Update 0.15 is Now Available!
Update 0.15 is now available for all players to enjoy!
[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 Affray Interactive Studio Update for Fall 2024 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]
0.15 PATCH NOTES
[h3]CONTENT[/h3]
- New Areas
- 3199 Nest
- Parking Garage
- Area 12 Reception and staging labs
- 3199 Nest
- Overhauled Areas
- Overhauled logistics area
- Overhauled logistics area
- Creatures
- 3199 babies (environmental)
- Added burning zombies
- 3199 babies (environmental)
- Weapons
- Added GM6 Lynx (in the game but not in the campaign yet!)
- Added MP9
- Added AK-DRACO
- Added GM6 Lynx (in the game but not in the campaign yet!)
- Lore
- Added several lore documents to Area 12 Chapter 1
- Added several lore documents to Area 12 Chapter 1
- Other
- Added tablet (utility item)
- Added Dark GOC skin (Hunt and PVP only for now)
- Added tablet (utility item)
[h3]GAMEPLAY[/h3]
- 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 (please note that you must activate each checkpoint before it becomes available in the chapter select UI)
- 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
[h3]3D[/h3]
- 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
[h3]AI[/h3]
- Reworked SCP-173-B AI
- 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
- Behaviors for investigation, stalking, flanking and aggression
- Improved Resonator AI
- Added resonator jumping
- Improved investigation
- Improved the viability of stealth against Resonators
- Added resonator jumping
- Improved SCP-098 Attacks
- Added additional attacks to SCP-098
- Improved blending after attacks in SCP-098
- Added additional attacks to SCP-098
- Improved SCP-3199 AI
- Added new attacks for SCP-3199
- Added eating functionality to SCP-3199
- Reduced desired angle for SCP-3199 Charging
- Improved 3199 Physics
- Added new attacks for SCP-3199
- Improved Infector AI
- 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
- Added “Fake Death” to infectors, allowing them to get back up after appearing dead
- Overhauled Guard/D-Class AI
- 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
- More defined underlying state machine to improve variability in behavior
- Slightly reduced decay time on Screen Anomaly detection/attack
[h3]Audio[/h3]
- Overhauled and Improved Game Mix
- 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)
- Rebalanced game mix overall; we recommend setting all volumes to 100% and tweaking only the master volume
- New and Updated Audio: Weapons and Combat
- 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
- Added dynamic audio layers to majority of firearms (remaining ones soon to be updated)
- New and Updated Audio: Characters and SCPs
- 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
- Added new vocal sounds for SCP-3199
- New and Updated Audio: Interactions and Items
- 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
- Added sounds for various item pickups (crowbars, keys, keycards, valves)
- New and Updated Audio: Ambience and Environment
- 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
- Added soundscape, reverb and footsteps in vents and added new vent fan sound
- New and Updated Audio: UI, Music, and Other Fixes
- 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
- Added dynamic music tracks for some encounters and scripted sequences
- Addressed various other problems
- 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
- Improved crossfading between roomtones
[h3]VISUALS[/h3]
- 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
[h3]UI/UX[/h3]
- 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
[h3]OPTIMIZATION[/h3]
- Optimized particle effects:
- 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
- Smoke material
- 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
[h3]FIXES[/h3]
- 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:
- 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
- Added Ammo restoration after server rejected shots to prevent large ammo desyncs
- 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
[h3]NOTABLE KNOWN ISSUES[/h3]
- 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
—
We hope you all enjoy playing the update!
-Affray Interactive Development Team
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