Version 13.2 of SCP: Secret Laboratory has just been released! This update includes a new weapon, modifications to SCP-939, improvements to Mobile Task Force classes, bug fixes, custom hotkeys, and other game improvements.
SCP-939 Changes
SCP-939 has received some major improvements to their kit. Whilst we are content with its current gameplay, we’d like to make some detailed adjustments to SCP-939. These include balance changes, quality of life improvements, and more. We hope these changes improve the gameplay experience playing as and against SCP-939.
Claw Changes
Adjusted how Claw’s area of effect (AoE) is calculated.
The target closest to the crosshair will always receive 100% of Claw’s damage.
Further targets within the AoE will take 100% of Claw’s damage, split across the number of targets. For example, if five players are within Claw’s area of effect, the closest target will receive 100% of the damage, whilst the other four targets will each receive 25% damage.
SCP-939 is now able to damage players under the effects of SCP-268. Note: Lunge does not affect invisible players at this time. We are aware of this issue and will be correcting this error soon.
Developer Commentary: Following SCP-939’s rework in 12.0, we noticed a trend of SCP-939 killing large groups in undesirable locations, such as the Surface Zone (SZ) to Facility elevators. Combined with an Amnestic Cloud, this made for an unfair gameplay advantage. We noticed the problem was with SCP-939’s AoE having no limitations. We still want SCP-939 to remain threatening against tight groups, so whilst damage stays unchanged,, we’ve placed a soft cap on potential damage it can deal against larger groups.
Focus Changes
SCP-939 now emits a growling noise after it uses Focus. Initially silent, the growling will become more apparent over the following ten seconds after it uses Focus. Growling buildup will regress after five seconds of leaving Focus
SCP-939 can now hear its own growls.
Developer Commentary: Whilst SCP-939 can be heard in dead quiet situations, we noticed that in louder gunfights, or general Facility chaos, it is more difficult to figure out if it's behind a door or not. To further incentivise a ‘cat and mouse’ game, a louder ‘second stage’ to SCP-939’s audio cues have been added. This stage is slightly louder and more noticeable over time. We hope the new audio cue creates more tense situations whilst rewarding patience.
Here are some tips for SCP-939 players who may be confused by this adjustment: It's best to reposition frequently and utilise the Facility's background noise in addition to the Mimicry skill to remain hidden. This will help in potential growl buildup and gaining an advantage on players actively listening for you.
Ultrasensitive Changes
Players revealed by SCP-939 in close proximity no longer produce sound blips.
Humans that are jumping, sprinting, or firing a weapon within four metres of SCP-939 will now be revealed. Being revealed persists for a slight time after the action(s) ceases. This effect ignores SCP-939’s reduced visual radius from running low on stamina.
Humans within the SZ who fail to produce a sound blip naturally within 20 seconds will now begin to emit a sound blip every ten seconds. This effect will last until a sound blip is produced naturally.
Once the Alpha Warhead is detonated, all humans will be permanently revealed to SCP-939.
SCP-939 will no longer see sound blips from a user underneath the effects of SCP-268.
Developer Commentary: In an effort to reduce visual pollution during SCP-939 gameplay, we’ve decided on a change with how SCP-939 perceives sound blips. Humans who are directly visible to SCP-939 no longer emit any sound blips to reduce confusion and create a better visual experience.
Some of you might remember how SCP-939 behaved on the SZ before its rework. Previously, when SCP-939 was on the SZ, all human players present were visible no matter the distance to prevent prolonged games. When the rework was applied, we initially thought that Ultrasensitive’s mechanics were enough to replicate that old feature, however it became clear to us that it needs to be expanded upon.
Amnesia Changes
Amnesia, the effect caused by Amnestic Cloud, will no longer prevent humans from reloading or healing.
SCP-939 will now be made briefly visible to everyone underneath the effects of Amnesia when attacking, regardless of whether an attack is successful or not.
A player with the Invigorated status effect is now immune to Amnesia, as originally intended.
Developer Commentary: A number of players expressed frustration regarding a few aspects of SCP-939’s Amnestic Cloud. Allowing SCP-939 to miss attacks unpunished is not something we wanted to promote. Additionally, restricting weapon reload and use of medical items proved very irritating to fight against.
Miscellaneous SCP-939 Changes
Reduced SCP-939’s sprinting speed to 6.7m/s (from 7.2m/s).
Increased SCP-939’s base speed from 4.3 to 4.6.
Increased SCP-939’s stamina to a total of 15s (from ten seconds).
Players hit by SCP-939 are now ‘marked’ for five seconds. Marked players will still grant their voice lines to SCP-939, even if they are killed by another SCP.
Added an on-screen popup whenever SCP-939 successfully steals a voice.
Developer Commentary: From our observations on the reception to SCP-939, we noticed that a lot of players were being killed in unavoidable situations due to SCP-939’s incredible burst of speed, so we’ve reduced its maximum sprint speed. Whilst still faster than an average human, it is now much harder for SCP-939 to kill you without having a chance to react.
Gameplay Changes and Improvements
Another cornerstone of the 13.2 update are the variety of gameplay changes we’ve made. With the addition of a new firearm for the MTF Captain, Chaos Insurgency now counting as partial targets for SCPs, and MTF Privates and Sergeants now sharing a keycard, this update brings plenty of new content.
Added the FR-MG-0, a new LMG which replaces the MTF Captain’s rifle.
Added a new custom hotkeys system, allowing users the option to customise their own hotkeys and item drawing criteria.
Renamed the MTF Sergeant Keycard to MTF Operative Keycard.
Removed the MTF Private and Containment Engineer Keycards from standard play.
MTF Privates now spawn with an MTF Operative Keycard instead of an MTF Private Keycard.
Putting an O5 Keycard in SCP-914 on Coarse will result in a 50/50 split between receiving a Facility Manager Keycard, or an MTF Captain Keycard.
Putting an O5 Keycard, an MTF Captain Keycard, or a Chaos Insurgency Access Device in SCP-914 on Rough will result in a Guard Keycard.
Putting a Guard Keycard in SCP-914 on Fine will result in receiving an MTF Operative Keycard.
All other instances of receiving a Containment Engineer Keycard from SCP-914 have been replaced by a Facility Manager Keycard.
The Chaos Insurgency now count as partial targets for SCPs. Roughly 75% of a Chaos Insurgency wave must die before a round can end.
Upon Alpha Warhead detonation, the next respawn wave will be forced to a four minute countdown, regardless of the respawn timer prior to detonation.
Added the A7.
The Concussed status effect will now decay when standing still.
Added visible light flashes to all first-person and third-person weapon animations.
SCP-106’s containment doors can now be broken by a grenade.
Removed SCP-079 generator spawns from the Alpha Warhead room. A generator may now spawn in the hallway alongside the elevator.
Developer Commentary: On the Captain LMG, we felt that MTF operatives were lacking in weapon variety compared to the Chaos Insurgency. Seeing as both the Captain and Sergeants spawned with the same weapon, we thought it would be fitting to give the MTF Captain something unique. The FR-MG-0 is a 5.56 LMG that appears on MTF Captains, whilst also appearing in SCP-079’s armoury.
We’ve received endless reports of an enormous number of MTF operatives being trapped behind the Facility gates. To rescue these operatives from their fates, we’ve decided to give both Privates and Sergeants the same level of Keycard access under the clearance of a single MTF Operative Keycard.
One of the games largest issues over previous updates include the Chaos Insurgency. Countless reports, and suggestions triggered a campaign to be launched to get us to address these issues. Originally, we had bigger plans to incorporate Chaos Insurgency targets into a larger update to change team progress and survivability during a match. We’ve realised that this problem had to be corrected immediately, so, whilst we continue to refine that aspect of the game, we have decided to add a simple change that overhauls how rounds will flow.
Custom hotkeys are a new system that allows players to customise key bindings. As the second part of our settings rework, we hope that you’ll enjoy the creative freedom to tailor your hotkeys to your heart's content. We encourage you to experiment with the new system and see what you can come up with. Of course, for those not interested in this system, the defaults will remain untouched.
Miscellaneous Changes
Reduced the MTF-E11-SR FMJ Drum Magazine attachment ammo capacity to 60 (from 65).
Placing an MTF-E11-SR in SCP-914 on Fine will result in receiving a FR-MG-0 instead of an AK.
Placing a Logicer in SCP-914 on Coarse will result in receiving a FR-MG-0 instead of an AK.
Slightly reduced how far players can reach the Alpha Warhead panel. The distance is now similar to reaching for a door.
Added a setting to disable dropping items from your inventory with right click.
Added a setting to switch between toggle and hold-to-open inventory. Defaults to toggle.
Updated the glass materials found in SCP-939 and SCP-173’s containment chambers.
Slightly changed the rotation of the Surface Zone skybox.
All achievements related to escaping the Facility will now be awarded if a user is disarmed.
The sides of elevators now have a small box collider, preventing players from ending up on top of the railings when teleporting.
Adjusted lighting mesh renders in the Surface Zone admin tower.
Patched a few holes in the SCP-049/SCP-173 subsector.
Added Thai translations.
Added Vietnamese translations.
Added Romanian translations.
Added Lithuanian translations.
Added Portuguese (Brazil) translations.
Added Catalan translations.
Reworked the backend of all translations. If you use a custom translation, back it up before updating.
Bug Fixes
Respawn tokens are now properly ‘consumed’ when a respawn wave occurs, granting one per player respawned to the opposing faction.
Nicknames no longer parse escape characters across several UI elements.
Fixed an issue that occasionally reverted the game resolution setting after restarting.
Adjusted how SCP-106’s minimap views the Light Containment Zone armoury.
Fixed Ambient Occlusion not properly applying the right level consistently.
Command bindings created with the cmdbind console command no longer trigger when the console is actively open.
Fixed the Micro-H.I.D. shooting animation not being cancelled upon escaping.
The Jailbird’s name and description are now translatable.
SCP-049 and SCP-049-2 can now interact with frozen corpses.
Fixed SCP-049 not being able to use Good Sense of the Doctor in blacked out rooms.
Fixed SCP-049-2’s Lobotomized Bloodlust not activating in blacked out rooms.
Fixed SCP-079 being able to see its own camera model when on the Surface Zone.
Fixed the gate in PT00 automatically opening if SCP-173 spawned in a round.
Fixed a floating camera in SCP-173/SCP-049’s subsector.
Fixed SCP-049-2 being able to attack whilst consuming a corpse.
Fixed an issue in which Tesla Gates did not properly emit light whilst zapping.
Fixed crashes caused by a corrupted credits tab in the main menu.
Fixed multiple columns having an improper scale.
Fixed players occasionally being able to see their own models in first person.
Fixed night-vision scopes not properly being able to see in darkness.
Fixed SCP-106 door buttons not properly updating keypad colour when destroyed.
Developer Commentary: We’d like to thank members of the community for the constant stream of bug reports over the past few months. Without the help of our Community QA, we would be struggling to diagnose and fix many issues at hand.
If you are not aware, we have a public Trello detailing all of our identified and reported bugs within SCP:SL. This list is constantly maintained and a good place to check and see if a bug is posted to be fixed in a future update. Additionally, if you find a bug not reported on the Trello, you can report it on our website here.
Remote Admin and Technical Changes
Added a new Elevator Management section underneath the Map Control category.
Added ‘elevator teleport’ command.
The Remote Admin playerlist can now be sorted by classes.
The ‘stripdown’ command now requires the Permissions Management (PRM) node.
The ‘setnick’ command now displays a response if there are no players who match the request.
The ‘intercomtext’ (and alias ‘icomtxt’) commands now resets the text if there are no arguments supplied.
Added visible Godmode and Bypass Mode indicators when spectating players in Overwatch.
Added a new voice chat selector for users within Overwatch. This is toggled by using the ‘Inventory’ key (default: Tab) and replaces the Attachments Edit menu.
A server will no longer enter idle mode when the ‘exit’ or ‘restart’ commands are ran while players are connected to said server.
Fixed players crashing when requesting information for a player that is muted.
Fixed sphere primitives not having collisions on spawn.
Fixed LightSourceToy’s ‘LightShadow’ property not doing anything. Shadows will now appear on objects if the option is enabled.
Replaced the old ‘ItemType’ IDs with more up-to-date names.
‘ItemType.KeycardNTFOfficer’ is now ‘ItemType.KeycardMTFPrivate’.
‘ItemType.KeycardNTFLieutenant’ is now ‘ItemType.KeycardMTFOperative’.
‘ItemType.KeycardNTFCommander’ is now ‘ItemType.KeycardMTFCaptain’.
Anti-SCP-207 can now be spawned via the Remote Admin panel.
Removed System.Numerics.Vectors, as it is no longer needed.
‘custom_gamemode_server’ and ‘heavily_modded_server’ properties have been removed from server configurations and templates.
Cleaned up code responsible for handling stats such as stamina, HP, AHP, and Hume Shield. It now automatically generates synchronisation identifiers. SCP-106’s Vigor has been moved onto this new system.
A server will no longer try to drop items from deceased players when they disconnect.
Developer Commentary — A note on the MTF Private and Containment Engineer Keycards: Whilst being entirely removed from standard play, we have opted to leave them within the game. We understand that these Keycards are prime opportunities for developers to create modified access levels for plugins or server modifications. We hope that this decision aids the modding community and offers new opportunities to be utilised.
Thank you all for your continued support throughout these recent updates. This version brings some very large changes with it, with many not coming to fruition without your feedback. Keep your eyes peeled for a feedback form in the coming weeks.
Have fun, and see you in the dark. ~ Northwood Studios
If you’d like to get more sneak peeks of future updates, upcoming content is frequently shown to our Patreon supporters. Our Patreon can be found at: https://www.patreon.com/HubertMoszka
With the recent release of version 13.1, we hope you’ve had a chance to get acquainted with the recent changes. We’re eager to hear your thoughts about these changes and invite you to take part in this survey.
We are looking forward to providing numerous content updates with the release of 13.1. Expect changes to certain SCPs, bug fixes, balancing adjustments, and more.
Below presents the full changelog for version 13.1:
SCP-079 Changes
Within this update, SCP-079 has received a large amount of balance tweaks, quality of life changes, and more. These modifications were taken from feedback provided by the community. We hope these changes help improve gameplay involving SCP-079.
Reintroduced SCP-079’s intro cutscene with improved graphics.
Doors locked by SCP-079 now produce a loud whirring noise.
Locking a closed door now costs a fifth of SCP-079’s maximum AP. Maintaining this lock will then drain AP exponentially.
Locking an opened door will now only cost 10 AP. SCP-079 will no longer drain AP to maintain this lock.
SCP-079’s door locking cooldown is now universal. Instead of being door-specific, the initial cooldown before SCP-079 can lock another door is three seconds, plus however long the last door was locked for, divided by two (e.g.: if a door was locked for ten seconds, SCP-079 would have to wait eight seconds (3s + 10s/2) before he can lock any other door).
Termination EXP rewards have been rebalanced.
Class-D Termination Assists now grant 30 EXP (from 40).
Scientist Termination Assists now grant 40 EXP (from 50).
MTF, Chaos Insurgency, and Tutorial Termination Assists now grant 50 EXP (from 30).
Facility Guard Termination Assists now grant 30 EXP (from 25).
Terminating any class via the usage of a Tesla gate will now double EXP rewards.
Blackout now costs 25 AP instead of 15 AP.
Reduced the cost of switching between zones and elevators.
Elevator travel now costs 10 AP.
Switching to nearby zones now costs 10 AP.
Skipping zones when swapping costs 20 AP per zone skipped.
Using speakers now halves AP regen.
SCP-106 Changes
Following our Patreon Early Access Rebalancing Session (PEARS), SCP-106 received overall tweaks slowing down his ability to camp and removing his effective ‘one-shot kill’ attack.
Increased SCP-106’s health to 2200 (from 2000).
Increased SCP-106’s initial Hume Shield to 350 (from 300).
Decreased SCP-106’s maximum Hume Shield to 750 (from 900).
SCP-106 now has a constant breathing noise revealing his position. The audio cue can be heard from up to seven metres.
SCP-106 may no longer phase through SCP-079’s containment doors whilst locked.
Humans that escape SCP-106’s Pocket Dimension now receive the Traumatized status effect permanently. This effect is curable by SCP-500 and has special audio that plays when near SCP-106.
Reworked SCP-106’s main attack.
SCP-106’s attack now requires two hits to send a target into the Pocket Dimension, with a cooldown of 1.5s per attack.
The initial hit does 30 immediate damage and applies Corrosion for 20 seconds. Corrosion applies a damage over time effect, totaling 72 HP worth of damage. Corrosion can be temporarily blocked by Vitality from green candy.
If a human player has Corrosion when hit by SCP-106, the player will be teleported into SCP-106’s Pocket Dimension and grant SCP-106 a Vigor bonus.
If a human player has Traumatized when hit by SCP-106, the player will instantly be killed, granting SCP-106 a Vigor bonus.
When using Stalk, SCP-106 sinks into the floor 0.6s slower, and emerges 0.6s faster.
SCP-106’s Stalk/Hunter’s Atlas shared cooldown recovers twice as fast while moving.
Vigor now regenerates during Stalk/Hunter’s Atlas cooldown as long as SCP-106 is actively moving.
More SCP-related Changes
SCP-049’s containment zone has been overhauled. This includes new hallways, armoury loot, and now a spawn point for SCP-173.
SCP-018 now has a slower acceleration, requiring more time to reach maximum velocity.
SCP-018’s velocity value is now tripled.
Improved SCP-018’s prediction system, preventing it from glitching outside the map.
Decreased SCP-018’s maximum damage to justify velocity increase.
Changed textures of SCP-939’s first-person viewmodel. The claws are now in colour instead of grayscale.
Miscellaneous Changes
Adjusted the Shotgun double-shot system attachment. Now fires 16 pellets instead of 24, all of which need to hit in order to instantly kill a target.
Added an indicator on the playerlist displaying the amount of players.
Medical lockers now have a 66% chance to contain one to two painkillers.
Weapon workstations now display special text when an unmodifiable gun is actively trying to be modified.
Optimised the Main Menu and Operational Guide.
Added inertia for pannable objects in the Operational Guide, preventing endlessly spinning models.
Revamped settings, improving maintainability and scalability, whilst now being editable from the in-game escape menu. New settings have been added, and old ones have been reworked.
Bug Fixes
Fixed Vitality providing immunity to unintended status effects.
Fixed purple candy not correctly providing damage reduction.
Fixed shotgun bypassing damage limiter when multiple hitboxes are hit, resulting in extra damage.
Fixed SCP-173 getting stuck if teleporting onto a weapon locker in the Alpha Warhead armoury.
Fixed multiple unreachable spots for SCP-173.
Fixed multiple out-of-bounds spots for SCP-173.
Fixed a very specific game crash bug when spectating a player who disconnects the moment a Light Containment Zone decontamination announcement plays.
Fixed incorrect translation files being applied for Scientist and Chaos Insurgency F1 menus.
Fixed SCP-939 becoming soft-locked if a round ends as they deploy an amnestic cloud.
Fixed SCP-079 notifications not properly text-wrapping, resulting in UI overlap.
Fixed SCP-914 upgrading consumable items that are actively in use.
Fixed buttons at the SCP-079 armoury not changing door state upon interaction.
Fixed an exploit allowing players to jump higher if lag is accidentally or intentionally created.
Fixed multiple model lighting issues within the Operational Guide.
Fixed an error caused by SCP-2176’s projectile getting deleted sooner than expected.
Fixed an issue with the RA console stating “You are trying to ban half the server” when selecting less than half of the server.
Fixed the ‘Is This Thing On?’ achievement.
Fixed players without Overwatch permissions being able to disable Overwatch mode.
Technical Changes
Roles marked as `ITeslaControllerRole` must now define custom Idle-detection logic.
Users in Overwatch will now have the Overwatch icon in remote admin again.
Fixed a bug that resulted in SCP tickets data loss when the same database file is used on multiple sub-servers.
Fixed a crash that could be caused by sending the wrong VoiceChat packets.
Reworked physics for pickups, allowing for smoother behaviour, especially at higher pings.
Thank you for the continued support and feedback throughout ‘Refracted Reality’! We’re looking forward to bringing more updates in the near future.
With the recent release of the 13.0 update, ‘Refracted Reality’, we hope you’ve had a chance to experience and enjoy the new features. We’re eager to hear what your thoughts are about our latest changes and we invite you to fill out our feedback survey with the below link:
We're excited to announce that update 13.0, 'Refracted Reality', has now been fully released to the public!
We want to thank everyone for continuing to support us throughout the duration of the Patreon beta. This update is set to become one of our most game-changing, greatly affecting how SCP: SL will feel going forward.
Now, we'd like to share a brief trailer of 13.0 — which showcases the visual changes through a side by side comparison with previous game versions: https://link.scpslgame.com/13.0-Trailer
Hello everyone. Today we are proud to announce that our next major update, ‘Refracted Reality’, is now available. From an update to our game engine, to the implementation of an entirely new rendering pipeline, this update is likely our largest technical update ever.
Unity 2021 and HDRP
As you may know, SCP:SL runs on the game engine ‘Unity’. We have been using a version of Unity from 2019, alongside the standard rendering pipeline — the system that makes it possible to display SCP:SL. With this update, we have not only updated our Unity version to 2021 Long Term Support, the process of updating Unity has also allowed for us to change our rendering pipeline. With this new High Definition Rendering Pipeline (HDRP) system, the entirety of SCP:SL has received a massive graphical overhaul.
HDRP opens the doors for us to explore a lot more in terms of practical visuals, alongside better support for higher end graphic cards, resulting in a performance increase. Overall, these massive technical updates to the core of the game will help us tremendously in terms of development and making SCP:SL the best it can be.
What differences can you expect to see with this update?
Improvements to room lighting and overall atmosphere.
Improvements to several particle effects (SCP-244, gun-related particles, and more).
A complete reimplementation of all visual effects — spanning from 1:1 conversions, to total redesigns.
Viewmodels are now affected by light sources.
New decorations for some rooms within the Facility.
SCP Additions
This update also brings some minor changes and improvements to SCP-079 and SCP-939. Whilst not much, we hope these changes help improve the playing experience for both classes.
SCP-079 Changes
Added a new ability: Breach Scanner. Unlocked at Tier 4, this ability can be activated on a per-zone basis. Every 20 seconds, SCP-079 will scan the zone for players who have not moved a significant distance for an extended period of time. If a player is found, SCP-079 will be notified, the player marked on SCP-079’s map, and alarms will sound around the human player.
Added unique audio for locking doors, initiating the Lockdown ability, opening and closing doors, and activating elevators.
When a player uses any ability which reduces AP regen, a red notification will appear above the AP/EXP bars.
Cleaned up SCP-079’s UI.
SCP-939 Mimicry Menu
Massively overhauled the Mimicry ability menu. Instead of being a radial menu with multiple sections, everything is now available from one easy-to-use menu.
Added the ability to favourite voice lines. Favourited voice lines can be played by pressing the respective number on your keyboard. These hotkeys will remain locked to the voiceline (i.e. removing hotkey two will not affect the keybind for hotkey three). Favourited voice lines will not be overridden by newly captured voices.
Added the ability to drag and drop voice clips within the Stolen Voices submenu.
Added the ability to trim voice clips, now allowing SCP-939 to use specific parts of a chosen voiceline.
Added a distance meter for SCP-939’s mimicry point.
Improved gunshot variation when selecting a weapon to mimic.
Replaced civilian class mimicry with the ability to mimic an item of your choice.
Reduced the cooldown of Mimicry overall.
Gameplay Changes
Added special inspect sounds and animations to the Jailbird depending on its durability.
Added a workstation near the escape section of the Surface Zone.
Added a hitmarker to flashbangs.
Added a Facility Manager keycard to the armoury inside of SCP-079’s chamber.
Increased base 9mm ammo capacity to 40 (from 30).
Improved SCP-018 hit registration.
Decreased the amount of time that SCP-173 can ‘hold’ a blink, two seconds max (from three).
Modified the Micro-H.I.D. recipes in SCP-914. A Micro-H.I.D. on Coarse will now become either a Jailbird or 3-X Particle Disruptor at a 50/50% chance.
Modified the Jailbird and 3-X Particle Disruptor recipes in SCP-914. They will both become one another on 1:1, and will upgrade into the Micro-H.I.D. on Very Fine.
Modified the Jailbird recipes in SCP-914. A Jailbird will now become red on Coarse (exploding after the next use). A Jailbird will now become a flashlight on Rough.
Updated inventory icons for SCP-2176, SCP-207, SCP-268, and the Micro-H.I.D.
Added new loading screens.
Added new loading screen tips.
Achievement Tweaks
It is no secret that SCP:SL’s achievements have gone relatively untouched as the game has evolved throughout the years. With many achievements rewarding misplays, intentional deaths, and even being impossible to unlock, we have gone ahead and provided some well needed tweaks to our current achievements list.
Found below is a list detailing all changes to our achievements:
‘Is this your first time?’
Renamed to ‘Don’t Blink’
Previously awarded when a player’s neck is snapped by SCP-173. Now awarded when a player successfully escapes SCP-173.
‘Newb’
Renamed to ‘Melancholy of Decay’
Previously awarded when a player dies within SCP-106’s Pocket Dimension. Now awarded to SCP-106 when it sends a player to the Pocket Dimension within five seconds of emerging from the ground.
‘Deep Fried’
Renamed to ‘Proceed with Caution’
Previously awarded when a player dies from a Tesla gate zap. Now awarded when a player successfully passes through a Tesla gate observed by SCP-079.
‘Look! I’m a Rocket!’
Renamed to ‘Fire In The Hole’
Previously awarded when a player dies from their own grenade. Now awarded when a player kills another player with a grenade.
‘Gravity Works Here!’
Renamed to ‘Walk It Off’
Previously awarded when a player dies from fall damage. Now awarded when a player takes half their current HP as fall damage.
‘Pew Pew!’
Renamed to ‘Be Polite. Be Efficient.’
Unlocking criteria remains the same (kill five enemies in less than 30 seconds). Timer now starts upon the first kill instead of when the weapon is drawn.
‘Overpowered!’
Renamed to ‘Executive Access’
‘Wow, really?’
Renamed to ‘Anomalously Efficient’
Previously awarded when a player dies within the first minute of the game. Now awarded when an SCP kills someone within the first minute.
‘Escape Artist’
Previously awarded when a player escapes the Facility within three minutes. Now awarded when a player is first to escape the Facility.
‘I’ll Pass, Thanks’
Previously awarded when an SCP kills someone charging or firing the Micro-H.I.D. Now additionally awarded if SCP-106 teleports them to the Pocket Dimension.
‘Involuntary Rage Quit’
Renamed to ‘Pacified’
Previously awarded to SCP-096 when it was killed during its charge up period. Now awarded to the player who kills SCP-096 during this time.
‘Secure. Contain. Protect.’
Previously awarded to the player who pressed SCP-106’s femur breaker button. Now awarded to a member of MTF who kills the final SCP, SCP-079 and SCP-049-2’s excluded.
‘CHAAOOOOS!’
Renamed to ‘We of Delta Command…’
‘NANI?!’
Renamed to ‘Access Granted’
‘Gear Up, Boys!’
Renamed to ‘Lights Out’
‘Larry Is Your Friend!’
Renamed to ‘He’ll Be Back…’
‘The Tables Have Turned’
Renamed to ‘Change in Command’
‘Halloween!’
Renamed to ‘Happy Halloween!’
Already have all the achievements unlocked, but want to experience these new ones? In the ‘Other’ section of the settings menu, there is a button that can reset all your achievements. Please Note: This cannot be undone and will reset your achievement unlock date.
Technical Changes
RemoteAdmin (RA) Changes
Added the Filmmaker role.
Added the ‘stripdown’ debug command, printing out all properties and fields of an instantiated object.
Improved first round log entries.
Added a warning if a player attempts to ban themselves through Remote Admin (RA).
The ‘Speak’ command will now automatically toggle when run, instead of requiring an on/off statement.
Disconnecting from a server is now logged on the server console.
Added aliases for the buildinfo command.
Fixed two predefined ban reasons not being selectable.
Fixed a client-side softlock occurring when a player joins while an item is falling out of the pocket dimension.
Fixed player_count and full_player_count command interpolation including non-players.
Fixed mutes not applying correctly if a user is both muted and intercom muted.
Spawn protection now protects users from negative status effects.
Fixed an issue disallowing you to jump from page 79 to 80 in the CASSIE RA menu.
Potentially fixed RA tokens page breaking based on the selected game language.
Overwatch Changes
The ‘forcerole’ command now ignores players in Overwatch if a non-Overwatch player is selected.
Added noclip, status effect, and speed indicators to the Overwatch HUD.
Fixed the Overwatch HUD not properly displaying if a player in Overwatch does not have the GameplayData permission.
Miscellaneous Changes and Fixes
SCP-914’s default mode is now ‘dropped_and_held’.
Fixed SCP-1576 not spawning in-game.
Fixed grenades killing team members if the thrower disconnects from the server.
Fixed the holo sight attachment on the Logicer causing unintentional recoil reduction.
Fixed several small animation issues relating to the Logicer.
Fixed `ovr` game console command.
Fixed permissions related to Overwatch and class changing.
Fixed multiple typos on server log lines.
Fixed server creating a directory with port ‘0’.
Fixed exceptions related to debug log reader.
Fixed PlayerHandcuff event cancellation.
PlayerInteractDoor event is now fired upon interaction with a locked door.
Have fun, and see you in the dark. ~ Northwood Studios
Now that the Patreon beta has reached its end, we want to thank everyone for their support and dedication throughout this period.
The update’s full release will become available soon. First, we will be using the feedback and data collected to make some adjustments and fixes before the update goes live, so stay tuned to our Discord or social media for information on when the update will become playable.
Until then, we once again thank everyone who has supported us and tested the beta as we continue to improve SCP: SL.