Monthly News - January

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Hello everyone!
Thank you for your continued support! This month we have seen several new features to various features, including CCTV additions, job and gun modifications, and even a new DEA job!
Thank you to @Harold Hawks, @Axe, and @Yellow for putting together this month's news!


Staff Promotions

Congratulations on everyone's promotions! And for those who weren't promoted this month, we wish you luck in the upcoming month :)


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Admin
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@Rowling
@B24L
@SamPaval
@Dusk
@Trickl - Welcome back!


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Head Moderator
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@Texas
@Rackarain
@Mirage
@juryteacher67
@Court Harley

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Senior Moderator
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@Smokes
@Jhareno
@DeceptionSN
@RxBOSS
@Icarus
@PhantomDestroyer

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Moderator
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@TE | MUFFIN MAN
@Diasu


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New Features/Changes
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As always, we will post changes as they happen on the SCP-RP Discord in #change-logs. This is a summary of this month's changes.

VWar CCTV

  • You can now lock individual cameras to their current orientation
    • A locked camera will not swivel around, and will remain at its set position.​
    • When a CCTV search begins, the camera will begin to swivel to search for the target. When the search ends, the camera will return to its locked position​
  • Updated Names and Groups of All CCTV Cameras​
  • Moved Existing Cams around to increase visibility​
  • Added new cameras in areas with prior blindspots​
  • Updated Camera Interfaces
    • Floor 3 CCTV: All Site Cams​
    • SS CCTV: LCZ, EZ, Surface, Primary HCZ Checkpoint, and Secondary HCZ Checkpoint​
    • HCZ CCTV: HCZ, Primary HCZ Checkpoint, and Secondary HCZ Checkpoint​
  • Removed Camera inside SCP-914's Containment Chamber
    • This shit is ludicrously OP. The camera outside has been moved to have better visibility of the door.​

VContext

Scoreboard

  • AFK players are now displayed on your Scoreboard​

VWAR – Reality Bending​

  • Added 7 new abilities:
    • Health Injection​
    • Health Aura​
    • Shockwave​
    • Speed Boost​
    • Overheal​
    • Dimension Incursion​
    • Bullet Wall​
  • Materialise can now target another player to give them the weapon.​
  • Ignite:
    • Maximum targets increased from 2 → 3.​
    • Energy cost reduced to 15.​
  • Added a Support-type preset for Reality Bending.​

VJobeditor​

  • CI – Type Blue
    • Increased health to 300.​
    • Now uses the Support preset.​
  • CI Type-Blue and CI Type-Blue REFUND
    • Increased health to 300.​
    • Now uses the Support preset.​
    • Removed decay effect (This is a trial run to test it with support, we will revert it if unused/OP)​
  • MTF Nu-7 Officer and Commander
    • Swapped SOPMOD -> Ghost R5​
    • Added smoke grenades​
  • UNGOC Yellow Suit
    • Added full protection flag
      • Yellow suit had a chance to be infected by 049. This was not intended.
  • Adjusted the bodygroups of the following:
    • DEA Senior Agent​
    • DEA Agent​
    • Dea Operative​
  • Agent and Operative have been adjusted to look similar with slight differences​
  • Senior Agent has been given the cap in order to better differentiate them from the other jobs​
    • Added Department of external affairs​
  • New job addition - DEA Undercover Agent
    • Loadout​
      • Primary: Double Barrel​
      • Secondary: H&K P30L​
      • Keycard: Foundation CL3​
        • Name override to "Name", "Undercover Agent", "External Affairs"​
      • Clipboard​
      • Covert bodycam​
      • Radio (regimental access)​
      • Helmet camera​
    • Requirements​
      • Total level 60​
      • Whitelisted job (Currently whitelist-able by Director & Manager however can be changed later down the line)​
    • Misc​
      • Access to CMissions​
      • Concealed carry pistol​
      • Combative​
      • 2 available job slots​
      • Pinewood spawn​
    • This job has been created as something unique for DEA, with cover story's being generated via GM events on each respective server. This will be a job that predominantly works on surface, with their identity and faction alignment being something hidden to civilian populations.We hope that this new job can breathe a little bit of life into surface RP, as well as give some alternative objectives for all factions to think about.Any issues or feedback, please feel free to reach out to content!​

VGuns
  • AK-12
    • Removed foregrip attachment slot
      • This was an unintended oversight and made the gun far more accurate than is fair
  • Updated the following Default scope alignments (NOTE: All weapons have a Ads Sway making your scope move while aiming this makes it impossible to fully remove misalignment from the center of your screen)
    • vguns_m200 (Cheytac intervention)​
    • vguns_scarh (ScarH)​
    • vguns_mk18mod (Mk18 Mod)​
    • vguns_vks (VKS)​
  • Removed arm damage multiplier
    • Our hope with this is to make combat feel more consistent, arms are frequently tagged in combat through no fault of the player leading to low damage bullets and perceived no-regs when in actuality it was subject to a negative damage multiplier​
  • M60
    • Reduced the recoil in order to make it more usable on surface.​

DRadio
  • Added a volume control slider
  • Added Radio to Context Menu Equipment List.
    • You can now toggle the Radio On and Off, as well as cycle your active radio group from the Context Menu​



Bugfixes

VWar – Reality Bending​

  • Fixed dimension incursion costing energy for leaving the dimension
  • Fixed shockwave not finishing properly
  • Fixed speedboost effecting downed players

VWar​

  • Fixed SCP-035 not showing hosts name.
  • Fixed bug causing Elastic Restraints not to apply to players that are Metal Handcuffed
    • When using Elastic Restraints on a player that is Metal Cuffed, the metal cuffs are removed and replaced with Elastic Restraints.

VNpcs

  • Fixed the NPC that resets your inventory/backpack's position if it is moved off of your screen
    • If you have issues with your backpack/inventory disappearing, ask a staff member to tp you to the NPC and this should fix it

VCraft

  • Fixed SCP Chemical Interaction (again). Now sampling SCPs should be back to its normal behaviour.
  • Effect: Chaotic Teleportation​

    • This effect no longer considers VNPCs as valid teleportation targets.

VGuns​

  • Better prediction for switching weapon fire mode. Should correctly switch once per button press regardless of latency or lag.
  • Made VGuns fire mode networked & predicted. Should fix desync when client is shooting fully automatic but the server only shoots one bullet.
    • Fixed Scope Allignment for Default Scope and Alternate Scopes

VGuns Apex
  • Fixed world model hitboxes on all weapons that would clip into the floor when dropped

Cuffs

  • Removed cuffs dealing damage to players when being dragged.

DRadio

  • Fixed Radio Group label not updating/matching your active channel

Misc​

  • Fixed bodycam positions on A-1 models.
  • Potential fix for ERT being able to die from nervegas.

Surface Scps​

  • Fixed spawns being inside terrain
  • More ;)

CI Base​

  • Disabled auto-open function on doors with a keypad attached/linked.

VKeycards​

  • Fixed an issue where blank keycards would drop as a result of a recent Garry's Mod update.

Vjobeditor

  • Fixed GOC Jobs Having 2 containment cuffs in 1 loadout.

VWar CMissions

  • Fixed Bug breaking the entire module after the changelog disabling the Snowball Fight mission

GOC

  • Fixed Yellow suit spawn.



Rule Changes

  • 1.13 - Realistic Equipment Use
    • From: Juggernauts & Orange Suits cannot use any Special Weapons or Sniper Rifles against human combatants and SCPs (Special Weapons include any form of AA Weapon and Energy Weapons)
    • To: Juggernauts & Orange Suits cannot use any Special Weapons or Sniper Rifles against human combatants and SCPs (Special Weapons include any form of AA Weapon and Energy Weapons) unless given to them by materialize
  • Added 1.02 - English Language
    • Civil Networks is an English Speaking community, please make sure to only use English during your stay within the community.
  • 1.04(a) - FearRP Exceptions
    • Added to include ERT
    • Orange Suits, [B]ERT,[/B] and reality benders may not be FearRP'ed, unless they are under restraints.
  • 3.01(c) - General Raiding Requirements
    • From: Your faction is currently conducting an active Main Raid against that target faction; or fewer than 20 minutes have passed since your faction's last Main Raid against that target faction
    • To: Your faction is currently conducting an active Main Raid against that target faction
    • This rule didnt really serve a purpose, and needlessly punished players who wanted to do RP raids after an MR ended. CI have nothing to do for the 20 minutes following a main raid, causing them to either go AFK or flag off.
 
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