SCP: Secret Laboratory

SCP: Secret Laboratory

View Stats:
Everything shown in the 14.1 Stream (and general 14.1 Summary)
  • First up, Hubert is bald.

  • Now that we got the important things out of the way, let's first start with the visible armor. Now all classes will have their models change depending on whether or not they have armor and what kind of armor they have. The most unique one is Chaos, with no armor or with light armor they look bald, which is f#cked up, but with the Heavy armor they pull a Tachanka and wear a cool looking helmet with a visor on it. All other human characthers have have kind of the same look to them, because I guess the lore is the armors are the MTF ones.

  • New doors buttons. All of them that used to have text now have little animations There's even unique lock animations depending on what was the cause (079, Nuke, etc). There's also now a button for the bulkheads. The new door buttons leads us to...

  • New Keycards! This is not a gameplay rework, it's visual. First off, the keycard now has your username on it, if you're a class that spawns in with one (the info about what's on the naturally spawning keycards is not public, I believe, but you can probably guess). They have different shapes and "attributes", depending on what type of keycard they are. They all have inspect animations now, including the NTF keycards, which has a hole in it, so in the inspect animation your characther will spin the keycard on their finger. The Chaos keycard is inspired by a Nokia cellphone and, as of writting, Hubert is implementing live on stream the inspect animation where you can play Snake on it. The O5 keycard is a keycard that shouldn't exist, so it looks all "mysterious". Also you can make custom keycards with commands, customizing pretty much everything, from the color and type to the accesses it has.

  • The accesses systems have been simplified. There are now three access types: Containment, Armory and Admin. These access are shown on the keycard model itself on a 3x3 grid. Keycard required doors also show on their pannel what accesses are required.

  • Although this isn't a gameplay rework of keycards, we do have one new card: The Surface Access Pass! This one is unique from other keycards. What this one does is it only opens (no closing!) Gates A and B and it's a one time use, it breaks and gets removed of your inventory after using it. The value of it comes from the fact that it spawns naturally around Heavy, I believe mostly outside of keycard required doors (one spawn was shown to be in 939's CC).

  • Then there's the new Pocket Dimension look, which was shown a few days ago. It has that sort of WW1 look and there's moving parts to it. Also a new ambiance!

  • SCPs now take fall damage. For reference, jumping down the Warhead elevators. Zombies die at any health, while 173 loses most of its base Hume Shield.

  • 939's room generator spawn has been changed, it's now outside of the CC itself and in the like "turn" wall.

  • There are now sounds for opening and closing the Experimental Weapons lockers.

  • The weapon workstation boots up much faster.

  • There's now an SCP opt out option (to better explain what it does, it puts you in a second queue that will basically only be picked if there aren't enough people in the first queue, which are actively opting into playing SCP). This option is available at the settings, but you can also toggle it on and off in the "waiting for players" menu.

  • 3114 is back to being functional (we'll get to it in a bit).

  • 049's lower level (the one where 049 and 173 don't spawn in) was changed, being inspired by that one room in CB with the gas and 173 spawn.

  • The 2024 Art Contest winners are now in the Class-D cells.

  • Micro's room has been altered to be less camp heavy, the lower corridor is now more "open" and there's a window where you can see into the Micro chamber itself.

  • There are new models for the tape recorders that play the lore audios (and also yet-to-be-seen new lore to accompany it)

  • 106's CC has been slightly altered.

  • Pipe room now lacks pipes, which means there are no more cheesy spots you can be in (including the intended spot for 173), but to compensate there's now a little parkour jump you can do where those pipes were.

  • Dummies are now way more controllable, you can even equip and use items for humans and use abilities for SCPs. I expect some primitive bot stuff to be done with this.

  • The SCP labels have been changed to no longer be the CB ones.

  • There are new models for the lockers.

  • The Surface skybox has been changed. It now has stars in it again. Also there's spotlights on the towers, the ones in Gate A even move!

  • Ok now we finally got to the update's namesake: SCP-127. It spawns in its own room in Heavy, requiring Containment Tier 3 Access, meaning that now it finally has a use again (and that Facility Manager users now have a way to arm themselves). On equipping, you'll be granted 25 Hume Shield (yes, Hume Shield!) that will be lost immediately on unequipping. As expected, it has 60 ammo in its mag and it regens that ammo automatically after a few seconds. When you deal enough damage, it levels up, increasing its damage, fire rate, rate of reload and Hume Shield it gives you (Level 2 gives you 50). Also, it talks. A lot. It has a sort of New Yorker, gangster accent. It has 154 voicelines that all react to different scenarios, ranging from idle, a respawn wave and even to specific SCP deaths (If you wanna be spoiled, check the English translation files in the game's folder...)

  • The release date is planned to be on April. Of course, devastating stuff and delays can happen, but if everything goes to plan, it should release on April. There's also gonna be a patreon beta, if you're interested.

  • There are no plans for permanent 3114. However, they did say they're working with a slightly different concept (i.e another SCP). The brand new, never before seen, secret new playable approaches...
Last edited by Otávio,o avestruz radical; Mar 29 @ 3:30pm
< >
Showing 1-15 of 80 comments
The stream is still going as of sending this message! Hubert is working on the Snake game for the CI card. (Youtube link sent separately)
en2que Mar 29 @ 3:37pm 
servers gonna rejoice at the sight of being able to make scp winrate 100% again by forcing 3114 into the pool again (its a great idea trust the server owner Kappaccino)
the custom card mechanics looks fire
Originally posted by Otávio,o avestruz radical:
  • Ok now we finally got to the update's namesake: SCP-127. It spawns in its own room in Heavy, requiring Containment Tier 3 Access, meaning that now it finally has a use again (and that Facility Manager users now have a way to arm themselves).
That's an awesome way of balancing things out. People who want to fight the ordinary way with guns and prototype wonder weapons can use the captain card and those who want more anomalous, weird weaponry may use the facility manager.
https://youtu.be/ZGvSNPcn3Qc?t=5465
1:31:05
1344 (goggles) is confirmed to be stronger than intended, but may not be addressed until after 14.1. Larger changes are planned for the item beyond stat tweaks
Last edited by mrbooboostank; Mar 29 @ 5:53pm
appreciate the post, love NW's needless reworks, though 127 is kind a cool for the sake that it brings a little bit of skill back to 14.0 new keycards are ♥♥♥♥ to add though. also fall damage on scps? no thanks.
A few more things that were shown later on the stream.

  • The Graybox of Server Room was shown (you can see it at 5:22:12). It’s likely not gonna be finished for 14.1, but you never know…

  • 330’s CC door is now Containment Access 1, meaning that, most notably, the Janitor and Guard keycards can now open it.

  • The Intercom door is now Admin Access 1, which falls into the same tier as Checkpoint access. So all keycards that have Checkpoint access (again, including the Guard keycard) can open it. Note that although it’s Admin Access 1, SCPs can’t open it.
Originally posted by Otávio,o avestruz radical:
A few more things that were shown later on the stream.

  • The Graybox of Server Room was shown (you can see it at 5:22:12). It’s likely not gonna be finished for 14.1, but you never know…

  • 330’s CC door is now Containment Access 1, meaning that, most notably, the Janitor and Guard keycards can now open it.

  • The Intercom door is now Admin Access 1, which falls into the same tier as Checkpoint access. So all keycards that have Checkpoint access (again, including the Guard keycard) can open it. Note that although it’s Admin Access 1, SCPs can’t open it.
also other notable changers were containment having signs saying whats in there and what containment level as well as buttons having details of when you'll need to open it
Originally posted by derpasorus-rex:
Originally posted by Otávio,o avestruz radical:
A few more things that were shown later on the stream.

  • The Graybox of Server Room was shown (you can see it at 5:22:12). It’s likely not gonna be finished for 14.1, but you never know…

  • 330’s CC door is now Containment Access 1, meaning that, most notably, the Janitor and Guard keycards can now open it.

  • The Intercom door is now Admin Access 1, which falls into the same tier as Checkpoint access. So all keycards that have Checkpoint access (again, including the Guard keycard) can open it. Note that although it’s Admin Access 1, SCPs can’t open it.
also other notable changers were containment having signs saying whats in there and what containment level as well as buttons having details of when you'll need to open it

These are in the main thread already.

Originally posted by Otávio,o avestruz radical:
  • The accesses systems have been simplified. There are now three access types: Containment, Armory and Admin. These access are shown on the keycard model itself on a 3x3 grid. Keycard required doors also show on their pannel what accesses are required.

  • The SCP labels have been changed to no longer be the CB ones.
okay but why is Hubert bald? Does he have cancer? Is he dying? Is he stupid?
Originally posted by lemonsqueezer97:
okay but why is Hubert bald? Does he have cancer? Is he dying? Is he stupid?

All of the above.
Originally posted by Otávio,o avestruz radical:
Originally posted by lemonsqueezer97:
okay but why is Hubert bald? Does he have cancer? Is he dying? Is he stupid?

All of the above.
fashion cancer
Originally posted by lemonsqueezer97:
okay but why is Hubert bald? Does he have cancer? Is he dying? Is he stupid?
He's becoming the D-Boi. Just wait for the chin strip.
< >
Showing 1-15 of 80 comments
Per page: 1530 50