Update 0.14.1 Patch notes
Author: Albarnie,
published 6 months ago,
This week, we'll be releasing a new patch for SCP: 5K; version 0.14.1.
This update introduces the first version of the long awaited checkpoint system! The first iteration allows you to restart part-way through each chapter if you fail. No more starting from the beginning every time!
Our second iteration, to be introduced in a future update, will include the ability to start a private game from any unlocked checkpoint, saving loadouts with checkpoints, and additional improvements.
[h2]GAMEPLAY/UX[/h2]
[list]
[*] [b]Added checkpoints to Area 12:[/b]
[list]
[*] 3 checkpoints in Part 1
[*] 1 Checkpoint in Part 2
[*] 1 Checkpoint in Part 3
[/list]
[*] [b]Re-Added Stribog SP9A1, with new model, textures, animations and sounds[/b]
[*] [b]Added PVP-refined layout to outpost axiom PVP[/b]
[*] Made storage room loaded while in generator room in area 12
[*] removed collision from vines that slither out of the way during the dorms sequence
[*] Added handling for server quit to main menu
[*] Moved alarm position of final obj on outpost axiom
[*] Lowered AI shooting target downwards
[*] Increased AI recoil compensation to reduce chance of headshot
[*] Added the ability for gamemode overrides to be included in map rotations
[*] Added some additional enemy spawns to logistics to keep the player on their toes
[*] Increased zombie hearing radius
[*] Added new SCP-3199 encounter in logistics
[*] Added some additional weapon pickups in logistics
[*] Slightly increased ADS speed across the board
[*] Slightly increased base sway speed
[*] Increased MP5K smooth aim and decreased post-fire alignment in ADS
[*] Added UI to indicate laptop objective progress in antarctica
[*] Added UI indication for new objectives to aid attention
[*] Made zombies move while attacking
[*] Adjusted objective wording for improved objective flow on Area 12 part 2
[/list]
[h2]AUDIO/VISUALS[/h2]
[list]
[*] Increased maximum hearing distance for gear footsteps and increased footstep audibility
[*] Added Post process effects when damaged
[*] Slightly reduced motion blur amount
[*] Added water audio to rising water in prison section
[*] Added basic gore to zombies
[*] Added previously unused Radial blur effects to suppression
[*] Added snow footsteps to zombies
[*] Made night time in outpost axiom darker
[*] Implemented new tonemapping settings for better contrast and visibility
[*] Reduced camera animation while aiming
[*] Added new first person arms mesh for UIU
[/list]
[h2]OPTIMIZATION[/h2]
[list]
[*] Added LODS to weapons that were missing them
[*] Optimized collision on some objects
[*] Disabled IK traces on dedicated server
[*] Disabled Overlap events
[*] Optimized FPSTracer Tick
[*] Disabled tick on unneeded objects
[*] Optimized Component attachments
[*] Added collision aggregation to modular assets to improve performance and reduce hitching
[*] Converted common objects to use push based networking, improving server and P2P performance
[*] Optimized barrel and ceiling dust trails
[*] Optimized spore particles
[*] Optimized pulsing and carpet materials
[*] Optimized/removed some dynamic lights in dorms
[*] Optimized culling in dorms
[*] Moved lights and screens to use custom primitive data and away from dynamic material instances (improving instancing performance)
[*] Fixed some LOD issues and missing LODs in antarctica
[*] Updated in-game credits
[/list]
[h2]FIXES[/h2]
[list]
[*] Fixed crash on server when displaying the notify on end of Antarctica
[*] Fixed a crash in SCP173BController GetChances when there were no observers
[*] Fixed crash in SCP173Subsystem due to stale pointers in potential observers
[*] Moved crash data to be earlier in game instance Init to catch more crash scenarios
[*] Fixed a crash on startup due to getting steam stats
[*] Fixed a crash when re-attaching an attachment to the same weapon
[*] Fixed 173 not de-spawning at start of generator room
[*] Fixed attachments not appearing on picked up items
[*] Fixed errors when attaching lasers in customization
[*] Fixed flashlight attachments not being on the correct perspective
[*] Fixed lasers showing as third person when in first person
[*] Fixed lasers showing when disabled on other clients
[*] Added a bit more ammo and health pickups to canals
[*] Fixed outer elevator door in Prison not being in the right players
[*] Fixed a stuck spot in Water Treatment
[*] Fixed PVP score not initializing
[*] Fixed zombies sliding along walls when attacking doors
[*] Reduced bloom in night vision
[*] Fixed leaning not working over low cover
[*] Fixed 1262 Spitters in dorms and prison not reacting properly to player gunshots
[*] Fixed some broken shadow offsets on materials
[*] Fixed respawn requirements appearing on screen when alive
[*] Added some missing backer names to the backer wall and credits
[*] Fixed mission items passing on if restarting or switching settings
[*] Fixed some lobby behavior causing the lobby to join an empty session
[*] Fixed equip animation not playing on Tactical Knife
[*] Fixed errors from tracers delaying after object pools were destroyed
[*] Fixed squid spawning behind vending machines
[*] Fixed some navigation issues in logistics
[*] Fixed dying while in water rising section in Prison causing the player to respawn underneath the water and die continuously
[*] Redid streaming layout for Dorms to be more reliable and have less hitches
[*] Fixed individual maps not being selectable in map vote
[*] Fixed Area 12 always being added to map rotations
[*] Separated movement roll to fix extreme scope shadow while moving left and right
[*] Fixed cover generation missing corners if they are facing the wrong direction
[*] Fixed a bug where melee attacks would always register as failing for AI
[*] Fixed AI not being able to see through glass in some places in Chapter 2
[*] Fixed missing kill volume in water treatment
[*] Made characters drop primary instead of equipped weapon by default on death
[*] Added angle limit to look at point to reduce the chance that AI will headshot while honing in
[*] Reworked lift changing direction to be more reliable
[*] Fixed lift getting stuck/flipping direction at end
[*] Fixed blur in zoomed scopes at distance
[*] Fixed Latent Action UUID not being set causing multiple levels/assets to not be loaded at once on one object
[*] Fixed Gore and splatter resources not loading correctly on enemy spawn
[*] Fixed character last hit not being replicated
[*] Fixed game ending if someone leaves during pre-game
[*] Fixed alarm BP not always triggering
[*] Fixed SCP-3199 selecting incorrect wander/movement locations and becoming confused
[*] Fixed UI settings not updating the Blast Door, Keypad and Keycard colors
[*] Fixed Issue where the Head Bobbing was not being modified by the game settings
[*] Fixed the issue where the Killed By UI was not displaying
[*] Fixed suppression activating after a tracer had finished
[*] Fixed zombie/footstep audio being muffled when behind you
[*] Fixed door squids causing enemies to ragdoll while still alive, causing them to be invulnerable
[*] Fixed some stuck spots in wave survival
[*] Fixed crab getting stuck on door in prison
[*] Fixed previous loadouts applying when restarting or from map vote
[/list]
[h2]NOTABLE KNOWN ISSUES[/h2]
[list]
[*] Zombies occasionally get stuck in doorways
[*] UI sometimes disappears after restarting game
[*] Players can get stuck in objects after vaulting
[*] Zombies can appear frozen in place at low LOD after dying far from the player
[/list]