Hello everyone. While we are hard at work developing 14.0, we’ve decided to release a quick patch to smooth out the changes made in 13.5. Additionally, we’ve included a section dedicated to developer insight at the end of the patch notes. Enjoy! [h3]Adjustments and Tweaks[/h3] [list] [*] Increased the speed bonuses granted by SCP-207. Health drain values have been left unchanged. [list] [*] The first SCP-207 instance consumed now provides a 15% increase in movement speed (previously 10%). [*] The second instance consumed provides a 30% increase in movement speed (previously 20%). [*] The third instance consumed provides a 45% increase in movement speed (previously 40%). [/list] [*] Reduced the volume of Anti-SCP-207’s background audio. [*] Anti-SCP-207’s secret ‘life save’ mechanic now provides damage immunity for 1.5s (previously 0.25s). This effect is now audible to other players. [*] Anti-SCP-207 now saves a user’s life from SCP-939’s [i]Lunge[/i]. [*] Anti-SCP-207 can now only be stacked up to two times. [*] When at full HP, Anti-SCP-207 now generates additional AHP, up to 75. This will decay upon removal of the effect. [*] Anti-SCP-207 now rarely spawns naturally within the standard No-7 lockers (a.k.a. ‘SCP item pedestals’). [*] Added an Operational Guide entry for Anti-SCP-207. [*] Jailbird now applies [i]Flashed[/i] for 1.5s upon a successful hit. [*] Updated role colours for Chaos Insurgency classes. [*] Updated the role colour of the MTF Specialist class. [*] Painkillers, SCP-500, and SCP-1853 display progress bars and can now be cancelled before usage. [*] Adrenaline is now activated sooner after usage. [/list] [h3]Bug Fixes and Technical Changes[/h3] [list] [*] Fixed an issue allowing players to damage 096 without becoming a target. [*] Fixed unlockable main menu themes having inverted locking criteria. [*] Fixed the Fog Status effect resetting when a different player lost the effect. [*] Fixed the Chaos Marauder and Chaos Repressor role names being swapped in Remote Admin. [*] Fixed some SCP-1853 danger events not unregistering properly. [*] Fixed some Discord Rich Presence events not unregistering properly. [*] Reverted changes to ICommand, removing ICommand.SanitizeResponse. [*] The Remote Admin console will now automatically attempt to close all unclosed rich text tags. [*] TCP_NODELAY option is now set on socket used for communication with LocalAdmin. [*] Made improvements regarding LocalAdmin to SCP:SL communication. [*] `snr` now takes an optional argument allowing server admins to redirect players to a different server upon round end. [*] Fixed `rnr` not working when fast restart is enabled. [*] Added the `nr` command, displaying any actions that will occur when the round ends. [*] Improved server console command handling. [*] Fixed predefined ban templates being duplicated when running `pm reload`. [*] Updated the PluginAPI. [/list] [h3]Development Insight and Commentary[/h3] We wanted to offer additional insight concerning the ‘why’ of our recent changes to SCP-207 and Anti-SCP-207. No further gameplay changes will be talked about from this point forward. We’ll start off with SCP-207. When we first implemented this item, features like stamina and prevalent medical supplies weren’t yet implemented, resulting in the item’s balance reflecting the then current state of the game. It was then left nearly untouched for years, despite the game evolving around it. Now, it’s hard to travel a few rooms without coming across some sort of healing item, be it medkits, painkillers, SCP-330 candies, etc. SCP-207 was always designed to be a hazard to players. A ‘deal with the devil’ item that, while providing increased movement speed, would put your life on a short timer — use the item to run, escape, or die trying. Following the changes to speed and HP drain, we believe that we have achieved our goal of restoring the heavy risks provided. After receiving community feedback, we’ve decided to amplify the speed of the Cola across all tiers, providing a more fair trade for the health drain. Moving on to Anti-SCP-207, this item was originally added as a low-cost development joke. It took a few hours at most, and didn’t detract from any larger projects that needed the time. It also allowed us to experiment with new systems that we could potentially pursue usage of in the future, such as the ‘life saving’ mechanic. Throughout recent updates, we’ve slowly improved the item such that we can integrate it into standard gameplay — this allowed us to make a low-cost experimental SCP item without needing to do all the work at once. According to the feedback forms we received, players felt the item was too difficult to obtain for it to be of any use. Now that we are more confident with the state of the SCP, we feel now would be a perfect time to implement the item as a rare specialty. Thank you all! If you’d like to see further commentary sections in the future, let us know. Otherwise, keep an eye out for further changes to come. Have fun, and [i]see you in the dark.[/i] ~ Northwood Studios