Update log
Full SCP: Secret Laboratory update
The complete published notes, normalized for clean reading and source attribution.
Repeated intro
Hello Site-02.
Extracted changes
- Gameplay
- Store
- Balance
- Performance
- Security
- UI and audio
We’ve just released an update for the 14.1 build of SCP:SL. The update includes gameplay and quality of life changes, balancing adjustments, fixes, and more.
As previously mentioned, our team is hard at work focusing on the next major update for SCP:SL. You may see minor updates as development continues, but know that our primary focus is on progressing 15.0!
Gameplay Changes
General Updates
All non-weapon SCP items now display their SCP wiki nickname in the inventory.
‘Trilateral Termination’ achievement is now granted by killing three players in a single life with the Particle Disruptor.
Conscripts and Specialists now spawn with an additional medkit and 30 extra rounds.
Flashlight attachments can only be toggled once every 0.5s.
LCZ Decontamination damage now scales, increasing by 5 each damage tick.
Reduced the flicker intensity of the lights in WC-00.
Implemented a new system for Spectator Icon effects, displaying an icon on the spectator list based upon active effects. As of right now, this is only used for the remaining duration of SCP-1576.
Resolved some stability issues causing some players to be unable to open the game. Some known errors which are presumed to be caused by an engine update haven't been solved yet. We expect this to happen in future updates.
Reworked HTTP handling, removing some previously available launch arguments.
Workarounds for RU players which were previously available on the `tls-beta` branch have been reimplemented in a more comprehensive way. This changes the way users can enable them; you must now add `--weak-http-security` to the launch arguments of the game.
Added `httpinfo` command for checking current HTTP configuration.
SCP-106 Changes
When emerging from Stalk or Hunter’s Atlas, nearby players will hear a non-directional audio cue.
Emerging from Hunter’s Atlas will trigger the cue to nearby players within 4 meters.
Emerging from Stalk will trigger the cue to nearby players within 1 meter.
Hunter’s Atlas will now incur a base cost of 15% vigor when used, regardless of distance.
Hunter’s Atlas can no longer be used inside the SCP-049/173 sublevel or in the lower levels of the Alpha Warhead Silo.
Heavy Armor Rebalance
Heavy Armor’s head and body protection value is now 100% (from 80%). Dev Note: Remember, protection value is counteracted by penetration!
Militant stamina consumption rate when worn increased to 20% (from 15%).
Civilian stamina consumption rate when worn remains at 22.5%.
Item weight increased to 15 kilograms (from 5.5kg).
No longer spawns in the LCZ Armory, instead replaced by another set of Combat Armor.
No longer spawns within the 3x3 lockers in the EZ-HCZ checkpoints.
Developer Commentary: Previously, Heavy Armor had almost negligible differences compared to Combat Armor, and was usually only noticeable against very low-penetration weaponry. Now, Heavy Armor will allow players to survive additional shots against the vast majority of weapons, excluding specific rifle configurations designed to counter it. In exchange for its buffs, the stamina rate penalty has been amplified alongside being made scarcer within the facility, distinguishing it from Combat Armor further. Most firearms and certain attachments have also been modified to accommodate for this change and help make Heavy Armor matter more.
Weapon Adjustments
[h4]Epsilon-11 Standard Rifle[/h4]
Default penetration decreased to 65% (from 70%).
‘Rifle Receiver’ attachment now increases damage by +10% (from +7.5%).
‘Rifle Receiver’ attachment now increases penetration by +15% (from +12.5%).
‘Rifle Receiver’ attachment now reduces hip-firing accuracy by -10% (from -26%).
‘AP Magazine‘ attachment
Source
