SCP: Blackout
SCP: Blackout 1.1.2
Version Date
Aug. 19, 2019
Patch Notes
Update V 1.1.2.3 and News
Hey guys!
This week's update list is much shorter than I typically do, I was just really busy with army commitments, my fiancee's birthday, my day job, and other real life things. I'm normally more free, and I essentially only had 3 days this last week to work on the game.
I'm also going to be posting updates on Fridays so people can play with the new content over the weekend, this just makes more sense to me than a boring old Monday update.
More news on this next week's plans after the changelog:
V 1.1.2.3
-Added ability to take power from other found flashlights (Scales on difficulty)
-Expanded flesh growth by 4 node areas
-Added SCP-REMM
-Increased TELR respawn timer by ~50%
-Fixed Steam achievements so they should pop up instantly
-Added The Quest Begins Achievement
-Replaced plant model in Dr. Slate's that looked like SCP-OSPA to reduce confusion.
-PESK Queen will no longer get on/under/too near the lift in Safe Storage
-Made the Queen's attack area lower and smaller/realistic
-Added slight flashes to normal pick up items (Keycards, batteries, pills) on easy and medium to help people see them/learn locations
-Figured out/fixed the likely cause of some papers not saving. (seemed to be only papers from filing cabinets, as I had it set up wrong)
-Fixed the bug where player can load into main menu holding old inventory, possibly resolve some other issues
-Fixed Safe Storage lift sounding like its moving if trying to move to the floor it's on.
-Updated CESS's death text.
-Updated the jumping off point for suicide so it should kill you for sure.
-Can no longer open inventory once dead
-Fixed a possible reason for the failsafe count to be wrong for the end stats.
-Increased font size for VR subtitles
-Moved the window order on Dr. Gerald's computer so text isn't blocked
-Started on major rework of level loading system to break off some parts of the map to help performance a great deal, and to add new areas in the future.
-Updated some sounds
-Fixed TELR animation
-Added REMM to end scene
-Added PESK Queen to end scene
-Started SEUK entire AI rework (Not finished, so no changed til next time)
-Edited a spot in Sublab 11 where someone got stuck, unable to reproduce the effect now
-Designed 2 new utility SCPs to add soon.
-Added new fan art
This next week's plan may be a bit slower. I'm wanting to heavily improve performance, so cutting the level into smaller levels will help, and let me add more new areas and content. The system for this will take time due to reworking some base systems, so I'll be on that this week. I also plan to entirely rework SEUK's AI so it's more responsive and won't get stuck/camp you. Other than that, I'll be fixing all the bugs you guys have reported that I haven't gotten to, as well as adding in suggestions some of you have posted.
Thanks again for all the support you guys!