Update 0.15 is Now Available!
Author: Goomes,
published 2 months ago,
[h1]Update 0.15 is now available for all players to enjoy![/h1]
[h3]This update brings brand new gameplay mechanics, a new and improved checkpoint system for more efficiently saving level progression, a significant amount of bug fixes and polish, and a major overhaul to Chapter 1 that bolsters and supports our design plans for SCP: 5K moving forward (if you wish to read more about this please check out our [url=https://store.steampowered.com/news/app/872670/view/4556046454947315865]Affray Interactive Studio Update for Fall 2024[/url] devblog post).
SCP: 5K is also currently on sale for 20% off—now is a great time to hop in with some friends![/h3]
https://store.steampowered.com/app/872670/SCP_5K/
[h3]You can find the full in-depth patch notes below:[/h3]
[u][h1]0.15 PATCH NOTES[/h1][/u]
[h3]CONTENT[/h3]
[list]
[*] [b]New Areas[/b]
[list]
[*] 3199 Nest
[*] Parking Garage
[*] Area 12 Reception and staging labs
[/list]
[*] [b]Overhauled Areas[/b]
[list]
[*] Overhauled logistics area
[/list]
[*] [b]Creatures[/b]
[list]
[*] 3199 babies (environmental)
[*] Added burning zombies
[/list]
[*] [b]Weapons[/b]
[list]
[*] Added GM6 Lynx (in the game but not in the campaign yet!)
[*] Added MP9
[*] Added AK-DRACO
[/list]
[*] [b]Lore[/b]
[list]
[*] Added several lore documents to Area 12 Chapter 1
[/list]
[*] [b]Other[/b]
[list]
[*] Added tablet (utility item)
[*] Added Dark GOC skin (Hunt and PVP only for now)
[/list][/list]
[h3]GAMEPLAY[/h3]
[list]
[*] Added Shootable Fire Extinguishers which block AI and player vision
[*] Added Cosmetic system for modifying body type, skin color, gear presets and patches
[*] Added investigation system, allowing you to reveal the locations of items around you
[*] Added Watch to UIU characters, allowing you to see your health without HUD
[*] Added the ability to load into an unlocked checkpoint from the main menu [b](please note that you must activate each checkpoint before it becomes available in the chapter select UI)[/b]
[*] Added headshot multipliers to Resonators
[*] Added max hits per attack to melee weapons, to balance melee weapons with large concentrations of enemies
[*] Reduced pickup time on consumables
[*] Improved physics assets for gore
[*] Added path for spawns to come from upper area in Wave Survival
[*] Added respawn point before dock loading area in Logistics Area 12 Chapter 1
[*] Added several hidden and modded weapon pickups in Area 12 Chapter 1
[*] Added back some secret areas to Area 12 Chapter 1
[*] Added hidden armory to Area 12 Chapter 2
[*] Adjusted testing level to include new weapons
[*] Added several ammo cabinets to Area 12 Chapter 1
[/list]
[h3]3D[/h3]
[list]
[*] Added new GOC Skin
[*] Added MP9
[*] Added GM6 Lynx
[*] Added AKS-74u
[*] Added Tape Recorder
[*] Added SCP Tablet
[*] Added Interactable Vehicles
[*] Added Civilian Characters
[*] Added new Scientist Meshes
[*] Updated First Person Hand Meshes for Guards
[*] Updated First Person Hand Meshes for UIU
[*] Fixed 360J LOD Issues
[/list]
[h3]AI[/h3]
[list]
[*] [b]Reworked SCP-173-B AI[/b]
[list]
[*] Behaviors for investigation, stalking, flanking and aggression
[*] Better designer control over SCP-173-B’s behavior, allowing more interesting sequences
[*] Added specific targeting of isolated players for SCP-173-B
[/list]
[*] [b]Improved Resonator AI[/b]
[list]
[*] Added resonator jumping
[*] Improved investigation
[*] Improved the viability of stealth against Resonators
[/list]
[*] [b]Improved SCP-098 Attacks[/b]
[list]
[*] Added additional attacks to SCP-098
[*] Improved blending after attacks in SCP-098
[/list]
[*] [b]Improved SCP-3199 AI[/b]
[list]
[*] Added new attacks for SCP-3199
[*] Added eating functionality to SCP-3199
[*] Reduced desired angle for SCP-3199 Charging
[*] Improved 3199 Physics
[/list]
[*] [b]Improved Infector AI[/b]
[list]
[*] Added “Fake Death” to infectors, allowing them to get back up after appearing dead
[*] Added additional "charge" attacks to zombies for more variation and telegraphing
[*] Improved zombie locomotion blending
[*] Improved Infector look direction
[/list]
[*] [b]Overhauled Guard/D-Class AI[/b]
[list]
[*] More defined underlying state machine to improve variability in behavior
[*] Improved investigation
[*] Improved Idle look, looking at dangers, nearby cover, and interest points
[*] More states and events for glimpsing, receiving suppression, sound and damage
[*] More reliable detection
[/list]
[*] [b]Slightly reduced decay time on Screen Anomaly detection/attack[/b]
[/list]
[h3]Audio[/h3]
[list]
[*] [b]Overhauled and Improved Game Mix[/b]
[list]
[*] Rebalanced game mix overall; we recommend setting all volumes to 100% and tweaking only the master volume
[*] Audio volumes are now set to 100% by default
[*] Added special mix states when important dialogue or sounds occur
[*] Added special mix state when game is paused
[*] Fixed attenuation and spatialization problems on various sounds
[*] Fixed certain sounds overlapping each other nastily
[*] Fixed various sounds overpowering the game mix
[*] Made occlusion slightly less aggressive (overhaul of occlusion system to happen in a future patch)
[/list]
[*] [b]New and Updated Audio: Weapons and Combat[/b]
[list]
[*] Added dynamic audio layers to majority of firearms (remaining ones soon to be updated)
[*] Added improved bullet whizzes and cracks
[*] Added ricochet audio for bullet impacts in close proximity
[*] Added new sounds for the tactical knife
[*] Improved some gun handling sounds
[*] Improved how gunshots stack during large combat situations
[/list]
[*] [b]New and Updated Audio: Characters and SCPs[/b]
[list]
[*] Added new vocal sounds for SCP-3199
[*] Added new movement and idle sounds for SCP-173-B
[*] Added new player character foley sounds: jumping and landing (concrete and wood, more surfaces soon), new tile and concrete footsteps, and interaction gestures
[*] Added sounds to some Infector animations
[*] Fixed player leaning sound not playing
[/list]
[*] [b]New and Updated Audio: Interactions and Items[/b]
[list]
[*] Added sounds for various item pickups (crowbars, keys, keycards, valves)
[*] Added sounds for crowbar prying interactions
[*] Added sounds for chainlink fence gates
[*] Added new sounds for large blast doors and wooden doors
[*] Added new sounds for in-world development notes
[*] Added new sounds for keypads
[/list]
[*] [b]New and Updated Audio: Ambience and Environment[/b]
[list]
[*] Added soundscape, reverb and footsteps in vents and added new vent fan sound
[*] Added new room tones and music in Area 12 Chapter 1 Interrogation area
[*] Added sound to vent falling near starting area
[*] Improved environmental reverb in various locations of the game
[*] Fixed various fires missing their sounds
[/list]
[*] [b]New and Updated Audio: UI, Music, and Other Fixes[/b]
[list]
[*] Added dynamic music tracks for some encounters and scripted sequences
[*] Added new sounds for game menu UI
[*] Fixed bad looping on various sounds and music tracks
[*] Fixed bad noise floor on various sounds
[*] Fixed various sounds cutting off strangely
[/list]
[*] [b]Addressed various other problems[/b]
[list]
[*] Improved crossfading between roomtones
[*] Improved randomization of various ambient sounds
[*] Fixed sound origin and attachment on various game objects
[*] Fixed door squid heartbeat sound playing incorrectly
[*] Fixed door opening and closing sounds playing from the incorrect time under some circumstances
[*] Fixed mission success or fail music playing too long across level transitions or into the main menu
[/list][/list]
[h3]VISUALS[/h3]
[list]
[*] Updated Night Vision Post Processing
[*] Added optional simple third person blending for item animation
[*] Added Optional Body Cam filter
[*] Added camera shake to grenade explosion
[*] Improved Damage screen effects to be more clear
[*] Added brief first person death camera when you die
[*] Made muzzle flash particle lights affect translucency
[*] Improved Dismemberment, Blood ballistics and blood effects
[*] Improved recoil roll noise
[*] Reduced screen shake with compensated weapons
[/list]
[h3]UI/UX[/h3]
[list]
[*] Added subtitles for all spoken dialogue in the game
[*] Updated text in map select to show when you are restarting or restarting from checkpoint
[*] Added early start after a timer if more than half of players are ready
[*] Added depth of field to video settings
[*] Added SSGI to video settings
[*] Added setting to video settings for upscaler auto exposure (On can have less smearing in darker areas, Off can have less artifacting)
[*] Added the ability to see the effect of attachments in the loadout and attachment menu
[*] Allowed coordinates in teleport command
[*] Made return to main menu text clearer and not appear when there was no reason
[*] Added controller navigation for modify and team select
[*] Added customizable and controller keybind for showing scoreboard
[*] Added more info to respawn requirements UI
[/list]
[h3]OPTIMIZATION[/h3]
[list]
[*] Optimized particle effects:
[list]
[*] Smoke material
[*] Smoke streaks material
[*] Fire particles
[*] Laser particles
[*] Ceiling dust materials
[*] Sprinkler particles and materials
[*] Trails, dismemberment and barrel smoke particles
[*] Bullet impact particles collision and bounds
[/list]
[*] Optimized FPSItem pickups
[*] Optimized tick on gore component
[*] Optimized lighting on third person attachments
[*] Optimized Leaves and Education center textures
[*] Optimized unnecessary Texture resolution
[*] Optimized TP shadows for characters
[*] Optimized Unreal Engine Cloth initialization to allow many characters with cloth physics at once
[*] Optimized Unreal visible decal gathering
[*] Optimized Screen Anomaly particles when not visible, drastically improving performance in education center for some systems
[*] Optimized some lights in education center
[*] Added fade out to flashlight
[*] Disabled tick on gore component by default
[*] Removed tick from objects that don't need it
[*] Reduced skeletal mesh tick on doors
[*] Disabled update overlaps on skel mesh anim finalize
[*] Reduced overall file size of the game
[*] Implemented Significance system, allowing for better performance for distant or occluded characters
[*] Optimized characters on dedicated server by detaching unused components for characters
[*] Optimized some object’s LOD settings for performance
[*] Optimized several streaming volume to reduce hitching between level transitions
[/list]
[h3]FIXES[/h3]
[list]
[*] Moved Items and electronics to use push model networking
[*] Fixed Items falling through the floor after moving away
[*] Fixed self shadow only on first person arms - weapons can now cast shadows on arms and vice versa
[*] Fixed Various AI falling through the map when their map section was unloaded
[*] Fixed bullet hit decal showing after breaking glass
[*] Fixed electronic OnEnabled etc functions being called multiple times, leading to of effects and spawns in some places
[*] Fixed AISpawnAreas not disabling immediately if loading classes
[*] Fixed a bug where AI would return to investigating after combat
[*] Fixed a bug where Enemies would become stuck after attacking
[*] Fixed a common DX12 crash resulting from gore component deinitializing during a texture update
[*] Improved Ammunition networking:
[list]
[*] Added Ammo restoration after server rejected shots to prevent large ammo desyncs
[*] Added server>client ammo sync at end of reloads
[*] Added client unloaded item handling/waiting to weapon data widget
[*] Added server client magazine sync on weapon spawn
[*] Fixed Infinite false shots due to network desync
[/list]
[*] Fixed reload while sprinting setting being inverted
[*] Lowered server default memory usage by up to 40% by reducing default loaded assets and hard references
[*] Disabled FMOD occlusion traces outside of listener radius
[*] Fixed resonator glitches on head rotation
[*] Fixed flashlight not networking as client
[*] Fixed admin menu button not always appearing when hosting
[*] Fixed empty reload on shotguns not removing a round (giving you infinite ammo)
[*] Finally fixed the issue of the inputs specifying "point shotting" instead of "point shooting"
[*] Fixed host disappearing on clients when customizing
[*] Moved Attachments to use data assets, Allowing asynchronous loading, reducing memory usage and load time for items
[*] Fixed bullet impacts not showing at range
[*] Fixed SCP3199 Animations Not Playing In Area 12
[*] Fixed resolution scale not resetting correctly after disabling some upscalers
[*] Fixed bullet casings not playing a sound after hitting a wall
[*] Fixed ballistic hit animation not playing on zombies
[*] Fixed solid roughness on containers
[*] Fixed missing reflection captures in logistics
[*] Fixed voice chat component location not networking correctly
[*] Fixed game being able to start while a player was in customization
[*] Fixed display items showing on clients while customizing
[*] Fixed breakable glass not displaying correctly after being unloaded and reloaded
[*] Fixed Map vote not always using the correct voted for map
[*] Fixed incorrect text showing during map vote after failing in wave survival
[*] Halved SAI cover generation cost based on constant cover direction
[*] Fixed Health and item UI disappearing after restarting a match
[*] Fixed some mistakes in the Game’s credits
[*] Fixed respawn requirements not showing correctly on clients due to update order issues
[*] Fixed Items not disappearing on clients when picked up
[*] Fixed KD ratio not displaying as fraction
[*] Fixed sign text not displaying correctly on low graphics settings
[*] Fixed crash in FMOD anim notify on dedicated server
[*] Fixed a bug where the sky in Antarctica would display incorrectly
[*] Fixed AI getting stuck on reload task
[*] Fixed DLSS always being enabled by default due to a load order issue
[*] Fixed screen anomaly hallucinations not always being removed correctly
[*] Fixed screen anomaly not always following the player correctly
[*] Fix for ammo pickups not granting ammo (but still getting picked up) if only your current mag was missing ammo
[*] Enabled duplicate checking for FPS ballistics effects, improving performance in large gunfights
[*] Fixed 3199 animating and playing audio after death
[*] Improved MRAP truck’s collision
[*] Removed LAMG from Heavy Soldiers loadouts
[*] Fixed certain angled concrete materials that had visual errors
[*] Fixed certain partially opened shutterdoors that did not close to the correct state
[*] Fixed some shutterdoors that were not centered correctly in their blueprint
[*] Fixed some Lightmass importance volumes being incorrectly scaled in Pt1
[*] Fixed incorrect material usage on some overhead light objects
[*] Fixed missing collision on some junction box assets
[*] Fixed 173-B spawning twice in generator area in Part1
[*] Removed some Ivy assets player collision
[*] Fixed some concrete pillars lacking collision
[*] Fixed some missized streaming volumes which caused level to load out incorrectly
[*] Removed navigation properties of some ceiling assets
[*] Fixed pipe valve puzzle in water treatment area
[*] Fixed guards running down large vines in Panopticon
[*] Fixed several floating assets in Part 1 and in Outpost Axiom
[*] Fixed steam burst shortcut being exploitable to skip large amounts of content
[*] Fixed collision on several pipe assets
[*] Fixed elevator button being usable in dorms before players have first traveled to prison
[*] Removed several ammo/health meshes that were not actual pickups
[*] Fixed several assets with incorrect collision types in Part 1
[*] Fixed some zombie spawn zones on Antarctica
[*] Fixed several several ammo/health pickups that did not restore their resource
[*] Fixed looping body fall animations on guard corpses in part 2
[*] Fixed walls with no collision in water treatment area
[*] Fixed situation where SCP-098 in in prison would not get released correctly
[*] Adjusted water treatment respawn location to be further from SCP-098
[*] Fixed firefight between guards and D-Class to not happen prematurely
[*] Fixed mousepads being emissive when they should not be
[*] Several areas with invisible walls were justified with props in part 2
[*] Fixed Antarctica generators not having correct indicator lighting in some circumstances
[/list]
[h3]NOTABLE KNOWN ISSUES[/h3]
[list]
[*] Player feet will float into the air when standing still in an elevator
[*] Some zombies will have trouble pathfinding through doorways on dedicated servers
[*] Shutters will occasionally appear as open when they are closed on dedicated servers
[*] Players cannot check their watch when their weapon is empty
[*] Resonators will occasionally get stuck on some geometry
[*] Map select will occasionally appear empty
[*] Players can encounter a duplicate SCP-173-B in intro cells
[*] Steam deck users cannot access the tablet using default keybinds
[*] New keybinds may appear as empty
[*] Journal tips will appear as the old keybind J - you can use 4 to open the new tablet!
[*] Dead SCP-3199 instances sometimes appear frozen standing up
[*] Players can get stuck in various places when vaulting
[*] Enemies can get stuck when jumping into “The Pit” in Area 12 Chapter 1
[*] When loading into many maps in one session, lighting may appear corrupted
[*] Some melee enemies can headshot the player, dealing much more damage than they are supposed to
[*] Zombies do not react to the alarm in Antarctica
[/list]
—
We hope you all enjoy playing the update!
-[i]Affray Interactive Development Team[/i]
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