1. SCP: 5K (Alpha Testing)
  2. News

SCP: 5K (Alpha Testing) News

Hotfix: 0.12.1.38 // Alpha Testing

https://store.steampowered.com/app/872670/



A new patch will be out soon, fixing some of the major issues introduced in the recent update 0.12.1.

  • Fixed a crash in FPSTracer
  • Fixed a crash in UIWS water body
  • Fixed a crash in SteamCore
  • Fixed a crash in gore when gibs fail to spawn
  • Fixed a crash in PandemicSpectatorPawn
  • Fixed a bug where alive player counts would not update when a player leaves or dies
  • Fixed a crash when Unequipping an item
  • Fixed a crash when applying a cosmetic to an item that has not been loaded yet
  • Fixed game not recognizing when it was in a map collection - causing the last map to repeat indefinitely
  • Fixed broken item pickups in Area-12
  • Fixed some lighting issues in Area-12
  • Fixed reactor objective sometimes not activating
  • Reduced anger multipliers on Screen Anomaly
  • Added map data for server default map
  • Fixed map list, alive players, and map collection variable not replicating
  • Fixed admin menu not showing
  • Fixed a crash with dismemberment when an incorrect bone was passed
  • Fixed a crash when using pooled objects
  • Temporarily disabled physical animation in order to fix a crash when restarting a map

Patch Notes: 0.12.1 // Alpha Testing

https://store.steampowered.com/app/872670/


Patch coming today at 7am PT / 2pm UTC

[h2]Reworks[/h2]
  • Reworked config loading and saving, only saving if properties were changed, allowing edits to configs while servers are running
  • Moved a bulk of server, login, ban, and authority code to C++
  • Moved Item code to using lightweight data assets, allowing for faster and more asynchronous asset loading



[h2]Client Improvements[/h2]
  • Added ahead-of-time loading for items for clients
  • Added environment-integrated VOIP
  • Fixed argument parsing in the console sometimes not respecting quotation marks
  • Made console parsing more reliable
  • Converted text chat to C++
  • Improved keypad display
  • Fixed issues with the chat menu sometimes not opening or closing on command
  • Implemented a client/server character limit for text chat


[h2]Screen Anomaly[/h2]

  • Improved Screen Anomaly hallucinations
  • Added videos and playback to screen anomaly
  • Added networked death to screen anomaly
  • Made Screen Anomaly prioritize the current target (reduces switching targets)
  • Made Screen Anomaly more lax with pathfinding, making chasing a little less frantic
  • Added varying broken states to screens in the Education Center
  • Added hearing ability to Screen Anomaly
  • Improved screen anomaly particle effects





[h2]Map & Environment[/h2]

  • Separated Area-12 map into two placeholder chapters
  • Fleshed out backstage areas in cinemas
  • Added autofill for command arguments
  • Improved ADS with smoother interpolation and animations
  • Fixed carpet material parallax not being correct
  • Added checkpoints
  • Added armory
  • Added the ability for SCP-098 to break doors
  • Added new sounds to SCP-098
  • Added Hit animations to SCP-098
  • Fixed SCP-173-B being able to move around corners
  • Adjusted lighting on Outpost Axiom
  • Extended objective sequence on Outpost Axiom
  • Optimized Education Center
  • Improved lighting in cinemas



[h2]Crash Fixes[/h2]

  • Fixed a crash from melee weapon
  • Fixed a crash with the objective trigger
  • Fixed a crash from gore
  • Fixed a crash from Screen Anomaly


[h2]Admin[/h2]
  • Added in-game admin menu for basic player management
  • Added standby state to servers


[h2]Gameplay and Visuals[/h2]
  • Updated fire animations for all pistols
  • Added "Apparitions" to cinema rooms
  • Improved parallax glass visuals at a distance
  • Added new Resonator sounds
  • Tweaked some guns to be brought up to audio level with others
  • Tweaked some SCP-1262 sounds to be brought up in audio level
  • Tweaked some ambience/music to be brought up in audio level
  • Tweaked some footsteps to help fix the asphalt sound issue
  • Updated UMP-45 model, textures, and animations
  • Improved maps in the Education Center
  • Fixed issue with documents not updating the numbering for risk
  • Removed pain volumes from backstage
  • Fixed a crash from Screen Anomaly
  • Fixed some exploit spots in the Education Center
  • Improved grunge shader
  • Updated SA58 and Stribog fire sounds
  • Updated 1911 animations and textures
  • Decreased "alertness" effect on detection for guards, fixing them being able to see you across the map and in dark conditions when they otherwise shouldn't be able to
  • Added occlusion checks to AI suppression
  • Balanced the screen anomaly to be more consistent in difficulty
  • Added EG-1 optic




[h2]Known Issues[/h2]
Some known issues include, but are not limited to:
  • Screen Anomaly hallucinations may stay after the anomaly dies
  • Item pickups may display the incorrect item mesh
  • Psi-Z pathfinding occasionally gets confused, causing them to miss doorways or staircases
  • Resonators sometimes get stuck in an endless turning loop
  • Up Next menu still shows even when restarting the level
  • The "Dave" optional objectives currently do not persist over the map transition, meaning they are not completable
  • SCP-173-B may snap into view occasionally
  • Elevators sometimes play sounds when not moving

Update 0.13: Chapters, goals, and more!

Since the last major update released, we’ve had a couple of primary goals for Update 3!

[h2]CHAPTER SYSTEM[/h2]
One of the biggest and most requested features for the game is better checkpoints — both for restarting on losing the game and for coming back to in a later session. While we do not plan on full-state saving, as this is a session-based game, for this update we are introducing a basic chapter-based system and splitting the current Area-12 map into two chapters. The map has been growing massively in a short amount of time, and in order to facilitate both narrative requirements moving forward, and a checkpoint system–the ominous task of splitting up Area-12 has finally been set in motion.

When joining a server for the Area-12 Campaign, you will be able to select (or vote for) between Chapter 1 or Chapter 2. You will also be able to select them from the Private Game section in the main menu.



[h2]POLISHING THE SCREEN ANOMALY[/h2]
Our inception of SCP-7528 (the “Screen Anomaly”) was received well across the board, but while watching the community and content creators play the section, we noticed players consistently being confused or overwhelmed by the anomaly’s behavior. We’ve taken the time to do some more polish on the anomaly’s behavior and visuals.

Specifically:
  • The anomaly now chases players more consistently and less closely, only moving if its sightline is obstructed or if it is too far.
  • The anomaly is more likely to stick to one player at a time, picking each team member off, rather than getting confused by many pieces of stimuli.
  • The anomaly can now hear sound, based on the distance to the nearest screen. Sprinting through the area may not be such a good idea.


Additionally, we aim to make the objectives more clear in the Forde Education Center.

[h3]What’s Next?[/h3]

[h2]UPDATE 0.13[/h2]
Update 0.13 is all about the horror atmosphere and narrative. Additional game mechanics will also become more and more prominent, such as the aforementioned Chapter System, armories, and respawning. A lot of the atmospheric horror elements will tie directly into the narrative and build on audio and lighting substantially. We’ll begin mapping out our side objectives now that the map is split and restructuring beyond the initial early access iteration. There will now be a lot of lore and collectable items hidden throughout environments in the form of secrets. In terms of narrative this will begin our setup for Act 1 of the Area-12 campaign narrative. We’re working on a prologue that will tie into this later, but for now you’ll still get to experience our new starting area for Chapter 1 of Act 1.



[h3]Beyond Update 0.13...[/h3]

[h2]WORLD BUILDING[/h2]
Future updates will continue expanding on narrative more quickly, adding in monsters that we’ve been developing behind the scenes as well as new environments. We will be moving into Act 2 much sooner than you think and beginning to meet not just the new monsters, but also characters and D-Class that will play a significant role in the SCP world we’ve been building at Area-12. Even in Act 1 players will have a chance to see and learn about this universe in a way that has never been done before.

[h2]ANIMATIONS AND TACTICAL GAMEPLAY[/h2]
We’ve been beefing up our animation team as we move towards not just improved animations, but also adding things for the tactical experience such as vaulting and prone. All of which have been motion captured, cleaned up, and are currently being tested in-engine.



[h2]GEAR AND GAME MECHANICS[/h2]
We also have exciting new developments coming to utilize the journal system more and account for new types of gear that will have an impact on both the respawn system, and how you interact with… weird stuff. Safe to say our mantra is currently “make it scary and make it weird”.


[h2]GAME MODES AND NEW MAPS[/h2]
We haven’t forgotten about our other game modes though: we’re utilizing something we have been calling our “intermission maps” to help develop some of those other game modes without losing traction on finishing our narrative campaign, The sooner we finish the main campaign, the sooner we can focus on all the exciting DLC missions in the future. Intermission maps serve as a type of breather or scenery change to separate and transition between Acts of the Campaign. EX: Act 1, Intermission, and then Act 2

More specifically; our first intermission map will take place in an isolated and sterile landscape outside of the United States. Without spoiling too much, it will be very horror and SCP focused utilizing the concept behind the Wave Survival game mode. It’s a very special map to us taking direct inspiration from the works of John Carpenter. It’s also the first time players will get to see and play as a new faction other than the Unusual Incidents Unit (UIU).


[h2]CLOSING NOTES[/h2]
That’s all for now, thank you for tuning in! Keep your eyes peeled for future update posts.

Ad astra.

Patch Notes: 0.12.0.58 Hotfix // Alpha Testing

https://store.steampowered.com/app/872670/

Going live tonight (July 26th, 2023) at 11 pm PST!

[h2]CRASH FIXES[/h2]
  • Fixed a crash that occurred when adding a melee pipe
  • Fixed a crash upon loading an unequipped item
  • Fixed a potential crash in theater anomaly alert
  • Fixed a crash due to SCP-173-B pathfinding not being initialized correctly
  • Fixed various crashes that could occur when loading in items


[h2]OTHER FIXES[/h2]
  • Fixed an issue with the Screen Anomaly coming back to life when the map was reloaded
  • Fixed a bug causing grips to remain in place when switching to non-gun items
  • Fixed broken staircases during AI testing and Wave Survival
  • Fixed navigation issues in Wave Survival mode
  • Fixed shimmering on the ground in Outpost Axiom
  • Fixed a bug where Hunt doesn't restart after certain conditions
  • Fixed stutters and errors related to objective triggers
  • Fixed warnings caused by modular assets without instances
  • Fixed the transport bay lift objective activating too early
  • Fixed objectives display correctly when completed on clients
  • Fixed issues with SCP-098 and the Psi-Z Resonator ignoring stimuli while eating
  • Fixed a bug with AUG animations
  • Fixed reload animations not showing for the hosting player
  • Fixed jittering experienced while spectating a player


[h2]IMPROVEMENTS[/h2]
  • Added detail normal to certain environment assets for better visual quality
  • Optimized networking of large zombie groups for smoother gameplay
  • Improved level streaming reliability in specific areas
  • Increased brick ballistic thickness


Player Feedback: Checkpoint Improvements

https://store.steampowered.com/app/872670/SCP_5K/


Hey everyone! We've been receiving a lot of requests and feedback about adding checkpoints in Area-12, and we want to fill you in on what our current plans are regarding this. We're now taking significant steps to make major improvements in this area, especially as we delve into the development of the narrative for the raid missions, which allows us to integrate checkpoints in a way that aligns with the storyline.

Our current plans involve splitting Area-12 into several chapters, which can be individually loaded from the main menu, starting in areas with needed gear and items — similar to what you might find in the Left 4 Dead franchise with some notable differences.

We feel the current system that doesn't allow players to fully enjoy the campaign, particularly when everyone dies together and you have to start from scratch. Currently, the system only respawns you if at least one player is still alive… and 1-2 hours is a lot of progress to lose.

While we don't have an exact timeline yet, we're actively working on some experimental ideas that we can't wait to share with you in upcoming updates. We appreciate everyone's patience and want you to know that we're committed to bringing you these much-needed improvements. Stay tuned, and please continue to provide us with valuable feedback!



Ad Astra,
Affray Interactive