Version 14.1 is out now!
Hello Site-02.
After months of development, we are ready to unveil version 14.1 to the public.
You can view the trailer for this update here.
[h2]General Gameplay Changes[/h2]
[h2]SCP-127[/h2]
[h3]General Mechanics[/h3]
[h3]When Held[/h3]
[h3]Tier System[/h3]
[h2]Keycard Updates[/h2]
[h2]Influence Changes[/h2]
[h2]Dead Man’s Sequence[/h2]
[h2]SCP Balancing[/h2]
[h3]SCP-049[/h3]
[h3]SCP-079[/h3]
[h3]SCP-096[/h3]
[h3]SCP-106[/h3]
[h3]SCP-173[/h3]
[h2]Micro-HID[/h2]
[h2]Map Changes[/h2]
[h2]Audio Changes[/h2]
[h2]Operational Guide Changes[/h2]
[h2]Bug Fixes[/h2]
[h2]Technical Changes[/h2]
[h2]Drawable Lines[/h2]
[h2]LabAPI[/h2]
We have completely replaced NWAPI with our new plugin framework, ‘LabAPI’. You can learn more about it here, but here are a few improvements over the old system:
Thank you all for your continued support. We have some very large projects in the works — keep your eyes peeled for what’s to come.
Have fun, and see you in the dark.
After months of development, we are ready to unveil version 14.1 to the public.
You can view the trailer for this update here.
[h2]General Gameplay Changes[/h2]
- Added a system allowing players to attempt to opt-out of playing as an SCP. This can be toggled both in the pre-game lobby and in the settings menu.
- Worn armour is now displayed on all human models, with minor changes appearing when equipping different levels of armour.
- SCPs now receive minor damage when falling from great heights. This resets the Hume Shield regeneration cooldown.
- SCP-106 will no longer be tracked by SCP-1344 when submerged.
- Added new audio for opening and closing Experimental Weapon Lockers.
- Picking up an Experimental Weapon from its locker will now automatically equip it, unless the currently held item is in active use.
- Added a potential keycard spawn location in PT-00.
- Added an accessibility setting to disable SCP-939’s blurred vision effect.
- Returned SCP-3114 to the Remote Admin menu after ensuring compatibility with the new models.
- Workstations now only take one second to boot up.
- Added additional fan ambient audio around the facility.
- Added hover tooltips for the Respawn UI.
- Added a new achievement.
- Respawn timer bars now flash when actively spawning.
- Implemented audio settings for SCP-127 and SCP-3114 voice lines.
- When a spectated player dies, the spectator camera will switch to a new player after five seconds. This can be disabled in settings and does not affect the Overwatch class.
- Updated SCP-939 teeth textures. The teeth now have a slight glow.
- Mobile Task Force units' goggles now glow as well, and fade on death.
- Glowing goggles can always be seen by allies, even during a blackout.
- Enemies will not be able to see this glow during blackouts.
- Increased damage of both Severed Eyes and Severed Hands effects from 5 to 10 per second.
- Teammates of SCP-1344 users will no longer receive detection sound cues.
- Players now receive the Detected audio cue when within range of the SCP-1344 user, rather than when in direct line of sight.
- While in the range of the SCP-1344 user, enemies will receive a sustained visual effect.
- SCP-1344 orbs now pulse. Once Detected, a player's orb will slowly fade over one second. If the player is still within range of SCP-1344 after five seconds have passed, another pulse will occur and reveal their orb. This is designed to reduce the effectiveness of weapons when using SCP-1344, while maintaining the item's original utility-based purpose.
- The Revolver ADS idle animation is smoother, and the scope-in animation is slightly faster.
- The Shotgun hitmarker now more closely resembles its pre-14.0 behavior.
- Updated Human Role art icons for all classes, replacing all instances of the older icons throughout the game, such as in the Spectator HUD, Remote Admin, Operational Guide, and more.
[h2]SCP-127[/h2]
[h3]General Mechanics[/h3]
- Added SCP-127, ‘The Living Gun’.
- SCP-127 spawns in the Heavy Containment Zone, in a dedicated containment chamber and locker.
- It is classified as a ‘Weapon’ regarding inventory limits.
- SCP-127 cannot be customised at a workstation.
- Has a magazine capacity of 60+1 and a base fire rate of 750 RPM.
- Has a similar baseline mechanical accuracy to the FSP-9.
[h3]When Held[/h3]
- SCP-127 cannot be naturally reloaded, but a new round must be chambered when running out of ammo.
- Ammo regenerates naturally over time, beginning a short while after firing ends.
- Killing a target will immediately grant a small ammo bonus.
- SCP-127 grants players a small Hume Shield that regenerates over time and dissipates when SCP-127 is not held. This cannot stack with AHP.
- SCP-127 has begun to show additional anomalous properties. More investigation into its speech is required.
[h3]Tier System[/h3]
- SCP-127 operates based on a system of Tiers, beginning at Tier 1.
- Tiers are player-based, similar to SCP-268’s cooldown timer.
- Tiers are preserved when a player escapes, but not when the player is slain.
- After dealing enough damage, SCP-127 will rank up. Kills grant an additional 150 bonus towards the next tier.
- A total of 1000 damage is required for the first tier. An additional 1500 damage is required for the second tier.
- Ranking up improves SCP-127’s damage, rate of fire, penetration, conferred Hume Shield, ammo regeneration delay, ammo regeneration rate, and mechanical accuracy.
[h2]Keycard Updates[/h2]
- Updated all keycard models, aiding in approachability, accessibility, and low-light visibility.
- There are now five main keycard designs featuring unique designs and information displayed.
- Simplified keycard permissions into three categories, ‘Containment’, ‘Armory’, and ‘Admin’.
- Each category has four possible levels (ranging from zero to three).
- ‘Containment’ and ‘Armory’ permissions are identical to previous gameplay behavior.
- ‘Admin’ now grants permissions to Intercom and Checkpoint (level one), Gates (level two), and Warhead (level three).
- Permissions are shown both on the model and in the inventory.
- Keycards are now easier to tell apart at a distance.
- There are now five main keycard designs featuring unique designs and information displayed.
- Keycard scanners now show what permissions are required to interact.
- Door panels now display their status with icons and symbols instead of text. This includes new graphic information for when and how a door is locked.
- Introduced keycard customisation support for servers, allowing plugins to create custom keycards with unique permission levels, colors, labels, nametags, serial numbers, and prefixes.
- A new ‘Surface Access Pass’ has been added.
- It naturally spawns within the Micro-HID Lab, SCP-049/173 containment subsection, and HCZ Warhead Silo.
- The pass is capable of opening Gate A and Gate B, with no other permissions granted.
- It cannot close Gates.
- Upon use, the item will be discarded and removed from the player’s inventory.
- This item has standard recipes in SCP-914, but cannot currently be obtained via the machine.
- It naturally spawns within the Micro-HID Lab, SCP-049/173 containment subsection, and HCZ Warhead Silo.
[h2]Influence Changes[/h2]
- Reduced the total amount of respawn waves available. Each team can now only earn two additional waves instead of three.
- Increased the Influence requirement to earn the first additional wave to 40 (was 30).
- Killing enemy Militants now grants 1 Influence and -4 Timer (previously 0 Influence and -2 Timer).
- Civilians wielding firearms are now considered Militants in terms of kill rewards.
- Killing an SCP-049-2 instance now grants -5 Timer. This can only happen once per SCP-049-2 instance.
- Damaging SCPs now grants 1 Influence and -2 Timer every 10% of maximum HP received as damage (previously 2 Influence every 20%).
- Killing an SCP now grants -10 Timer (was -20).
- Added a 5 Influence bonus for killing SCPs with an Experimental Weapon.
- If a primary wave does not earn their respective mini-wave in time, the opposing faction will spawn a mini-wave.
- The mini-wave spawn delay timer can now only be reduced to a minimum of 120 seconds instead of 90 seconds.
[h2]Dead Man’s Sequence[/h2]
- The Dead Man’s Sequence progress meter will now reset to 160 seconds upon a new respawn wave being earned. Mini-waves will not reset the counter, but set it back by 40 seconds. This cannot delay it past its initial 240-second timer
- This means that earning a wave right before the Dead Man’s Sequence activates will no longer result in the sequence activating shortly after a respawn.
- Upon activation of the Dead Man’s Sequence, all SCPs under 25% of their maximum HP will now be brought back up to 25% HP.
[h2]SCP Balancing[/h2]
[h3]SCP-049[/h3]
- Increased HP to 2500 (from 2300).
- Decreased cooldown of Doctor’s Call to 45 seconds (from 60 seconds).
- 049-2 instances underneath Doctor’s Call now regenerate Hume Shield at a rate of 20/s (from 10/s).
- Good Sense of the Doctor’s cooldown is now consistently 25 seconds. The 2.5s miss cooldown is not affected.
[h3]SCP-079[/h3]
- Tier 1 AP regen increased to 1.9/s (from 1.2/s).
[h3]SCP-096[/h3]
- Increased HP to 3000 (from 2500).
- Minimum HS increased to 500 (from 450).
- Maximum HS increased to 1000 (from 900).
- Speed while Distressed or Calming increased to 3.3m/s (from 2.55m/s).
- Sobbing while Docile can be heard from twice as far away.
- Fixed ability state not properly being synchronised to newly joined players.
[h3]SCP-106[/h3]
- Attack cooldown reduced to 1.25s (from 1.5s).
- Corroding no longer drains stamina, instead preventing the regeneration of stamina while active.
- SCP-106 is no longer detected by SCP-1344 while in Stalk.
[h3]SCP-173[/h3]
- Armour efficacy on base health increased to 100% (from 80%). Be sure to use AP rounds!
- HS now regenerates at a rate of 4%/s, meaning that full regeneration takes 25 seconds no matter the Hume Shield total.
[h2]Micro-HID[/h2]
- Charge time required to trigger an overcharge explosion is now 10s (previously 15s).
- The LMB ‘quick charge’ attack now drains 4% charge per second (previously 5%).
- The Micro-HID is now louder and can be heard from twice as far away.
- Added mipmaps to the Micro-HID battery icon, making it easier to discern when dropped.
[h2]Map Changes[/h2]
- Loot now naturally spawns across the Heavy Containment Zone.
- Each room has dedicated spawn chances for low-level loot, including items such as ammo, pistols, keycards, medical supplies, and flashlights.
- Introduced a new redesigned Server Room to the Heavy Containment Zone.
- Adjusted Nuke and Server Room elevator doors, allowing for them to be more easily jumped over.
- SCP-106’s Pocket Dimension has received a visual touch-up with soundtrack improvements.
- Updated the SCP-049/173 containment straight hallway. The subzone will be touched on in a future update.
- TC01 (SCP-330’s containment chamber) is now Containment level 1.
- Intercom is now Admin level 1.
- Added the 2024 Art Contest winning pieces to the back of the Class-D spawn room.
- Improvements have been made to the Micro-HID room, creating a more open space and introducing a breakable window.
- Improvements have been made to the SCP-106 containment chamber, including the addition of fences around the magnets, boxes near the entrance, and colliders over unintentionally reachable areas.
- Redesigned and implemented a new ‘Pipe Room’.
- Cable trays in HCZ will no longer terminate abruptly. Instead, they should remain connected and feature small details when passing through walls.
- Updated signs in front of all containment chambers.
- Fixed a floating camera next to SCP-173’s containment chamber.
- Moved a generator in SCP-939’s spawn room.
- Moved a generator spawn in the Heavy Containment Zone Warhead Silo.
- Moved a camera in the Heavy Containment Zone armoury.
- Updated the model for Standard Lockers (commonly found within Entrance Zone and Light Containment Zone).
- Updated the Surface Zone skybox.
- Added animated spotlights at surface Gate A.
- Added static spotlights at surface Gate B.
- Added some colliders near benches in the Entrance Zone.
- Added a floor panel to Heavy Containment Zone door frames.
- Added Forklifts to a few rooms in the Heavy Containment Zone.
- Updated collisions for certain props across multiple zones.
- Added a few new lore documents.
- Slightly increased the amount of doors and bulkheads that spawn.
[h2]Audio Changes[/h2]
- Reverb has been almost entirely refactored from the ground up due to the update to Unity 6 (Unity 6000).
- Global chats (spectators, SCP chat, pre-game lobby) no longer have reverb.
- Proximity chat will now increase in reverb as distance increases.
- Firearms and C.A.S.S.I.E. are now generally quieter, but offer more audio ducking, ensuring they are heard over other sounds. (Audio ducking is the automatic reduction of other sound sources when a louder one is playing.)
- All announcements now play from nearby speakers utilised by SCP-079. If no speaker is nearby, the announcement will still be heard.
- SCP-127’s viewmodel will not be affected by audio ducking and features reduced reverb.
[h2]Operational Guide Changes[/h2]
- New human models have been added to the Operational Guide.
- All relevant entries have been updated to follow the new models.
- Tidied up currently existing Operational Guide entries.
- Updated backgrounds for multiple entries.
- Operational Guide can now be accessed during the game by opening the pause menu.
- Improved Operational Guide system performance.
- Added a button to fully hide UI elements whilst in Full-Screen Pannable mode.
- Added a button to enable greenscreen mode whilst in Full-Screen Pannable mode.
[h2]Bug Fixes[/h2]
- Optimised Tantrum effects, reducing performance issues when observed.
- Fixed being unable to cancel the consumption of Anti-Cola by right-clicking.
- Players who are detained will no longer rub their eyes when flashed.
- Significantly reduced risk of desync when jumping on Nuke elevators as they begin departure.
- Fixed SCP-106 exploit allowing for increased range.
- Fixed an issue preventing SCPs from seeing their post-processing effects.
- Fixed all known instances where SCP-106 could become stuck when using Hunter’s Atlas.
- Fixed a false-positive with viewmodel animation culling (no more invisible in-hand E11SRs).
- Fixed ‘Pacified’ achievement not behaving correctly when utilising the Micro-HID.
- Fixed ‘Something Done Right’ achievement not behaving correctly when utilising the Micro-HID.
- Fixed ‘Anomalously Efficient’ achievement sometimes not working for SCP-939.
- Fixed culling occasionally enabling the decontamination visuals in SCP-330’s room.
- Fixed an exception that would sometimes happen when a player is disarmed via Remote Admin.
- Fixed players being able to interact with lockers and dropped items through fences.
- Fixed SCP-079 gates slightly floating above the ground.
- Fixed various out-of-bounds exploits related to SCP-173’s teleporting.
- Fixed an issue that caused dummies to show in the Steam Rich presence.
- Fixed an issue where firearms would retain footprint info when a player’s role was changed via RA. This solves strange damage and friendly fire mechanics.
- Fixed an issue where doors in Entrance Zone and empty hallways lacked depth, resulting in aggressive culling.
- Fixed a rare culling issue caused by two rooms occupying the same coordinate in the map grid.
- Fixed a texture bug with the tools atlas, most noticeable on the red toolbox.
- Fixed a few pixel walks.
- Generators no longer announce their completion post-warhead detonation.
- Fixed a texture issue in Gate A.
- Fixed SCP-049-2 attack animations desyncing when attacks are spammed.
- Fixed Bulkhead collider issues regarding SCP-106.
- Fixed Hypothermia not being removed entirely server-side.
- Fixed Acroamatic Abatement colliders sometimes clipping into SCP-079’s containment chamber.
- Fixed being able to jump on the door frame in Acroamatic Abatement.
- Fixed a floor gap in Acroamatic Abatement.
- Fixed flashlight light clipping into viewmodel hands.
- Fixed a missing keycode for SCP-079 when unlocking the door lock ability at level 3.
- Improved item physics behaviors when near the outside of elevators.
- Vision grayscaling when near death effect intensity now accounts for Hume Shield and AHP.
- SCP-3114’s Strangulation will now be interrupted if any non-passable object is between him and his victim’s head. This is built with some intentional tolerance.
- Fixed SCP-939 ripples occasionally appearing whilst playing as a human.
- Fixed an issue where bullets shot towards a large group of enemies would occasionally not register.
- Fixed an issue where a server would occasionally reject players from properly equipping the FSP-9.
- Increased shot tolerance for when a player may be lagging.
- Fixed an issue with elevator doors being closable prematurely.
- Fixed Discord Rich Presence not using the actual max player count from a server.
- Fixed the Achievements Debug Menu hiding some social media buttons.
- Fixed a misplaced pipe in Acroamatic Abatement.
- Removed outdated floor decals from four-way and standard corner hallways.
- Fixed ESCAPE_FINAL being a possible teleport position after escaping the Pocket Dimension.
- Made improvements to the authentication system, solving an issue causing players to be kicked from the server.
- Fixed Particle Disruptor not giving hitmarkers when hitting something after being dropped.
[h2]Technical Changes[/h2]
- Updated our engine from Unity 2021 to Unity 6 (Unity 6000). This is a massive change in terms of what our engine will allow us to accomplish, alongside what hardware is supported. As with any system update, certain functions may behave slightly differently than before — be sure to let us know if anything is negatively affected.
- Added spawnable admin TextToy, allowing for synced and formatted text arguments to be shared between server and client.
- When the number of playable SCP spawns exceeds the maximum limit, each SCP will now gain an added 10% maximum HP and 5% maximum HS bonus per spawn. This can be disabled by the `allow_scp_overflow` gameplay config.
- Added configurable stats for the Dead Man’s Sequence
- `dms_activation_time`, modifying how long before the Dead Man’s Sequence triggers (default: 240f).
- `dms_enabled`, which toggles the Dead Man’s Sequence as a whole (default: true).
- `dms_activation_time`, modifying how long before the Dead Man’s Sequence triggers (default: 240f).
- Added commands enabling control of the Dead Man’s Sequence.
- `dms toggle` toggles the countdown, regardless of met conditions.
- `dms force` begins the sequence immediately.
- `dms get` and `dms set`, allowing you to control the DMS timer.
- These are available as buttons within the Remote Admin menu.
- `dms toggle` toggles the countdown, regardless of met conditions.
- Implemented an input emulation framework for dummies, designed as a debugging tool. Certain actions, such as using items or SCP abilities, can now be remotely triggered via the Remote Admin.
- Added a dedicated sub-menu for controlling dummies, separating it from the Map Control section.
- Added base configuration for spawn waves. While functionality is currently kept to a minimum, it will be expanded on by programmers in the future.
- Configuration keys are based upon the wave’s script name.
- Example: `ntfspawnwave_size_percentage: 0.75`
- Existing waves include: `NtfSpawnWave`, `ChaosSpawnWave`, `ChaosMiniWave`, `NtfMiniWave`.
- All wave configurations by default have an enabled property.
- Example: `examplewave_enabled: true`
- Primary waves currently only have a size percentage property dictating how much of a server population will spawn when a wave occurs.
- In the Remote Admin display, the waves will indicate whether they have been disabled server-side. It will also display the size of the wave.
- Configuration keys are based upon the wave’s script name.
- Added a client-sided ragdoll mover tool accessible via command prompt.
- Primitive and Light Source Toy sync intervals have been set back to 0.1 (instead of 0). This is done to aid syncing issues on servers with high primitive counts.
- Enabling Round Lock when a round summary is displayed will now stop the restarting process and hide the round summary.
- The old system of defining SubBounds and AdditionalZones for large rooms has been replaced with a fully automated approach that calculates Bounds during map generation.
- Additionally, rooms now only occupy a single main coordinate, resolving rare bugs where the map generator would encounter conflicts of rooms occupying the same grid node.
- Added some quality of life RoomUtils utility, based on which code was being reused most in the above refactor. Notably, you can now directly get the Zone of a specific position by calling `transform.position.GetZone()`.
- Implemented new `executeas` command, allowing you to run a command as another player or dummy on the server. This requires the `PlayerManagement` permission and cannot run commands you do not have permission to.
- Implemented static batching for several objects during map generation, as well as dynamically extracting moving objects for compatibility. This should result in improved performance.
- Refactored the item spawn point systems, granting us more freedom going forwards.
- Refactored tooltips system to properly re-adjust their position based on the side of the screen they are on. This should result in support for every resolution.
- Physical vertical distribution of zones has been brought closer together, done to help prevent floating-point visual glitches. New world heights are:
- Surface Zone: y = 300 (previously y = 1000).
- Entrance and Heavy Containment Zones: y = -100 (previously y = -1000).
- Light Containment Zone: y = 100 (previously y = 0).
- Surface Zone: y = 300 (previously y = 1000).
- Adjusted the fall damage system, allowing for customisable fall damage for different roles.
- Updated ‘Scp559Effect’, ‘Scp956Target’, and ‘Scanned’ to be Technical status effects.
- Refactored the command-key binding system.
- Added ‘cmdunbind’ command, allowing you to unbind a command-bound key while in game.
- Added aliases ‘bind’ and ‘unbind’ for command-binding commands.
- ‘cmdbind.txt’ is now cached instead of generated every time it needs to be accessed.
- Fixed ‘bind’ command saving the file twice when replacing an existing bind.
- Deprecated cmdbind syncing methods in lieu of the Server-Specific Settings tab.
- Added ‘cmdunbind’ command, allowing you to unbind a command-bound key while in game.
- Rewrote sinkhole spawning systems.
- Added client-side debug logging for cases when the server refuses a shot.
- Added `SSKeybindHintParameter` allowing developers to send hints where clients replace formatting with locally-set Server-Specific keybinds.
- Added a public setter to the `AlphaWarHeadActivationPanel` surface button status.
- Added the ‘maxhp’ command and GUI element to the Remote Admin, allowing for modification of a player's maximum health value.
- Added the ‘visualizecolliders’ RA command. This command allows box colliders without attached renders to be visualized in game by spawning primitive objects at the position of these colliders. All players can see these primitive objects.
- Added aliases ‘visualisecolliders’ and ‘viscols’ for the above.
- Added RPC that allows changing an AdminToy’s parent to another `gameObject` with a `NetworkIdentity`.
- Spawned ragdolls with custom scale are now scaled relative to the ragdoll GameObject’s scale, rather than using setting absolute.
- Updated the error message thrown when booting up a server that isn’t verified.
- Added spawnable SCP-079 cameras.
- Added spawnable InvisibleInteractableToy which simulates a collider that can trigger Interactions or Searches.
- Refactored Searchables to handle any GameObject with a component inheriting from ISearchable.
- Updated various dependencies and libraries the game uses.
- Added ForceCancel to the request type to reset a grenade client-side. This still requires some workaround by removing and readding a grenade to a player’s inventory, but fixes `PlayerThrowingProjectileEvent` phantom grenades and glitchy inventory logic.
- Fixed SSSliderSetting SyncDragging not syncing to server.
[h2]Drawable Lines[/h2]
- Added new Drawable Lines on both client and server.
- These are lines that draw a line between two or more positions.
- Server may send lines for a client to draw over the network.
- Liens are green when they come from the client, and red when they come from the server. This can be customised via specific implementation.
- Added `line` command for all things related to the Drawable Lines system. For more info, run `line help`.
- SCP-018 will draw its trajectory calculations using cyan spheres and hitbox with red spheres.
- Weapons will draw bullet traces using yellow lines.
[h2]LabAPI[/h2]
We have completely replaced NWAPI with our new plugin framework, ‘LabAPI’. You can learn more about it here, but here are a few improvements over the old system:
- Northwood now has a dedicated team of maintainers whose task will be to actively update and maintain the framework.
- LabAPI was made following feedback from developers and now provides many more resources and better documentation to help utilise plugins.
- Permitted modification of previously unmodifiable features:
- Customisable Decontamination timer.
- Synchronisable PlayerStats (Max Health, Hume Shield on Humans, etc).
- Airborne player gravity.
- Improved support for special player and ragdoll custom sizes.
- Removed hint system rate-limiting.
- Most importantly, added a spawnable Capybara admin toy.
- Customisable Decontamination timer.
Thank you all for your continued support. We have some very large projects in the works — keep your eyes peeled for what’s to come.
Have fun, and see you in the dark.