[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] [url=https://clan.cloudflare.steamstatic.com/images//33393847/c07160caacc2300bfd6caef0512272c905e582be.png][img]https://clan.cloudflare.steamstatic.com/images//33393847/4d911943783eb0a12c20905bc9ef5e7a6bf0ed92.png[/img][/url] [img]https://clan.cloudflare.steamstatic.com/images//33393847/29c1f87eb19adafd6e82d6e24e23756bb4d06499.png[/img] [url=https://discord.gg/affray]Discord[/url] [url=https://www.youtube.com/@AffrayCo]Youtube[/url] [url=https://x.com/SCP5K]SCP: 5K X[/url] [url=https://x.com/AffrayCo]Affray Interactive X[/url]