1. SCP: 5K - Alpha Testing
  2. News
  3. Update 0.14.1 Patch notes

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]
  • Added checkpoints to Area 12:
    • 3 checkpoints in Part 1
    • 1 Checkpoint in Part 2
    • 1 Checkpoint in Part 3
  • 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