Update log
Full SCP: Secret Laboratory update
The complete published notes, normalized for clean reading and source attribution.
Repeated intro
Hello everyone. Happy Halloween! As you may have noticed, we’ve combined this year’s seasonal event with update 14.2, introducing map and lighting updates, chase themes and horror stingers, balance changes, and more.
Extracted changes
- Maps
- Gameplay
- UI and audio
- Security
Map Changes
General Changes
Warhead detonation fog now appears more saturated and with an orange hue.
PT-00 control room keycard spawn is now always a Zone Manager and is guaranteed to spawn.
Adjusted lighting in Intercom and Checkpoints to be more reminiscent of the original visuals.
Entrance Zone
Some room variants in the Entrance Zone (EZ) are now guaranteed to spawn.
Various ambient sound effects can now be heard in some Entrance Zone rooms.
Greatly reduced the frequency of light flickering in the collapsed hallway in the Entrance Zone.
Re-added various computer setups across the Entrance Zone.
SCP-173 should now be able to teleport over barriers in the EZ downstairs office room (EZ_smallPC).
Heavy Containment Zone
Added a new room — Wayside Incinerator.
Added new ambient sound effects to various rooms in the Heavy Containment Zone (HCZ).
Overhauled lighting across most rooms in the Heavy Containment Zone.
Adjusted certain map features across rooms in HCZ:
Added an additional shelf spawn in Junk Room and Micro-HID.
Added a locker spawn in Junk Room. This is not a Scientist keycard.
Added a generator spawn to Acroamatic Abatement.
Removed the Experimental Weapon Locker spawn in Deep Corner.
Removed one bulkhead spawn in HCZ Toilet Hallway.
Implemented new Halloween decorations to the new Heavy Containment Zone.
Changed a number of props across HCZ.
Added floor textures and rubble props to certain rooms in HCZ.
HCZ Elevator A and B can no longer spawn bulkheads in their corridors.
Slightly reduced spawn chance for bulkheads to spawn in SCP-079 room corridor.
Slightly adjusted HCZ straight hallway connector spawn chances.
A reminder: following security concerns, all facility staff must sign off their computers immediately upon conclusion of work.
Following public uproar, the SCP-096 containment chair has been returned. We’re keeping the extra three million polygons though.
Emergency Door Release
Added emergency door release buttons to the interior of keycard-locked rooms.
If a door has remained closed for sixty seconds or more, this button can be pressed to force the door open.
These release buttons are located in the following rooms:
SCP-914’s chamber.
Light Containment Zone armoury.
Heavy Containment Zone armoury.
Micro-HID chamber.
SCP-106’s containment chamber.
Intercom.
Gates
Reworked the facility sides of Gate-A and Gate-B.
These reworks are temporary designs done to combat gate camping. They are not final and will be revisited in a future update.
Added a second elevator to Gate-A.
Added a protective grate to Gate-B elevator.
Generator
Removed a generator spawn from the following rooms, preventing two generators from spawning in the same room:
Heavy Containment Zone Armory.
Warhead Silo Upper Level.
SCP-106’s room (no generators can spawn here now).
SCP-939’s Containment Chamber
Players are now able to jump on the lab table via the stool.
Reduced the intensity of the red light above the containment door.
Increased the size of the canister props so they are no longer comically small.
Game Changes
Chase Themes
Added a new system that plays dynamically updated musical elements when being chased by SCPs.
These themes mix together when multiple SCPs participate in a chase.
The volume of these chase themes can be adjusted in settings.
Source
