Expected patch release: September 5-6 (Pacific Time)
News & Updates
Check out Lisk's Developer AMA and Jules' Gameplay & Balance AMA from this past month! These AMA ("ask-me-anything") events are run every month, so keep an eye on reddit for the next ones.
Each week, you receive 5 random quests. These work similarly to New Player Quests: complete the quest, and you receive 500 Essence!
Weekly Quests are earnable in both Ranked & Classic
If your New Player Quests are still in progress, you must complete those before unlocking Weekly Quests
You can turn off quests via Options → Interface if you prefer to keep them hidden (Screenshot)
New Skin: Fatality Infiltrator
Get over heeeeere!
New Skin: Deathwish Orchid
Looking for a new playmate ;)
Game Balance
General
Systemic Changes - Mythium rate increase per wave starting wave 11: 7% → 6% - Long saving mythium is now less likely to make your opponents go on fire - Fixed a bug where upgrading the king and taking Investment, Loan, and All Out Assault did not correctly affect power score
Saving mythium has been a dominant strategy because mid & late-game workers have been more powerful than income. Sacrificing income to keep your opponents from pushing workers has been too strong. These changes tip the scales slightly towards income.
King - Health increased by 60% (75% in 4v4) - Tenacity removed
While Tenacity had benefits, it also had unintended effects. We’ve heard enough feedback from the community that we’re testing a complete removal. This is an experimental change, and it may be reverted.
Legion Spells
Press the Attack - Mythium: +70 --> +75
Pulverizer - 34% chance to stun (17% for ranged) → stuns every 3 attacks (every 6 attacks for ranged)
Removing a source of frustrating RNG.
Fighters
This patch we’re buffing cheap units and nerfing strategy-limiting openings to increase opening variety, encourage 2+ unit openings, and create a more dynamic early game.
Pollywog - Damage: 8 → 9
Seraphin - Damage: 50 → 51
Devilfish - Health: 1120 → 1100
Shifting power from Devilfish to Pollywog and Seraphin.
Bone Warrior - Health: 140 → 150
Fire Archer - Attack speed: 0.91 → 0.93
Bone Crusher - Health: 1140 → 1120
Shifting power from Bone Crusher to Bone Warrior and Fire Archer.
Golden Buckler - Health: 550 → 560 - Fixed a bug where it didn't have Deflection (15% reduced damage against ranged units) - DPS: Unchanged — Damage: 21 → 18 — Attack speed: 0.75 → 0.87
Warg - Health: 950 → 960
Dwarf Banker - Compound Interest: Mana lost when dying: 25% --> 20%
Big Wig - Aggressive Portfolio: Mana lost when dying: 50% --> 40%
Very low win rate and pick rate. We intend to keep these units slightly on the weak side due to their unorthodox gameplay, but they were still performing worse than expected.
Sacred Steed / Pegasus - Mana regeneration decreased by 4%
Now has stronger thresholds against waves 2 and 4, but worse against wave 3
Seadragon - Health: 870 → 830
Lifebinder - Health: 2610 → 2530
High pick rate.
Treant - Health: 980 --> 960
High pick rate.
Cursed Casket - Damage: 28 → 20 - Iron Hail: Damage: 20x3 → 20x2 - Mana cost decreased by 40% - Mana regeneration decreased by 15%
Cage of Pain - Damage: 49 → 35 - Iron Hail: Damage: 35x3 → 35x2 - Mana cost decreased by 40% - Mana regeneration decreased by 15%
Iron Maiden - Damage: 70 → 50 - Blade Storm: Damage: 43x3 → 40x2 - Blade Storm: Damage Reduction: 1 → 2 - Mana cost decreased by 40% - Mana regeneration decreased by 15%
More power budget in the ability and now casts more often.
APS / MPS - Attack speed: 1.39 → 1.32
High win rate.
Gatling Gun - Health: 1050 → 1020
Vulcan Cannon - Health: 2950 → 2860
Very high win rate.
Priestess of the Abyss - Attack speed: 0.97 → 0.95 - Burst Attack: Now also deals 0.035% max health damage
Priestess has long dominated as an opening. We’re nerfing her opening in exchange for slightly more power in the mid and late game.
Mercenaries
Lizard - Health: 320 → 350
Lizards have been outshined by Dragon Turtles. This change makes Lizards more viable early game, makes their health consistent with other ranged mercenaries, and rewards saving mythium on wave 1. This is an indirect nerf to upgrading the king on wave 1, which is currently a dominant strategy.
Mimic - Plunder: 2-7 gold → 2 → 9 gold
Very low usage rate. Now stronger from waves 10-21.
Witch - Witchcraft: 3 mana per any unit dying → 1 mana per enemy unit dying - Summon Froggo mana cost decreased by 70% - Effective mana regeneration increased by 50% - Froggos now decay after 40 seconds, consistent with other summons
Now viable on elite and boss waves. Previously, spam and summoner builds were too strong on these waves due to the lower wave spawn count. Also, Witch + Snail spam is no longer a powerful synergy.
Kraken - Ancient Power: Bonus damage and damage reduction per wave: 0.9% → 1%
Shifting power from high-performing DPS mercenaries to underperforming tank mercenaries.
Waves
Wave 6: Rockos - Damage: 38 → 39 - Impale — Damage amplification: 3% (1.5% to king) → 4% (2% to king) — Now only affects damage from Rockos. No longer affects mercenaries
The recent Impale rework pigeonholed you into sending DPS mercenaries and heavily incentivized huge sends, making the wave weak on its own but too strong with a Drake, 2x Brutes, or even worse, 3x Brutes. This change should open up more viable sending strategies.
Wave 10: Granddaddy - Attack speed: 3.704 → 3.636
As a boss wave, Granddaddy is intended to be strong, but it’s been a little too strong. This nerf should rein it in, while still keeping it a threat.
Wave 18: Wale Chiefs - Damage: 170 → 180 - Poison-Tipped Pole: AOE Damage: 20 → 30 - Fixed a bug where Poison-Tipped Pole was unexpectedly resetting mana on-kill
Cheaper tank fighters are more viable on this wave now.
Balance Watchlist
The dev team is constantly monitoring game balance, between looking at data and listening to community feedback. If specific units/spells are being more closely monitored than usual, they will be listed in this Balance Watchlist section. For this patch, the following are on the watchlist:
Summoners
Healers
Ramping units
Pawn Shop
Improvements & Fixes
Improvements
HUD: Now displays Wave 22, 23, etc. for waves after Wave 21. (Screenshot)
Ping Wheel: Now displays Wave 22, 23, etc. for waves after Wave 21. Also now displays wave number as text to help differentiate waves. (Screenshot)
Guilds: Guild tagline can now contain slashes & links. Good place to put your Discord link!
Takeover Bots: Now should save on Wave 21+ if their adjacent lane ally saves
Campaign: Locked campaign maps are now previewable in-game
HUD: Reenabled different-colored bars for units unaffected by mana restoration (i.e. Dwarf Banker)
Modding Support: Most internal classes are now public, for better modding support (requested by BoSen)
Fixes
Dwarf Banker & Big Wig: Fixed a bug where the estimated total gold tooltip after wave ends was doing incorrect math when they were at max mana
Login: Fixed a bug where logins failed if Steam servers were extremely backed up
Community Highlights
Nova Cup: Today We Fight For Glory! (August 2023 Highlights)
Legion TD 2's translations continue to be greatly improved, thanks to major contributions from community members! If you'd like to contribute to improving the game's texts further, visit the following link:
HUGE thank you to everyone who has helped up to this point!
Closing Remarks
With this update, we are bringing some systemic balance changes to diversify the meta at all stages of the game and address some pain points. Systemic changes often have far-reaching effects, so we will be monitoring closely and hotfixing rapidly as always.
We're also excited to introduce Weekly Quests, which builds upon the New Player Quests feature introduce a couple patches ago. The goal of this system is to give players achievable, fun goals to shoot for and feel rewarded for completing them, without being overbearing or too in-your-face.
Thank you again for playing Legion TD 2! We hope you continue to enjoy the game.
If you've enjoyed the game, but haven't left a review yet, please consider posting a short (hopefully positive ) review for the game! If the game reaches 90% positive, Steam will give it more visibility = more players = more freelo better matchmaking!
If you enjoy these updates, please give it a Thumbs Up, too!
And as always, if you have constructive criticism, let's chat about it. Discord and reddit are our main channels of communication, and aside from the development team, there are community helpers who can ensure your feedback is heard, as well as answer pretty much anything you've ever wanted to know about the game. If you want a guaranteed answer from the devs, the monthly AMAs on /r/LegionTD2 are your best bet.
In the upcoming major update, we’re going to be introducing a new rank for Bluewater ships: rank VI!
We’ve got some exciting news for you: rank VI Bluewater ships will come to the game in the next major update! The addition of this new rank will open the door to more powerful ships that you have been asking for. The addition of rank VI means that rank V can be decompressed — which will help you speed up the research towards rank VI!
For this momentous occasion, we’re also announcing the pre-order of rank V premium battleships, which will help you to significantly speed up the research progress of any ship in Bluewater research trees that have them. These almighty ships will become available with the release of the next major update, and pre-order packs will also come with special bonuses for their owners!
Pre-order — Arkansas Pack
You can purchase this pack by clicking the Shop button whilst in the hangar, and then clicking Online Store.
Price: 69.99
Wyoming-class, USS Arkansas (BB-33), 1942 (Rank 5, USA);
3000 Golden Eagles;
Premium account for 30 days;
Pre-order bonus: unique title Gaijin Shogun;
Pre-order bonus: unique flag with the emblem of the state of Arkansas.
Pre-order — Marat Pack
You can purchase this pack by clicking the Shop button whilst in the hangar, and then clicking Online Store.
Price: 69.99
Sevastopol-class, Marat (Rank 5, USSR);
3000 Golden Eagles;
Premium account for 30 days;
Pre-order bonus: unique "Adamant" title;
Pre-order bonus: unique flag with the coat of arms of Petropavlovsk-Kamchatsky;
Pre-order bonus: unique camouflage.
We’d also like to mention a new feature coming alongside the pre-order bonuses for premium battleships. This is the ability to change the flags on your ships in the hangar! Pre-ordering these packs will mean that you will receive the flags of the state of Arkansas, and also the city of Petropavlovsk-Kamchatsky — both cities that these battleships are named after.
Battleship USS Arkansas
USS Arkansas was ordered for construction as the second of two Wyoming-class battleships, developed prior to WWI. After the U.S. entered WWI in 1917, USS Arkansas sailed for Europe to support the Allied forces as part of a detachment operating with the British Grand Fleet. After the outbreak of WWII, USS Arkansas initially took part in convoy escort duties in the Atlantic before shipping out to England in preparation for the D-Day invasion in June 1944. As part of Operation Overlord, USS Arkansas bombarded German shoreline positions and supported advancing Allied troops. Subsequently, USS Arkansas sailed for the Mediterranean where the warship also conducted shoreline bombardments as part of Operation Dragoon. In 1945, USS Arkansas saw its last major operations, taking part in the Battle of Iwo Jima and Okinawa and on both occasions supporting troops with artillery fire.
Unlike its sistership, USS Wyoming, the USS Arkansas features modernization that started at the beginning of World War II. During these modernization changes, the anti-mine caliber weapons were converted into anti-aircraft guns, as well as the armor being strengthened. In total, USS Arkansas received 8 single mounted 76mm guns, 6 quadruple 28mm machine guns (known as the “Chicago piano”!) as well as 26 20mm Oerlikon machine guns. These additions meant that the USS Arkansas’ ability against enemy ships was reduced, but capability against enemy aircraft was increased: something the USS Wyoming lacked.
Battleship Marat
“Marat” (before being renamed to “Petropavlovsk”), like the other 3 ships from the Sevastopol project, were laid down at the St. Petersburg shipyards in 1909. This project intended to improve battleships based on combat experience that occurred during the Russo-Japanese War, and were the first “dreadnoughts” of the Russian fleet. Marat took part in the First World War, as well as the dramatic events of the October Revolution and the Civil War in Russia. During the siege of Leningrad, the armor and guns of Marat were used to build a line of defense around the city. The Marat itself, whilst in the port of Kronstadt, conducted intense fire on advancing enemy troops. After continuous air raids, Marat partially sank, but despite this, still continued to provide artillery support to troops until 1944. In 1943, the ship’s name was returned, and after the war, the ship was renamed again to “Volkhov”. After this, the Marat was used as a training ship.
In War Thunder, Marat has been created in its 1940 modernization configuration. The main, distinguished features of this ship include: a powerful main artillery battery of 12 305mm guns, as well as massive armor, with defenses in the form of 76mm anti-aircraft guns, 37mm caliber anti-aircraft machine guns, and large-caliber machine guns. Anti-torpedo bulges as well as the Marat’s horizontal armor were not upgraded, which meant that it could reach a maximum speed of almost 22.9 knots (about 42.4 km/h).
I'm happy to finally announce that the 7th major update for Kingdom-Heroes is named the "Journey" update and is now live! The focus of this update is mainly on events and overhauls.
Some of the new things are:
new halloween, christmas and easter events
new loading screen tips
an overhaul to the tutorial, campaign and map editor
Also some bug fixes that come with every update.
I hope that you have fun with the update and until the next announcement! :)
Another update is here! Introducing a dangerous whirlwind, stable building on vehicles, sticky explosives, some changes, and few fixes. Please continue to post your bug reports and feedback in Community Hub or in the game's Discord server.
See you in two weeks!
ADDED - dangerous whirlwind/dust devil (may appear when hazardous fog goes over 40%) - stable building on vehicles (builds no longer affect the mobility of vehicles, etc.) - craftable sticky grenades & pipe bombs - armor is now visible on your body - visual indication of being hit - more flesh chunks for limb explosion effect - placed Urblob spawners to some more houses - added reverb to some bigger buildings
CHANGED - builds placed on a vehicle no longer break when the vehicle gets destroyed - charging enemies no longer destroy vehicles, but instead push them away - damage to enemies from explosions is now affected by distance - obstacles (walls, etc.) now protect you from explosions - charging enemies now push player away on impact and cause less damage - it's harder to kill enemies with vehicles now - ramming enemies now causes less damage to vehicles - bulletproof armor now slows you down (by count equipped) - reworked some textures - adjusted position of some item spawners - nightstands now spawn items - improved collision of the flatbed truck
FIXED - builds placed on a vehicle would sometimes break if driving recklessly - chainsaw could use any fluid as fuel - explosions weren't triggering enemy ragdoll
We have opened up access to the 1.9.0 BETA version of the game. We are finally enabling access to a new gameplay feature we've been working for quite a while now, which truly enhances the way you can play music and feel the power of rock!
Power Shots
Power Shots are a new gameplay mechanic, where by shooting and punching a note at the same time, you will perform a Power Shot which plays a Power Chord. This allows you to play fuller and richer sounds. Power Shots can the me manipulated just like any notes, sustain, bends, vibratos, punch note.
We also updated the tutorial with a new phase to introduce the Power Shot. As a consequence, all players must replay through the tutorial before being able to access the Main Menu.
All songs currently enabled in the game already have Power Shot meteors. You can identify these by the circle surrounding the meteor as it falls.
We also updated the difficulty charts of 3 songs. (Easy, Normal and Hard)
Nothing Disturbs Me by The Bullseyes
The Future Is Now by Dorrr
She's On Fire by Brandon FT SJBRAVO
Dead Notes
Dead Notes have been renabled and are now have handedness to them. The dead note meteor visuals has been updated.
UI Updates
The update also includes changes to the way the game keeps track of your statistics and we've updated the Song Finish Stat UI to be clearer.
BETA ACCESS
To access the beta, right click Musical Range in your Steam Library. Select Properties. In the Properties window, select the Betas and under Beta Participation, select 1.9.0-Beta from the Dropdown list. And Steam will download the update to your PC.
The Singleplayer Demo for Wild Omission has been released! So go check it out, and let me know your thoughts. I'm very eager to hear any and all feedback. This is the first release I have ever done on Steam. The game will still have an Early Access release, and a Full release, this is just the beginning!
Crafting Recipe Changes
The recipes for building materials have had their ingredient requirements lowered. I will not bore you with the quantities of all of them, but on average they have been halved. Along with this the tools, and furnace have had their ingredient requirements also reduced. This should make crafting items much less of a grind.
Zombies
The damage dealt by zombies has been increased.
Small Changes/Bug Fixes
Because there has been a huge ramp in play testing given that the demo has been right around the corner. A lot of issues and bugs have been found and addressed.
Optimized Foliage.
Optimized AI Ragdolls for multiplayer.
Chat Menu now scrolls to bottom on open.
Decreased Auto Exposure ramp up/down time.
Fixed Zombie's fire effects not showing up on clients.
Fixed Pause Menu getting stuck on screen if player dies while game is paused.
Fixed Campfire and Furnace spawning with no durability.
We are back again! Hopefully the last weeks were as relaxing for you as they were for us.
In the last two weeks we were able to fix some bugs in the game, most of which were found by you. Thanks for the bug reports here, they really mean a lot to us.
We have also changed the algorithm that optimizes the flow of fluid resources through the station. The model we use has always been based on the Euler equations of fluid dynamics and we have now incorporated the influence of momentum. The end result is that changes propagate faster and resources get where they need to go faster.
Until now, the flow of resources through pipes and cables was also calculated this way. But there should always have been another system. That is what has happened now. The maximum flow through the pipes and cables is still limited, but it is calculated directly between the connected storages. So it doesn't matter how long the pipe or cable is (which is not the case for the flow through the station), the resources are much faster. Thus, the pipes and cables are even more important for larger stations.
Next, we would like to take on resident micromanagement. We've gotten a lot of feedback that managing residents and their jobs is too much and too unclear. The assignment of residents will happen automatically, but you will still be able to manually control who works where. The assistance system will probably be dropped and the corresponding bonuses (e.g. automatic repair) will be permanently available. There will also soon be a new view that visualizes resource flows.
If you have any ideas for changes or improvements, feel free to contact us. See you next week.
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
섬광탄 투척의 효과가 다음과 같이 변경됩니다. 적 1명에게 방어무시 확정피해를 입힌다. 혼란과 실명을 부여한다. -> 적 1명에게 방어무시 확정피해를 입히고, 5턴간 받는 총격속성 피해가 50% 증가하는 디버프를 부여한다.
어드바이
아바돈의 눈/바알의 분노/바포메트의 포효가 단일 아군 대상에서 자신을 제외한 모든 아군 대상으로 변경되지만, MP 소모량이 1.5배로 증가합니다.
「루시퍼의 증오」의 효과가 아래와 같이 변경되고, TP 소모량이 75에서 45로 감소합니다. 4턴간 아군 1명의 공격력/마법력을 70% 증가시키지만, 물리/마법 받는 피해량이 30% 증가한다. -> 5턴간 자신을 제외한 모든 아군의 공격력/마법력을 75% 증가시키지만, 매 턴 7%의 HP를 잃는다.
루나
마법 : 질풍의 가호의 효과가 아래와 같이 변경됩니다. 3턴간 바람속성 주는 피해량이 20% 증가하고, 40% 확률로 2회 행동 할수 있게 된다 -> 3턴간 바람속성 주는 피해량이 50% 증가하고, 물리/마법 회피율이 25% 증가한다.