SCP Monthly News - March

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Hello everyone!
Thank you for your continued support! With March comes a massive number of new feature additions and overhauls, ranging from the GOC Combat Suits to the Vehicle Overhaul!
Thank you to @B24L, @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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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

  • 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.
    • Blocked Dimensional Incursion ability use on players in vehicles.
    • CI - Type Blue: Energy increased from 100 -> 125
    • Added health indicator to frendlies when using healing abilities.
  • Updated Gestures SWEP bone logic to be compatible with PAC3
  • Tac Asset: Smokescreen:
    • Increased number of smoke bombs per strike from 15 to 30
    • A second strike follows shortly after the first, dropping another 30 smoke bombs over a large area
    • Replaced the smoke particle effect to last longer and cover a larger area
  • War Module:
    • The War System used on MRP has been taken and updated for the SCP servers. It is now functional and customizable via FTP for specific factions.
    • This system will not be a daily occurrence. It will be rare, used for specific situations set up by NL and lead by the SL team. If you are an RP leader and want to use this system, reach out to a Super to get something organized.
    • LVS Vehicle kills now contribute to war score
    • Block CMissions during wartime
  • War Funds:
    • Tac Asset: Smokescreen:Price: $300,000 -> $120,000
      • This was a temporary thing done on UK due to the war, but this is being made permanent globally
    • Tac Asset: Bomb Drones: Price: $800,000 -> $600,000
    • Tac Asset: Equipment Crate:
      • Price: $600,000 -> $350,000
      • Cooldown: 30m -> 20m
      • This was a temporary thing done on UK due to the war, but this is being made permanent globally
    • Tac Asset: Charge Rifle Mk.3: Price: $2,400,000 -> $1,100,000
    • Vehicle Airdrop - BTR-90: Price: $2,400,000 -> $2,000,000
    • Equipment Package: M202 FLASH:
      • Price: $1,800,000 -> $900,000
      • Cooldown: 1hr 30m -> 45m
      • Uses: 2 -> 1
    • Added 30 minute cooldown to receiving warfunds on recontaining an SCP, per SCP
    • Neuro Controller: Price: $3,500,000 -> $1,500,000
    • SCP Containment rewards are now split between factions based on the amount of damage dealt to the SCP. GOC and Foundation are the only factions that can receive these warfund rewards.
    • Surface SCPs now give warfund rewards to GOC, scaled to the amount of damage by GOC to the SCP
    • Anomaly Destruction Beam:
      • Multiplied ADB Warfund rewards for GOC by 4
      • ADBing an SCP will now grant 2 million warfunds (only for SCPs that already grant warfunds on death/containment)
    • Hume distortions: Using a Scranton Reality Anchor on a naturally spawned hume distortion as GOC will grant your faction $25,000 warfunds.
    • GOC's Precision Airstrike and 1000lb Bomb tac assets will now deal damage to LVS vehicles
  • Vacuum Cleaner:
    • Optimized performance of vacuum cleaners on client/server
  • GOC Combat Suits:
    • Bronze Suit:
      • Reality bender + immunity
      • Cooldown: 25m -> 15m
    • Red Suit:
      • Biohazard + flame immunity
      • SCP-008 radar detection
      • Cooldown: 25m -> 5m
      • Equipping this suit gives the user an infinite decontamination foam applicator
    • Grey Suit:
      • Translucent infiltration suit
      • Suit HP: 150 -> 200
    • Yellow Suit:
      • 4 new primary and secondary weapons
      • Energy shield to block gunfire and prevent energy damage
      • Blocked all chemical effects on equip and while wearing
      • Shield regen delay: 3s -> 15s
    • Orange Suit:
      • 2 turret types
      • High HP large mech
      • Increased main gun damage from 30 -> 50
      • Increased missile turret ammo from 12 -> 20
      • Missile turret:
        • Increased turret ammo from 12 -> 24
        • Renamed to Rocket Turret
      • Increased health, armor, and limb health
      • Arm cannon:
        • Ammo: 1500 -> 2000
        • Increased size of bullets making it easier to land shots on players
      • Added homing missile turret
        • Lock onto targets and fire a javelin-style homing missile that flies toward the target
      • Increased turning rate
      • Prevented third person
    • Blocked SCP-082 instakill ability on players wearing combat suits with greater than 0 suit integrity and/or greater than 0 suit shields.
    • Removed additional cooldown penalty for medium and large suit payloads
    • Added self destruction on operator death
      • When the user dies, a timer will start and beeping will sound from the suit. It will explode after the timer runs out.
      • The size of the explosion depends on the suit
    • Added gas mask protection to all suits
    • Added shield health to the Combat Suits HUD
    • Overhauled shield health bar UI
    • Black Suit:
      • An upgraded variant of the UNGOC Black Suit, outfitted for infantry combat. It comes equipped with high-efficiency shielding and HUD integreated IFF systems.
      • Cost: $600,000
      • Cooldown: 10 minutes
      • Suit HP: 250
      • Suit Shields: 150
      • Increased run and walk speed
      • Other players get colored dots drawn on them to make them easier to spot at range
      • Blocked speed increase chemical effects on equip and while wearing
      • The following items no longer get stripped on equip:
        • Toolgun
        • Gravity gun
        • Physics gun
        • Gestures
        • Radio
      • Limited player identifier range to not show for players outside of your max render distance
    • Suit storages now wipe after server restarts
      • This change was made in order to monitor and balance the suits in use within the server, as right now GOC can hold suits essentials indefinitely from a purchase made for example on Monday and still have the same set of suits + more on Friday. This was extremely unbalanced and lead to an abundance of suits being used. This will not occur after crashes.
    • Edited shield and suit damage sound effects to make it more obvious when you are taking damage, and when your shields have been depleted
  • SCP:
    • SCP-035:
      • Update input blocking for players possessed by SCP-035 to fully block inputs
        • This fixes the usual "jittering" and weird visual behavior in a player when they're possessed by 025
      • Update weapon switching logic to properly support weapons with a switch delay
      • Update weapon switching to be a UI menu, instead of having to cycle through each weapon
    • Reintroduced vehicle damage system for SCPs
      • SCPs can now damage vehicles by running up to them and pressing G. Different SCPs have different damage amounts. For example, 076 deals heavy damage with a lot of armor penetration, and 912 can only damage unarmored vehicles.
    • SCP-860-2:
      • Blocked SCP from rewarding warfunds to Foundation on recontainment
  • Pickups:
    • Dropped weapons obtained from VWar Pickups (Matadors, Augers, Nerve Gas, etc) are now culled after 60 seconds to prevent entity spam.
    • Removed death penalty check for picking up AT4s
  • Lowered hacking difficulty for both warfund server hacks by 1
  • Neuro Controller:
    • Lowered difficulty times
      • Easy -> 10s
      • Medium -> 20s
      • Hard -> 30s
    • Increased the healing to the SCP when they get neuroed and now includes current HP from 50% -> 60%

VJobEditor
  • Added LVS Repair Torch to the following jobs:
    • GOC:
      • UNGOC - Engineer
      • UNGOC - Soldier
    • Foundation:
      • MTF Nu-7 Specialist
      • MTF Nu-7 Autorifleman
    • Chaos Insurgency:
      • CI - Technical Expert
      • CI - Operative
  • Removed the Simfphys Repair Tool from the affected jobs.

VGuns
  • Permanent Weapons:
    • In the F4 menu, you can toggle spawning with permaweapons on a per-job basis
      • This will save between restarts
      • The toggle is beside the "Become Job" button
    • Staff can disable the weapon store (the one in security sector) for jobs in VJobEditor
    • You can also disable permaweapons on every job using the Settings menu in the Context Menu
  • M200 Spitfire:
    • Damage: 64 -> 48
    • This pulls it under the guaranteed 2-shot headshot breakpoint
  • Rampage LMG:
    • Damage: 55 -> 45
    • This pulls it under the guaranteed 2-shot headshot breakpoint
  • R-99:
    • Damage: 29 -> 25
  • G7 Scout:
    • Removed automatic fire mode
    • Damage: 85 -> 75
    • RPM: -37.5%
    • Clip size: 20 -> 16
  • Longbow DMR:
    • Damage: 220 -> 168
      • This pulls it under the 1-shot bodyshot breakpoint after factoring in damage variation, in line with the other faction sniper rifles.
    • RPM: -25%
    • Clip size: 10 -> 8
  • Mastiff:
    • RPM: -33.3%
    • Spread: +100%
    • Spread ADS: +100%
  • The above gun changes are being done due to the GOC Suits releasing. The Guns were intentionally configured to be incredibly strong to offset the skill level of the average GOC member (as GOC is primarily an RP faction and not a combative faction). With suits acting as a strong weapon/tool for the faction to use, we are scaling back the guns they get to ensure GOC is properly balanced to our original intention.
  • Replaced all M9K Rocket Launchers with VGuns Rocket Launchers
    • The VGuns RPGs are able to be configured in-game by Senior Admins, as well as being much nicer to use ingame compared to M9K
    • This covers the Matador and the M202
  • Added AT4 Rocket Launcher and a corresponding AA pickup
    • This is identical to the Matador, to give Foundation and CI different rocket launchers
  • Configured all rocket launchers to render on player's backs
    • This is to make it possible to prioritize players as high-value targets during combat
  • Added support for Expendable Weapons
    • This allows for weapons to be automatically removed when the ammo in their clip has been expended. These weapons cannot be reloaded.
  • AT4:
    • Has been turned into an single-use expendable rocket launcher. Its pickup has been reduced to a 30-second cooldown that can be grabbed by any player regardless of their other pickup cooldowns. Its damage has also been reduced.
    • All factions will be given this pickup as a backup for when the Matador is not accessible. This will be under observation for the next few days.
  • Improved the application of weapon stats onto guns.
  • Beanbag shotgun: Will no longer count as a shotgun when using permanent weapons
  • Moderately increased damage of all Charge Rifles
  • AA-12:
    • Added AA-12 to E-11's AA room
    • Removed AA-12 from the advanced armory list. This means that advanced armory rules no longer apply to the AA-12.

VEHICLE OVERHAUL
  • Removals:
    • Ambulance Humvee and Turreted Humvee (Foundation/GOC)
    • All Vodnik variants (CI)
    • All HL2 civilian vehicles
  • Reworks:
    • LAV 25/BTR-90
    • Leopard 2A7
    • KAMAZ
    • Matador/M202 (No more killing a whole room)
  • NEW:
    • Repair Torch SWEP
    • Limited Ammo for armed vehicles
    • Overheat for certain weapons
    • Armor for APC, tanks and armored vehicles
    • Weak points for all vehicles
    • BTR-82A replacing the BTR-90 (CI)
    • Gaz with variants and Remote Turret System (CI)
    • Humvee with variants and Remote Turret System (Foundation/GOC)
    • Puma (GOC)
    • Boxer Spear (GOC)
    • M1A2 SepV2 (Foundation)
    • FTMV (Foundation/GOC)
    • Stryker with variants (Foundation)
    • Marder A1 (Foundation)
    • 8 new civilian cars with pickable colors
    • Ambulance with working lights and sirens (Rangers) (Note: Bind the siren key in LVS controls)
    • Police cruiser with working lights and sirens (Rangers) (Note: Bind the siren key in LVS controls)
    • Miscellaneous vehicles for events
    • Spike Strips
  • Added the ability to eject players from your vehicle by holding your slow walk key (ALT by default) and pressing the seat number (2-9)
  • Civilian cars now take 100% damage from guns while ambulance and police cars get a reduction of 50%
  • Light armored vehicles now take 75% reduced damage from guns (Humvee/Gaz/FTMV/KAMAZ)
  • Buff light armored vehicle health to 100
  • LVS Balance Changes - Wave 1:
    • AT4 RPG: Armor penetration: -92%
    • Matador RPG: Armor penetration: -92%
      • Previously the armor penetration of the rocket launchers was so high that armor was completely redundant. Now you have to aim for weak spots on heavily armored vehicles like tanks.
    • GTX Boxer RCT20:
      • Turret turn speed: +100%
      • Coaxial MG: Increased armor penetration
      • Restock timer: -50%
    • BTR-82:
      • Turret turn speed: +100%
      • Main cannon:
        • Fire rate: -33%
        • Armor penetration: -33%
      • Coaxial MG: Increased armor penetration
      • Restock timer: -50%
    • BTR-90:
      • Turret turn speed: +100%
      • Main cannon:
        • Magazine size: +50%
        • Damage: +50%
      • Coaxial MG: Increased armor penetration
      • ATGM Launcher: Ammo: +25%
    • Tigr-M Kord: Turret turn speed: +100%
    • Humvee M2: Turret turn speed: +100%
    • LAV-25:
      • Repositioned engine to be better protected against fire from the sides
      • Turret turn speed: +200%
      • Main cannon:
        • Fire rate: -33%
        • Armor penetration: -33%
      • Coaxial MG: Increased armor penetration
      • Restock timer: -50%
    • Leopard 2A7:
      • Health: +20%
      • Engine health: +100%
      • Rear armor health: +200%
      • Armor thickness:
        • Front: +20mm
        • Side: +12mm
        • Turret: +10mm
        • Rear: +20mm
        • Track: +2mm
      • Turret turn speed: +200%
      • Main cannon:
        • Cooling rate: +50%
        • Shell type: High explosive
          • Splash damage: +150%
          • Splash damage radius: +300%
        • Shell type: Armor piercing
          • Damage: +33%
      • Coaxial MG:
        • Greatly increased armor penetration
        • Damage: +200%
      • Tank Commander MG (Third seart):
        • Greatly increased armor penetration
        • Damage: +66%
        • Heating rate: -12.5%
        • Ammo: -50%
    • Schützenpanzer Marder 1:
      • Turret turn speed: +200%
      • Main cannon:
        • Magazine size: +33%
        • Damage: +200%
      • Coaxial MG:
        • Increased armor penetration
        • Damage: +60%
    • Schützenpanzer Puma:
      • Turret turn speed: +200%
      • Armor:
        • Fromt: +5mm
        • Side: +5mm
        • Turret: +5mm
        • Rear: +5mm
        • Track: +5mm
      • Main cannon:
        • Magazine size: +66%
        • Damage: +70%
      • Coaxial MG:
        • Increased armor penetration
        • Damage: +60%
    • M1126 Stryker Mk19: Turret turn speed: +100%
    • All civilian vehicles: Restock timer: -50%
    • Marder: Main cannon damage: -33%
  • Renamed Tigr-M to GAZ-2330
  • Renamed Tigr-M Kord to GAZ-2330 Kord

VCraft
  • Pacifist effect gets removed on teleporting
    • Using Anima/NHU and going down an elevator will no longer leave you stuck being unable to kill anyone
  • Added two new RP chemicals

DRadio
  • Added a toggle to enable/disable radio static, accessible in the Settings menu in the Context Menu


Misc.
  • Removed No Break zones on the Site Admin Entrance double-door
  • Added No Break Zones to the Site Admin office doors
  • Moved Chaos Insurgency Warfunds Server from the Maintenance Closet to the Security Room
  • SCP-966, SCP-049, & SCP-9000-A
    • Breach Containment hack level decreased from 5 to 4
    • Changed due to the SCPs' low utilization being weaker than other SCPs. This aims to increase their usage more.
  • Keys:
    • Pressing R while holding this swep will no longer open the animations popup
    • This is really annoying and gets in the way incredibly often. We have emotes in the Context Menu making this menu redundant.
  • Moved VInventory Stash from HCZ Primary to HCZ Secondary
  • Completely overhauled the slot position and order of all SWEPs. This is an attempt to fix the following issues:
    • To cut down on bloat in slot 2
    • To spread out the equipment into clearer categories (e.g. slot 4 for alternative weapons and combative items like grenades, slot 5 for special or tactical equipment like shields or matadors, etc.)
    • To ensure the order of items in a slot is consistent (e.g. keys always first, keycard always second)
    • A spreadsheet to view all the new positions and orders of items can be seen here
    • All of this is subject to change. If there are any issues with the positions please make a forum suggestion to get it moved.
  • First wave of client memory/performance optimizations
  • Optimize VDecals client memory & performance
  • Optimize compass rendering memory & performance
  • Optimize client light sprite memory & performance
  • Added a new communication line called /saff for the following groups:
    • DEA
    • ISD
    • Site Administration
    • Site Command
    • ECA/OSA
    • MTF O-1
  • Communication line SAFF was changed to SAF for simplicity



Bugfixes

  • Fixed Hume Bubbles sometimes not giving rewards after being scrantoned
  • UNGOCs Precision Airstrike and 1000lbs Bomb Tac Assets will now deal damage to LVS Vehicles

VWar CombatSuits

Black Suit​

  • The following items no longer get stripped on equip
    • Toolgun
    • Gravity Gun
    • Physics Gun
    • Gestures
    • Radio

VCraft

  • Fixed Suits being affected by Chem Grenades when given the protection flag

VWar CombatSuits

General​

  • Fixed alignment of UI elements

Orange Suit​

  • Fixed turning getting stuck by dragging your mouse too far left or right

Gredwich Base

  • Fixed Explosions calculating damage inversely with distance from the center of the explosion
    • Basically before the damage would increase the further you were from the center. This is now fixed
This affects the GOC Precision Airstrike and 1000lbs Bomb, as well as all the Gredwich Bombs

VWar Wars

  • Fixed Kills on non war participant factions contributing to war score

Equipment Menu

  • Fixed Bug causing the Radio to not show up in the Context Menu Equipment Panel

VWar Vehicles

Bug Fixes​

  • Fixed vehicles not getting their Door Group assigned for jobs with a configured door group override
    • This fixes players like DEA not having spawned vehicles getting put in the Nu-7 door group for example

Enhanced Ballistics​

  • Fixed bug causing the tac asset effects to apply to E-11 players on non-regimented jobs
    • e.g. receiving the buff while on combat medic
  • Fixed bug causing the damage boost to sometimes not clear correctly after expiring

Bug Fixes​

  • Fixed Warfund Notifications being sent out to players that are not relevent
    • No more hearing Nu7 call in a tank as DClass
  • Fixed warfund asset requests getting sent to players on the wrong jobs
    • No more receiving requests when playing as an SCP or DClass

VWar SCP

SCP-860-2​

  • Blocked SCP from rewarding Warfunds to Foundation on Recontainment
    • This SCP was so obscure I just forgot about it when configuring the system

VGuns

  • Improved the application of weapon stats on to guns.
  • Finally squashed the spawn magazine bug!

VWar

SCP-035​

  • Update input blocking for players possessed by SCP-035 to fully block inputs
    • This fixes the visual "jittering" and weird visual behavior in a player when they're possessed by 035
  • Update weapon switching logic to properly support weapons with a switch delay
  • Update weapon switching to be a UI menu, instead of having to cycle through each weapon

LVS

  • Fix Engine size on civ cars and light armored vehicles so they can be damage easily.
  • Fix Engine position on the LAV25 so it can be repair now
  • Cars are now killable and can be disabled. No more bullet sponges

VWAR - Combat suits​

  • Fixed bronze suit esp not working properly
  • Fixed grey suit being visible when its far away on surface

  • First wave of client memory/performance optimizations
  • Optimize VDecals client memory & performance
  • Optimize compass rendering memory & performance
  • Optimize client light sprite memory & performance

VWAR

Vacuum Cleaner​

  • Optimized performance of vacuum cleaners on client/server

VWar

Tac Asset: Smokescreen​

  • Fixed smoke bombs colliding with each other mid air and detonating

Keys

  • Pressing R while holding this SWEP will no longer open the animations popup
We have emotes in the Context menu making this menu redundant.

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.

Escape Card

  • Fixed Line Of Sight Check to actually function
    • The wrong Trace Mask was used (for anyone that knows what that means) but it wasn't caught because It was tested on bots. Ping me if there are any more issues

VWar

Breach Queue​

  • Fixed a bug that caused unbreachable SCPs to be placed in the breach queue upon recontainment



Rule Changes

Added 1.06 Warfund Transferring​

War Funds may not be transferred to another faction under the following circumstances:
  • During a treasury wipe,
  • To block the theft of Warfunds when an enemy faction is targeting your treasury server

Changed 3.01(a) Raiding Requirements.​

  • Added a rule to prevent raiding when any of the required 4 MTF/CI/GOC are AFK, requiring all of the 4 to be non-AFK.
Changed from :
3.01(a) Raiding Requirements - 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
3.01(a) Raiding Requirements - 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)
 
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