SCP: Secret Laboratory - Ava

SCP: Secret Laboratory's biggest and most impactful update to date is now fully released. Version 11.0, also known as Parabellum, revamps a huge number of the game's core features. From a complete update of gunplay to the reimagining of the universe's most iconic character, no stone was left unturned in bringing this update to life.

If you've participated in the lengthy public beta, you'll have a good idea of what to expect. If you haven't, or you want to see the full extent of what Parabellum includes, read on.

SCP-173 Rework
SCP-173 is, in fact, the oldest part of the game that still exists today. When the game was in its infancy, there were two classes: Class-D and SCP-173. The Sculpture itself was the first class added to the game. Moving forward, it was a natural choice to include a revamp of the game’s oldest class.

We've discussed our reasons behind the rework and the path we chose for certain things more in a dedicated Steam announcement.

We're extremely pleased with the overwhelming support from the community, especially 173 and how the rework has been received. A lot of work has been poured into every aspect of the new Sculpture; from its artistically terrifying model to the ability kit itself (which may be the most revised part of the game we've ever had).

We're really proud of it, and we hope you enjoy it as much as we do.

Inventory Rework
Although it's a huge part of the update, SCP-173 was introduced into Parabellum after its other flagship feature was already well underway: the inventory and weapon rework. The inventory system is a key part of any human player's round, but in spite of that, it's been largely unchanged since its original inception — the interface has received some adjustment, and item limits were added, but the actual system and user experience was mostly the same. With version 11.0, we decided it was time to fix that!

In Parabellum, SCP: Secret Laboratory's inventory system was rewritten. Virtually none of the old code remains, and the result is an inventory that's snappier and more polished than its previous iterations. Every item in the game has received a new appearance, sounds, animations, and in some cases, new features.

You can see a full list of the changes we've brought to the inventory in the Patch Notes section, but some highlights include:
  • A context-sensitive hotkey system that allows you to equip keycards, medical items, and weapons at the press of a button — without having to open your inventory.
  • The ability to throw any item in the game, which will damage windows based on the item's weight.
  • Class-specific arm appearances.
  • New animations for all items.

Gunplay Rework
The most significant part of the Parabellum update is the complete rework of the game's gun mechanics.

Like the inventory, guns were very old, especially script-wise. We've taken the time to upgrade the appearances of each gun in the game, as well as adding several new ones. Old weapons, such as the P90 and USP, were replaced with modern, original variants. From the humble LCZ pistol to the fearsome Logicer, every weapon in the game feels better to use.

A full list of changes can be found in the Patch Notes, but here are some highlights:
  • The addition of body armor. Military classes have armor vests that provide protection from bullets instead of having increased health to simulate this armor. Civilian classes can loot and wear body armor but will have increased penalties to stamina and movement speed when doing so. Armor has also replaced class-specific weapon and ammo limits.
  • Each weapon now has a set recoil pattern. These can be predicted, controlled, and mastered.
  • Accuracy depends on movement speed. Move slow and aim down your sights for the best results, or run and jump to spray a hail of bullets down a hallway.
  • Every firearm in the game now has attachments, including the Logicer, which previously lacked them.
  • The Chaos Insurgency has subclasses. The Logicer has been restored to its fearsome, former glory (but only a few CI in each wave will have them)!

Patch Notes
If you'd like to read the full patch notes for this update, or you're a plugin developer, this section is for you. Below, you can find the complete list of changes made in version 11.0.0.

SCP-173 Rework
  • SCP-173 has received a new model, and their ability kit has been redesigned from scratch. Expect a completely different experience playing with, as, and against the Sculpture.
Gunplay Rework

  • Implemented new models, sounds, and statistics for every gun in the game.
  • Firearms have a defined recoil pattern as they fire through their magazine.
  • Firearm accuracy varies, depending on movement speed, whether you're in the air, how much you've fired in a short period of time, etc.
  • Firearms use a more complex system for damage calculations. It includes penetration values, falloff, and more.
  • Workstations no longer require a weapon manager tablet to use.
  • Firearm attachments can be configured as a spectator by pressing your inventory key.
  • Added body armor, which reduces the damage dealt to certain body parts by guns. All military classes spawn with body armor. It can also be found in the facility's armories and weapon lockers. Civilian classes can wear body armor, but will experience the downsides more severely.
  • The Chaos Insurgency has subclasses, each with different armor and weapons.
  • Added the Revolver.
  • Added the AK.
  • Added the Shotgun.
  • Replaced the P90 with the Crossvec.
  • Replaced the USP with the COM-18.
  • Replaced the MP7 with the FSP-9.
  • Redesigned the MTF-E11-SR, COM-15, and Logicer.
  • New models, animations, sounds, and stats for all guns.
Inventory Rework
  • Implemented a hotkey system to draw keycards, medical items, etc. without having to open the inventory.
  • Items can be manually sorted in the inventory by dragging and dropping.
  • You can drop items from the inventory by dragging them outside of the interface's circle.
  • The weapon manager tablet has been removed from the game. SCP-079's generators have a big old-fashioned knife switch instead of a tablet slot.
  • With the removal of the weapon manager tablet, ammo is now dropped and viewed directly in the inventory.
  • All items in the game have received new models and, where applicable, sounds.
  • The visual appearance of your hands while holding items now varies depending on your class.
  • You can throw any item in the game by pressing the T key. Items have different functions; heavy items can shatter windows, while keycards can be thrown at door panels to open them from a distance. This key can be rebound.
  • The disarming functionality has been moved to the guns themselves. Another player can be disarmed by using your interaction key on said player. As a result, disarmers have been removed from the game.
  • Added some coin spawns throughout the map. You can flip the coin by activating it, which will result in a heads or tails result.
  • Firearms can be inspected using the I key, showing a short visual animation that shows off their model. This key can be rebound. Some items, like SCP-018 and the MicroHID, will automatically be inspected when first equipped.
  • Note: As a result of the Inspect feature, the new default keybind for noclip is Left Alt. This can be changed in the keybindings menu. It shouldn't override your existing settings and will only affect new players or people who clear their preferences.
  • Note: Inspecting any item will not prevent using it, as activating it will immediately exit the animation.
Gameplay Changes
  • Added a new skybox and lighting to the Surface Zone.
  • First aid cabinets may spawn with adrenaline shots in addition to first aid kits. These cabinets will have blue symbols, instead of green ones.
  • Blood and other decals should be far more efficient, preventing your performance from tanking.
  • Blood darkens over time, depending on how old it is.
  • Tesla gates deal less damage. This change primarily affects SCPs.
  • Players can see if they've been muted by a moderator when trying to speak with voice chat.
  • Post-processing has been revamped across the board and can be configured in the options menu.
  • Completely remade the system the game uses to cull level geometry, resulting in much better performance across the board.
  • All classes feature unique first-person death animations. Humans will see the perspective of their ragdoll, while classes like SCP-096 will show off unique animations. SCP-106 sinks into the floor instead of becoming a ragdoll and leaves a splotch of corrosion behind. It's not really dead, after all...
  • Ragdolls have force applied to them in certain conditions. For instance, SCP-096's attacks will send humans tumbling when killed. Fun fact: we called this the "regular attack yeet" in our code.
  • Verified servers can be reported from the server browser. Misuse of this system may result in restrictions being placed on your account.
  • Health bars show exact numbers by default. Percentage values remain available in the gameplay settings, as before.
  • The key used to hide the HUD can now be rebound.
  • While in noclip, you can hide fog by pressing the O key.
  • The Retro main menu theme has been reintroduced to the existing list of selectable menu music.
  • Added a new effect for players that are underground when the Alpha Warhead detonates.
  • Adjusted the shaders and reflection probes used for glass and other glossy materials.
  • SCP-106's portal will be removed if it was underground during the Alpha Warhead detonation. They can still freely move it on the Surface Zone after this happens.
  • Added some environmental storytelling throughout the facility, most notably in the evac shelter found in the Entrance Zone.
  • SCP-939 now has proper ragdolls.
  • SCP-106 found his jacket again.
  • Added cloth physics to SCP-049's robe and SCP-106's jacket.
  • Added visible bullet hole decals.
  • Refactored the spectator system. Most post-processing effects on players are visible to the people spectating them as well.
  • The flashlight can be toggled on and off by activating it.
  • Removed a gray banner that would appear on the death screen with the name of the class that killed you. It made it harder to see the new death cams, and didn't fit the current aesthetic of the game.
  • Implemented new particles for LCZ decontamination.
  • Added reflection probes throughout the facility. This means that you'll see reflections in glass, on the surfaces of some guns, etc.
  • Added several new map layouts to the HCZ and the EZ.
  • 4-way intersections and straight hallways may now be randomly rotated.
Balance Changes
With the revamp of the game's gunplay and one of the universe's most iconic SCPs, we felt like it was an opportune time to run a set of sweeping balance changes as well. We've made these after a lot of public and internal testing, and we're optimistic that they will help the game in the long-term, and make room for further improvements as development continues.

[h4]SCP-079[/h4]
  • Can no longer lock down a room within 5 seconds of an existing lockdown ending.
  • Number of generators decreased from 5 – 3.
  • Time to activate a generator increased from 1:30 – 2:05.
  • Since weapon manager tablets have been removed, generators don't require an item to activate them anymore. You'll still need a keycard to open the access panel.
  • SCP-079's containment chamber is locked down by default, and cannot be unlocked by SCP-079 themselves.
  • Generator activation no longer immediately recontains SCP-079. Instead, it locks open the doors to SCP-079's chamber. A button can be found inside the chamber's control room that recontains SCP-079.
  • Added a selection of items to SCP-079's containment chamber as an additional reward for completing the generator power-up sequence.

[h4]SCP-939[/h4]
  • Max health decreased from 2200 – 1800.
  • Has a 600-point Hume Shield. It regenerates at 20/s after 7 seconds of no damage taken.
  • Bite damage reduced from 65 – 50, but bypasses all armor.
  • Can now destroy glass with bites. Chomp.

[h4]SCP-096[/h4]
  • Max health increased from 1500 – 2000.
  • Hume Shield increased from 350 – 1000.
  • Hume Shield no longer increases and decreases. It will always have a maximum of 1000.
  • Hume Shield regeneration rate increased from 5/s – 40/s.
  • Hume Shield regeneration delay increased from 10s – 25s.
  • Additional rage time is only granted by acquiring targets in the calm and enraging states —new targets while fully enraged do not give bonus time.
  • Charge cooldown reduced to 5 seconds.
  • If a kill is landed using Charge, it will reduce the cooldown of the next use by 3.5 seconds. The base cooldown time will increase by 1 second. This resets when SCP-096 exits rage. If a Charge kills multiple people, only one stack of the cooldown penalty is applied.
  • SCP-096 no longer instantly kills non-targets with Charge, but deals 40 damage instead.
  • SCP-096 will see the glowing outlines of targets much earlier. They will become visible immediately after receiving a target.
  • Added an audio cue to SCP-096's player when they receive their first target.
  • Hume Shield particles are no longer visible while using Try Not to Cry.

[h4]Spawning Tickets[/h4]
The following changes have been made to spawning tickets:
  • NTF gain +1 ticket for every 4 CI killed.
  • CI gain +1 ticket for every NTF killed.
  • SCPs award 2 tickets on death — one to account for the 25% damage dealt, and one extra as a reward for the kill.
  • The first respawn wave is no longer random, and is instead based on the team with a higher number of tickets.
  • SCP-268 only grants a ticket for the Chaos Insurgency on its first use.
  • SCP items created through SCP-914 no longer reward spawn tickets when used.

[h4]Other[/h4]
Finally, the following miscellaneous balance changes have been applied:
  • SCP-049: Max health increased from 1700 – 2500.
  • SCP-049-2: Max health increased from 300 – 500.
  • SCP-106: Max health increased from 650 – 850 (damage resistance still applies).
  • Adrenaline no longer restores HP on its own. Classes that previously only spawned with adrenaline now spawn with a first aid kit to prevent them from having no source of healing.
  • SCP-096's hits are registered by the client and not by the server. The server still verifies each hit before causing damage, but 096's basic attack should overall feel much more consistent than before.

Tesla Gate Refresh
  • Tesla gates have new visuals and audio.
  • Tesla gates visually and audibly activate when a player enters the room they're in, featuring sparks and a red light. The gate will not create a damaging blast until a player gets close to it.
  • Tesla gate damage has been dramatically reduced. It will always instantly kill humans, but most SCPs can survive several blasts. This change is intended to allow for riskier plays, as well as preventing new players from dying instantly without realising what's happening.
Remote Admin 3.0 and server changes
  • Remote Admin's next major version is here!
  • Text-based RA has been revamped. It features command suggestions, nickname autocomplete, a better scroll bar, and much more.
  • Visual RA features a nickname filter, role-based icons, and a broadcast menu, in addition to changes like better player list scrolling and visual fixes.
  • Reimplemented the ci_on_start_percent config option. It's 10 by default.

API Changes
  • Added a "clearcassie" command (or "cassieclear") that clears CASSIE's message queue.
  • FlickerableLightController now has a "LightIntensityMultiplier" property to control a room's light intensity from the server.
  • Added RAUtils — a new utility helper for Remote Admin. It contains the processing functions for tab-completed names, including the regex functions.
  • All remote admin commands (except REQUEST_DATA) have been moved to an interface-based system, instead of being hardcoded into one function.
  • Add IUsageInterface to support command usage. It's a string array that gets added to the properties of the commands that interface it.
  • The IUsageInterface has 3 "special" values: (%player%, %role%, and %door%) that will tab-complete respectively in the RA GUI.
  • Add fuzzy search for looking up partial commands from the commandField.
  • Commands are synced when the client joins a server. This means any commands added to the RemoteAdminCommandHandler will be available for tab-completion in TBRA.
  • The inventory has been completely remade. New scripts can be found in the InventorySystem namespace. Most items track their data via unique scripts that inherit from ItemBase.
  • Reimplemented the decal system. We now use Decal Master instead of a very outdated version of Easy Decal.
  • Remade the RoomInformation system — it is now called RoomIdentifier.
  • Implemented a simple co-ordinate system that can fetch the room a player is in.
  • Soft refactor of keybinds to use an enum (ActionName) instead of strings for action keys.
  • Alpha Warhead lights are now server-side, and their color can be modified by plugins (or cruel admins) as a result.

Fixes
  • Fixed SCP-096 being able to use Try Not To Cry in any direction by rapidly turning their mouse as soon as they activated the ability.
  • SCP-106 no longer dies if they're using their sinkhole when the warhead goes off.
  • Grenades can no longer be thrown through the ceiling in certain rooms.
  • Direct Connect no longer skips hyphens.
  • Rich presence for Steam and Discord correctly displays max player count, instead of being a flat 20.
  • CASSIE now correctly pronounces numbers if the pitch is higher or lower than default.
  • Fixed multiple font rendering issues that made the game very difficult to play with non-Latin based languages such as Chinese and Korean.
  • Fixed an issue with the Steam markdown in the main menu.
  • Players should always be correctly decontaminated.
  • The ban command no longer fuzzy searches players.
  • Introduced a rate limit for using medical items to prevent stacking their sounds multiple times per second with a macro. *zip*
  • The laterjoin system no longer only spawns players as Class-D.
  • Resolved a bunch of anticheat issues.
  • The tutorial class has its own ragdoll.
  • Players can correctly use global chat when the round has ended.
  • Many, many, many more fixes that aren't included here.

What's Next?
With the development cycle of 11.0 finally at an end, we can take a breather and start looking forward to the future. There are several internal plans and we've already started working on the skeleton for the next patch. Halloween decorations will be making their return and we'll hopefully be having a special event for the spooky season this year. After that, well... we can't give away all our secrets, can we?

See you in the dark.

~ Northwood Studios
SCP: Secret Laboratory - Voidus
Hello everyone!

We have just opened a new branch of the game called “Pre-Beta Staging” to help us further prepare for Parabellum’s final release.

This branch exists for us to directly get feedback on base game issues, without false positives being reported because of plugins. With that being said there is a no tolerance policy for plugins on this branch.

This branch will be updated more frequently. If you would like to help us test out the newest experimental features and bug fixes, please switch to the “pre-beta-staging” branch on Steam. Any issues you find can be reported here: https://support.scpslgame.com/bug-report

Please note we’re keeping the old “Public Beta” branch, as it will be updated only with things that are confirmed to be stable. The main difference is that the “Pre-Beta Staging” branch contains all the newest features, including ones that have the potential to be unstable. If you plan to stay on the normal Parabellum beta, we ask you to take note of the servers you play on while reporting bugs. If the server you are on is using plugins please include this in any report you send.

Thank you for supporting Northwood Studios and SCP: Secret Laboratory!

- Northwood Studios
SCP: Secret Laboratory - Voidus
Hello everyone!

We are pleased to announce that the Parabellum update has entered the Public Beta stage. Everyone can now access the beta from Steam or Discord.

Accessing the beta on Steam can be achieved by right-clicking SCP: Secret Laboratory in your library, clicking properties, betas then clicking the dropdown menu and selecting “publicbeta”.

If you want to access the beta from Discord you can follow the instructions on this page of our website:
https://scpslgame.com/beta-access/ This page also has a support section for any issues you may have and a changelog for the beta.

With this being a beta not everything you see is final and can change, you may also find bugs or other issues. You can report these issues here: https://support.scpslgame.com/bug-report

We hope you enjoy the beta and thank you for supporting Northwood Studios and SCP: Secret Laboratory!

- Northwood Studios
SCP: Secret Laboratory - Voidus
Hello everyone.


We are proud to announce an important addition to the 11.0 update, now called “Parabellum”. Arguably the most recognized SCP, SCP-173, has been reworked for the upcoming update! You can find the reveal animation here:


SCP-173

The Model

The decision to rework SCP-173 was decided long ago, with the model being completed by mid-2019. This model may not be new to some of you and has been nicknamed “Matthew” by the staff and community. This model steps away from typical 173 variations. We hope this model adds some fear and revulsion to the facility.



Ability Showcase

Below you will find a description of SCP-173’s abilities and the reasoning behind these additions. Please note that specifics are subject to change during the Beta.

(Passive) Reinforced Concrete

With the introduction of the armor system, SCP-173 has been given innate armor against attacks. They have a “Hume Shield” of 1000 which regenerates at a rate of 10/s after avoiding damage for 10 seconds. It can also regenerate an immediate 100 AHP for killing someone with the “Stained” effect. Additionally, they have a 60% armor efficacy against all bullet attacks, which uses the same formulae as actual body armor(penetration, etc).

SCP-173 has always struggled in open engagements with armed human classes and can often get shredded quickly. The Design team decided to turn this idea on its head — instead of being completely discouraged from engagements, participating in them is now a viable option. This doesn’t mean that SCP-173 is invulnerable, but contributes to their theme and puts a unique twist on their vulnerability to gunfire when being observed.

(Passive) Witness

“Witness” is closer to being a core mechanic than an ability. It does, however, interact with all abilities and is responsible for many interactions. As the current SCP-173, a player can move around and kill as usual, when not observed. When observed, the player becomes immobile. The only way to move when immobile is by using “Blink”. The cooldown for this alters depending on the number of people “witnessing” SCP-173. When being observed by a “Witness” you will gain an eye indicator in the center of your screen, this will eventually turn red when your “Blink” ability is fully charged.

Snap

SCP-173’s signature ability (“Snap”) remains almost the same, allowing a player to kill anyone close enough with LMB (default). This can only be used when not observed.

Blink

SCP-173 has received a new system for how they “Blink”. Previously a player would hold their movement keys and “Blink” at intermittent intervals. With the new model, the player can now control when they blink by charging the ability with RMB (default) and releasing to move. This movement ability only works when being watched and has a limit of 15 meters. Any human-class player observing SCP-173 while they “Blink” will notice themselves blinking; allowing SCP-173 to move and kill the closest human within 2 meters of their landing spot.

The default cooldown for the ability is 3 seconds but is increased by 1 second for every human observing them. As an example, if four players are observing SCP-173 the “Blink” cooldown would be 7 seconds. This cooldown changes drastically when other players look at, or look away from, SCP-173 but will never cancel a fully-charged blink.

These changes were made because SCP-173’s blink movement wasn’t obvious, relied on old code, and gave the player little control. These issues made SCP-173 frustrating to use at times. With this rework, the Design team wanted to make SCP-173 both more threatening and give the player more control over their movement and targeting. This is to ease the learning curve while still allowing a player to improve with experience. The myriad of anti-cheat and stability issues plaguing the current version of SCP-173 should also be improved with these new systems.

Breakneck Speeds

This ability doubles SCP-173’s movement speed and blink range but prevents them from killing anyone while it’s active. The ability can be toggled with the sprint key and lasts until it is cancelled or someone observes SCP-173, at which point it ends after a 10-second grace period. The ability can be used while SCP-173 is being observed but the grace period will immediately start ticking down. This ability has a cooldown of 45 seconds, starting the moment it is cancelled.

The ability is intended to be a hybrid between mobility and escaping. SCP-173’s default movement speed is still faster than a human sprinting but is substantially reduced compared to the current version. SCP-173 will no longer gain speed upon taking damage. Keeping the ability active allows a player to move very fast between encounters, but a player runs the risk of being vulnerable in an ambush.

Tantrum

An ability that leaves behind a pool of [REDACTED] which has a radius of 2.75 meters. While SCPs are unaffected by the pool, any human classes that pass through this gains the “Stained” effect. This will reduce their movement speed by 20% and prevent them from sprinting. A pool lasts 180 seconds with a 30-second cooldown between placing them. The “Stained” effect lingers for 3 seconds upon leaving the pool. If SCP-173 kills someone with the effect they immediately regain 100 AHP.

This ability is intended for support, as it allows a creative SCP-173 player to prevent targets from escaping but also makes life difficult for humans if placed in doors or choke points. The pool has an obvious appearance and sound effect allowing humans to react to its presence which can lead them to change their tactics or run away.

Patreon Beta Update

With this announcement the currently ongoing Patreon beta has been updated to include SCP-173 and the access tier has been lowered to $10. Please note that if you aren’t already a supporter, and you consider doing it now, Patreon will charge you for the second time at the beginning of the next month, hence the price cut.

To learn more about accessing the beta you can visit this page of our website: https://scpslgame.com/beta-access/

Community Translators

We would like to mention that if you are a community translator you can now receive access to a dedicated role and channel in the Official Discord. This allows for direct communication between community translators and the official Translation team.

To be eligible for the rank you need to have contributed to our Official GitHub repository. If you believe yourself to be eligible, please contact a current member of the official Translation team on Discord.

On the topic of translations, we also want to mention that Non-ASCII languages should now work properly within the game.

Last Words

As we are getting closer to the release, we look forward to sharing the Parabellum update with you all. We thank you for your continued support of Northwood Studios and SCP: Secret Laboratory.

- Northwood Studios
Jul 23, 2021
SCP: Secret Laboratory - Voidus
Hello everyone!

We are very excited to announce we will be doing a Q&A stream over at Twitch on Saturday 24th July at 6PM UTC. We’ll be answering questions about the ongoing Patreon beta and the game in general. If you want to stay updated, join our Discord!

We hope to see you there and until then, thank you for supporting Northwood Studios and SCP: Secret Laboratory!
SCP: Secret Laboratory - Voidus
Hello Everyone!
It’s time for a progress report on the upcoming weapon-overhaul update. We would also like to show you the implementation of the completed assets.

Weapons
To read more about weapon specifics, check out this public Patreon post: https://www.patreon.com/posts/deep-dive-into-47278664

.44 Revolver


COM-15


COM-18


Crossvec


FSP-9


MTF-E11-SR


Shotgun


Logicer


AK
The AK is making great progress, however, it's not ready to be revealed quite yet.

Recoil
We’re introducing an improved recoil system to the game. This is used to control how weapons behave during full-auto discharges. Based on how many continuous rounds have been fired, there are three basic effects which may occur:

Camera Shake
A purely visual effect, that doesn’t affect the control of a weapon. Instead, its purpose is to make maintaining visual contact with a target more difficult.

Recoil Pattern
The current system is designed so that after each shot, the player’s camera will “jump”. However, it will now follow a predefined path (Recoil Pattern). This new type of recoil is not intended to be unavoidable. It can be easily countered by moving the mouse in the opposite direction.

Progressive Inaccuracy
Each subsequent shot from a weapon will become progressively more deviated from your crosshair’s actual position. The deviation amount depends on the type of weapon being fired — SMGs and the Logicer will remain relatively accurate, while rifles will take a significant accuracy hit when firing for more than just a few rounds. The deviation amount will be randomised and cannot be controlled.



Targets
Targets originated as debug tools. They were used for testing elements such as recoil, damage, attachment setups, and for simulating certain in-game scenarios. With how useful they’ve proven to be; it’s been decided that they will be implemented in the game, and will become their own system.

Targets can be spawned by a new Remote Admin command — “spawntarget”. Once spawned, they are visible to everyone on the server and operate in two modes. These are:

Local Mode — Players on the server may only see their own score.
Synchronized Mode — Players on the server can see the score of whoever interacted with the target.

There are currently three types of available targets:

Sports Target
A classic circular target with a yellow bullseye (10 points), and 9 further rings extending outwards (from 9 – 1 points). This is a generic target and can be used for multiple purposes. However, its primary function is to allow an individual to train and observe full-auto fire. Accuracy is calculated by dividing the sum of points with the number of shots fired.

Binary Target
This target has a slightly bigger bullseye (10 points), with it being approximately the size of a human head. The rest of the target is blank. Any hits outside the bullseye count for 0 points. This target is used for single-shot testing, such as seeing how likely a gun is to score a headshot from a determined distance.

Class-D Target
This target has a flat image of a Class-D on a 1:1 scale. This is mainly used for recreating in-game scenarios.



Firearm Hotkeys
We’ve added new hotkeys for firearms, allowing you to equip or swap weapons without opening the inventory. These hotkeys are bound to “1” & “2” by default. The weapon that corresponds to a hotkey is determined by their order in the inventory.

As an example, if a Revolver is placed in slot one, and a Crossvec in slot 4, hotkey “1” will pull out the Revolver.

When pressing the hotkeys, a weapon indicator will be visible in the bottom right-hand corner of the screen, signifying which attachments are currently on the weapon.

Here’s what it looks like:


Attachment System
The Attachment System has been improved. You will now be able to change your attachments while in spectator mode, as well as at the weapon stations. When you select your attachment at a weapon station you will see a silhouette of the weapon. Sections of this silhouette will be highlighted to indicate parts that can be changed. A weapon’s silhouette can also be seen while hovering over it in your inventory. Any attachments will be highlighted.

Here is the WIP workstation:


Throwable Objects
An entirely new system included in the update, is the unique ability to throw/toss objects. Currently, any object that is held in the player’s hand can be used in this way.

While this ability may not seem important to some, it allows items to reach previously inaccessible areas, break windows, and theoretically, allow thrown items to affect other elements upon impact. Items will also be affected when dropped.

Continuing with this idea, this could potentially allow us to have 018 become triggered upon impact with the floor, 207 bottles breaking under certain force, or if a keycard is thrown at a scanner; having it open the door. A flashlight could even be damaged if it is dropped.

As an object is thrown, it will rotate randomly in the air before settling on the ground — this can even be used to play heads or tails! By default, the button to use this system is “T”. However, this can be changed in the options menu.

Please note that these ideas are all conceptual, and we’d still like to hear your thoughts and opinions.


Radio
Some of you may have seen a new radio in the previous Devlog, but that was not the final version. Another model has been created, along with new animations, graphics, and sounds for using it.

While there have been no changes to how it's used, there may be tweaks to its ranges and battery life.


Tesla Gate
It has been a long-term goal of the studio to move away from Containment Breach assets. With every update we move one step closer to reaching this goal.

The Tesla gate is an iconic object in the game. We've been working hard to create our own version of this piece of technology. Our team has created brand new sounds and visual effects.

Here is a demonstration:


Medical Items
Many items in the game have new animations, some even have new models. A lot of these are medical items like the First Aid Kit, Painkillers, and Adrenaline. The new model for Adrenaline will no longer have a needle. This was done on account of players with Trypanophobia.


Other Items
Many other items, including SCP objects, have new animations. Like the flashlight, 018, and 268.


Remote Admin
While these changes may not concern all of you, we would still like to inform you that there has been a complete visual rework of the RA console, and multiple quality of life changes.

Here is the complete list of changes:

  • Complete visual rework of the console.
  • Added command suggestions that pop up once you start typing a command, also hinting possible usage of parameters in the command.
  • Added player nickname search bar.
  • Changed the confusing nickname prefixes ([~] [@] [RA]) to icons. Gold shield for [~] blue wrench for [@] and plain user for [RA] as well as hint text explaining what the icons indicate when you hover your cursor over them. Introduced a new icon which indicates overwatch mode.
  • Added pre-defined ban reasons to RA. You can specify these reasons in the Remote Admin config file.
  • Added a new "Broadcasting" tab to RA which lets you send administrative broadcasts to player(s).
  • Added new "External Lookup" and "External Panel" buttons to RA that allow external lookup to a specified URL.
  • The Facility Guard’s class colour has been changed to be more differentiable from the spectators’.
  • Fixed a variety of minor visual glitches.

We would like to thank lysol#3636 for the suggestions which some changes were based upon.


Optimization (New Culling System)
A topic that is regularly mentioned is the optimisation of the game. With each update we strive to improve wherever we can, be that updating some of the oldest code in the game, or recreating it completely. This update is no different. The weapon-overhaul brings with it some well-needed changes, like re-creating the inventory system and adding a new culling system.

Here is the new culling system at work:


Windows 7 Support
Some of you may remember we briefly mentioned support for Windows 7 will be dropped in the future. When the 11.0 update is released, Windows 7 will no longer be supported by SCP:SL.

Here is a statement from one of our backend developers: “It has become increasingly difficult to support an end-of-life operating system. Specifically because of the ever-evolving Windows 10 APIs that cannot be used effectively in our code-base due to the fact that Windows 7 simply does not contain them. To bring a better experience to Windows 10-8.1 users, Windows 7 support is being dropped.

Last Words
Work is progressing steadily and we can’t wait to have the 11.0 update available to you all. We plan to have a Patreon Beta in the near future and hope to reveal even more features. Until the time comes, have a great day and thank you, once again, for supporting Northwood Studios and SCP: Secret Laboratory!

~ Northwood Studios
SCP: Secret Laboratory - Foxe
Hello everyone,

On behalf of Northwood Studios, thank you for being patient as the gun-rework update is reaching completion. We want your input about the quality of life and the presentation of information.


Thank you for taking the time out to complete this form.

https://forms.gle/xWGNwBkgSCBSoBrd9

See you in the facility
~ Nostra (Northwood Studios Feedback Manager)
SCP: Secret Laboratory - Voidus
Hello everyone.

We’ve just made one of our previous Patreon posts available to everyone! This post goes into detail about the types of guns, ammo, Chaos subclasses, body armor, and more coming to the 11.0 update. It will also include a list of guns which are being added or removed.

You can now check out the free post here: https://www.patreon.com/posts/47278664

Have a great day and thank you, once again, for supporting Northwood Studios and SCP: Secret Laboratory!

~ Northwood Studios

Website: https://scpslgame.com
Discord: https://discord.gg/scpsl
Reddit: https://www.reddit.com/r/SCPSL/
Patreon: https://www.patreon.com/HubertMoszka
Wiki: https://hub.scpslgame.com/index.php?title=Main_Page
Mar 3, 2021
SCP: Secret Laboratory - Voidus
Hello everyone!

We've just released the 10.2.2 hotfix! With it comes a multitude of changes and fixes.

Updates

Gameplay

  • SCP-096 will now deal 750 damage to doors when charging (increased from 250). This addresses an oversight where they couldn't charge through the doors in SCP-106's containment chamber.
  • SCP-106's portals now teleport with elevators. This helps to fix a longstanding bug where 106 could end up in the out-of-bounds side of an elevator.
  • Optimised SCP-096 Scripts.
Backend

  • Optimised authentication - it now takes about only half of the time.
  • Updated LocalAdmin to version 2.3.8.
  • Updated and improved the Anti-Cheat (These were the small updates you may have noticed recently).

Fixes

Gameplay

  • Fixed an issue where killing all other SCP's wouldn't re-contain SCP-079 if 4 out of 5 generators were active.
  • Fixed the "Burned" status effect working inversely for weapon damage (i.e. making the victim cause more damage, instead of receiving more.)
  • Fixed the inability to open the inventory or player list when dying as SCP-106 with your sinkhole menu open.
  • Fixed an issue with CASSIE where multiple numbers would void "PITCH" settings for the rest of the line after the first number.
  • Fixed `ci_on_start_percent` config.
  • Fixed ping not being round trip time.
  • Fixed a bug where SCP-106 would die if traveling through his sinkhole when the alpha warhead detonates. He only dies if the sinkhole is in the facility or an elevator.
  • Fixed an issue where grenades could get out of bounds if you threw them too close to the ceiling.
  • Fixed an issue where SCP-096 could turn around when in "TryNotToCry"
  • Fixed an issue allowing you to drink more than 4 SCP-207 (cola) at the same time.
UI

  • Fixed an issue where players muted while currently talking in scp/radio/spec chat would have their speaking indicators get stuck on your screen.
Map

  • The ARG plaque in SCP-079's chamber is no longer stuck out-of-bounds.
Backend

  • Fixed an issue where command interpolation for numerical values would throw errors during startup. Certain int-values would return "-" if null rather than a valid int like "-1".
  • Fixed an issue where the Steam/Discord RPC would display the max players count incorrectly.
  • Improved SCPs 049, 106, and 173 killing security - it's not possible to kill through walls, doors, or any other objects or from a long distance anymore.
  • Added rate limits to the usage of medical items (to prevent cheaters and griefers abusing sound effects).
  • Improved LocalAdmin process exit on Windows.

Thank you for your continued support!
~ Northwood Studios

Website: https://scpslgame.com
Discord: https://discord.gg/scpsl
Reddit: https://www.reddit.com/r/SCPSL/
Patreon: https://www.patreon.com/HubertMoszka
Wiki: https://hub.scpslgame.com/index.php?title=Main_Page
Feb 11, 2021
SCP: Secret Laboratory - Voidus
Hello everyone!

Today we want to discuss the next steps in our development, what you can expect to see in future updates, and some other notable news.

It’s been a long time since we’ve publicly said anything about future goals and updates for the game. The time has finally come to change this. For more details about the update, you can view the Devlog on our YouTube channel:



The 11.0 Update
Our next major update will be 11.0. With it comes a multitude of gameplay-, interface- and content additions. The main focus of the update is a complete weapon overhaul. It will feature, not only model changes, but also the entire system circulating it. This means that it will influence how the weapons control, how their attachments operate, and how they will interact with the game.

This rework also means that some current weapons will be removed. The change is nothing to be sad about as multiple new weapons will take their place. Despite this being the main focus, there will be other additions, and bug fixes. For now, we will be keeping that a secret.

New Official Websites

Along with this post, comes the release of our brand new websites. Previously, we had only one website that was severely outdated, and lacked important functionality. Let’s talk about what each website does.

The “Main” site is where you can find general information about the game, like public updates and other news. You can also find links to all of our official media including the twitch, YouTube, wiki, Patreon etc.

We’ve also added a new “Support” site. This site is completely dedicated to support. There you can directly search for support articles; view the FAQ; find information on game bans and how to appeal; see the status of our game servers; and how to contact us. Regarding ban appeals, we will only be processing those sent through the website, and will no longer be handling them via email.

If you find any bugs or room for improvement, please let us know by sending an email to http://webmaster@scpslgame.com

Main Site: https://scpslgame.com
Support Site: https://support.scpslgame.com/

Patreon Update

For three years Patreon has been our only source of income. Maintaining a, relatively, popular multiplayer game is difficult, and an expensive exercise for a small studio like ours. We’d like to take a moment to thank all current, and former, Patreon supporters for helping us to cover development costs. Without you new updates would not have been possible.

Our Patreon page has recently been updated. Most importantly, it has been renamed to “Northwood Studios”. Descriptions, screenshots, and the disclaimer section have also received some changes. Rewards will, however, remain unchanged.

Moving forward, we are committed to sharing more information on the Patreon site itself. We will be attempting to post updates at least once a month, providing you with additional information and some cool sneak peeks about 11.0. Soon, a new post covering a lot of details about the weapons overhaul will be released to all Scientist-tier, and higher, Patreon supporters.

Goodbye!

Have a great day, and thank you, once again, for supporting Northwood Studios and SCP: Secret Laboratory!

~ Northwood Studios
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