Hello everyone. Version 11.2.1 of SCP: Secret Laboratory has just been released! It features a few minor improvements and bug fixes.
It may not be a big update but we still wanted to inform you of some of the changes made.
- Improved how SCP-173 Tantrum collisions work.
- Fixed SCP-173's Tantrum occasionally being placed midair.
- Decreased SCP-173's maximum Hume Shield to 1200.
- Decreased SCP-096's maximum Hume Shield to 800.
- SCP-1853 increases the rate at which SCP-500, SCP-018, Painkillers, High-Explosive Grenades, Flashbang Grenades, Adrenaline, and Medkits are used by 20%. With each consecutive use, SCP-1853 will retain 50% efficacy — the initial use will have 20% increased speed, the second use 30%, the third 35% etc.
- SCP-1853 increases stamina usage by 30%, instead of 50%.
- SCP-244 will break through SCP Hume Shield and damage health.
- SCP-244 will now no longer damage players with spawn protection.
- Shotgun damage reduced to 8.33 per pellet.
- Changed spread pattern to accurately reflect what a shotgun should behave like.
- Replaced the sixth Facility Guard in the default respawn queue with a Class-D personnel.
We hope to be sharing more related to the next major update and its exciting new features. Thank you for your continued support.
Have fun, and see you in the dark.
~ Northwood Studios
Hello, everyone. Today we’re releasing version 11.2 of SCP: Secret Laboratory! This update introduces two new SCP items, and a plethora of minor additions, tweaks, and fixes.
SCP-1853, ”Performance Enhancer”
Thanks to the inventory rework introduced in Parabellum, it's now much faster to implement new items into the game. With this update, we're introducing another one: SCP-1853.
The Performance Enhancer is a glass vial of sludgy, green liquid. It can be found inside pedestals throughout the facility. When consumed, it heightens the user's physical abilities and reaction speed, especially in combat. This manifests in the form of an increased ability to handle weapons — including fire rate, reloading speed, and so on. It also boosts sprint speed, but at the cost of increased stamina consumption.
SCP-1853 interacts with other SCP items in different ways. Taking it with SCP-207 will poison the user, while SCP-500 will cancel its effects entirely. Taking it with more of itself will stack the effect but with diminishing returns.
The return of SCP-244, "Ice Fog Jar"
During 2021’s Christmas event, we demoed SCP-244; the Ice Fog Jar. From the get-go we planned to keep it as a permanent addition, but quickly found that it was performing below expectations. As a result, we held off on re-implementing the item to give it more time in the pipeline. Finally, we believe we're ready to bring the jar back into the facility.
As a refresher: SCP-244 is a re-usable environmental hazard that can be picked up and placed by human classes. When placed, it will spew icy fog from its mouth which will fill the area around it. Doors will block the fog from spreading to other rooms. In addition to impeding visibility, SCP-244's fog is also freezing cold. This will impart negative effects to any class that passes through it.
Some highlights of what we've changed from the Christmas version include:
- Fog now spreads much faster and will reach full size more quickly.
- Humans caught in the ice fog have increased penalties to weapon handling and take much longer to pick up items.
- SCPs with a Hume Shield will start taking damage to the shield after spending at least 5 seconds inside the fog.
- Most SCPs will be debuffed in various ways while inside the fog. For instance, SCP-049 takes longer to revive corpses and has an increased attack cooldown.
- The fog serves as a line-of-sight blocker for the purposes of vision-based SCPs like SCP-096 and SCP-173.
We're hopeful that this version of SCP-244 will be significantly more powerful than its previous iteration, and that it'll affect rounds in a more meaningful way.
Win conditions revamp
One part of SCP: Secret Laboratory that has remained largely unchanged is the win conditions — how the game determined which team was the winner at the end of a round. In addition to being unclear, some reasons were silly. It wasn’t always obvious why a team was determined as a winner. As part of 11.2, we've completely overhauled these conditions.
Up until now, the win conditions have been as follows:
If Foundation forces are the only remaining team: Foundation win if at least one scientist escaped. Otherwise, stalemate.
Otherwise, if at least one Class-D escaped: Class-D win.
Otherwise, if at least one SCP is alive: SCP win.
These aren't great for a few reasons, but the biggest problem is that it didn't account for how many of each civilian class escaped. It only accounted for if any civilians escaped. This meant that even if all scientists escaped and only one Class-D, the Class-D team would still win. This is, as long as the NTF weren't the last team standing. These conditions produced a lot of strange interactions.
Our new win conditions look like this:
We decided to focus on each team's individual performance instead of looking at certain values in a vacuum. At the end of a round, we compare the following values to determine how each team did:
- CI/Class-D: Class-D escapes.
- Foundation: Scientist escapes.
- SCPs: Remaining SCPs.
Civilian escapes is the main influencer of which team is determined as the victor. For SCPs, we look at how many of them are still alive at the end of the round, as this is generally a good indicator of how successful they were in wiping out other teams.
Several other balance changes went into this revamp. For instance, disarmed civilians that escape no longer count as an escapee for any faction. They'll still respawn as a member of the opposing team but their escape won’t contribute towards win conditions. This allows civilians to be escorted out by hostile forces, but now you have a choice: save your own hide, or take the risk to try and bring your team closer to victory?
If the flowchart isn't clear, here's how the game determines the winning team now:
If Foundation forces are the last remaining team: Foundation victory if escaped scientists outnumbers or equals escaped Class-D. Otherwise, stalemate.
If the SCPs are the last remaining team, or the SCPs and the Chaos Insurgency are the last remaining teams: SCP victory if surviving SCPs outnumber both scientist and Class-D escapes; CI victory if Class-D escapes outnumber both surviving SCPs and scientist escapes. The CI breaks ties.
If Chaos Insurgency forces are the last remaining team: CI victory if escaped Class-Ds outnumbers or equals escaped scientists. Otherwise, stalemate.
Stalemate as a fallback in case no other conditions are met (i.e. all players dead.)
Going forward, we hope that this will result in more sensible victories for all three factions.
SCP: Secret Laboratory — Version 11.2
- Implemented SCP-1853, "Performance Enhancer".
- Re-implemented SCP-244, "Ice Fog Jar".
- The size, shape, and color of reflex sight reticles can now be customized at a workstation. Each attachment preset can have its own configuration, and weapons dropped by other players will retain their choice of reticle.
- Implemented a new shotgun attachment that fires both rounds at once at the cost of lowering fire rate.
- Implemented a 30-round AP magazine attachment for the Crossvec.
- Reintroduced the 3-X Particle Disruptor from the Christmas 2021 event. You'll have to experiment to discover how to obtain this anomalous weapon.
- Added idle animations and equip sounds to items that were missing them.
- Added new audio for SCP-173's Tantrum ability.
- Added new audio for equipping and throwing grenades.
- Added new audio for the Revolver's inspect animation.
- Refurbished which team is determined as a winner at the end of the round. As a rule of thumb, it now depends on civilian escapes.
- Added more pedestal spawn points for SCP items.
- Pedestals feature a small lamp and a label corresponding with the designation of the SCP item they contain.
- Throwing an item can be canceled by pressing the reload key. This works with grenades and other throwable objects, like SCP-018 and SCP-2176.
- Mouse sensitivity while aiming down sights can be adjusted in the in-game settings menu.
- Aiming down the sights can be done using a toggle. This can be enabled in the in-game settings menu.
- It's possible to start a reload while aiming down sights with the Revolver and Shotgun. It was previously only possible on automatic weapons.
- Players no longer collide with any of SCP-079's cameras.
- Reworked all layouts of the Light Containment Zone.
- The maximum view distance for the game to consider you as seeing SCP-173 is now doubled on the Surface Zone, to account for the reduced fog.
- The Alpha Warhead control room on the Surface Zone no longer requires a keycard to access.
- The reset time of SCP-079's generators is the same as their activation time.
- Reduced the total range of the Shotgun. (Important note: improvements were made to the Shotgun's hit registration that necessitated this — see the Fixes category.)
- Slightly increased the damage of the Crossvec and nerfed its base armor penetration.
- SCP-173's Tantrum can be destroyed by explosions.
- Fixed an issue with the Shotgun's hit registration not properly accounting for latency. It should be much stronger than before.
- Fixed the Logicer's ammo belt getting desynchronized with its actual ammo level.
- Fixed an issue on high-ping servers where you could accidentally teamkill players that weren't visible on the screen.
- Fixed a visual bug with the Epsilon-11 where muzzle attachments weren't positioned correctly on its hotkey thumbnail.
- Fixed a long-standing issue where vsync would enable automatically when joining a game.
- Fixed subtitles overlapping during multiple announcements.
- Fixed the Alpha Warhead's fog being applied to players with godmode.
- Fixed the test for the Marauder and Repressor being swapped in Remote Admin's class change submenu.
- Fixed escaping from the Pocket Dimension into TC-01 allowing you to clip out of the map.
- Fixed a visual glitch in SCP-939’s starting room.
- Fixed the Settings tab in the main menu being unusable until switching away from and back to the menu.
- Fixed the Bloom setting being forced on when joining a game.
- Fixed being able to use the radio after dropping it from the inventory.
- Fixed players becoming a target of SCP-096 when they shared a moving elevator with SCP-096 itself.
Although version 11.2 features plenty of content, it's mainly a maintenance update. We aim for this to be the final update in the Parabellum series; barring any hotfixes we need to release for outstanding balance or technical issues, of course. Work is already underway on the foundational work for our next content patch (as we explained in our latest devlog). We're excited to show you what comes next, when the time is right.
See you in the dark.
~ Northwood Studios
Version 11.1.4 has just been released. It contains a few bugfixes and is compatible with the previous version (11.1.3).
- Patched an exploit that allows to lag/crash a server.
- Fixed external lookup feature in Remote Admin.
- Fixed a couple of bugs related to Text-Based Remote Admin.
- Fixed restart command in Local Admin, updated Local Admin to version 2.4.4.
~ Northwood Studios
Today we're releasing version 11.1.3 of SCP: Secret Laboratory. This update contains a large number of fixes and adjustments, as well as balance changes to some SCPs and a detailed plan for future modding support.
Like any asymmetric game, Secret Laboratory is constantly evolving. We try to keep an eye on how rounds are influenced by the tuning of each aspect of the game. In this patch, we're making a handful of stat adjustments to three classes.
Hi! In past patches, we've included insights from our Development team to accompany balance changes we've made, in an effort to explain our rationale. We'll be trying this again by including our design clarification after each section of changes. Let us know what you think!
Players killed by SCP-049 will be locked into their death camera for as long as they are able to be revived (currently 10 seconds).
Players that have been killed by SCP-049 are able to spectate other players during the revival process. This is often used to gather additional information about the round; giving these players an advantage when they are revived as instances of SCP-049-2.
We're trying a new limitation where these players are no longer able to see other players' positions while they're still able to be revived, only being able to switch perspectives once they can no longer be resurrected. This might change depending on how the feature plays out.
Health increased from 850 to 1200.
Firearm resistance decreased from 90% to 80%.
SCP-106 is currently highly resistant to damage from guns but can be easily shredded by objects such as frag grenades and the MicroHID.
We have redistributed some of the Old Man's survivability. The goal was to provide leniency for SCP-106 without changing how much of a tank he is. SCP-106 will find it harder to face wave after wave of gunfire, but will have an easier time facing other hazards.
Hume Shield no longer has armour, meaning that firearms will do full damage, no matter the weapon's penetration.
Hume Shield out-of-combat recharge rate increased from 15/s to 20/s.
Health armour efficacy increased from 60 to 80.
We’re moving a lot of SCP-173's survivability from its Hume Shield to its health pool. This is similar to the problem initially presented by SCP-096, where classes had difficulty doing any chip damage during a confrontation, even if they played well. As a result, in these confrontations, their ammunition and lives were ultimately wasted.
We believe that this change will allow Hume Shield to remain strong against individual attackers and occasional damage, while also preventing it from being largely responsible for 173’s ablility to survive the lategame. Increasing the armour efficacy on its health should mitigate the loss of armour on its shield.
Upcoming changes for heavily-modded servers
In Parabellum, we introduced the ability for Remote Admin and plugins to spawn in simple objects, such as cubes, spheres, cylinders, and so on. These primitive objects can be modified dynamically via scripts. This can change their size, colour, appearance, and other aspects, making them extremely versatile.
These objects saw rapid growth amongst the modding community, and some really creative things have come out of their addition! It has, however, presented some problems — primarily, there's not an easy way for a player to distinguish between servers that make heavy use of these objects to change the game experience versus ones that don't.
Currently, the Modded tag is binary; either it exists or it doesn't. This tag is vague, as it makes no differentiation between servers that use mods for administration and those that alter gameplay.
In the near future, we'll be taking steps to distinguish servers that heavily utilize these objects and those that don’t. After a lot of internal debate and discussion, we're currently planning on taking the following steps:
We'll be implementing a simple way for servers to distinguish whether they’re using mods to heavily modify the way a round plays out. Currently, we're calling this "heavily modded" and will be using that term for the remainder of this changelog.
Heavily modded servers will have a unique identifier on the server browser, similar to the Official servers. These servers will only appear in the specified category, and not on the Internet category of the server browser. This category will likely have a popup to serve as a disclaimer about the community-generated nature of the experience that these servers provide. There are many ways to do this. A check box to show, or hide, heavily modded servers is an example of what we might consider.
We will amend the Verified Server Rules to reflect that this tag is mandatory for servers that make use of mods that dramatically alter the gameplay experience. This includes, but is not limited to, primitive objects.
Servers that do not use the heavily-modded tag will have hardcoded restrictions on their use of primitive objects.. We're still figuring out how we want to do this, but some ideas we've had thrown around include making them RA-only (as opposed to allowing plugins to spawn them in), imposing limits on the amount that can be spawned at once, or both. Heavily modded servers will have no restrictions on the use of primitives.
None of these solutions have been confirmed and are subject to change. They might see significant alterations depending on continued internal discussion, or they might be implemented as-is.
The main reason for these changes is that players don’t have a way to distinguish between what is, and isn’t, a part of the normal game.
These changes will create a clear division between what is a heavily modded server and what does not. Mod development is a big part of why Secret Laboratory continues to thrive, and we want to support that, especially because there is a genuine audience for variants of the game that differ very heavily from what the vanilla experience offers. Not only does the differentiation stop further confusion, but it also allows players that want to try these experiences to find them much more quickly.
This is part of an ongoing effort to make modding more approachable. We would still like to do an official API for plugins, tweaks, and other mods, and we've been toying around with different ideas as to how we might approach that in order to let players see the mods a server is running from the browser. For now, we hope that this is a good step forward towards making this aspect of the game clearer and more approachable to everyone who plays it.
SCP: Secret Laboratory — Version 11.1.3
- Players killed by SCP-049 will be locked into their death camera for 10 seconds.
- SCP-106's HP increased from 850 to 1200.
- SCP-106's firearm resistance decreased from 90% to 80%.
- SCP-173's Hume Shield no longer possesses armour.
- SCP-173's Hume Shield now regenerates out of combat at 20 per second; up from 15 per second.
- SCP-173's health now has an armour efficacy of 80; up from 60.
- Reduced the timeout period when connecting to an offline server.
- Deaths in the Pocket Dimension are now counted as SCP kills at the end of a round.
- Any doors locked down by SCP-079 will now open upon its death.
- SCP-049 can no longer revive zombies multiple times. (This is technically a bugfix but it may have been thought intentional. As a result, we're putting it higher up in the patch notes so that more people might see it.)
- Added a new feature in Remote Admin to copy userid/ip/playerid for one player or multiple players in the Player Specific Info tab.
- The "overwatch" command now properly toggles on and off when entered without being explicitly disabled.
- The "addcandy" command no longer creates "ghost candies" that softlock the inventory.
- The "addcandy" command no longer creates a bag with a random candy when the target player doesn't have a bag in their inventory.
- The "doors list" command now properly displays whether each door requires a card.
- The "tickets" command now properly displays confirmation that it’s been entered.
- The "give" command can now grant ammo to players with a full inventory.
- Fixed improper permission checks for the "RestartNextRound" and "StopNextRound" commands.
- CustomPlayerInfo has been expanded to allow up to 400 characters, including the use of bold, italics, new lines, some special characters, and all server group badge colours (except hex values) along with black and white.
- Added an enum and a Dictionary in the Misc class that provides an easy reference to permitted colours.
- Fixed the status effect applied by sinkholes being permanent when teleported out of it.
- Fixed SCP-173's Tantrum sometimes remaining indefinitely.
- Fixed grenade explosions damaging players or objects through walls.
- Fixed an issue where grenade explosions on the other side of walls could send items flying into SCP-079's recontainment button. (Yes, really.)
- Fixed an issue where clients were not properly disconnected when exiting the loading screen.
- Fixed errors caused by submitting a player report with Cyrillic characters in the report.
- Fixed an adminchat message related to FriendlyFireDetector.
- Fixed lights not being syncrhonized for players that join the server during an active overcharge or blackout.
- Fixed an issue where the profile button appeared when launching the game via Steam without the Steam overlay active.
- Fixed an issue where SCP-096 could not gain new targets when affected by a flashbang.
- Fixed deaths in the pocket dimension not being counted towards the round summary.
- Fixed an issue where all SCPs except SCP-079 could remove zipties from handcuffed players.
- Fixed an issue where SCPs received damage from the Hemorrhage status effect even while not sprinting.
- Fixed several exploits used by SCP-049-2.
- Fixed SCP-049 being able to revive zombies multiple times.
- Fixed several errors in SCP-173's Blink targeting logic.
- Fixed SCP-244 not being removed from the surface-level elevators from Gate A and Gate B after the Alpha Warhead detonates.
- Fixed an untextured wall in SCP-173's room.
- Fixed the Corroding status effect not teleporting players to the Pocket Dimension when godmode was enabled.
- Fixed an exploit that allowed multiple grenades to be thrown at once.
- Fixed the weapon stats summary when sometimes being inaccurate.
- Fixed being able to handcuff players that lacked hands.
- Fixed SCP-2176 opening the doors to the control room in SCP-106’s containment chamber.
- Fixed being able to accidentally move the mouse cursor to another monitor as SCP-079.
Thank you for supporting us, and stay safe!