Update 0.14.1 Patch notes
This week, we'll be releasing a new patch for SCP: 5K; version 0.14.1.
This update introduces the first version of the long awaited checkpoint system! The first iteration allows you to restart part-way through each chapter if you fail. No more starting from the beginning every time!
Our second iteration, to be introduced in a future update, will include the ability to start a private game from any unlocked checkpoint, saving loadouts with checkpoints, and additional improvements.
[h2]GAMEPLAY/UX[/h2]
[h2]AUDIO/VISUALS[/h2]
[h2]OPTIMIZATION[/h2]
[h2]FIXES[/h2]
[h2]NOTABLE KNOWN ISSUES[/h2]
This update introduces the first version of the long awaited checkpoint system! The first iteration allows you to restart part-way through each chapter if you fail. No more starting from the beginning every time!
Our second iteration, to be introduced in a future update, will include the ability to start a private game from any unlocked checkpoint, saving loadouts with checkpoints, and additional improvements.
[h2]GAMEPLAY/UX[/h2]
- Added checkpoints to Area 12:
- 3 checkpoints in Part 1
- 1 Checkpoint in Part 2
- 1 Checkpoint in Part 3
- 3 checkpoints in Part 1
- Re-Added Stribog SP9A1, with new model, textures, animations and sounds
- Added PVP-refined layout to outpost axiom PVP
- Made storage room loaded while in generator room in area 12
- removed collision from vines that slither out of the way during the dorms sequence
- Added handling for server quit to main menu
- Moved alarm position of final obj on outpost axiom
- Lowered AI shooting target downwards
- Increased AI recoil compensation to reduce chance of headshot
- Added the ability for gamemode overrides to be included in map rotations
- Added some additional enemy spawns to logistics to keep the player on their toes
- Increased zombie hearing radius
- Added new SCP-3199 encounter in logistics
- Added some additional weapon pickups in logistics
- Slightly increased ADS speed across the board
- Slightly increased base sway speed
- Increased MP5K smooth aim and decreased post-fire alignment in ADS
- Added UI to indicate laptop objective progress in antarctica
- Added UI indication for new objectives to aid attention
- Made zombies move while attacking
- Adjusted objective wording for improved objective flow on Area 12 part 2
[h2]AUDIO/VISUALS[/h2]
- Increased maximum hearing distance for gear footsteps and increased footstep audibility
- Added Post process effects when damaged
- Slightly reduced motion blur amount
- Added water audio to rising water in prison section
- Added basic gore to zombies
- Added previously unused Radial blur effects to suppression
- Added snow footsteps to zombies
- Made night time in outpost axiom darker
- Implemented new tonemapping settings for better contrast and visibility
- Reduced camera animation while aiming
- Added new first person arms mesh for UIU
[h2]OPTIMIZATION[/h2]
- Added LODS to weapons that were missing them
- Optimized collision on some objects
- Disabled IK traces on dedicated server
- Disabled Overlap events
- Optimized FPSTracer Tick
- Disabled tick on unneeded objects
- Optimized Component attachments
- Added collision aggregation to modular assets to improve performance and reduce hitching
- Converted common objects to use push based networking, improving server and P2P performance
- Optimized barrel and ceiling dust trails
- Optimized spore particles
- Optimized pulsing and carpet materials
- Optimized/removed some dynamic lights in dorms
- Optimized culling in dorms
- Moved lights and screens to use custom primitive data and away from dynamic material instances (improving instancing performance)
- Fixed some LOD issues and missing LODs in antarctica
- Updated in-game credits
[h2]FIXES[/h2]
- Fixed crash on server when displaying the notify on end of Antarctica
- Fixed a crash in SCP173BController GetChances when there were no observers
- Fixed crash in SCP173Subsystem due to stale pointers in potential observers
- Moved crash data to be earlier in game instance Init to catch more crash scenarios
- Fixed a crash on startup due to getting steam stats
- Fixed a crash when re-attaching an attachment to the same weapon
- Fixed 173 not de-spawning at start of generator room
- Fixed attachments not appearing on picked up items
- Fixed errors when attaching lasers in customization
- Fixed flashlight attachments not being on the correct perspective
- Fixed lasers showing as third person when in first person
- Fixed lasers showing when disabled on other clients
- Added a bit more ammo and health pickups to canals
- Fixed outer elevator door in Prison not being in the right players
- Fixed a stuck spot in Water Treatment
- Fixed PVP score not initializing
- Fixed zombies sliding along walls when attacking doors
- Reduced bloom in night vision
- Fixed leaning not working over low cover
- Fixed 1262 Spitters in dorms and prison not reacting properly to player gunshots
- Fixed some broken shadow offsets on materials
- Fixed respawn requirements appearing on screen when alive
- Added some missing backer names to the backer wall and credits
- Fixed mission items passing on if restarting or switching settings
- Fixed some lobby behavior causing the lobby to join an empty session
- Fixed equip animation not playing on Tactical Knife
- Fixed errors from tracers delaying after object pools were destroyed
- Fixed squid spawning behind vending machines
- Fixed some navigation issues in logistics
- Fixed dying while in water rising section in Prison causing the player to respawn underneath the water and die continuously
- Redid streaming layout for Dorms to be more reliable and have less hitches
- Fixed individual maps not being selectable in map vote
- Fixed Area 12 always being added to map rotations
- Separated movement roll to fix extreme scope shadow while moving left and right
- Fixed cover generation missing corners if they are facing the wrong direction
- Fixed a bug where melee attacks would always register as failing for AI
- Fixed AI not being able to see through glass in some places in Chapter 2
- Fixed missing kill volume in water treatment
- Made characters drop primary instead of equipped weapon by default on death
- Added angle limit to look at point to reduce the chance that AI will headshot while honing in
- Reworked lift changing direction to be more reliable
- Fixed lift getting stuck/flipping direction at end
- Fixed blur in zoomed scopes at distance
- Fixed Latent Action UUID not being set causing multiple levels/assets to not be loaded at once on one object
- Fixed Gore and splatter resources not loading correctly on enemy spawn
- Fixed character last hit not being replicated
- Fixed game ending if someone leaves during pre-game
- Fixed alarm BP not always triggering
- Fixed SCP-3199 selecting incorrect wander/movement locations and becoming confused
- Fixed UI settings not updating the Blast Door, Keypad and Keycard colors
- Fixed Issue where the Head Bobbing was not being modified by the game settings
- Fixed the issue where the Killed By UI was not displaying
- Fixed suppression activating after a tracer had finished
- Fixed zombie/footstep audio being muffled when behind you
- Fixed door squids causing enemies to ragdoll while still alive, causing them to be invulnerable
- Fixed some stuck spots in wave survival
- Fixed crab getting stuck on door in prison
- Fixed previous loadouts applying when restarting or from map vote
[h2]NOTABLE KNOWN ISSUES[/h2]
- Zombies occasionally get stuck in doorways
- UI sometimes disappears after restarting game
- Players can get stuck in objects after vaulting
- Zombies can appear frozen in place at low LOD after dying far from the player