Hotfix 10.2.1 has just been released. With it’s arrival we have fixed the most notable issues found within the recent release.
Changelog
Fixed surface zone doors being locked down during LCZ decontamination.
Fixed Heavy Gate doors having wrong sounds.
Fixed both Airlock doors closing when detonation stops.
SCP-268 effect will now properly cancel upon interaction with a door.
Door buttons now support custom translations (again).
Optimized "fast restart" feature for low-end servers.
Expect more hotfixes soon! ~ Northwood Studios
Update 10.2 Released!
Hello everyone!
We've just released the new 10.2 update! With its arrival, we say goodbye to the Christmas update, and start a new year.
General Changes
This new update brings along a slight rework to our “LocalAdmin” system. This includes a new console, error logging and other config options.
There is also a new "quality of life" implementation. The “Fast Restart” feature means that users will no longer be fully disconnected when a server is restarting its level. Instead, they will be placed back on the "waiting for players" screen. This will result in a shorter waiting time..
Door Refactor & API Changes
As part of version 10.2, we've done a complete refactor of our door system. This was some of our oldest code. Doors were prone to suffer from bugs, both during level generation, and in-game. To fix these problems we rewrote their code from the ground up, for long-term stability.
For most people, this won't affect the game too heavily; except fixing some bugs that have existed for a long time. There are also a few features that were implemented as a result of the stabler code, which you can find below. This greatly affects the door code itself.
Due to the full refactor of the door system, much of the game's internal code has received significant adjustments. Plugin developers, or server hosts using third-party plugins, should be aware of this, and update their mods to work with the new version.
For the complete changelog, please see the list below.
Complete Changelog
(Local Admin)
Added console- and error logs.
Added a config option, disabling printing stdout and stderr (errors and Unity debug messages) in the LocalAdmin live-view (while leaving them in the logs).
Added an automatic restart after server crash (you can disable this in config).
Added log retention (it's possible to configure LA to delete, and/or compress old LA and/or round logs).
Added server configuration wizard.
Added idle-mode state indicator in the title of the LocalAdmin window.
(Doors)
Doors in the airlock room can be destroyed. If one door is destroyed, then the other behaves like a normal door.
Both airlock doors lock open during Alpha Warhead detonation.
Checkpoint doors can be destroyed, but only through Remote Admin. They're immune to being destroyed under normal conditions.
Prison doors (in the Class-D Cells) are now destroyable.
Many doors have been renamed.
SCP-173's containment-chamber door automatically opens at the end of its locked phase,if there is an SCP-173 inside. The player no longer needs to open it themselves.
The doors to SCP-106's control room, and the Alpha Warhead control room, now require several strikes from SCP-096 to destroy.
Fixed issues related to door generation, such as doors clipping through walls, hovering above the ground, panels floating away from the wall, and many more.
Fixed checkpoint doors getting stuck during Alpha Warhead detonation and LCZ decontamination.
Fixed doors sometimes being invisible or unopenable.
Changed HID room door to correct model.
(API Changes)
Doors now utilize a completely new script, DoorVariant, that inherits from IInteractable. Different types of doors have separate scripts - BasicDoor, BreakableDoor, and so on.
The old door script has been marked as obsolete. It exists within the code, but is not used, and will likely be removed in a future update.
A new interaction system has been implemented. The NetworkBehaviour it uses is attached to the player prefab, and is called InteractionCoordinator. This has been in the code for a while, but we're just now starting to implement it. Doors utilize this system.
“RandomSeedSync” is no longer a player component. It has been refactored into “SeedSynchronizer”, and added to the Game Manager prefab. Seeds will now always generate above 0 - negative numbers are no longer valid map seeds.
(Other)
Added fast, round restarts.
Added functionality allowing users to fully restart the server without kicking players (softrestart command).
Added a config key allowing the enabling of automatic server restarts with a specified amount of rounds.
Changed volume and distance of the checkpoint alarm.
Removed Christmas update.
Thank you for your continued support, and Happy New Year! ~ Northwood Studios
As the year comes to an end, so does the Creation Contest! You have submitted your entries, voted for your favourites, and chosen the winners.
Before we carry on though, there are some things that we would like to discuss. Firstly, let's talk about this event and the possibility of having a similar event in the future. We are always open to ideas, and suggestions about how we can improve these events for everyone. If you have any suggestions or ideas regarding events, please feel free to comment below.
There is also a misconception that during these events, development on the game stops. This is not the case. Events like these are handled by a dedicated team, and we can assure you that the Development team is focused on the game.
Now then let’s talk about my favourite part of the event, statistics!
We want to thank everyone who submitted their amazing pieces, as well as those who just voted. Sadly, we are not able to reward all of you, as I would if I could. But now, onto the runner-ups:
Literature: Panini Cupcake, Music: SpiderShnyuk, Meme: gibuz, Video: GBC_2015, Other: JoeBro. You all did wonderfully but sadly you just fell short. Better luck next time!
Now what everyone’s been waiting for... the winners of the Creation Contest 2020 are:
Art: “Dead Cake” for “Let's get this party started”
Literature: “kalphiter the second” for “SCP-7777”
Music: "Verri" for "Space And Time" [previewyoutube="T9U7ClcNZMU;full"]
Meme: “Quacking Gander” for “Stairs”
Video: “eXIL Games” for “Halloween Musical Video” [previewyoutube="tFKkVE5mDvE;full"]
Other: “OLES_2003” for “Micro HID in Minecraft”
You may have noticed that there was no runner-up for the Art category. That’s because we put all the runner-ups into another vote; the staff vote. The winner of that vote is:
Staff Vote: “FacinusChip” for “Near success”
Sadly we had to severely compress this, so please, for a better quality version see: https://imgur.com/OQRT1MJ
Congratulations to everyone who won! We will contact you shortly to set up rewards.
Again, we want to say thank you to everyone who participated in the event, and made it as fun as possible. That's all for now, but stay tuned for more events in the future!
---------------- Best Regards, Voidus (Marketing Platform Manager)
On behalf of everyone from Northwood Studios, we hope that you are enjoying our new Christmas-themed update. As usual, we would like to hear your feedback, and thoughts on this wave of content. Below you will find a feedback form that has been translated into various different languages, with the hope to hear from all of you.
Christmas is right around the corner, and even the facility is showing signs of festive cheer. As usual, this year we have prepared some exciting Christmas gifts for you including new audio, cosmetic, gameplay, and map changes!
Christmas Decorations
As you may have noticed, since the start of December, some festive decorations have appeared around the facility. Those were just the beginning...
The facility was not built with comfort in mind, and this festive season the facility can be seen with a colder look. With snow falling from the sky, and a fresh blanket covering the ground it's almost certain the temperature will plummet. A creeping fog can also be seen through the exhales of your condensing breath. There is no doubt that this will be a chilly festive season.
To combat the cold, someone in the facility has been kind enough to make hot cocoa for all the kind personnel. If you have been deemed naughty this year, well, you can always make a fire with some coal… just be careful with some pieces.
Cosmetic and Audio Changes
With our development team focused on future updates, like 11.0, not all of our classes have gotten into the Christmas spirit. The ones that have though, seem to have taken “getting into the Christmas spirit” quite literally.
SCP-173 and SCP-096 appear to have spent too much time outside in the cold this year and are suffering because of it.
SCP-2536
Although Santa Claus won’t be paying the facility a visit, it seems SCP-2536 will. It has been spotted manifesting within the facility and giving gifts to personnel that need them.
A small notice that at the current time SCP-2536 is considered a Christmas update exclusive and will be removed upon the season ending.
Complete Changelog
Changed Alpha Warhead lighting to festive variant.
Added Surface zone snow and effects.
Added a Skybox.
Changed weapon station model to festive variant .
Changed models for SCP-173 and SCP-096 to festive variants.
Added hot cocoa to certain desks.
Added SCP-2536, gifts and special items.
Changed CI car model to festive variant.
Changed SCP-018 to festive variant.
Added condensed breath effect to human classes.
Changed facility colour palette.
Added light fog.
Enabled Christmas achievement.
Fixed Windows 7 issues, people using the operating system should now be able to launch and play the game.
Thank you, once again, for supporting Northwood Studios and SCP: Secret Laboratory!
Happy Holidays!
SCP:SL Creation Contest 2020
Hello, and welcome to the SCP:SL Creation Contest 2020!
In comparison to last year, the world has changed… a lot. But today, we want to bring the community together to celebrate creativity itself, and allow you all to show off your wonderful creations. One thing that hasn’t changed from last year, is the seven categories of this contest. The winner of each individual category will also receive a reward.
If you are not familiar with the event, here are the categories:
Artwork
Music
Video
Literature
Meme
Other
Some of you may notice that there are only six categories listed. This is because the runners-up of each category will be placed in a final category, where Northwood Staff will pick their favourite entry.
Below, you will find out how to submit entries on Steam. If you want to know how to post submissions somewhere else, please view the announcements on our Discord or Reddit.
Sadly, due to limitations, only artwork will be available for Steam.
You may only post the same piece of work once, on each platform. Do not repost it.
You may post multiple pieces of work but you will only be eligible for a single reward. For your efforts, you will get an honourable mention.
The submission must be SCP-related.
Attempts to manipulate votes may result in disqualification.
Don't be rude about people's work, this is all meant to be fun!
Submission Guide
When posting your submission, please add “Creation Contest 2020” before the title of your piece.
E.g.: “Creation Contest 2020 - Cool Art”
Rewards
Event Winner role (Discord).
Event Winner tag (In-Game).
Access to Event Winner channel (Discord).
Artwork posted, with full credit, in an announcement on Steam, Discord, Reddit, Twitter & Facebook.
The event will last until the 20th, before submissions are closed. Final voting, and the counting of votes will begin next. To keep up to date on future announcements regarding the event, check out our Discord. Votes will be counted by the number of likes only!
Disclaimer: We reserve the right to disqualify submissions we believe do not follow community standards and/or rules.
We wish you all the best of luck. Have fun! Best Regards, Voidus (Marketing Platform Manager)
A new hotfix is available! 10.1.2 focuses on many aspects of the game ﹘ dealing with bug fixes, some tweaks to 096, and additional changes.
Some of the things we’ve been working on are:
SCP-096 was the highlight of the Scopophobia update, as you well know, but there is always room for improvement. In 10.1.2 we focused on improving the playability of 096. This has been done by working on the accuracy, vision code and several other tweaks made to SCP-096.
Further fixes have been made to gameplay, including doors no longer being stuck closed, and items won’t get stuck in elevator railings anymore. Grenade chaining, and MicroHID are also no longer excluded from the friendly-fire config. We’ve even gone as far as correcting the respective typo. Along with these fixes and alterations, you will find some new additions to the game. Servers can now modify the range in which the player information box appears through a simple config option. The light intensity in rooms can be altered as well, making it possible to enable, or disable flickering lights.
All this has been done with the hope to improve your experience of the game and to make it just that little bit more fun for everyone.
New
Player Information Popup
Added the ability for the server to modify the range in which the player information box appears to the client. This is done by the config option player_info_range: float
Changes
Networking
The maximum string length available via SyncVars has been increased to 80kb from 32kb.
Optimization
Reduced the amount of allocations per frame by adding a memory cleaner (GC is being run after each scene loading).
SCP-096
SCP-096's hit registration will now last longer server-side.
SCP-096 attacking hitbox has been adjusted to be more accurate with regards to which hand is being used to attack.
SCP-096's vision code has been reworked to be more accurate, triggering just before his face comes into view.
Graphics
SCP-500's icon now looks more like a pill.
Fixes
Gameplay
Fixed grenade chaining and MicroHID being excluded from friendly fire config (it was possible to teamkill this way regardless of the config value).
Typo fix (Your don't have any badge. -> You don't have a badge.)
SCP-096 will now receive extra time for targets during windup.
SCP-096 will now receive extra time for any additional targets, following the first kill.
SCP-096 will no longer be enraged in dark rooms, unless the player has equipped a flashlight.
SCP-096 will be triggered once a player looks at his face.
SCP-096 Idle and dying animation should now loop properly.
SCP-939's screen will no longer flash when it bites people.
SCP-939's bite will no longer lock up when attacking.
SCP-939's screen will no longer flicker when motion blur is enabled.
If Motion Blur is enabled, it should now disable under 30 frames and enable above 50.
Doors should no longer be stuck closed.
Items should no longer get stuck in elevator railings.
Logicer casings now come out rotated correctly.
Anti-Cheat
Fly and Noclip Anti-Cheat have been fixed.
Startup and silent crashes have been fixed.
Added an SCP:SL banner that shows when you start the game.
Achievements
"... You Thinking What I'm Thinking?" is now working.
"Overpowered!" now properly triggers when you pick up the O5 card.
"Pew Pew!" now triggers when you kill 5 people in less than 30 seconds instead of 6 in less than 30 seconds.
API Changes
Pocket Dimension now includes a RoomInformation component.
Added FlickerableLightController.ServerSetLightIntensity(float intensityMultiplier) to change a room's light intensity.
FlickerableLight.EnableFlickering(float dur) can now be invoked before light flickering ends.
Scopophobia Hotfix - Version 10.1.1
A new update has arrived!
Today, we are focusing on bugfixes, optimization and compatibility.
Hotfix 10.1.1 brings you the following fixes:
Fixes
Game Controls Settings
Left mouse button can no longer be bound to Game Console.
Anti-Cheat
Players should now be able to hit other players above/below them.
Adjusted recoil anti-cheat.
Game Launcher
Fixed compatibility with Windows 7.
Fixed compatibility with Cloud PCs. (E.g: Geforce Now, Shadow PCs)
Fixed compatibility with Wine. (Still not officially supported)
Sudden and/or silent crashes.
Optimized resource usage.
Scopophobia Revised - Version 10.1
Today's update focuses on improvements. SCP: Secret Laboratory is an asymmetrical game with many moving parts, and some parts of the game have begun to show their age. Additionally, some of our most recent additions, though well-received, show clear room for improvement, especially balance-wise. We've decided to do a polishing pass over different parts of the game to smooth out the user experience and make the game a little more fun for everyone.
So, without further ado, here's what we've been working on!
SCP-096 Rebalance
SCP-096 was the highlight of the Scopophobia update, receiving a full revamp in visuals, audio, and gameplay. So far, SCP-096's reception has been primarily positive. However, we feel that they currently aren't in a balanced state, and the poll we released on August 21 tells us that the community feels the same way. As a result, with 10.1, we've done a balance and polishing pass on SCP-096.
Going into this update, we've operated under the philosophy that SCP-096 was unbalanced, not overpowered. 096 performed far too well against groups of players, most of whom could inflict no permanent damage upon them, but they were too weak against small squads of experienced players who could easily kill them in a vulnerable phase without SCP-096 having any way to fight back.
Our goal is to shift some of this power around by allowing SCP-096 to remain powerful across the match, but never strong enough that they could ignore entire groups of people attacking them, nor weak enough that a small squad could terminate them without any way for 096 to fight back. As with all playable SCPs, we've endeavored to make SCP-096 feel like a powerful, threatening force in all scenarios, instead of having them being overwhelmingly strong in group fights and far too weak in smaller skirmishes.
Rage State
SCP-096's maximum rage time has been capped at 30 seconds.
SCP-096 now has a HUD element that allows them to gauge how long they will remain enraged, as well as the remaining cooldown on their Charge ability.
Currently, SCP-096's baseline rage amount starts at 15 seconds. For every target they gain after they enter rage, that duration increases by 3 seconds. There currently isn't any cap on how long SCP-096 can be enraged for.
Our goal with scaling rage was to allow SCP-096's power scale depending on the size of the engagement they entered into, but in practice, this made them unstoppable in large fights, where 10 or more players seeing 096 meant that they would be enraged, in some cases, for well over a minute. In combination with 096's scaling shield, this meant that it was essentially impossible to inflict any real damage to SCP-096. It's our hope that our change to maximum rage duration will allow 096 to remain powerful in group engagements while still having to think about when to flee and when to fight.
We've also implemented a HUD element for SCP-096 that allows them to gauge how long they have left in their rage, as well as the remaining cooldown on their charge. Strategy is currently centered around 096's rage state, and SCP-096 currently doesn't have any way to know how long their rage will remain active except through intuition.
We feel that these adjustment will compensate for SCP-096's reduced survivability by allowing an intelligent player to handle engagements with more information, and granting them a better sense of when to decide when to retreat from an engagement.
Targeting
SCP-096 now becomes blind to non-targets as soon as they begin their windup phase, rather than once they become fully enraged.
When you become a target of SCP-096, either by seeing its face or damaging it, you will receive a distinct audio cue.
SCP-096 is currently unable to see non-target players while enraged - this means that if you haven't seen 096's face or damaged them, then they will not be able to see you. However, even during their windup period, they can still see normal players, allowing them to kill humans who are hiding and looking away simply by looking around during the windup period to see where these players are moving to.
Our original rationale for SCP-096's target visibility is to make them a deadly threat to targets, but harmless against those who have not provoked it. 096 being able to see players during windup and kill them even while these players hadn't seen or damaged SCP-096 went against our philosophy, and it felt unfair to die to SCP-096 even when you had played correctly.
With SCP-096 becoming much more sensitive to sight in Scopophobia, we've seen many instances of players feeling that it's not obvious enough when they become a target, and in many cases, not even knowing when they provoked SCP-096. While it may not completely fix SCP-096's targeting issues, the audio cue should go a long way towards transparency to human players.
Health and Shield
SCP-096's base health and shield have received significant changes.
Base health increased to 1500 (up from 500).
Shield regeneration reduced to 5 per second (down from 10/s).
Shield scaling reduced to 70 per target (down from 200/target.)
Maximum shield reduced to 350 (down from 500.)
With 096's rework, we introduced the concept of Hume Shield. This is a form of AHP (artificial health points) that absorbs all damage taken. SCP-096 currently possesses a maximum of 500 HS. With each new target, 096 immediately gains 200 current and maximum shield. Shield resets to 500 at the end of their rage.
Our intent with this system was to allow 096 to have a pool of health that would allow them to enter engagements with the certainty that they would be able to withstand some punishment, but it's become clear that our design fell short of this goal. SCP-096's shields are far too powerful against large groups, where they can gain over 2000 shields, and they're too weak against small engagements where the combined damage of armed players can quickly shred their defenses and kill them before they can fight back.
With this patch, we wanted to increase their baseline survivability while reducing their strength against large groups of armed players. SCP-096 should always feel some degree of threat from any engagement, regardless of size, but the large amount of shields received per target made this difficult. At the same time, human players should be able to inflict permanent damage to SCP-096 with coordinated fire and movement, but also shouldn't be able to kill them outright in a single rage cycle. A large baseline health pool is able to provide this balance adequately, and our playtesting has shown that it works well for SCP-096, too.
It's our hope that these health changes will allow SCP-096 to survive small and mid-sized engagements more consistently, while feeling more danger from larger-sized groups.
Conclusion
These decisions were made based on firsthand experience, player feedback, and the results from our survey on August 21. Many iterations were playtested, including every option presented in our survey, and we think this version of SCP-096 will be a substantial improvement.
As with all balancing, everything we've covered here is subject to change based on how well these revisions accomplish our intent of creating an SCP-096 that's more fun and less frustrating. We'll be keeping a close eye on the game and its community going forward, and making further decisions from there. Regardless of the result, we've learned a lot about how better to implement shield mechanics going forward, especially scaling ones.
Maintenance
Version 10.1 includes the following bugfixes and improvements:
Tweaks
Players can now choose a ragdoll cleanup time in their settings, after which ragdolls will despawn. This system integrates correctly with SCP-049, who will see ragdolls for the entire time that they are eligible to revive.
Ragdolls now teleport in elevators.
Keybindings have been added for noclip and the client console.
Keybinding names are now translatable.
The Create Game button appears once more, but now only displays information about how to host a server. As with its initial removal, the tcs client console command can be used to show an option to host a local server regardless.
Fixes
SCP-096's swipe attacks no longer end early after breaking one window.
SCP-096's legs are no longer stuck in the "falling" pose after jumping.
SCP-096's ragdoll no longer gets stuck in the air, and correctly displays name and cause of death.
SCP-096's mesh bounding box has been enlarged, and should now correctly render on all aspect ratios.
Fixed items falling into the void when dropped between elevators and their connecting rooms.
Fixed being unable to teleport to the Surface Zone's heavy gate when it's open.
Fixed an erroneous anticheat death caused by the artwork in the Class-D cells.
Fixed stamina depleting when aiming with the sprint key held.
Fixed a graphical error on the player list when playing in a server with many people.
SCP-049 can now correctly revive ragdolls after they've fallen a certain distance from their death point.
SCP-049 can no longer revive old ragdolls of players who die, respawn, and then die again.
Fixes towards doors occasionally appearing to be raised off of the ground.
Re-implemented bullet casings ejected from fired guns.
Fixed normal lighting remaining active in some rooms when it should be disabled for recurring October decorations.
Fixed several issues in the facility guard ragdoll.
Plants in the greenhouse no longer glow in the dark.
API Changes
This section is for plugin developers and server owners. You can safely skip this if you don't care about changes to the game's code.
Added a RoomInformation component to every room in the game, which features data about the room's type and zone.
The HitboxIdentity component now uses an enum, HitBoxType, to track hitbox identity, instead of a hardcoded string.
Arms now have their own hitbox identity, instead of being classified as LEG.
Updated several third-party assets.
The Surface Zone can now be darkened.
Added several new server configuration options to automatically display broadcasts when decontamination starts, as well as the warhead being armed or detonated.
Conclusion
We've worked extensively on this update, and we're hopeful that it'll improve balance in several needful areas throughout SCP: Secret Laboratory. With these aspects of the game now hopefully complete and refined, we can continue work on our next major updates, which we hope to share with you very soon.
Thank you for your support, and have fun!
Halloween Feedback Form
Hello Everyone,
Happy Halloween! Nostra here, Feedback Manager at Northwood Studios. On behalf of everyone here at Northwood Studios, we hope that you are enjoying our new Halloween seasonal update. With the new addition of SCP-330, new models, and new sounds, the Feedback Team would like to hear what you have to say. Thank you for playing our new update and remember: please don’t be selfish and just take two please!