Update 0.15 is now available for all players to enjoy!
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!
https://store.steampowered.com/app/872670/SCP_5K/
You can find the full in-depth patch notes below:
0.15 PATCH NOTES
CONTENT
- New Areas
- 3199 Nest
- Parking Garage
- Area 12 Reception and staging labs
Overhauled AreasOverhauled logistics areaCreatures3199 babies (environmental)Added burning zombiesWeaponsAdded GM6 Lynx (in the game but not in the campaign yet!)Added MP9Added AK-DRACOLoreAdded several lore documents to Area 12 Chapter 1OtherAdded tablet (utility item)Added Dark GOC skin (Hunt and PVP only for now)GAMEPLAY
- 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
3D
- 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
AI
- 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
Improved Resonator AIAdded resonator jumpingImproved investigationImproved the viability of stealth against ResonatorsImproved SCP-098 AttacksAdded additional attacks to SCP-098Improved blending after attacks in SCP-098Improved SCP-3199 AIAdded new attacks for SCP-3199Added eating functionality to SCP-3199Reduced desired angle for SCP-3199 ChargingImproved 3199 PhysicsImproved Infector AIAdded “Fake Death” to infectors, allowing them to get back up after appearing deadAdded additional "charge" attacks to zombies for more variation and telegraphingImproved zombie locomotion blendingImproved Infector look directionOverhauled Guard/D-Class AIMore defined underlying state machine to improve variability in behaviorImproved investigationImproved Idle look, looking at dangers, nearby cover, and interest pointsMore states and events for glimpsing, receiving suppression, sound and damageMore reliable detectionSlightly reduced decay time on Screen Anomaly detection/attackAudio
- 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)
New and Updated Audio: Weapons and CombatAdded dynamic audio layers to majority of firearms (remaining ones soon to be updated)Added improved bullet whizzes and cracksAdded ricochet audio for bullet impacts in close proximityAdded new sounds for the tactical knifeImproved some gun handling soundsImproved how gunshots stack during large combat situationsNew and Updated Audio: Characters and SCPsAdded new vocal sounds for SCP-3199Added new movement and idle sounds for SCP-173-BAdded new player character foley sounds: jumping and landing (concrete and wood, more surfaces soon), new tile and concrete footsteps, and interaction gesturesAdded sounds to some Infector animationsFixed player leaning sound not playingNew and Updated Audio: Interactions and ItemsAdded sounds for various item pickups (crowbars, keys, keycards, valves)Added sounds for crowbar prying interactionsAdded sounds for chainlink fence gatesAdded new sounds for large blast doors and wooden doorsAdded new sounds for in-world development notesAdded new sounds for keypadsNew and Updated Audio: Ambience and EnvironmentAdded soundscape, reverb and footsteps in vents and added new vent fan soundAdded new room tones and music in Area 12 Chapter 1 Interrogation areaAdded sound to vent falling near starting areaImproved environmental reverb in various locations of the gameFixed various fires missing their soundsNew and Updated Audio: UI, Music, and Other FixesAdded dynamic music tracks for some encounters and scripted sequencesAdded new sounds for game menu UIFixed bad looping on various sounds and music tracksFixed bad noise floor on various soundsFixed various sounds cutting off strangelyAddressed various other problemsImproved crossfading between roomtonesImproved randomization of various ambient soundsFixed sound origin and attachment on various game objectsFixed door squid heartbeat sound playing incorrectlyFixed door opening and closing sounds playing from the incorrect time under some circumstancesFixed mission success or fail music playing too long across level transitions or into the main menuVISUALS
- 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
UI/UX
- 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
OPTIMIZATION
- 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
Optimized FPSItem pickupsOptimized tick on gore componentOptimized lighting on third person attachmentsOptimized Leaves and Education center texturesOptimized unnecessary Texture resolutionOptimized TP shadows for charactersOptimized Unreal Engine Cloth initialization to allow many characters with cloth physics at onceOptimized Unreal visible decal gatheringOptimized Screen Anomaly particles when not visible, drastically improving performance in education center for some systemsOptimized some lights in education centerAdded fade out to flashlightDisabled tick on gore component by defaultRemoved tick from objects that don't need itReduced skeletal mesh tick on doorsDisabled update overlaps on skel mesh anim finalizeReduced overall file size of the gameImplemented Significance system, allowing for better performance for distant or occluded charactersOptimized characters on dedicated server by detaching unused components for charactersOptimized some object’s LOD settings for performanceOptimized several streaming volume to reduce hitching between level transitionsFIXES
- 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
Fixed reload while sprinting setting being invertedLowered server default memory usage by up to 40% by reducing default loaded assets and hard referencesDisabled FMOD occlusion traces outside of listener radiusFixed resonator glitches on head rotationFixed flashlight not networking as clientFixed admin menu button not always appearing when hostingFixed 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 customizingMoved Attachments to use data assets, Allowing asynchronous loading, reducing memory usage and load time for itemsFixed bullet impacts not showing at rangeFixed SCP3199 Animations Not Playing In Area 12Fixed resolution scale not resetting correctly after disabling some upscalersFixed bullet casings not playing a sound after hitting a wallFixed ballistic hit animation not playing on zombiesFixed solid roughness on containersFixed missing reflection captures in logisticsFixed voice chat component location not networking correctlyFixed game being able to start while a player was in customizationFixed display items showing on clients while customizingFixed breakable glass not displaying correctly after being unloaded and reloadedFixed Map vote not always using the correct voted for mapFixed incorrect text showing during map vote after failing in wave survivalHalved SAI cover generation cost based on constant cover directionFixed Health and item UI disappearing after restarting a matchFixed some mistakes in the Game’s creditsFixed respawn requirements not showing correctly on clients due to update order issuesFixed Items not disappearing on clients when picked upFixed KD ratio not displaying as fractionFixed sign text not displaying correctly on low graphics settingsFixed crash in FMOD anim notify on dedicated serverFixed a bug where the sky in Antarctica would display incorrectlyFixed AI getting stuck on reload taskFixed DLSS always being enabled by default due to a load order issueFixed screen anomaly hallucinations not always being removed correctlyFixed screen anomaly not always following the player correctlyFix for ammo pickups not granting ammo (but still getting picked up) if only your current mag was missing ammoEnabled duplicate checking for FPS ballistics effects, improving performance in large gunfightsFixed 3199 animating and playing audio after deathImproved MRAP truck’s collisionRemoved LAMG from Heavy Soldiers loadoutsFixed certain angled concrete materials that had visual errorsFixed certain partially opened shutterdoors that did not close to the correct stateFixed some shutterdoors that were not centered correctly in their blueprintFixed some Lightmass importance volumes being incorrectly scaled in Pt1Fixed incorrect material usage on some overhead light objectsFixed missing collision on some junction box assetsFixed 173-B spawning twice in generator area in Part1Removed some Ivy assets player collisionFixed some concrete pillars lacking collisionFixed some missized streaming volumes which caused level to load out incorrectlyRemoved navigation properties of some ceiling assetsFixed pipe valve puzzle in water treatment areaFixed guards running down large vines in PanopticonFixed several floating assets in Part 1 and in Outpost AxiomFixed steam burst shortcut being exploitable to skip large amounts of contentFixed collision on several pipe assetsFixed elevator button being usable in dorms before players have first traveled to prisonRemoved several ammo/health meshes that were not actual pickupsFixed several assets with incorrect collision types in Part 1Fixed some zombie spawn zones on AntarcticaFixed several several ammo/health pickups that did not restore their resourceFixed looping body fall animations on guard corpses in part 2Fixed walls with no collision in water treatment areaFixed situation where SCP-098 in in prison would not get released correctlyAdjusted water treatment respawn location to be further from SCP-098Fixed firefight between guards and D-Class to not happen prematurelyFixed mousepads being emissive when they should not beSeveral areas with invisible walls were justified with props in part 2Fixed Antarctica generators not having correct indicator lighting in some circumstancesNOTABLE KNOWN ISSUES
- 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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