Scp roleplay how to upgrade
Scp roleplay how to upgrade
Gamepasses
There are currently 9 gamepasses in SCP: Roleplay. Each passes unlock a role and Its upgrade (if already unlocked, then just upgrade), cosmetic upgrades, equipment or XP. They are a financial method for a user to have extra power and/or control within a game. Gamepasses are the only forms of methods which require availability through payment, in this case, Robux (Roblox currency). Gamepasses are also forms of getting higher levels quicker or just unlocking something of a higher rank within the game. All the gamepasses can be seen below.
It gives a permanent Glock 17 that stays in your inventory, no matter what team you are on.
Description: «Purchasing this gamepass gives you access to the Glock 17 pistol.»
It unlocks the Mobile Task Force team and all MTFs and their upgraded variants.
Description: «Become a member of the elite Mobile Task Force Alpha-1! By purchasing this gamepass you unlock access to the Mobile Task Force team and its upgraded variant.»
-Cosmetic upgrades.
-Grants access to the SCRAMBLE Goggles on the upgraded variant.
-Unlocks all Mobile Task Force subdivisions (Nu-7, Beta-7, Epsilon-11, Alpha-1) along with their upgraded versions.
-Better Team Perks when upgrading.
It unlocks the Intelligence Agency team and its upgraded variant.
Description: «Become a member of the external security core of the Foundation! By purchasing this gamepass you unlock access to the Intelligence Agency team and its upgraded variant.»
-Cosmetic Upgrades
-Unlock the Intelligence Agency.
-Better Tracker tool (Double Range).
It unlocks the Internal Security Department team and its upgraded variant.
Description: «Become a member of the internal security core of the Foundation! By purchasing this gamepass you unlock access to the Internal Security Department team and its upgraded variant.»
-Cosmetic upgrades.
-Grants access to a Spas-12 shotgun added to your inventory on the upgraded variant.
-Better Team Perk when upgrading (Rogue Detection goes from 150 studs to 250 studs).
It unlocks the Rapid Response Team and its upgraded variant.
Description: «Become a member of the elite forces of the Foundation! By purchasing this gamepass you unlock access to the Rapid Response Team team and its upgraded variant.»
-Cosmetic upgrades.
-Grants access to a Spas-12 shotgun added to your inventory on the upgraded variant.
-Better Team Perk when upgrading (5% faster speed to 10% faster speed).
It unlocks the Chaos Insurgency team and its upgraded variant.
Description: «Become a leader among the rebel forces! By purchasing this gamepass you unlock access to the Chaos Insurgency team and its upgraded variant.»
-Cosmetic upgrades.
-Team Perk (5% damage absorption).
-Grants access to weapon attachments (Suppressor, Red Laser) that can be used to enhance weapon performance on every team.
-Grants access to announcements (:announce) on every team.
-Grants access to the upgraded variant of Class-D.
-Star icon in the Radio.
It unlocks announcements (:announce), becoming O5 in any team except Class-D, a star icon in the radio and on the leaderboard, Double XP when an O5, a Minigun, and an O5 keycard.
Description: «Rule a department of your choice by becoming apart of the O5 Council!» By purchasing this gamepass you unlock access to becoming an O5 in a team, announcements (:announce message), a star icon in the radio and in the leaderboard, 2x XP and a minigun while an O5!
-Grants access to a Minigun on all teams except Class-D when on O5 Council.
-Grants access to weapon attachments (Blue Laser) that can be used to enhance weapon performance on every team.
-Grants you an O5 keycard that can open all doors.
-Grants access to announcements (:announce) on every team, except Class-D.
-Special nametag correlating to each department (e.g O5-1 for Internal Security Department).
-Star icon in the player list and in the Radio.
It unlocks the Administrative Department and its upgraded variant.
Description: «Become a member of the department responsible for assisting the O5 Council and the Administrator in the Foundation’s management! By purchasing this gamepass you unlock access to the Administrative Department team and its upgraded variant.»
-Cosmetic upgrades.
-Spas-12 Shotgun.
-Better Team Perk (Breach alerts with proximity).
Scp roleplay how to upgrade
Experience Points (also known as XP or EXP) is a feature in SCP: Roleplay. There are two types of XP. The first type is Global XP, and the second is Team XP. The amount of Global XP is shown under the bar on the top of a player’s screen. Team XP is separate for each role. Players can view the amount of Team XP they have for a role by clicking on the role in the main menu. XP can grant players different roles and clearance levels. Clearance levels allow players to access different doors around the facility including SCP containment chambers. XP does not grant players authority over other players and only gives them ranks on teams. However, players who want to roleplay should listen to higher ranks on their Role.
There is only one way to earn Global XP. The amount of Global XP a player earns is based on the amount of time they play. Every minute a player is moving, they gain one Global XP. Global XP can be used to unlock higher keycard levels and roles. Players start at a Level 0 card. When they have a total of 15 Global XP, their card upgrades to L1. When they have a total of 120 XP Global XP, their card upgrades to L2. When they have a total of 300 Global XP, their card upgrades to L3. When they have a total of 720 Global XP, their card upgrades to L4. The roles they unlock with XP are the Mobile Task Force, Chaos Insurgency, Intelligence Agency, Internal Security Department, Rapid Response Team, and the Administrative Department. The amount of Global XP required to unlock each team can be found on the Roles page.
There are three ways to earn Team XP. Players can earn one team XP for the role they are on each minute they are moving, one team XP for every kill they get on that team, and for completing quests. The amount of Team XP for each role is separate, so for example, a player could have 300 Team XP for the Scientific Department, but 600 Team XP in the Rapid Response Team. This applies to all teams, including Mobile Task Force subdivisions. Cosmetic upgrades, such as the SCRAMBLE Goggles on the Mobile Task Force will also not transfer to other task forces. The amount of Team XP someone has, not Global XP, determines their rank in a given team. To see the ranks on a team, visit their respective pages in Roles.
Update Log
This article contains all of the updates of SCP: Roleplay.
NOTE: The information is from the SCP: Roleplay Discord and Trello!
Further mobile improvements will come in the future, but with Update 2.
Alex (ExecutiveFunds), being the mad lad he is, went ahead and made an entirely new map for the game. The new map is much more beautiful, while simultaneously being better optimized (how. ).
The gun system is a modified port of the Glacier gun system for SCP: Roleplay. It features some drastic improvements compared to the old system, such as:
— Bullet impact holes and proper blood visualization
— Weight based character speeds (speed based on gun weight)
— Burst mode support (not usable in SCP: Roleplay yet)
— Sniper support (not usable in SCP: Roleplay)
— Server side reload sound
— Unique reload sound per gun
— Armor penetration support
— Mobile first person support (press the aim button when having no gun equipped)
— Settings support (e.g. Show FPS arms or sensitivity)
New Interaction System
I have gone ahead and added Glacier’s interaction system into SCP: Roleplay, replacing the old one. However, this is not an exact copy of Glacier’s. A bunch of things in it were modified and even extended, to match SCP: Roleplay’s aesthetic and game style. Overall, doors should seem and feel smoother, and should never break anymore.
You can now see who’s authorized to who and if they are currently protected by an authorization through beams! When someone is authorized, a link will appear between the authorizer and the authorized, which changes color based on distance. If it becomes too far, the link breaks, which signifies the authorized can now be terminated.
You can now change some game settings in the menu! For now there are only three options. For update 4, we will add the ability to configure sensitivity, as well as possibly more options depending on what the community suggests.
Team Customization System
With this brand new team customization system, you are able to easily customize your character for each specific team to your liking. This adds support for a possible range of accessories in the future for each team.
For now, the only teams with customization options are the Security Department, the Intelligence Agency and the Internal Security Department.
In the Security Department, you can change the beret color or choose to use a riot helmet if you prefer. In the Intelligence Agency and the Internal Security Department, you can put sunglasses on and off.
Customizations save after you leave or die, meaning that you don’t have to manually set them all up again each time.
We plan on adding Mobile Task Force customization options in the future (such as gas masks for Beta-7 and Epsilon-11) once Roblox attributes are fully released. This might be with update 4.
This update also features a big rework to the backpack. This new version of the backpack includes a mobile-compatible extra space that can be toggled on and off to store tools safely without having to worry about pressing them by accident.
The best part of it all though. it supports loadout saving. Pressing the Save button when the extra space is open will permanently save the current position of the tools you have in your 0 to 9 slots.
Alarms are now automatic in non-private servers. This completely rids of any form of possible alarm abuse. Riots, raids and breaches are automatically detected by the server and the alarms turn on/off based on the current status of the facility.
This feature is disabled in private servers to allow for better event control.
We have finally added the long awaited tutorial system, featuring unique cutscenes and descriptions for each team, which should be of a great help to those not familiar with the SCP genre, and to those who simply aren’t sure what to do in the game.
New Control Room
The brand new control room features some really nice additions to the site management, including community suggested breach status for the most critical SCPs and even a map localization of the SCPs.
Skinned Mesh 096
First revealed in September 6th 2020, our new mesh deformation based Shy Guy is finally here! It’s also been designed to glitch much less often. I personally wouldn’t want to be one of its victims. it’s terrifying.
New Nuclear Warhead Sequence
In this revamped nuclear warhead sequence, there are two different options to take to survive the nuke. You can choose to go to the blast shelter and stay safe in there, or to evacuate through an helicopter outside.
We still plan on revamping this system further in Update 4, possibly featuring a properly destroyed facility.
— Content Creators now have an icon next to their name in the leaderboard
— O5s can now terminate non-O5s inside the O5 spawn
— You can now enable / disable night vision by pressing N
— Private Server owners can now use the :announce command on their own private server
— Added announcement queuing
— Added the ability to close announcements
— New custom footstep sounds (yes, they’re the same as Site 006 and Glacier)
— New Scientific Department uniforms
— Broken, un-anchored pillars due to the recent mini patch today in S-3 has been fixed.
Update 4 will be the most defining update SCP: Roleplay has had to date, and as such is an update that takes more time than usual to complete.
Therefore, we have decided to release the update in parts.
This is the first part out of four total parts that make up for this update. Expect more content in the next parts.
A lot of backend work was done this update in preparation for «The Big Leap». Overall, you shouldn’t notice much of a difference except for some very slight performance improvements.
Part 2 will feature O5 and AD reworks, skins, the medbay, and low resolution UI improvements.
Updates can now be accessed in-game. They will be accessible as part of a new «MORE» tab that will be available when another part of this update releases, and can be accessed by joining the game after an update has occurred.
This means that even those who cannot access the trello for updates / are not aware of the trello will still be able to keep up with all the latest updates.
Mobile Interface Improvements
There were several improvements to the mobile UI done this update. This should make playing in a mobile device much more enjoyable and less cluttered.
Mobile Menu Improvements
The menu for mobile devices now looks much more clean and neat. This should make joining the game on a mobile device more enjoyable and less frustrating.
Menu Improvements Overall
The menu was overall improved to scale better to resolution changes. Also, there’s a more detailed and better looking team XP bar for selected teams now.
There were also some other minor improvements for low resolution monitors, but you shouldn’t notice these that much if you aren’t using a monitor that has a resolution smaller than 720p. Also, the radio isn’t too wide in big screens anymore nor fills up the entire right side of the screen on resolutions such as 1600×900.
Quests have been turned beautiful. No more bland looking quest boxes. Say hello to rectangle quest frames.
As promised, we have added the very requested camera sensitivity slider into the game. You can now smoothly configure how sensitive your camera is to input.
The soundtrack has been improved, now featuring new and unique music.
The ambience handler has also been completely remade, meaning it is now more performant and supports infinite playlists. As a bonus, we’ve also included a Display Track setting in the menu that allows you to see what music track is currently playing.
There is now also a «combat mode», where the music switches to a more tactical playlist if the game detects you are in active combat.
AJ Striker is in need of your help. This universe has a facility that’s collapsed under the reign of SCP-008 instances. Join a MTF task force and come save a Scientific Department member and his research progress!
We are very grateful for this opportunity, and we hope you enjoy the gameplay as much as we do.
Plenty more changes were done with this update, but here are some smaller changes:
— You can now press Shift + X to toggle cinematic mode (hides UIs)
— Added :shirt and :pants commands
— You now get teleported to a non-infringing location if you go inside a CI vent without being in an allowed team
— The holsters now have a Glock on them if the user wearing them has a Glock
— Fixed over 150 bugs (thanks for all the bug reports)
Contents
Update 4 2/4
Update 4‘s second part is now here! Two more parts to go before the update is considered completed. This part contains quite a list of new content to improve the roleplay experience in the game, including a very requested new team.
Part 3 will feature SCP reworks (making every current on-site SCP great and hopefully lore accurate), team customization (a very advanced version) and a better nuclear warhead aftermath.
You can now unlock and apply gun skins to your weapons! By default, one progression skin and all color skins are unlocked. All skins except for the «VIP | O5 Council» set are free and unlockable (VIP | O5 Council requires having either the VIP gamepass or the O5 gamepass), meaning you can have nearly all the skins in the game just by playing it!
Scientific Department Spawn Rework
The Scientific Department has been moved closer to the CDC and its exterior is now a «checkpoint» area with two transparent doors. old map vibes
CDC Viewing Room Rework
The CDC Viewing Room has also been reworked to make it more practical and good looking. It should now be more comfortable to use and be less of an area that’s there for hiding from the Foundation.
Mobile Task Force Improvements
The Mobile Task Force spawn has been revamped, now featuring two distinct armories (one for Nu-7 and Beta-7, and one for Epsilon-11 and Alpha-1), as well as a hub area with lines to allow for briefing, events, etc.
We have added a new recontain button that appears when very close to a recontainable SCP. This should be specially useful on mobile.
Along with this, we have also buffed Epsilon-11‘s perks from 10 and 20% to 25 when not upgraded and 50% when upgraded, respectively.
SCP-173 now takes 10 seconds to recontain if not in Epsilon-11. This should make it a stronger SCP when we rework it during Update 4’s Part 3.
Alpha-1 small improvement
The Alpha-1 task force now receives double XP when guarding O5 Council members (doesn’t apply on private servers), which should hopefully make people start doing the Alpha-1 lore tasks more often.
In addition to this, Alpha-1 is now classified as an announcement-specific team, meaning that O5 Council members can do announcements specifically for Alpha-1 members which pings the O5 Council in the map for the Alpha-1, which should allow for O5 Council Alpha-1 specific requests.
The backend has been revamped and extended for infectious SCPs, including new functionality and much better scalability to high infection counts.
As such, SCP-008 and SCP-409 should perform much better now.
Additionally, we have included hazmat functionality alongside this! Beta-7 now has resistance against infections, although not immune.
You will be able to see the infection counter going up the longer you stay in proximity to an infection. If you reach 100% you get infected. If you manage to escape the infection while under its influence (but not infected), the counter will gradually decrease.
Also, SCP-409’s containment chamber has been revamped.
The announcements system has been revamped, now supporting its own creation UI (finally) and multiple different variants.
Instead of having to announce to the entire server every time you want to share something with your team or call for backup, you can now select one of the 5 options you get as an O5 (one of them being the meeting command).
Note that the Chaos Insurgency can’t see Foundation announcements and that it only gets the team announcement option, to keep the game more accurate.
By the way, you can still use the old fashioned :announce and :meeting commands, although we recommend using the new dedicated UI instead.
Meetings have also been revamped this update, being now much more obvious / effective.
As seen in the announcements revamp, meeting reasons can now be specified which will be available to the teams that can attend the meeting.
The Chaos Insurgency still has their meetings in the Chaos Insurgency spawn, while the Foundation now has an entire dedicated area to meetings.
Reworking the O5 Council to make it a better gamepass and game element was one of the pillars of this update.
As such, we have done plenty of changes to suit this.
When an O5 speaks through the radio, their message will appear more obvious and somewhat of «higher importance», to allow for people to aknowledge the message quicker and better.
The O5 Council now has its own dedicated area within the already restricted AD/O5 area, where O5s can spawn in a comfortable carpet flooring. There is also a small area that can be used for interviews if needed, as well as a brand new O5-only customization locker. (it only works if you’re O5)
However, the MTF O5 spawns in the MTF hub.
You can now equip an O5 suit through the O5 locker. This means that you can now keep your team, its perks, and remain formal as an O5.
O5 Anomalous perks
Although these are small perks, they are still unique and contain their distinct O5 Council trace to them.
We have implemented the ability for O5s to select up to 1 anomalous perk to have equipped, all of them based on the O5 Council lore.
Since there are 5 of these, you can select the one that fits your play style the best and be creative with the choice you make.
We have also implemented some changes for the Administrative Department in this update. Although most relate with other bigger changes noted in this update log, the Administrative Department has also got some features added specifically for it.
The Administrative Department has now got a new uniform, as well as a new, more AD-style weapon. This APC556 PDW can be of great assistance when working on the facility if anything pops up.
The Administrative Department has now finally got a tutorial. This should make it easier for most players to understand the Administrative Department’s main goal and how they can perform it.
The Administrative Department now spawns close to the O5 Council, and its spawn is now considerably compact. Simple, but good looking.
Facility Broadcast TVs
Additionally, they also showcase announcements as they happen. Teams that don’t have access to Foundation announcements such as the Chaos Insurgency can use this to coordinate based on the Foundation’s announcements.
New Chaos Insurgency ranks
The Chaos Insurgency now has new ranks, as in order to keep the game as lore accurate as possible while still ensuring fun gameplay.
The new order is as follows:
Trained Conscript (unchanged)
Senior Conscript (unchanged)
Alpha > Cell Director
Cell Director > Delta Command
Delta Command > Gamma Command
Head Delta Command > Insurgency Command
Plenty more changes were done with this update, but here are some smaller changes:
— Private server owners can now access freecam by pressing Shift + P (should be great for taking cinematic sequence shots)
— Added F3X Building Tools that can be used and given by private server owners, to allow for extending or modifying sections of the map (note that the building tools operate under a sandboxed regime, meaning you can only modify / delete parts you create using the tool) (:btools)
— Alarms no longer play in the menu
— Improved the leaderboards design
— Added a return button to the menu, which allows you to close the menu without respawning
— Two new background songs (Facility and Smokescreen)
— Teams are now hidden in the leaderboard by default if no one is on them to allow for possible future team expansions and upcoming features
— The minigun now spins up for 0.5 seconds before it can shoot (yes, it spins, like, actually spins)
— The gun configuration UI now states what gun is being configured
— Improved the nuclear warhead sequence blackhawk landing and take-off and the blast shelter sequence
— Jerry and Alex no longer sell L2 Keycards. Instead, they now sell short use Vests that protect you from some bullets
— Slightly buffed the Kriss Vector (7.5 > 8 damage)
— Made the laser more visible when using night vision
— SCP: Roleplay is now playable on xbox controllers (and any controller with compatible buttons) [note that xbox is not supported yet]
Medical Department Mini Update
The very long awaited Medical Department team is now here, including the Medical Sector!
Although this mini update was initially purposed to be all about the Medical Department, we decided to do some much needed changes, fixes and improvements alongside MD. This means a greater polish of the game, and should allow for an overall more enjoyable experience.
With the introduction of the Medical Department, we have implemented a Medical Sector, which will be the Medical Department’s main area for their duties.
The Patient Ward is the section of the Medical Sector where check ups are performed. There are five rooms in the Patient Ward, each with their own bed and monitor.
You can use the monitor to analyze the patient’s vitals, which can be a great tool if you learn its patterns and how to associate them.
You can use the X-Ray Scanner to look for bone injuries in a patient. Make sure you tell the patient to align in the correct position before you turn the machine on.
This includes fall damage, where the more injuries you cause yourself the more damage you take.
A highly experimental machine created to deliver the best of the Foundation’s technology, being able to deconstruct SCP-008 infections when those are present.
Great for sound based investigations. This will be expanded in the future to accomodate possibly diseases or similar features.
There is more to learn about the Medical Department, which you can find in-game now.
We plan on bringing more content to the Medical Department the more we work on SCP: Roleplay, due to the potential of such a department. We have plans to improve the Scientific Department as well, and in the future you can expect to see joint work of the Scientific Department and Medical Department being possible. One thing we will expand the Medical Department on in the near future is SCP effects. This will be part of the SCP reworks.
New Chaos Insurgency Tunnels
It’s tradition. You got it back.
One of the biggest components of SCP: Roleplay is its gunplay. We believe it should be balanced and timed in a way that you can have fun regardless of win or defeat.
It felt like the guns often required way too many bullets to kill someone, to the point where you’d nearly spend an entire mag trying to take someone down.
— APC556 PDW (12.25 damage to 12)
— Improved the gun system hit feedback
— Improved laser attachment effect
— Multiple map prop adjustments
— Various recoloring to make low graphics look better
— Added a new spawn room for the Chaos Insurgency Engineer
— Improved the C4 beep effect
— When aiming a gun with the closest camera distance, the name tag is now hidden (all you could see was the rank tag anyways, now it doesn’t put you off the immersion)
— The broadcast TVs now display the latest two announcements instead of players online
— An unlock popup now appears when unlocking a skin
— The Reality Bender anomaly now modifies the heat of bullets going out of the muzzle
— The Juggernaut anomaly now has a visual effect, making it possible to see the status of the vest repair
— The Anchor and Reality Bender anomalies now have a 10% chance of triggering instead of 2%
— Fixed CI Engineers being able to see Administrative Department announcements
— Fixed buttons on mobile overlapping announcements
— Fixed spot in the Mobile Task Force hub that allowed players to get out of the map
— Fixed skin progress not updating when skin set was open and progress changed
— Fixed ScD spawn desks alignment
— Fixed the control room alarm panel floating
— Fixed the Mobile Task Force hub having a brick in the Epsilon 11 and Alpha 1 spawn room’s door
— Fixed a pillar being missing near the Scientific Department spawn
— Fixed a line missing on the Sector 3 checkpoint
— Fixed a floating part near pipes
— Fixed the Sleep emote being usable to glitch
— Fixed a bad collision hitbox in the MTF hub stairs
— Fixed the :name command being obstructive
— Fixed the upgraded ISD morph having a piece of the radio that would stay visible when the radio was equipped
— Fixed alignment issues with the IA and ISD morphs
— Fixed the sunglasses accessory sticking too much to the front
— Fixed being able to glitch the camera by climbing on the SCP-1025 shelves
— Fixed notification titles clipping out of the notification box when the title was too big and the resolution too small
(. and more fixes and small changes)
Mini Update 3
ADAPTIVE QUESTS When a quest is selected for you, it now checks if the conditions needed to complete it are possible in the server, ensuring all the quests you are assigned are possible for you. Subdivisions such as task forces now also support quests of their own. We will be extending the amount of available quests for each team with the SCP revamps update. This is a first step towards that goal.
CINEMATIC MODE NOW HIDES NAME TAGS This should allow for a more immersive experience when using cinematic mode. If you’d like to record a cinematic but keep name tags enabled, we suggest you use Freecam (use private servers).
REVAMPED NIGHT VISION The night vision UI now looks more believable and realistic. This means night vision goggles now feel like night vision goggles.
BETTER SCRAMBLER The scrambler goggles effect now looks better.
To clarify on the current development roadmap, we decided delivering all the latest fixes, improvements and optimizations would be a good decision in order to polish the current state of the game some more. Do note that building fixes were not applied with this mini update, due to the fact we are working on the SCP revamps using a copy of the map and applying the fixes in the updated version. We are still hard at work with the SCP revamps and the big leap, and a lot of progress has been done so far with breakthrough technology for SCP games on Roblox, which you’ll be able to experience on the update is out. We are very excited about the upcoming content, and hope you will enjoy it as well once the time comes for it to release. As for the development roadmap changes, we moved the new customization system to post-big-leap so that we can focus on the most innovative and big features for the game first. The two or three upcoming updates are massive, and with the big leap even bigger than any update we have done before, so please bear with us as we work on all the new amazing content coming to SCP: Roleplay in the upcoming months. Make sure to keep an eye out on our official roadmap for the status on these changes. (information) As always, if you encounter any bug, please file a bug report, and if you have a suggestion, please file a suggestion.
Update 4 3/4
The third part of Update 4 is finally here, featuring a ton of improvements and reworks on how the game plays in its roleplay aspect. That being said, there have been changes to combat, SCPs, and even other smaller systems in order to make the game as satisfying and fun as possible for everyone.
This is the last part before the Big Leap. Expect a radical change to the game in the upcoming update, in a good way. The Big Leap will define SCP: Roleplay and expand its horizons to become the best it can possibly be. Stay tuned for more info on this in the upcoming month.
The Smaller Stuff
Awesome features, but they do not compete with the sheer size and impact of the other changes of the update.
— Equipped items now have an outline in the backpack
— The key in Press [KEY] to interact is now colored
— The NVG grain now has an animation
It was time to modernize SCP: Roleplay in its general feel, so here we are. Small changes, but big QoL improvements.
Accurate Control Room
The Control Room has been updated to display each SCP’s location with pinpoint accuracy. This should make the Control Room screen readings far more reliable.
The facility now has cameras that can be accessed in the Control Room. You can use them to find personnel, SCPs, analyze situations (. ). They should serve as a great roleplay and gameplay tool.
Improved Cinematic Mode
Cinematic Mode now also hides combat UI, allowing a true HUDless experience. If you’re into cinematic experiences with no UI, now’s your time to shine.
Mostly for moderators. but still part of the update.
— You can now toggle your moderator status by using :go icon
— Infections no longer affect godded people
— You can now use :go userid and :go username to join the specified player’s server
— Added action logs, where you can now check someone’s past infractions through that channel by searching in:#action_logs name
— You can now issue warnings through the use of :warn players / :warn userid
— Made the :view command not rotate your character when viewing someone else (useful to view other players in first person)
The nuclear procedure has been updated. again. The facility now looks properly destroyed after a nuke goes off, giving it a true nuclear warhead vibe.
In order to explore it more efficiently, when the aftermath sequence plays you will receive a flashlight in your weapons, which should allow you to guide
yourself perfectly in the dark.
It is no secret that combat is one of SCP: Roleplay’s biggest components. This update, we upped it a notch by providing a bunch of new features and changes that should make it much more enjoyable.
The combat system was designed to work primarily with third person combat. This reflected on the weapon models, with some of them having incorrect proportions and/or sights.
This has been corrected this update, with weapons such as the Kriss Vector, MPX and APC556 PDW featuring accurate red dot sights and others proper iron sights.
For anyone that has a thing for weapons, this is only the start. We plan on adding many more attachments in the future so that you can fully customize your guns to your style.
We have made changes to kill and hit feedback this update, adding a bunch of new neat features to make killing feel more rewarding.
To start, kill detection is much more accurate now. If you kill someone, the orange hitmarker should trigger correctly. (It already did, but now it does it better!)
When you break armor, an icon will pop up so that you can instantly know your enemy’s armor has been broken.
More importantly though, and perhaps the most exciting addition in terms of feedback, SCP: Roleplay now has a feedback log! You will receive feedback on kills, headshots, assists and armor breaking.
Aim Down Sights
Wait. aiming down sights. In SCP: Roleplay.
Yes. You read it correctly.
If you are a fan of first person shooters or just generally dislike third person combat, you can now play in first person if that’s your style.
This is a massive new addition and should hopefully make the game more enjoyable in terms of combat for a lot of people.
Chaos Insurgency Events
Raiding is a big part of SCP: Roleplay, so we made it better. The Chaos Insurgency now has more options when raiding, which should allow for spicing up the facility a bit from time to time.
There is also a new vent in Sector 3.
Control Room Hack
By hacking the Control Room through the use of the CI Hack Device, the Chaos Insurgency can temporarily put images of SCP-096’s face into the broadcast TVs, unleashing chaos.
Place down a C4 charge in the transformer responsible for the lights in the facility and cause a temporary blackout. Optimal for stealth operations involving SCPs and personnel.
Site Wide Outbreak
Not as cool, but still a nice little feature. When 20% of the site is infected with a disease or SCP, the site threat level will increase and a cool intercom voiceline will play.
The SCP Foundation is what this game is all about, so it wouldn’t make sense to go through such massive changes and not take a look at the SCPs in the game. After all, this update is all about the SCPs.
Improving the SCPs improves the whole game, its dynamics, its lore, its fun.
This update, we went ahead and reworked every. single. SCP. We brought them up to standard, and even introduced new tech in some. We hope you love the new SCPs as much as we do.
By updating the Pathfinding component of the framework SCP: Roleplay runs on (which we develop haha. ) and adjusting SCP scripts, pathfinding has been massively improved this update. This means SCPs should not be getting stuck nearly as much where they used to, as well as faster reaction times from the SCPs and smarter path locations. This also means slightly faster servers, but that’s not as interesting.
This change should be visible on all SCPs that move.
SCP-999 is. well, SCP-999. Not much to be said about this one.
New containment chamber. Pretty much that.
SCP-131 is a curious case, because since Update 1, it has pretty much always nearly followed its lore correctly.
There really was not much to rework about this SCP, so we polished it up and made sure it doesn’t go under the player constantly.
Also, to remain lore accurate, we wave our goodbyes to blue SCP-131. truly a day to remember.
SCP-066 was going missing in nearly every server and was super difficult to breach. That shouldn’t be an issue anymore.
Beware of its loud symphony though. it isn’t exactly harmless anymore.
SCP-409’s containment has been polished a bit to keep it up to standard. Besides that, not many improvements have been made since it pretty much already does what it should do. Bonus little tip for anyone who likes details in games. try put someone infected with SCP-409 in the XRay scanner.
This one was also a containment chamber polish.
SCP-1025 has been reworked to support multiple different diseases (a lot of them), instead of just a very severe flu.
SCP-173 now has blinking, as well as improved detection and movement. All in all, it does what you expect it to do.
SCP-023 has been reworked to be much more lore accurate, now properly featuring a crosswalks containment chamber. It will also not attempt to murder people randomly. Instead, it will stare at them. Considering its official lore, you should avoid staring at it. Just saying.
SCP-002 is very tricky! It has been expanded to support its own dimension. How does that even work.
The safety measures and perimeter around SCP-008 have been reworked.
SCP-049 is now an actual Plague Doctor. For SCP-049’s rework, we did our best to keep it lore accurate. We implemented new tech we have been working on that allows it to act naturally and much more like a person. With this, you are now able to interview it, as well as having different reactions based on your role and the things you discuss with it.
SCP-457 now has a fitting containment, as well as the ability to grow or decrease in time based on where it is and if it kills anyone. Note that a more in depth rework of this SCP will come in a future update.
SCP-966 now has a fitting containment, as well as the ability to be seen through lights you can enable in its containment chamber that have the ability to reveal the wavelengths necessary to see SCP-966 instances. Note that a more in depth rework of this SCP will come in a future update.
Imagine SCP-096, but it doesn’t take weird paths or act in weird ways when enraging. And also able to jump.
That’s the new SCP-096.
A ton of smaller changes were done this update, such as improving the leaderboards’ text, updating the maps around the facility, adding props in different locations, and a lot more that we unfortunately did not document. All known bugs should be fixed, plus more unreported bugs.
This update truly marks a turning point in SCP: Roleplay and paves the way for the Big Leap. We can’t wait to show you what we have planned! We hope to be able to keep up with more frequent updates from here on (no promises).
Christmas Mini-Update
A decorated site/area is now in effect. You can get a skin for free (Skin hunt). A tree is almost everywhere, and the place near the old Administrative Department/Control Room spawn has a fireplace, seats, etc.
New Year Mini Update
— The SCP-002 dimension has been expanded and completed! Where did the furniture come from, and why did people go missing in it.
— Moved the Deconstructor to the SCP-008 Isolation Chamber
— Added a medkit refill station to Sector-2
— Added the ability to cycle through a camera category by pressing Q and E or the buttons while viewing a camera
And of course, bugs fixed.
Update 4 4/4 «The Big Leap»
Update 4 Part 4 is here, and with it, we finally conclude our journey of development of Update 4, the biggest and most defining SCP: Roleplay update.
With this update, The Big Leap is also here, including the ability to create your own servers, your own maps, your own roleplay experience.
There will, of course, be more updates beyond this one.
This update is almost entirely community focused, so we hope it is up to expectation. We absolutely cannot wait to see what you will make with this update, as you are now able to let your creativity run wild and play any type of roleplay you’d like within SCP: Roleplay.
Combat
Leaning in first person
Reworked idle pose
Green dot instead of red dot
Custom Gamemodes
Game Feedback System
Every new player or player joining from a new update will now have the chance to provide us (developers) feedback on the game and how we can improve it. This should provide useful insight from the global community on ways to make the game even better.
Gameplay Tutorial
SCP: Roleplay now has a playable tutorial that explains the basic functions of the game’s Roleplay mode! This option is offered to new players and can be replayed by pressing a «RETRY GAMEPLAY TUTORIAL» button in the Security Department tutorial.
Upon entering the game, if you’re not a new player, you will be greeted with a new menu that allows you to quickly select what you feel like playing.
New Roleplay stuff
Of course we’re adding new content to the main mode. This update packs a lot of quality of life improvements, additions and changes that improve the overall experience.
— Added :spawn SCP (you can remove the closest SCP by using :rspawn )
— Added :score player amount to set score
— You can now use track01 etc. on the :play command to play Big Leap music
— Added :ntag player name and :rtag player name
— Added :health player amount and :maxhealth player amount
— You can now use allguns in the give command (e.g. :give me allguns )
— Added the ability to team yourself subdivisions (e.g. :team me a1 )
— Improved hit feedback response
— Buffed M4 damage (10.25 > 10.5)
— Bullet whiz now also applies for bullets passing close to you
— Added the SCP-049 staff as a givable tool (perfect to morph yourself 049, give yourself the staff and become the plague doctor. wink wink)
— Buffed SCP-008 health and speed
— Improved SCP-008 and SCP-409 infection detection
— Added an «Other» tab in the menu that shows the latest update log and the in-game rules
— Menu shop buttons revamped
— New vendor room for Alex
— There are now two doors that can be used to enter the CDC instead of one
— Extremely important addition to the CDC: revamped toilets.
— The Sector 3 CI vent has been moved to a new Sector 3 storage room
— The Football preset is now a functional minigame
— Added a Humvee preset
— Added the ability to add spawns through F3X
— Team names now appear in their corresponding color in the F3X paint tool (painting a spawn changes its team)
— You can now hold Ctrl to go even slower while on Freecam
— The Intelligence Agency now receive a notification when vents get destroyed
— The Nu-7 upgrade perk now provides a 10% damage buff instead of 5%
— Added a camera seat to the O5 spawn
— The Medkit now shows the target’s health
Quality of Life
— Added a quests tracker on the left side of the screen
— The menu is now silent. as in, you don’t hear most of the in-game audio while in the menu. Woohoo!
— Added titles to cameras
— Added an NVG toggling animation
— The Tactical playlist now persists for 15 extra seconds when no longer applicable in case enough hostiles appear again, and will no longer start when dead
— You can now scroll through long radio messages (finally, hooray!)
— Radio messages now display the time in which they were sent
— There is now a notification when a friend joins your server when they were not previously playing SCP: Roleplay
— You can no longer buy weapons while infected
Morphs (17)
Key New Content (14)
— The morphs for the Security Department have been completely remade
— The morphs for the Nu-7 subdivision have been completely remade
— The morphs for the Beta-7 subdivision have been completely remade
— The morphs for the Epsilon-11 subdivision have been completely remade
— The morphs for the Alpha-1 subdivision have been completely remade
— The morphs for the Intelligence Agency have been completely remade
— The morphs for the Internal Security Department have been completely remade
— New uniform for the Internal Security Department
— New uniform for the Intelligence Agency
— The morphs for the Rapid Response Team have been completely remade
— The morphs for the Chaos Insurgency have been completely remade
— Most ranks provide a morph improvement as a progression reward
— You can now choose between one of three vest types in team lockers
— Added more customization options and extended customization to more teams (Mobile Task Force, Rapid Response Team, Chaos Insurgency)
Biggest Changes (2)
— Red night vision lens allow you to visualize enemy health and are currently used by the Internal Security Department and the Rapid Response Team
— Green night vision lens are the only ones that provide scramble goggles functionality
Other Changes (1)
Gun System (16)
Key New Content (7)
— Added the M16A4 (Nu-7 weapon)
— Added the XM250 (unlocked at the Elite Operative rank in Nu-7)
— Added the MP7 (Beta-7 weapon)
— Added the Hellion (unlocked at the Elite Operative rank in Beta-7)
— Added the HK416 (Epsilon-11 weapon)
— Added the P90 (unlocked at the Elite Operative rank in Epsilon-11)
— Added the AK-12 (unlocked at the Elite Operative rank in Alpha-1)
Biggest Changes (3)
— Added gun kick when shooting automatic weapons
— There is now a dot when pointing with a laser
— Canting a gun will now properly replicate to all players
Other Changes (6)
— Added breath sway recovery (the breath sway stabilizes briefly when you stop walking)
— The green dot should now look better
— Added smoke to the gun barrel when shooting
— The M4 now deals 10.75 damage instead of 10.5
Weapon Customization (5)
Key New Content (1)
Biggest Changes (2)
— Guns now have a preview of their skin in the gun configuration UI
Other Changes (2)
— The gun configuration UI is now sorted alphabetically and has a search box to filter guns
— The skin selection UI now shows how much progress you have in each skin set
SCPs (10)
Key New Content (1)
Biggest Changes (3)
— SCP-096 now breaks doors
— There is now a feedback log for infecting someone, similarly to breaking a vest
— New SCP-457 character (becomes more visible as flames become bigger)
Other Changes (6)
— SCP-008 and SCP-049-2 now have audio responses to being shot at
— SCP-173 now has audio when shot at (bullet hitting concrete)
— SCP-066 now deals less damage (specially to those with a headset)
— The SCP-049 staff now creates sound upon impact (the tool now also properly gives score)
— SCP-409 instances are now slightly bullet resistant and have audio when shot at
— Infecting someone while infected with SCP-008 now regenerates your health slightly
Map Changes (8)
Key New Content (1)
Biggest Changes (3)
— Added a transfer room to the SCP-049 containment chamber
— Added a cafeteria to the CDC
— Added SCP cameras
Other Changes (4)
— The X-Ray Laboratory and the Break Room in the Medical Sector are now separate rooms
— Added props to the hallway from the CDC to the Breach Shelter
— Added a Medkit Dispenser in the hallway from the CDC to the Breach Shelter
— Added a Medkit Dispenser in the hallway from the Breach Shelter to the ScD spawn
Teams (7)
Key New Content (2)
— The Rapid Response Team can now choose to spawn in Sector 3
Biggest Changes (4)
— Beta-7 now have an infection detection perk that allows them to spot infected
— The Internal Security Department is now notified when someone goes rogue
— The Nu-7 base perk is now 5% more damage to Chaos Insurgency
Other Changes (1)
Radio (4)
Biggest Changes (2)
— Added a system radio message that appears when a nuke starts
— The player’s subdivision is now displayed on the radio message
Other Changes (2)
— Added a small bar that appears in messages from O5s and the system in the radio
— Being upgraded while being an O5 will now color the star in the radio according to the team you are on
Custom Servers (13)
Key New Content (2)
— Custom server hosts can now create and modify custom morphs through morph settings in the World tab
Biggest Changes (4)
— Added an option to define a spawn as an O5 spawn in the F3X paint tool
— The server browser now also displays the server host’s name
— The server browser is now split in two, with the top section being for Roleplay servers and the bottom section being for gamemode servers
— Added a health parameter to the F3X material tool (this allows you to create parts that can be destroyed by shooting)
Other Changes (7)
— Map saving is now 9.04% more efficient, allowing for bigger maps to be saved
— Added Orange, Brown, Pink and Purple as teams to the Sandbox mode
— Added the ability to add a target for CombatAI to follow
— The server browser now makes a distinction between Roleplay and Legacy in the mode column
— There is now a button to open a selected door and one to break the door in the F3X move tool
— You can now see the percentage of how much storage space is being used by a map when it is saved or overwritten
— Added Team Death Billboards that show up when someone in your team dies (available in server settings)
Commands (7)
Biggest Changes (4)
— Added :shyguyrage on/off which can be used to toggle SCP-096 permanent rage (during permanent range, 096 will target everyone regardless if its face has been seen)
— Added the ability to spawn nextbots through :nextbot (Image|Sound|KillSound)
— You can now spawn a broom through the give command (it does nothing, but it’s useful for roleplay)
— Added :count player(s) to return the amount of people targeted, e.g.: :count all to know how many players are in the server
Other Changes (3)
— You can now spawn instances of SCP-049-2 by running the command :spawn zombie or :spawn scp-049-2
— You can now use :hat player(s) 0 or :hat player(s) remove to remove hats and helmets
— You can now startergear btools as a server host
Gamemodes (9)
Key New Content (5)
— New Apartment Building map
— New Checkpoint map
Biggest Changes (3)
— Added fall damage to Team Deathmatch and Infection
— Old Versus has been renamed to Team Deathmatch and is available in the server settings mode selection
— Old Traitors has been renamed to NC Traitors and is available in the server settings mode selection
Other Changes (1)
— Improved the join transition so the menu doesn’t show for some fractions of a second in non-Roleplay modes
Menu (5)
Key New Content (1)
Other Changes (4)
— Improved the mode selection menu hovering and adjusted mode box sizes for mobile
— You can now indicate if your current opinion of the game is positive or not through the feedback system
— Added the mode selection friend counter to the main menu
— New menu wallpapers
Other (15)
Key New Content (2)
— Added the ability to select a different rank to spawn as in a team, given the rank is unlocked
— The Chaos Insurgency can now hack the SCP-008 containment chamber in order to unleash SCP-008 into the facility
Biggest Changes (6)
— Added a shoulder mounted flashlight during the nuke aftermath (this means that even civil teams will be able to see during the aftermath)
— The camera now shakes when running and walking in first person
— Added a system that allows people in 173’s and 008’s CCs to communicate with those that are inside the inner CC section (for example, an ScD on the 173 control area can communicate with a CD inside 173’s inner CC)
— Added :tannounce as a quick way to do team announcements
— The nuke aftermath teleprompt is now colored and displays the user’s team
— Surviving a nuke now gives you 5 XP and 15 credits
Other Changes (7)
— The quests tracker now also displays the progress numerical values
— It is now easier to identify rogues across big distances as a member of the Internal Security Department
— The canteen tables in Sector 2 now have sit prompts, so that you don’t accidentally sit in them
— Added tests, breaches, escapes and quests leaderboards
— You can now view your past moderation history by using the :actionlogs command
— Killing an unarmed ScD or MD member will not give XP nor count towards quests
Notes
Thanks to the SCP RP Discord and SCP RP Trello for this.
Made for those who can’t access Trello and/or Discord.
All Team Upgrade Variants! (Roblox SCP: Roleplay)
UndeadNekomancer
Thanks I already main rrt and seeing this I am now more op I love combat
does anyone else hate it when you are in a shootout and a teammate walks in front of you
Also if you became Any Mtf leader you get goggles but there’s only 2
If you get the upgraded SD and the Lieutenant Marshmallow hat then some of the CI will be following your orders
Can you get it using the VIP
for people who want to delete foundation members as a class D and still have some perks to use for other things then VIP is just perfect
I really want upgrade perk ): but is not worth it Lol
Bru i have to get the alpha 1 for having the scramble goggles on the other mtf. That sucks.
How do i upgrade security dep. and scientific dep?
Thanks a lot I was gonna buy RRT but now I’m gonna buy MTF
I have a question. Does your clothes change in RRT? And if it does then is it high rank?
I’m a bit late to reply, But upgraded Nu-7 has the MTF’s markings (N7 on right sleeve, And Hammer insignia on left sleeve. They also increased the damage from 5% to 10% overall damage on Nu-7)
Scp roleplay how to upgrade
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this is a short guide on how to upgrade your keycards and weapons after the last update, due to the fact that it changed the upgrading system.
— This is not official, I gathered this data by launching a private server and testing around with 4
keycards and 3 guns for a few hours so if you find any inaccuracys, please notify me so that I can
correct it.
— Also, this guide only features the upgrade paths I found for the fine, coarse and 1:1 setting of SCP-
914
— Blue = Fine
— Red = Coarse
— Purple = 1:1
[Amazing image, I know, but I honestly have no experience in making stuff like this]
As requested, here is a flow chart for upgrading weapons using SCP-914. All paths not shown on the image either destroy the weapon or give you the same weapon again.
— Using the «Very fine» setting to upgrade the fusion rifle will give you a higher chance of obtaining the
Micro HID, but comes with the risk of your gun being destroyed
— Using the «1:1» or «Fine» setting on the Micro HID will give you a Micro HID again, however, this
does not refill its ammo (1 shot total)
— The Micro HID does not seem to be down- & reupgradeable in order to refill its ammo
— This may be a bug, but currently, having multiple Micro HIDs in your inventory and firing one of them
causes all Micro HIDs to lose their ammo. However, it works normally when you drop all except the
one you are firing from your inventory or give it to a teammate first (So make sure to share them)
(Sample size for all paths is 10 upgrade cycles)