Hello everyone!
Thank you for your continued support! This month we have seen several additions and changes such as plenty of job modifications and new reality bender abilities!
Thank you to @Harold Hawks, @Axe, @B24L, 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 
Super Admin
@Thorn
Senior Admin
@SynergyJohn
@Kaneki Fujimoto
@Kaiser Walker
Admin
@BogosBinted
@Court Harley
@"Aki"
Head Moderator
@Willow 'Despoiler'
@Icarus
@Mirage
@Smokes
@DeceptionSN
Senior Moderator
@Diasu
@thinn2002
@Ferrit
@Nixtl
Moderator
@Mr Apple
@Matt
@Richard
@Thorn
@SynergyJohn
@Kaneki Fujimoto
@Kaiser Walker
@BogosBinted
@Court Harley
@"Aki"
@Willow 'Despoiler'
@Icarus
@Mirage
@Smokes
@DeceptionSN
@Diasu
@thinn2002
@Ferrit
@Nixtl
@Mr Apple
@Matt
@Richard
New Features/Changes
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
- Warfunds:
- Updated the warfund restrictions back to their previous values.
- Enhanced Ballistics:
- Cost: $800,000 -> $450,000
- Cooldown: 40 minutes -> 30 minutes
- Warfund economy:
- Containment/Neutralization reward: $100,000 -> $200,000
- Successful ADB use: $500,000 -> $1,000,000
- Ranks (UK):
- Updated the logic of promotion levels.
- Reality bending:
- CI Type-Blue support preset:
- Health Aura:
- Energy: 50 -> 40
- Max HP: 80 HP -> 120 HP
- Increased range
- HP tick: 20 HP -> 25 HP
- Duration: 12 seconds -> 15 seconds
- Shockwave:
- Knockback falloff decreased
- Dimension Incursion:
- Ability no longer costs energy. Type-Blue takes 150 HP when ability is first used. If Type-Blue is below 150 HP when using ability, the explode.
- Dimension Incursion triggers after 15 seconds instead of 100 seconds.
- Idle dimension damage is removed.
- Health Aura:
- CI Type-Blue support preset:
- Emergency Response Team:
- Fixed ERT being able to drop their primary weapons using /drop.
- Advanced Armory pickups:
- Swapped Auger Minigun -> Auger Maxigun
- Interacting with this pickup now additionally gives you an Ammo Pack containing 600 rounds.
- Swapped Auger Minigun -> Auger Maxigun
- Added additional items to the IA Placer:
- Police barricade
- Large police barricade
- Traffic cone
- Reworked entity placer menus.
VJobEditor
- Advanced Medic Mod:
- Made medic mod flags configurable within VJobEditor instead of being hardcoded.
- All relevant jobs have been added to these flags.
- MTF Nu-7 Medic is now able to use the medical cabinet.
- Made medic mod flags configurable within VJobEditor instead of being hardcoded.
- MTF E-11 Containment Specialist:
- Override added to allow access to SCP-079
- Containment specialist has been given access to SCP-079 via override as it makes sense to their role and we have identified that this is something which the role requires to be effective.
- Override added to allow access to SCP-079
- MTF E-11 Breacher:
- Rank requirement changed from CSG+ -> SGT+
- In an effort to slightly change the progression in E-11 and give those climbing the ranks access to a better job sooner, this change has been made. This now reflects the requirement to access an equivalent role in Nu-7.
- Added weapon_checker to default loadout.
- Removed Typhoon-12
- Added FHR-40
- Added Flashbangs
- Rank requirement changed from CSG+ -> SGT+
- D-Class:
- Added the immune to bleeding flag to all D-Class jobs with the exception of Type-Blue.
- Previously D-Class did not bleed and at some point that was unintentionally or otherwise changed. We believe it will make for a more fair gameplay loop for D-Class where a crossfire no longer puts you at risk of bleeding to death or being shot using a dispenser.
- Added the immune to bleeding flag to all D-Class jobs with the exception of Type-Blue.
- MTF A-1 & O-1 Enforcement:
- Rank requirement changed from CSG+ -> SGT+
- This is a change to match AO enforcement to their counterparts in E-11 & Nu-7, meaning that all auto-rifleman type jobs now require the same rank in each MTF. This then allows for CSG to be the "CO-Lite" rank before hitting LT.
- Rank requirement changed from CSG+ -> SGT+
- MTF Nu-7 Marksman:
- Rank requirement changed from CSG+ -> SGT+
- This is a change to match the progression inside of Nu-7 to their counterparts in E-11 & AO. This then allows for CSG to be the "CO-Lite" rank before hitting LT across all regiments.
- Rank requirement changed from CSG+ -> SGT+
- DEA Undercover Agent:
- Removed the ability to receive CMissions.
- Removed clearance 3 Foundation keycard.
- This is a trial run. You are still able to talk in /sop and /dea or all other custom communication channels, excluding /c1, /c2, and /c3.
- Removed spawn location within Foundation base.
- MTF E-11 Biohazard Specialist:
- Added Typhoon-12
- Emergency Response Team:
- Swapped Auger Minigun -> Auger Maxigun (for the relevant loadout)
- UNGOC R&D:
- Changed passive XP type to research instead of support.
- UNGOC & CI Dimensional Cartographer:
- Now allowed to sample SCPs as part of their duties in assisting research.
- DEA Field Agent:
- Removed description making it on par with DEA Special Agent in the global hierarchy.
- Removed override to DEA Special Agent bunks.
- Moved spawn to other DEA CL3.
- UNGOC Dimensional Cartographer:
- Added vguns_alternator
VGuns
- Moved the following SWEPs from the VGuns Rifles category to the VGuns Snipers category:
- M1 Garand
- M14
- QBU-88
- SKS
- VSS Vintorez
- Winchester 94
- Auger Minigun:
- Damage: 38 -> 28
- Bullets per shot: 1 -> 3
- Ammo consumption per shot: 1 -> 3
- Mag size: 200 -> 300
- Spread: +200%
- Spread ADS: +200%
- Spread ADS increase per shot: +150%
- Walking accuracy penalty: -50%
- Removed Government Auger Minigun
- Added Auger Maxigun
- Applied prior changes to the stats of the Auger Minigun to the new Auger Maxigun, then restored the Auger Minigun to its prior stats.
- Fixed Ammo Pack's HUD label. You will now see the ammo remaining in the Ammo Pack.
- Alternator:
- Ammo consumption per shot: 2 -> 1
VF4
- Hidden job player counts for other factions.
- This is to combat metagame for specific jobs like juggernauts, type-blues and such.
VCraft
- Added a search bar to fridges.
- Updated fridge contents to sort alphabetically.
Misc.
- Moved around power boxes to be more consistent between servers.
- The main ones (keycards, turrets, teslas, dispensers) are the same for both servers, but there is some variation with the less important ones like signs and announcements.
- The important power boxes have been moved out of HCZ and have been "mostly" concentrated in dedicated electrical rooms.
- HCZ is a very difficult area for a tech expoert to reach and move within during/after a power outage, as there is very likely an active breach/raid in the area that caused the outage.
- Cuffs:
- Removed the ability to use comms while gagged
- This was already considered FailRP, this just brings the functionality inline with the rules.
- Added the ability for players to change the keybinds for gag, blindfold, dragging, and tying/handing over cuffed players.
- This can be done in the F4 menu, in Settings -> Binds.
- Removed the ability to use comms while gagged
Bugfixes
Keys
- Pressing R while holding this SWEP will no longer open the animations popup.
VWar
- Reality bending:
- When an ability is activated and throws an error, the cooldown now gets reset to 1 second on top of the energy spent being refunded.
- Fixed shockwave not finishing properly and draining energy for the duration of the cooldown.
- Fixed dimension incursion costing energy for leaving the dimension.
- Fixed speed boost affecting downed players.
- Escape card: Fixed line of sight check to actually function.
- Fixed the speed boost ability increasing crouching speed.
- Breach queue: Fixed a bug that caused unbreachable SCPs to be placed in the breach queue upon recontainment.
- SCP:
- Fixed SCPs being vulnerable to:
- Bleeding
- Poison
- Fractures
- Fixed SCP-035 not showing its host's name.
- Fixed SCPs being vulnerable to:
- Fixed an issue where downed players would move faster than intended.
- CCTV:
- Fixed a bug caused by a typo in the code (oramge).
- Added an isvalid check to account for null camera entities.
VJobEditor
- UNGOC - YELLOW SUIT & Emergency Response Team
- Fixed hazmat protection. This prevents:
- Injection with medical syringes (the syringes that hold SCP-008)
- Infection from attacks by SCP-008-2 instances
- Injection from SCP-049
- All illnesses
- Fixed hazmat protection. This prevents:
VGuns
- Fixed bug causing players to take 350% damage when hit in the arms.
Advanced Medic Mod
- Fixed the speed boost ability bypassing fractures.
Misc
- Prevented text showing owner of entities being looked at from displaying unless you are holding a physgun, gravity gun or tool gun.
Rule Changes
- Added 1.06 - Warfund Transferring
War funds may not be transferred to another faction under the following circumstances:During a treasury wipeTo block the theft of warfunds when an enemy faction is targeting your treasury server
- Changed 3.01(a) - Raiding Requirements
- From:
There must be 4 MTF/UNGOC/CI combat personnel to raid or infiltrate (Including Deep Cover) either bases. Exceptions are made if a member of your faction is kidnapped, in which case you can skip the raid cooldown to retrieve those kidnapped; this will count as a normal raid; you may not purposely abuse this to bypass raid functionality; after a raid fails, you may only negotiate. - To:
There must be 4 Non-AFK MTF/UNGOC/CI combat personnel to raid or infiltrate (Including Deep Cover) either bases. Exceptions are made if a member of your faction is kidnapped, in which case you can skip the raid cooldown to retrieve those kidnapped; this will count as a normal raid; you may not purposely abuse this to bypass raid functionality; after a raid fails, you may only negotiate. (AFKs may be checked via the tab menu) - This rule has been added to prevent the usage of the tab menu to mentagame AFKs and using this as an opportunity to raid.
- From:
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