This is a mod that attempts to change how the game works at its core. This can include modified room events, new and altered item locations, new UI elements, new difficulty, how SCP's AI behave, etc. This mod is built off Ultimate Edition Reborn by the Ultimate Edition Team. Borrows some rooms from Nine Tailed Fox Mod. Big thanks to these 2 mods for contributing to the SCP community so much! The game is based on the works of the SCP Foundation community. This game is licensed under Creative Commons Attribution-ShareAlike 3.0 License.

Post feature Report RSS What This Mod's Done

Why I made the changes I did for SCP: Containment Breach.

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Hey, thanks for tuning in. It's been a long journey since I started posting on here with v1.0 of my mod and many changes, additions, and some reverts to choices I made along the way. I would like to thank you all for downloading this mod and playing. I'm going to show you the biggest changes I've made so far this article so get ready cause we're reading!

The Overhauled Hazmat SuitHazmat

Changes to the hazmat suit include:

Being able to pick up and drop items, now can use items with certain restrictions, fogging was added to the hazmat suit, a no fog variant from SCP-914 exist that removes the stamina cap and fog(obtained on Fine setting), Heavy Hazmat Suit has no fogging either, resistance from SCP-049 reduced from 12 seconds to 5 seconds, new meter above the blink meter that tells the player how much of that resistance they have while SCP-049 is touching them, and the Super Hazmat Suit no longer gives infinite stamina and instead gives double stamina. Look at that, the Heavy Hazmat Suit has a nice new green look to it.

Many of these changes were to make the Hazmat Suit not be used just for SCP-008. I wanted to make it fun to use but keep it balanced. So adding fog, reducing resistance, and making Super not have infinite stamina was a must so the player could pick up, drop, and use items while in the Hazmat Suit.

SCP-205 And SCP-1123SCP205 1123

Both of their chambers used to require a Level 3 Key Card, but that is no longer the case as I have now made them both require a Level 2 Key Card to enter! So you might wonder if I did anything else, well, I did so lets start with SCP-205. SCP-205's room now has a 9V Battery and a Level 3 Key Card... Wait, A Level 3 Key Card? That's right, the Level 3 Key Card can be found in the very chamber of SCP-205 where the lamps reside. To get it, you'll need to sneak pass or rush in and out of the chamber before you get attacked and killed by the SCP-205 shadow entities. SCP-205's changes have been covered so let's move to SCP-1123. For SCP-1123, the Leaflet item is now important with a code for getting a Level 5 Key Card from the Site Director's office in Entrance Zone. Which speaking of; The Entrance Zone requires a Level 4 now allowing you to skip the search for SCP-106's containment chamber in Heavy Containment Zone.

SCP-268SCP268

A very powerful and unique SCP has been added. Introducing SCP-268! This SCP grants the user temporary invisibility when worn. It will run out quickly and enemies you touch will still react so be careful! It can be upgraded in SCP-914 to last 50% longer making it even more powerful. This was added as a means to combat the Nine Tailed Fox, the biggest threat in the game that have ended many runs because of how insane their ability to kill the player is.

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