[i]If you haven't watched the [url=https://youtu.be/v4SzBPUk8so]teaser[/url] yet, go ahead and give it a look! This was an experimental teaser, and the general public response is that it was hyped up too much - we'll be keeping this fact closely in mind for future reveals.[/i] Since Megapatch 2, we've been working hard on the next content update to SCP:SL. Now, we're finally ready to tell you about what we've been working on. [b]Scopophobia[/b] is Secret Laboratory's next major update. Assuming no delays, it'll be releasing this March as soon as it's ready. Featuring the return of old faces as well as a huge overhaul to one of our existing SCPs, it's one of our largest updates yet, and one we hope will improve the game in every aspect. Without further ado, let's move onto what can be expected later this month. [img]https://clan.cloudflare.steamstatic.com/images//31380022/ab13fe2c81fad3218715d9be3dade7a115073df6.png[/img] [h1]Feature List[/h1] [h2]SCP-096 Rework[/h2] Scopophobia is packed with features, but the largest one is the namesake of the update: SCP-096's rework. Developed from the ground up for a completely new gameplay experience, SCP-096 has been given a full facelift, including a new model, new animations, new audio, and new gameplay. 096 isn't ready to see the public light yet and is still in testing, but is very nearly at a phase when patrons can expect to get their hands on it to see 096 in its terrifying glory firsthand. You can expect updates to come in the next few weeks as we iron out any final flaws and get it ready to be presented. Because it would be rude to leave it off with no information about 096, here’s a small list of the new features: [list] [*]A full revamp of the rage system. [*]Active abilities both in and out of rage. [*]Original model, audio, and voice acting. No more old assets! [*]Features fully-rigged first person animations. [*]Is now the tallest SCP in the game. [/list] [img]https://clan.cloudflare.steamstatic.com/images//31380022/a5122921660ac16d2b6f8bc2b334fc5085f3fa08.png[/img] [h2]The Triple S - Status, Stamina, and Spawning[/h2] As part of smoothing out the core loop of rounds in SL and polishing the game in areas that it's lacking, we're introducinga few new features into the game. The first of these is [b]status effects[/b]. We've mentioned these a few times in the past - most notably in our second devlog - but we can give a more detailed rundown here. If you've played RPGs, you'll be familiar with the concept of status effects. It defines any condition, permanent or temporary, that affects the player in some way. Some of these already exist in SL - SCP-207, for instance, applies an effect that increases your speed but drains your health. Scopophobia will include over a dozen new status effects, ranging from blindness and deafness to bleeding out as you sprint. Different aspects of the game have been modified to include these new status effects in different ways, so keep an eye out for visual and audio cues to tell how you're affected! Admins and plugin developers will also be able to manipulate all of these new effects, so expect to see them in the unlikeliest of places. In an effort to make movement more interesting, and to shake up the metagame regarding chases, we've decided to implement the [b]stamina system[/b], which grants a limited amount of sprint time before you have to slow down and catch your breath by moving at a normal pace. With default settings, one can expect to run for about 25 seconds before tiring out and having to wait for stamina to regenerate. We've balanced the game in different ways around this to make sure it doesn't slow down the pace - humans sprint at a faster speed, and different items, such as adrenaline, modify stamina for a short period. Let us know how stamina plays in-game - we want to make sure it's the best feature it can be, and hearing your feedback is absolutely vital in making sure it's not an unfun mechanic. Finally, we've introduced [b]spawning tickets[/b], a way to prevent stalemates that lock the round into place. Instead of having unlimited respawns, the NTF and Chaos Insurgency now draw from a team-wide pool of tickets in order to supply new squads. By default, the NTF starts with 24 tickets, with the CI receiving 14; each respawned player consumes one ticket from this pool. Tickets can be earned in different ways; NTF might get tickets by terminating SCPs, for instance, while the CI can help D-Class escape. When a team runs out of tickets, it's disabled for the rest of the match! With luck, this system will force teams to at least play the game, instead of idling in a zone and waiting for a respawn wave so that they can get reinforcements. Each of these systems is a big deal, and we think that they'll go a long way towards improving the game as a whole. They might not be perfect on the first go, so expect adjustments and tweaks to them as time goes on. [h2]Facility Updates[/h2] For Scopophobia, we've also tried to make the facility a little more consistent. This is done in several parts: we've added different aspects throughout the map, while also adjusting old elements up to par. In no particular order, these include changes such as: [list] [*]The return of Alpha Warhead lights, which now exist in all rooms, including the surface zone; [*]The addition of LCD screens in Light Containment Zone checkpoints that count down to decontamination; [*]Allowing SCP-079 to lock down rooms in Entrance Zone; [*]Allowing SCP-049-2 and SCP-106 to interact with windows. [/list] This list is by no means exhaustive, but it should give you an idea of what to expect in Scopophobia. Expect the facility to feel more immersive and consistent throughout. [img]https://clan.cloudflare.steamstatic.com/images//31380022/df3420e524e0faa5374414f7c1b81759fef7eaec.png[/img] [h2]UI Overhaul[/h2] Last, but by no means least, Scopophobia will feature a completely redesigned UI in many aspects. The most notable of this is the revamped main menu, which implements a redesigned server browser that features a favoriting system as well as a revamped settings menu to allow for easier changing of your options on the fly. (You can still use the old menu if you want, too!) We've also adjusted the in-game HUD, which features a new system for showing and hiding display bars as needed. This lets the stamina bar stay invisible when stamina is full, but become visible once you start using it, to ensure that your screen isn't covered with redundant visual clutter. Nearly every status effect also has visual feedback, covering your screen with a vignette or other visual effect to show you're affected by it, much like SCP-268 does. [img]https://clan.cloudflare.steamstatic.com/images//31380022/41f4c54de2b24f60a25c0344056dda138a3b02e9.jpg[/img] [h2]Conclusion[/h2] This update is certainly going to be a large one, and this list doesn't include the full list of changes. Once it releases later this month, you'll be able to read the detailed patch notes, featuring every change we've made to the game. If you're a patron, we're aiming to have it in your hands in as little as a week, if everything goes well. We hope that this update will show that we're dedicated to doing consistent updates now, instead of the slow update schedule we used to follow. In the meantime, have fun with the game... and keep an ear out for crying. Thank you for supporting SCP: Secret Laboratory! ~ Northwood Studios