Maintenance Patch - Version 10.0.3
Author: Ava,
published 4 years ago,
[i]SCP: Secret Laboratory[/i] is always changing. Version 10.0.3 is our latest update to the game, bringing with it some stability improvements and bug fixes, as well as introducing a new feature for SCP voice chat. You can find the patch notes below.
[h2]Role Indicators[/h2]
When playing as an SCP, voice chat is often critical to your team's success. Players use it to communicate their wins, their losses, and everything in-between. It also has other uses, like letting your teammates know that you've revived someone as SCP-049 or asking them for directions. It's a very important part of playing an antagonistic role.
Something we've noticed lately is the confusion that stems from memorizing your teammates. Every SCP is different, with the exception of SCP-939 being able to spawn twice in a match, and having to memorize what role each player fills can be stressful, especially in the heat of a fight or escaping from an engagement that went wrong.
To fix this, we've added graphical indicators to represent what class a teammate is playing. Whenever a player uses voice chat as an SCP, an image representing their role will display next to their name for all other SCPs. This should play a big part in eliminating the frustration of memorizing your teammates, and even allows teammates that don't speak to show their role by tapping their push-to-talk key!
[img]https://clan.cloudflare.steamstatic.com/images//31380022/56bbaaad16d424ae8c24dc85faa4b13ce4320c2f.png[/img]
This extends to all SCP classes, including instances of 049-2 or any SCPs that are created after the start of the round by server moderators or plugins. When a teammate starts talking, you'll immediately know who they are and what role they're playing.
Note that this feature is only available for SCPs right now - other methods of voice chat that display names, such as radio and spectator chat, won't display any icons. This was a deliberate choice, to preserve the uncertainty and paranoia created over radio. If you've been alone for a while, and you suddenly hear somebody asking if anyone is on the radio, you can't be certain whether or not they're an ally, or an enemy trying to lure you out.
[h2]Fixes[/h2]
Version 10.0.3 features a plethora of fixes and adjustments, which are as follows:
[list]
[*]Fixed SCP-096 being unable to leave the intercom room.
[*]Fixed the Epsilon-11's flashlight not appearing when dropped on the ground.
[*]Fixed the Hemorrhage status effect causing damage to stationary players who were holding their Sprint key.
[*]Fixed an issue causing ammo pickups to become "ghost items" if not all of the ammunition was taken from the pickup.
[*]Fixed a duplicate RID in the Entrance Zone.
[*]Improvements to nickname sanitization.
[*]Fixed an exploit causing SCP-079's power to not drain at the correct rate when using a speaker while doors were locked.
[*]Fixed the Motion Blur setting not applying in-game.
[*]Fixed non-civilian classes obtaining the "High on the Wings of Caffeine" achievement while passing the escape boundary with SCP-207 active.
[*]Fixed the audio effect played when attempting to fire with an empty magazine playing twice.
[*]The [b]TIX INFO[/b] RA command now requires [b]RespawnEvents[/b] permission.
[*]The game client should now work on Wine for Linux players.
[*]MTF Scientists now properly spawn with a disarmer.
[*]Added unique messages for escaping while disarmed, instead of showing the normal escape message for your team.
[*]Players no longer collide with generator doors, which fixes several out-of-bounds exploits.
[*]Anticheat improvements and fixes.
[/list]
[h2]API Changes[/h2]
This segment is for plugin developers. You can safely skip these notes if you aren't involved with the creation of plugins or mods.
[list]
[*]Implements the [b]ForceCuff[/b] syncvar on the [b]Handcuffs[/b] class. When enabled, the player will be disarmed, even if no other players have interacted with them.
[*]Steamworks has been updated.
[/list]
[h2]What about SCP-096's rebalance?[/h2]
We're still working on the balance of SCP-096. Our survey, run in late August of this year, has been very helpful in diagnosing some of SCP-096’s problems and getting the community's input about them. We've now playtested all of the options we presented in the survey, and we'll likely be releasing a more detailed post soon describing our balancing process and our final decisions. In the meantime, however, keep an eye out.
[h2]Conclusion[/h2]
This is a small update, but it may be a significant one. Being able to see teammates' roles as an SCP should provide a significant improvement to teamwork potential, and we've fixed several long-standing bugs with the game. We hope you keep enjoying [i]SCP: Secret Laboratory[/i]!