in Push to limit abusive capability. Flares in push will last only 60s and have a longer respawn time (20 -> 40). [*] Small adjustment to items on Push wall to help them spawn faster. [*] Changed defender invulnerability zone in relation to the weapon wall position [*] Fix issue on backend that could sometimes result in joining a match in progress not working [/list] [h3]Known Issues:[/h3] [list] [*] Some visual artifacts with the torching overlay on torchable objects. [*] Certain objects on CStore may have some artifacts. Please report if you see anything gamebreaking! [*] Possibility of some objects on old maps not properly updating to full torchable state. Please let us know if you find some so we can investigate these inconsistencies. [/list]