Changes

Changelog

15,184 bytes removed, 10 April
= Upcoming =
'''Version 6.39.104''' - The 1000-Weapon Update, Part 10: Pistols and One-handed clubsUnnamed update
WIPIn progress...
= April 10th 2024 =
'''Version 6.9.3.2''' - Helmet hotfix
= January 9th 2022 ='''Version 6* [[Effects]]: Removal of the Ballistic protective trait, now considered obsolete.3Due to it being a carryover from eras of the game where headshot Pain multipliers used to be much higher than the current 1.9''' - The 1000-Weapon Update5x (3x or higher), Part 9: Grenade launchers the effect remained unchanged and Knivesaccidentally overbuffed the protective capabilities of helmets with the trait.* [[Clothing and armor]]: All clothes that had the Ballistic protective trait lose it.
12 new weapons added to the game (2 firearms, 10 melee weapons), bringing the total to 888.
* Firearms:= March 24th 2024 =** [[Class '''Version 6.9.3.1 weapons]]:*** [[NAWS China Lake]]*** [[Springfield T148E1]]* Melee weapons:** [[Class 5 Short weapons]]:*** [[Bou''' -shuriken]]*** [[Gerber Mark II]]*** [[Handmade knife]]*** [[Heavy throwing knife]]*** [[Kamisori]]*** [[Karambit]]*** [[Last Blood]] (artifact) *** [[Smatchet]]*** [[Stun knife]]*** [[Throwing knife]]Say My Name update
* New Tsuchinoko command, '''&callsign'''. Generates one of about 200 different names (including variations).
* Callsigns are intended to give, well, callsigns, but also nicknames, war names, and other aliases. Primarily intended for [[mercenary|mercenaries]] but easily adaptable to anyone else; Maze Military personnel, raiders, adventurers, and so on.
* The command is designed to be expanded over time in even smaller, Tsuchi-only updates.
= January 2nd 2022 =
'''Version 6.3.8''' - The 1000-Weapon Update, Part 8: Hand grenades and Axes
=March 18th 2024 === New weapons ===='''Version 6.9.3''' - The MazeOS Update
11 new weapons added to the game (6 firearms* Added a fourth type of items requiring [[identification]]: '''Data storage devices.''' Includes floppy disks, 5 melee weaponszip disks, compact discs (CD), bringing and hard drive disks (HDD). Camera memory cards also become a type of data storage device.* When finding data storage devices in the total UA, they may contain useful or valuable data.* Bring data storage devices to 876a [[library]] computer to identify them, or use a [[Crafting items#Laptop|laptop]] to identify them on the field.Laptops are considered a new type of toolkit and are rechargeable with HITB batteries.** Laptops can also double as higher-capacity (and rechargeable) hacking toolkits.* Blank versions of data storage devices are available for sale in workshops (as [[crafting items]]). Blank devices currently have no specific purpose but GMs are encouraged in any story or quest where writing or saving data could be useful.* New [[Tsuchinoko (bot)|Tsuchinoko]] commands added to support this update: '''&data &data-floppy &data-zip &data-memcard &data-cd &data-hdd'''
* Firearms:
** [[Class 4 weapons]]:
*** [[Model 9210]]
*** [[Model 9430 Tear-ball]]
*** [[Model 9590 Sting-ball]]
*** [[No. 77]]
*** [[Stinger]]
*** [[Zarya-3]]
* Melee weapons:
** [[Class 5 Long weapons]]:
*** [[Hookaroon]]
*** [[Ice axe]]
** [[Class 5 Short weapons]]:
*** [[Falx]]
*** [[Gerber Downrange Tomahawk]]
*** [[Tomahawk]]
=February 9th 2024 === Other changes ===='''Version 6.9.2''' - Mushroom update
Changes to existing weapons:* The functionality of [[M84mushrooms]]: Weight changed has been expanded, and a new essential shop can now be found in all towns. Mushrooms now become valuable loot ; low value individually, but due to their extremely low weight, worth hanging onto. Mushrooms can be sold or traded up directly for more valuable mushrooms at dedicated, brand-new locations. The mushroom identification costs have also been lowered to '''2''' (from 1)match the cost of the lowest-value mushrooms.
* [[Identification]]: The cost of identifying mushrooms has been dropped to '''0.10 P$''' (previously 10 P$)
* [[Mushrooms]]: All mushrooms now have a monetary value (they previously did not) roughly consistent with their nutritional value and effects.
* All towns now have a new location, the '''[[street kitchen]]'''
** The street kitchen works as both a restaurant and a shop. The manager is a random [[citizen]] with the [[Character traits|Mycologist]] trait.
** The restaurant part of the street kitchen sells inexpensive, filling, mushroom-based dishes.
** The shop part trades mushrooms. It sells a small selection of savory and magic mushrooms, and it will buy back any mushroom '''at cost''', similarly to valuables.
* [[Tsuchinoko]]: Pull rates of mushroom types with the '''&marisa''' command have been adjusted to heavily favor normal mushrooms.
** Normal mushroom pull chance per command: 63.38% -> '''71.81%'''
** Magic mushroom chance per command: 32.39% -> '''12.23%'''
** Unique mushroom chance per command: 4.23% -> '''15.96%'''
= January 1st 2022 =
'''Version 6.3.7''' - The 1000-Weapon Update, Part 7: Underbarrel weapons and Crude weapons
12 new weapons added to the game (2 firearms, 10 melee weapons), bringing the total to 865= December 27th 2023 ='''Version 6.9.1.1''' - Melee Repair Kit hotfix
* Firearms:** Changes to [[List of underbarrel shotguns|Underbarrel shotgunstoolkits]]:*** [[Lockhart UBS-12]]*** [[Ten-X Tactical TX-12 STW]]* Melee weapons:** [[Class 5 Long weapons]]:*** [[Guitar]]*** [[Mop]]*** [[Signboard]]*** [[Skull staff]]*** [[Ted]]** [[Class 5 Short weapons]]:*** [[Crysknife]]*** [[Dart]]*** [[Ibuki Gourd]]*** [[Ice pick]]*** [[Worm tooth]]repair kits can now repair shields. The formula to calculate shield HP repaired is equal to the Condition (with Repair skill bonus) divided by 80 and rounded up.
New [[crafting]] items:
* [[Blueprints]]: Skull blueprint, Fremen blueprint
* [[Crafting items#Ingredient items|Ingredient items]]: Preserved skull
= December 25th 2023 =
'''Version 6.9.1''' - The Soldier of Fortune Update<br/>
''This update was conceptualized and developed almost entirely by [[User:GenericArchangel|GenericArchangel]]; the author mostly took care of minor fixes and additions and the final implementation.''
= December 28th 2021 ='''Version 6A minor update focused on fleshing out [[MAIM]] and giving players the option to hire mercenaries.3.6''' - The 1000-Weapon Update, Part 6: Shotguns and Whip/Lash weapons
29 new weapons added to the game (23 firearms, 6 melee weapons), bringing the total to 853.New [[Occupations|occupation]]: [[Mercenary]]
==== New weapons ====[[List of named MAIM personnel|named characters]] (14 mercenaries, with different skillsets and loadouts)
* Firearms:** Minor lore tweaks to MAIM itself to make it a legitimate organization, now headquartered in [[Class 1 weapons]]:*** [[Adler Arms A410S]]*** [[Beretta M3P]]*** [[Benelli M2 Compact 20]]*** [[Black Aces Tactical Pro L]]*** [[Hatsan Escort BTS410]]*** [[High Standard Model 10B]]*** [[Ithaca 37 Defense]]*** [[Kessler Arms Model 50 Levermatic]]*** [[Marlin Model 55 Goose Gun]]*** [[Remington 870 Wingmaster]]*** [[Savage Arms Stevens Model 320 FG Compact]]*** [[Smith & Wesson AS-2]]*** [[TRI Silver Eagle Ranger XT3]]*** [[TriStar Raptor Field]]*** [[TriStar Tac 12]]*** [[TriStar Viper G2]]** [[Class 2 weapons]]:*** [[Charles Daly Honcho]]*** [[Mossberg 590 Shockwave 20]]*** [[Remington 870 Tac-14 20]]*** [[Truvelo Armory NeoStead 2000]]*** [[UTAS UTS-15]]** [[Class 3 weapons]]:*** [[Detonics Gladiator G1]]*** [[Ithaca A&B]]* Melee weapons:** [[Class 5 Long weapons]]:*** [[Straight whip]]*** [[Whip-sword]]** [[Class 5 Short weapons]]:*** [[Heavy nunchaku]]*** [[Kusari-fundo]]*** [[Leather belt]]*** [[NunchakuFerron City]].
==== Other changes ====
Changes to existing weapons:= October 4th 2023 =* [[Sterling L2A3]] and [[Sterling Mark 7]]: Can now correctly accept [[Sten magazines]] alongside their own Sterling mags'''Version 6.9''' - The Nice, Big Re-Balance Update
The New gameplay concept and ability: [[Limb damage valueHebizuka's Favors]] of all explosive weapons has been flattened; they are no longer dice rolls but flat numbers. The full list of changes is as follows:* Grenade launcher ammo** [[40mm NATO grenade]], M381 HE: +4d6 They are MazeWorld's version of Edge points. Burn to re-> +14** [[40mm NATO grenade]], Hellhound: +4d6 -> +14** [[40mm Caseless grenade]], VOG-25: +3d6 -> +10** [[40mm Caseless grenade]], VOG-25P: +3d6 -> +10** [[43mm grenade]], VGM-93roll a variety of unfavorable rolls.100 HE-I: +10d6 -> +30* Rocket launcher ammo** A [[Bur rocket]]: +10d6 -> +35** [[M74 rocket]]: +12d6 -> +42** [[RPG-7 rocketCharacter traits|trait]], PG-7V HEAT: +30d6 -> +105** [[RPG-7 rocket]]'''Hebizuka's Favorite, OG-7V HE/Frag: +8d6 -> +28** [[RPG-7 rocket]], TBG-7V Thermobaric: +35d6 -> +122** [[RPG-29 rocket]], PG-29V HEAT: +40d6 -> +140** [[RPG-29 rocket]], TBG-29V Thermobaric: +35d6 -> +125** [[SMAW rocket]], Mk3 HE/FRAG: +20d6 -> +70** [[SMAW rocket]], Mk6 HEAT: +30d6 -> +100* [[Class 1 weapons]] (disposable rocket launchers):** [[Armblast-AP]]: +8d6 -> +28** [[AT4]]: +35d6 -> +125** [[LAW-80]]: +30d6 -> +110** [[M72A2 LAW]]: +22d6 -> +77** [[RPO-A Shmel]]: +30d6 -> +100** [[RPG-18 Mukha]]: +20d6 -> +70** [[RPG-26 Aglen]]: +25d6 -> +85* [[Class ''' allows you to have a maximum of 4 weapons]] (grenades, mines, planted explosives)** [[AN/M14]]: +4d10 -> +20** [[C4 charge, mini]]: +9d6 -> +32** [[C4 charge, small]]: +12d6 -> +42** [[C4 charge, large]]: +15d6 -> +52** [[LU-216]]: +3d6 -> +10** [[M26]]: +2d6 -> +8** [[M67]]: +2d6 -> +7** [[MkII]]: +3d6 -> +10** [[MkIIIA2]]: +5d6 -> +18** [[PMN-2]]: +6d8 -> +27** [[RGD-5]]: +2d6 -> +6** [[RGN]]: +1d4 -> +2** [[SLAM]]: +5d8 -> +22** [[Type 86P]]: +2d6 -> +6** [[TS-50]]: +3d6 -> +10** [[V40]]: +1d6 -> +Favors instead of 3** [[Phone bomb]]: +6d8 -> +25** [[Pipe bomb]]: +24d6 -> +80** [[SUPER SLAM]]: +25d10 -> +140.
Changes to [[Abilities]]:
* New technique, [[Shaft Splitter]]. Lessons to learn this technique can be purchased at a [[dojo]] for 2000 P$.
* New technique, [[Two Become One]]. Lessons to learn this technique can be purchased at a [[dojo]] for 3000 P$.
** The [[makaryuudo]] have been given this technique, as they have canonically invented it.
= November 23rd 2021 =Changes to [[Ammunition]]:* [[RPG-7 rocket]]: TBG-7V rockets now cost 425 P$, increased from 265* [[RPG-29 rocket]]: TBG-29V rockets now cost 500 P$, increased from 300* [[Ammunition types]]: New ammo type for shotgun calibers, '''Version 6.3.5Dragon's Buckshot (D-Buck)'' - The 1000-Weapon Update, Part 5: Combat rifles and Exotic Melee weapons'.
37 new weapons added Changes to the game (34 firearms[[Combat mode]]:* Escaping now causes [[UA]] trip length to increase automatically by 1, 3 melee weapons), bringing the total to 824as if it was a Detour +1.
New Changes to [[weaponsClothing and armor]]:* Firearms:** , [[Class 1 weaponsyoukai outfits]]:*** , and [[Armat M41A Pulse Rifletrauma plates]] :* Many pieces of armor have received new effects (weapon implementedor had existing effects modified or deleted), wiki page mainly to be written later) (suggested by Mad Max)*** hamper [[Cadillac Gage Stoner 63AAgility]]. The general idea is that the heavier the armor, the bulkier and harder it is to move in.*** [[CEAM Model 1950]]*** [[Colt M4]]*** [[Daewoo K2]] Activist Recon Outfit (suggested by JadeARO), all five types: Agi+1 effect deleted*** [[FB Radom MSBS Grot C16]] (suggested by Andromis)EOD Suit: Plate carrier effect added*** [[Heckler & Koch G36K]]Kawashiro Shinobi Outfit: Effect nerfed to Agi +1*** Armored trench-coat, Composite armor vest, Composite armor full leggings, D armor full leggings, Dou-sode armor, Heavy D armor vest, Heavy K armor vest, Heavy T armor vest, K armor full leggings, Powered Combat Vest, SRA Riot Vest, SRA full leggings, T armor full leggings, [[Heckler & Koch XM8Rtrauma plate|Light steel trauma plate, Composite armor trauma plate]] (suggested by Neo): All of these received an Agi-1 effect*** [[Howa Type 89F]] (suggested by Darkenend)*** [[HS Produkt VHSEOD Suit, Medieval cuirass, Heavy steel trauma plate: All of these received an Agi-D2]]2 effect*** [[IMI Galil ARM]]Many pieces of armor have been made more expensive.*** [[IWI Galil ACE 22]] (suggested by Fusi)Heavy steel helmet: Increase to 250*** [[IWI Galil ACE 23]] (suggested by Fusi)T armor helmet: Increase to 500*** [[IWI Galil ACE 32]] (suggested by Fusi)K armor helmet: Increase to 750*** [[IWI Galil ACE 52]] (suggested by Fusi)D armor helmet: Increase to 900*** [[IWI Galil ACE 53]] (suggested by Fusi)Cerashield helmet: Increase to 1250*** [[IZHMASH Kalashnikov AK-103]]Titanium/Steel helmet: Increase to 1300*** [[LAPA FA-03]]EOD helmet: Increase to 2000*** [[MAS Type 62]]MASKA helmet: Increase to 2500*** [[ST Kinetics SAR-21]]Armored dress: Increase to 400*** [[Vahan]]Armored tuxedo: Increase to 400** [[Class 2 weapons]]Light stab vest:Increase to 400*** [[Colt XM177E2 Commando]] (suggested by Lilith)Light K armor: Increase to 750*** [[Česká Zbrojovka CZ-807 BREN 2]]Light T armor: Increase to 800*** [[HS Produkt VHS-K2]]Heavy K armor: Increase to 1500*** [[IWI Galil ACE 21]] (suggested by Fusi)Heavy T armor: Increase to 1600*** [[IWI Galil ACE 31]] (suggested by Fusi)Light D armor: Increase to 1800*** [[IZHMASH Kalashnikov AK-102]]SRA riot vest: Increase to 2000*** [[IZHMASH Kalashnikov AK-104]]Heavy D armor: Increase to 4500*** [[Kalashnikov Concern AM-17]]EOD Suit: Increase to 5000*** [[Kalashnikov Concern AMB-17]]Powered Combat Vest: Increase to 7500*** [[SIG Sauer MCX Rattler]]Some pieces of armor have been made cheaper.** [[Class 5 Long weapons]]Flak jacket:Decrease to 250*** [[Power cutter]]Kabuto-menpo: Decrease to 450*** A new [[HS Power cutteryoukai outfit]]has been added, the '''Combat Outfit.''' It is a generic, non-faction combat outfit with similar looks and functionality as the Activist Combat Outfit. Available for all five body types for the same price as the ACO.** [[Class 5 Short weaponsStyle shop]]:*** [[Pocket sand]] (suggested by Asica)New rules now heavily discourage creating armor with an AC of A4/A5, a youkai outfit with AC tier +4 or higher, or anything granting Agility +2 or higher. Anything combining Agility +0, +1, or +2 with high AC or outfit AC tier boost must be justified or have other maluses.
New Changes to [[ammunitionCreatures]]:** [[Power cutter bladeKasha]]: Natural [[Agility]]is now '''+1''' instead of +0.
Changes to [[CraftingEffects]]* New blueprint: HSCutter* New ingredient itemTravel Fatigue: Prototype improved power cutter engineNow burns 20 [[nutrition]] and 10 [[hydration]] per room traveled, on top of the Fatigue effects.
Other changesChanges to [[Skills]]:* Norinco QBB-95 renamed to the correct '''[[Norinco QJB-95Evasion]]''':** Successfully Dodging a critical hit now downgrades it to an inaccurate hit instead of turning it into a miss, meaning crits remain dangerous in both directions.* Increased the [[Colt M1921A ThompsonHandloading]]:** Picking up spent casings now grants Skill Points, at a rate of 's AutoROF from 5 to ''1 SP per 20 cases/hulls salvaged'8''(or '''0.05 SP per case/hull''')* [[7* Disassembling ammunition into components now grants Skill Points, at a rate of '''1 SP per 20 rounds disassembled''' (or '''0.62x51mm NATO]] and [[.260 Remington]]: Barrel length groups changed05 SP per round''')** Carbine: Up to 16.5" The Skill Point bonus for handloading ammunition is doubled, the rate is now '''1 SP per 10 rounds loaded''' (previously 15or '''0.9"10 SP per round''')** Rifle[[Repair]]: 16** All skill thresholds have been halved.6" to 22It now requires '''25 SP for Basic, 100 SP for Skilled, 250 SP for Expert''', and '''500 SP for Master'''.9" (previously 16" to 22.9")
Changes to [[Weapons]]:
* [[Brick]], [[Broken bottle]], [[Iron ball]], [[Stone]]: New throw mode.
** Throwing the broken bottle will always destroy it, whether you hit or not. If you do hit, target receives 3 [[light wounds]].
* [[Mini C4 charge]]: Price reduced to 100 P$, from 750. Rarity adjusted to 1, from 2.
* [[Small C4 charge]]: Price reduced to 300 P$, from 1500. Rarity adjusted to 1, from 4.
* [[Large C4 charge]]: Price reduced to 500 P$, from 2500. Rarity adjusted to 1, from 5.
* [[Taser X26c]]: Stun effect buffed to 2 turns instead of 1
* [[Stun baton]]: Stun effect buffed to 3 turns instead of 1d2
* [[Stun knife]]: Stun effect buffed to 2 turns instead of 1d2
* [[Shock gloves]]: Stun effect buffed to 3 turns instead of 1d2
= October 18th 2021 =
'''Version 6.3.4''' - The 1000-Weapon Update, Part 4: Auto pistols and Staff/pole weapons
= September 26th 2023 ='''Version 6 new weapons added to the game (2 firearms, 4 melee weapons), bringing the total to 787.82''' - Explosives hotfix
New Changes to [[weaponsExplosives]]:* FirearmsPressure mine disposal:** [[Mauser M712]]You can now shoot a mine to detonate it, but you must deliberately aim at one mine and score at least one inaccurate hit.** [[Norinco Type 80]]You no longer need to roll for accuracy when using an explosive; the explosive blast will set primed pressure mines off automatically.* Melee weaponsDirectional mine disposal:** [[Barbed spear]]You can now shoot a directional mine to destroy it (will not detonate on a hit), but you must deliberately aim at one mine and score at least one inaccurate hit. ** [[Battle staff]]If you use a weapon that causes a Standard explosion, it will destroy all mines on the same Side, not just the one you targeted.** [[Corvus]]** [[Pitchfork]]You can now deliberately approach a primed directional mine from a Targeted Side, but you must pass two successive Agility checks (8+ to pass) to avoid setting it off. If you pass both, you enter the Side without setting the mine off. If you fail one check, you still enter the Protected Side, but it sets the mine off at 0.5x damage. Failing both sets it off at full damage. Regardless of the result, carefully approaching a mine breaks Stealth. However, it can also be done outside of combat.
New [[magazines]]:
* [[M712 magazines]]
* [[Type 80 magazines]]
= August 19th 2023 =
'''Version 6.81''' - Mining hotfix
= October 3rd 2021 =Changes to [[Mining]] have been introduced to simplify it and make it easier.'''Version 6* Mining now works according to a hit point system instead of a chance-to-succeed system.3The objective is to make mining more of a straight trade of resources and favor strength-based builds (which would already benefit from using tools like pick-axes and mattocks as weapons).3* Each mining target (ore bundle, obstructions) now has a set number of hit points.1'* A pick or drill strike reduces the target'' - The 1000-Weapon Updates hit points; the check is based on the skill level (1d20 to 1d60, Part 3in increments of 10), multiplied by Strength.* Explosives damage equal to their limb damage multiplied by a number that depends on skill level (x1 to x3, in 0.5 increments).* The length of a Mining Level has been shortened from 15 + Mine level to 8 + Mine level* It is now possible to save your progress exploring a mine and leave without having to start over from Level -1: . * New speedloaders items at the mining supplies store now allow you to reset your progress in a mine and speed stripsstart over.
New [[weapon accessories]]:= June 19th 2023 =* [[Speedloaders]]:** .41 Magnum 5-round speedloader** .41 Magnum '''Version 6-round speedloader** .327 Federal Magnum 6-round speedloader** .327 Federal Magnum 7-round speedloader* [[Speed strips]]:** (Customs only) .41 Magnum 5-round speed strip** (Customs only) .41 Magnum 6-round speed strip** .44 Magnum/Special/.50 AE 5-round speed strip (moved from Customs to retail)** (Customs only) .327 Federal Magnum 6-round speed strip** .327 Federal Magnum 7-round speed strip** (Customs only) .327 Federal Magnum 8''' -round speed strip** (Customs only) .327 Federal Magnum 9-round speed stripDeep Wound update
Modified [[weapon accessories]]:* All speed strips capable '''Introduction of accepting a new [[.44 Magnum]] and [[.44 Special]] can now also accept [[.50 Action Expressinjury]] type called deep wound (the rim is the same sizeDWs). This affects the following:'''** A deep wound is similar to a normal wound (to be renamed '''light wound (LWs)'''), but causes four times the amount of bleeding per turn: -1.44 Magnum/Special 52 Blood per turn instead of -round speed strip => 0.44 Magnum/Special/3.50 AE 5** Piercing-round speed striptype damage now causes deep wounds** .44 Magnum/Special 6Bullet-round speed strip => type damage now causes light wounds on inaccurate hits and deep wounds on solid hits and criticals (except as otherwise dictated by ammo type)*** Rubber buckshot and rubber slugs continue causing fractures instead of LWs (no change to behavior)*** Flechette can now only cause LWs*** Sintered Frangible (SF) can only cause 2 wounds per successful hit, but the wound type is accuracy dependent; 2 LWs on an inaccurate hit, 2 DWs on a solid or critical hit.44 Magnum/Special/.50 AE 6-round speed strip*** Broadhead arrows (BRD) can now cause 2 wounds per successful hit instead of just 1
* New items:
** '''[[Meds]]'''
*** Tranexamic acid (TXA): Syringe, 400 P$, not addictive. Reduces bleed rate to 0.0/turn (effectively stops bleeding) for 10 turns
** '''[[Mushrooms]]'''
*** Extra wound healing (Extra vulnus medicae): Heals 3 wounds, prioritizing Deep Wounds first, then Light Wounds.
*** Stop the bleed (Cessant sanguinem): Reduces bleed rate to 0.0/turn (effectively stops bleeding) for 10 turns
= October 2nd 2021 =* Changes to [[ammunition]]** Flechette damage tables balanced on all calibers to behave more like armor-piercing ammunition. All flechette damage on Ax armor classes has been buffed, damage on Cx is unchanged. New tables are as follows:*** [[12 gauge]] flechette: 12/11 '''Version 6.3.315/12/9/5/2''' - The 1000-Weapon Update, Part 3*** [[12 gauge CAWS]] flechette: Revolvers and bayonets14/12 '''17/14/11/5/2'''*** [[20 gauge]] flechette: 12/11 '''15/12/9/5/2'''*** [[.410 bore]] flechette: 12/11 '''14/12/9/5/2'''
18 new weapons added * Changes to the game (15 firearms, 2 bayonets, 1 integrated bayonet), bringing the total [[crafting]]** [[Crafting items]]: Rags have a chance to 781fix 1 LW.
New [[weapons]]:* Firearms:** Changes to [[Charter Arms Mag Pugcreatures]]** [[Colt Buntline Special]]** [[Colt New Frontier]]** [[Freedom Arms Model 555]]** [[Ruger GP100]]** [[Ruger LCRx]]** [[Ruger Single Seven]]** [[Ruger SP101]]** [[Smith & Wesson Model 57]]** [[Smith & Wesson Model 329PD Airlite]]** [[Smith & Wesson Model 657]]** [[Taurus Raging Bull M416]]** [[Tula Arms Nagant M1895 Commander]]** [[Tula Arms TOZ-81]]** [[Webley & Scott Mark VI]]* [[Bayonets]]:** [[Johnson bayonet]] Numerous creatures have attacks that variously cause extra wounds (the corresponding host weapon will be introduced in 1d2, 1d3, 2d2, etc.) on a later update)hit. Most of these now cause either LWs or DWs depending on damage type.** [[MSBS bayonet]] (the corresponding host weapon Many creatures with healing spells will have their effects updated. They can now close both wound types, but will be introduced in a later update)** [[TOZ-81 bayonet]] (integrated to prioritize DWs first, LWs second, just like the [[TOZ-81]])Stop the bleed mushroom.
Balance changes:* Changes to [[Bastard swordhospital|hospitals]]: Limb damage ** Light Wounds cost 10 P$ apiece to be buffed from +4 heal. ** Deep Wounds cost 25 P$ apiece to +6heal.
* Changes to [[Maze Customs]]
** 26 weapons receive new [[Customs:Minor|Customs Minor modifications]]
*** [[Accuracy International AW]]: AW 243, AW-F 243
*** [[CZ TSR]]: TSR Ultra Magnum
*** [[DSA SA58 FAL SPR]]: FAL SPR-243, FAL SPR-243 FA, FAL SPR-300 UM, FAL SPR-300 UM FA, FAL SPR-338, FAL SPR-338 FA
*** [[DSA SA58 FAL OSW]]: FAL OSW Superlight, FAL OSW Magnum, FAL OSW Heavy
*** [[FN Herstal FAL 50.00]]: FAL LRBR, FAL UM, FAL HBR
*** [[FN Herstal FAL 50.61 Paratrooper]]: FAL Para LRBR, FAL Para UM, FAL Para HBR
*** [[FN Herstal FNAR Match]]: FNAR Hunter, FNAR Tactical Hunter
*** [[FN Herstal SCAR-H CQC]]: SCAR-H CQC UM, SCAR-H CQC HBR, SCAR-H LB, SCAR-H STD UM, SCAR-H STD HBR, SCAR-H LB LBR, SCAR-H LB OPFOR, SCAR-H LB UM, SCAR-H LB HBR
*** [[Heckler & Koch G3A3]]: G3A3 Ultra Magnum, G3A3 HBR, G3A3 UM Tactical, G3A3 HBR Tactical
*** [[Heckler & Koch HK41A2]]: HK41A2 Ultra Magnum, HK41A2 HBR, HK41A2 UM Tactical, HK41A2 HBR Tactical
*** [[Heckler & Koch HK417]]: HK417 HBR, HK417 UM, HK417 Recce, HK417 DMR-H, HK417 DMR-U, HK417 Recce-L, HK417 Recce-H, HK417 Recce-U
*** [[Heckler & Koch MSG-90]]: MSG-90 Ultra Magnum, MSG-90 HBR, MSG-90 UM Tactical, MSG-90 HBR Tactical
*** [[Heckler & Koch PSG-1]]: PSG-1 Ultra Magnum, PSG-1 HBR, PSG-1 UM Tactical, PSG-1 HBR Tactical
*** [[IWI Galil ACE 52]]: Galil ACE-H 52
*** [[IWI Galil ACE 53]]: Galil ACE-H 53
*** [[IWI Tavor 7]]: Tavor 7 HBR, Tavor 7 HBR Enhanced
*** [[IZHMASH Kalashnikov SVK-12]]: SVK-12 HBR
*** [[Kel-Tec RFB]]: LR-RFB, H-RFB, U-RFB, BG-RFB
*** [[McMillan ALIAS CS5-T]]: CS5-T Heavy
*** [[MKEK MPT-76]]: MPT-76 HBR
*** [[Nemesis Arms Vanquish]]: Vanquish 243, Vanquish Magnum, Vanquish 358
*** [[Parker-Hale M82]]: M82 Super Varmint, M82 Ultra Magnum, M82 Bear Eliminator
*** [[Springfield M14]]: Model conversion to M1A, M14 UM, M14 HBR, M14 EUBR Custom, M14 EHBR Custom
*** [[Springfield M21]]: M21 UM, M21 HBR, M21 EUBR Custom, M21 EHBR Custom
*** [[Springfield M1A]]: Model conversion to M14, M1A UM, M1A HBR, M1A EUBR Custom, M1A EHBR Custom
*** [[Steyr Scout]]: Hunting Scout, Light Scout, Magnum Scout, Heavy Scout, Big Game Scout
= September 6th 2021 =* Changes to [[meds]]'''Version 6** Gauze roll: One use fixes 1 LW.3** Individual Bandage: Fixes 1 LW.2''' - The 1000-Weapon Update, Part 2** Hemostatic Agent Pack: Machine guns and one-handed swordsOne use fixes 1 DW.
12 new weapons added * Changes to the game (7 firearms[[weapons]]** [[Barbed nine-tails]], 5 melee)[[Broken bottle]], bringing the total to 763[[Long spiked chain whip]], [[Shuriken]], [[Spiked chain whip]], [[Barbed Lucille]]: Text update reflecting they now cause Light Wounds.** [[Meat fork]], [[Pitchfork]], [[Trident]], [[War fork]]: Text update reflecting they now cause Deep Wounds.** [[Tekko-kagi]]: Slashes cause LWs, stab punches cause DWs** [[Last Blood]], [[Rending Scissor Blade]]: Slashes cause 4 LWs per hit, stabs cause 2 DWs per hit** [[Muramasa]]: Gains 1 Bloodthirst point for every LW caused, and 2 points for every DW caused. Max Bloodthirst points is still 14.
New [[weapons]]:* Firearms:Other changes** [[Arsenal MG-M2Basic mechanics]]: Sarah example updated to reflect LWs and DWs.** [[Enfield RSAF L86A2 LSWConvenience store]]: Updated the Meds aisle accordingly** [[IWI Negev NG7Damage types]]: Updated accordingly** [[Mendoza C1934Explosives]]: ** [[ST Kinetics Ultimax 100 Mk3]]** [[TsNIITochMash PUInjuries caused by explosions: No longer causes wounds of either type. Instead, 1 fracture goes to a random body part for every 6 Base Explosive Damage (BED) caused. e.g., a MkIIIA2 grenade causes 1d8+18 BED, which results in 3-21 Poplin]]4 fractures.** [[ZVI UK vz. 59]]* Melee weaponsInjuries caused by shrapnel:Shrapnel can only cause LWs, despite being Bullet-type.** [[Butterfly swordLimb health]]: Updated accordingly** [[Ceremonial sword]]** [[Kora]]** [[Rending Scissor BladeHealing]] (artifactnon-combat skill)** [[Sword-cane]]: Updated accordingly
New [[List of magazines|magazines]]:
* [[Mendoza C1934 magazines]]: 30-round mag
* [[Ultimax magazines]]: 100-round drum
New [[ammo belts]]:= March 18th 2023 =* [[PU-21 ammo belt]]* [[Vz'''Version 6. 59 ammo belt]]7.1'''- The Mining Overhaul Update (+ extra goodies)
Other:* [[Mining]] received a major overhaul* Rule clarifications: On the rare weapons that possess * The exploration process was completely overhauled to reward progressing as deeply as possible.** Introduction of a foregrip minecart feature to transport ores in and a bipod at out of the same time mining facility** Introduction of mine bosses, acting as guardians of specific depth levels** The end of a mining facility should contain a GM-defined treasure (our recommendation is to make it an artifact weapon)** Metal ore bundle generation is reduced from 1d800*5 to '''1d200*5''', reducing the maximum size of a single bundle from 4 kg to 1 kg.** Gemstone ore bundle generation is reduced from 1d800*5 to '''1d10*50''', reducing the maximum size of a single bundle from 2 kg to 500 grams.* New [[PKP PechenegList of UGL|Pecheneg Zenitunderbarrel grenade launcher]]: [[ISL-201 UGL-I]] integrated underbarrel grenade launcher, exclusive to Customs MP5s with the ISL-201 handguard.* [[UltimaxMaze Customs]]** [[Customs:Major#Blackhawk|Blackhawk]] and [[Customs:Major#Redhawk|Redhawk]] revolvers receive a new modification: Barrel porting, which acts as an integrated muzzle brake ([[UK vzRecoil]] -1). 59** [[Customs:Major#MP5|MP5]] receives a new handguard: ISL-201 handguard (Adds an [[ISL-201 UGL-I]]underbarrel grenade launcher). Not compatible with Short MP5K barrel or Long barrel.** Minor: RL optics for [[RPG-7]]** Minor: Tokarev magazine conversion for [[Thompson]]* [[Uncivilized Area]]: 5 new roomstyles, each designed to offer players opportunities to exercise non-combat skills.** '''Blocked pathway''': The front door leads to a Shortcut -1 but is blocked by the effects carcass of only a rotting creature. The carcass must be [[Hunting|butchered]] to pass the door.** '''Dismantled roadway''': The front door leads to a Shortcut -2 but is locked and missing a doorset. You must [[Crafting|craft one accessory apply at ]] with a timeCrafting toolkit to open the door. Crafting a doorset is treated as a Level 2 blueprint with no particular ingredients (50% base chance of success per kit use).** '''Caved-in causeway''': The front door leads to a Shortcut -3 but is caved-in by dirt, sand, or gravel. You must [[Mining|mine your way through it]] by successfully striking the obstruction 3 times. If you clear it, roll 1d20. On a 11-18, you receive one bundle of common ore. On a 19-20, you receive one bundle of rare ore.** '''Collapsed highway''': The front door leads to a Shortcut -4, but was destroyed to the bipod point of impossibility. You must use a [[Repairing|Gun Repair Kit (GRK), Melee weapon Repair Kit (MRK), or Explosives Toolkit (XTK)]] to repair it. Each usage of any of these kits repairs the door by 1d50%. Skill level bonus is deployed+10% for every level above Unskilled.** '''Padlocked cache''': The front door has been fitted with a lock, only requiring the bipodright key, [[Lockpicking|lockpicking]], or brute-forcing to open. Roll 's effects are applied''&genbox''' to determine loot and lock type. OtherwiseOpening the door adds extra loot to the next room, only if applicable. (2x '''&boxlootW''' or '''&boxlootM''' depending on the foregripresults of 's effects apply''&genbox''').
= August 15th 2021 January 23rd 2023 ='''Version 6.3.17''' - The 1000-Weapon Bestiary Update, Part 1: First, The Ammo
[[Ammunition]] This update was co- New calibers:* [[designed with GenericArchangel and aims to make the bestiary more interesting and varied, more dangerous, yet make fighting worth the effort more often than not.327 Federal Magnum]]* [[.41 Magnum]]* [[.50 Beowulf]]* [[5.8x21mm]]* [[6x45mm]]* [[7x57mm Mauser]] (suggested by: Jade, Andromis)* [[10x24mm Caseless]] (suggested by: Mad Max)
New * Changes to existing [[Handloading|handloadingcreatures]] components:* Casings for each of the new calibers, except 10x24mm Caseless (obviously)* New projectiles[[Aquagon]]:Gains two new attacks: '''Electric bite''' and '''Mist ball.'''** .236[[Electragon]]: Changed the type of the '''stun attack''' from '''Piercing''' to '''Spec-Elec''', 46 grain (5increased base Pain to '''44%.8x21mm)'''** [[Everdragon]]: Armor Class was increased from A4 to '''A5'''.243, 90 grain (6x45mm)** .284[[Kappa]] and [[Kenmun]]: Each gains a new attack, 175 grain (7x57mm Mauser)** .312, 100 grain (the '''Mist ball.327 Federal Magnum)'''** .410[[Jami]], 210 grain ([[Daijami]], [[Oujami]], Aquagon, Kappa, Kenmun: Changed the type of the '''mist ball''' from Special to '''Spec-Aqua,''' giving it the ability to cause [[Effects#Elemental|Water-Soaked]].41 Magnum)
* Changes to [[effects]]
** [[Effects#Elemental|Water-soaked]]: Is now a semi-permanent effect intended to represent the effects of being drenched in water. As long as the effect is active, it overrides '''On Fire''' (disables any fires on the creature's body and prevents new fires from starting), but makes '''Spec-Elec''' cause double damage. Additionally, while the effect is active, the creature '''+0.2% Fatigue per turn''' at the end of combat, and '''+0.1% Fatigue per room traveled''' at the end of a UA trip. This effect is separate from actual Travel Fatigue, meaning it is unaffected by the [[Traits|Wherever I May Roam trait]].
** New item introduced: '''Dispoable bath towel,''' Weight 0.5. This [[crafting items|item]] is a consumable with the sole purpose of removing an active Water-soaked effect. Once used, it is discarded. Available in [[Workshop|workshops]] for [[File:Parallar symbol.png|10px]]'''7'''.
** '''''GM tip:''''' A non-specified supply of bath towels is assumed to always be available in bathrooms, shower rooms, laundry rooms, and anywhere it would make sense to find them.
= June 27th 2021 =* Changes to [[containers]]'''Version 6** Mimics, in the form of [[Containers#Mimic traps|mimic traps]], have been introduced.2''' Upon being approached by an adventurer, they turn into creature- The Shields Updatelike constructs that must be fought to access the loot inside.** Four types of mimic traps have been introduced: Biter, Basher, Melter, and Burner. Each has an appropriate attack.
Written * New [[stripper clips|stripper clip]]: '''Arisaka 5-round stripper clip''', compatible with suggestions from the community - thank you[[Type 38]], [[Type 44]], everyone!and [[Type 97]].
* 21 new [[Class 5 Long weaponscreatures]]:** New weapon category and new game mechanicsBugs: *** [[ShieldsBlack Widowmaker]]** 14 shields added to the weapon roster (13 retail weapons, 1 artifact), all of which are Class 5 Long.* [[Phantom Spider]]** Retail shieldsCanines: *** [[Round shieldFox]], ** Dragons:*** [[Leather shieldSaken]], ** Mamono:*** [[Trash can lidKuda-gitsune]], ** Science experiments:*** [[ScutumUemag]], ** Bears (new category):*** [[Wicker shieldPanda]], *** [[Buckler shieldBlack bear]], *** [[Kame-tateBrown bear]], *** [[Heater shieldGrizzly bear]], *** [[Ballistic shield - SoftArmored grizzly]], ** Deer (new category):*** [[Ballistic shield - AlphaKey deer]], *** [[Ballistic shield White- Bravotailed deer]], *** [[Ballistic shield - DeltaElk]], *** [[EOD portable blast shieldSnawfus]]** Artifact shield: * [[King's RoundelDanger Deer]]** Rodents (new category):*** [[DojoGiant rat]]** Shield training is now available, and round shields have been added to the list of rental weapons. Functionally the same, bur lore-wise, dojos are now equipped with harmless dart launchers for shield practice.* [[SkillsGiant beaver]]** New combat skill: '''Shields'''* [[CreaturesProcyon]]:** When butchering a * [[giant tortoiseGiant capybara]], it will drop a *** [[Kame-tateROUS]].
* 1 new [[occupations|occupation]]:
** [[Makaryuudo]]
= May 29th 2021 ='''Version 6* Numerous [[creatures]], both new and existing, receive new drops that can be either obtained on death or harvested through [[Hunting|butchering]].1.1''' The full list is below:** [[Food]]: Raw and fried chicken egg, raw and fried turkey egg, vinepear** [[Meds]]: Poison glands (small, medium, large), chelicera, telson** [[Valuables]]: New [[Valuables#Special valuables|Special valuables]]: Beast fang, blob matter residue, bone antler, borz subdermal scale, bronze feather, dragon scale, frost crystal, firelizard scale, giant rodent tooth, Golden Lion fang, hydra scale, keratin plate, LSS fluid canister, snawfus antler, spiny scale, steel antler, thorny scale, two-headed serpent scale* [[Crafting]]:** 7 new crafting [[blueprints]] and associated recipes: HmVnmS, HmVnmC, HmVnmM, HmVnmT, HmVnmL, DragonSP, HydraSP* [[Trauma plates]]:** 2 new crafting- Various changes only plates: Dragon scale plate and fixesHydra scale plate
* Numerous [[Class 4 weaponscreatures]], both new and existing, have received changes to their attacks to make them more lethal and more specialized.** Bears*** [[Brown bear]]:Added new technique, FP Ripping claws.** Mini-grenades no longer "count as 0* [[Grizzly bear]], [[Armored grizzly]]: Added new techniques, FP Ripping claws and FP Tearing bite.5 item in LBE" ** Birds*** [[Bearded vulture]]: Increased MAPT of all attacks*** [[Emu]]: Increased MAPT of Peck*** [[Black vulture]]: Increased MAPT of Talon attack*** [[Elephant bird]]: Added multi-wound effect to reduce confusion.Peck and Talon attack*** [[AmmunitionBronze bird]]:Modified the property of Metal feather shot into an AP attack. Increased MAPT of all attacks.** The "rare calibers" * [[Lightning bird]]: Added new attack, Spark. Increased MAPT of Peck and Talon attack. Added non-combat skill: Evasion (Skilled).*** [[Basilisk]]: Increased MAPT of Peck and Poison spit.260 Remington** Bugs*** [[Giant scorpion]]: Modified the property of the poison sting into an AP attack.** Canines*** [[Fox]], [[.300 AAC BlackoutWolf]], [[.338 Norma MagnumWarg]], [[.460 RowlandLupian]], [[9x25mm DillonKallwolf]]) now have retail ammunition available. The "rare caliber" moniker remains in use: Added new technique, to symbolize the fact no standard retail firearms are available in these chamberingsScent detect.** .260 RemingtonDeer*** [[Elk]]: Standard Added non-combat skill: Evasion (FMJ, Match, JHP, JSPBasic)** .300 AAC Blackout* [[Snawfus]]: Standard Added non-combat skill: Evasion (FMJ, Match, JHP, APSkilled), Reduced Velocity *** [[Danger Deer]]: Added non-combat skill: Evasion (FMJExpert)** .338 Norma MagnumFelines*** [[Jaguar]]: Standard (FMJAdded multi-wound effect to Bite and Claws*** [[Pantherian]]: Added multi-wound effect to Bite and Claws*** [[Splintercat]]: Added multi-wound effect to Bite and Claws*** [[Golden Lion]]: Added multi-wound effect to AP bite and AP claws** Golems*** [[Steel golem]]: Added trait: Blast-resistant** Humanoids*** [[Psionic fighter]], Match[[Psionic warrior]]: Added new technique, JHP)Psi-scan.** Mamono*** [[Shinigami]]: Raised MAPT of Force Bullet. Added new technique, Sniper Premium (FMJAP Force Bullet.** Reptiles*** [[Firelizard]]: Added new technique, Match)FP Tearing poison bite** .460 Rowland* [[Two-headed serpent]]: Standard (FMJAdded new technique, JHPFP Tearing poison bite*** [[Hydra]]: Added new techniques, Lead)Machine gun bite, Personal Defense (FMJFP Ripping claws and FP Tearing poison bite** Science experiments*** [[Vinebeast]]: Added new technique, JHP)FP Deep thorns** 9x25mm Dillon* [[Scaleworm]]: Standard (FMJModified the property of the Bite into an FP attack.** [[Halflings]]*** [[Canine halfling]]: Added new technique, MatchScent detect.*** [[Feline halfling]]: Added multi-wound effect to Claws** [[Youkai]]*** [[Guhin]]: Added new technique, Lead, LSWCScent detect.*** [[Kasha]]: Added multi-wound effect to Bite and Claws*** [[Satori]]: Added new technique, JHP)Psi-scan.
= May 3rd 2021 December 24th 2022 ='''Version 6.6.3.1''' - Character Traits Scary Snipers with Braking Power Mini-Update
* [[Character customization]]:** Direct modification of Primary stats has been removed.** Constitution is now part of your character's appearance and has no effect on stats anymore.** Pain Thresholds (PBT, PDT) have been removed from the game (due This update was entirely designed by GenericArchangel to redundancy with [[Pain Sensitivity]]. Now every creature passes out at 100% [[Pain]] and dies at 150% without exception.** '''Introduction of [[Character traits]]''' - 50 traits fix a flaw related to customize your characters to your liking!** Trait assignment now happens after selecting species but before skill attributionmuzzle brakes.* Other** Transition to Google Sheets for player inventory sheets is now underway (keep an eye on Discord for details)
Special thanks * Changes to everyone who contributed ideas and suggestions for character traits![[Weapon accessories]]** [[Weapon accessories#Muzzle brakes|Muzzle brakes]]: If equipped to a weapon that is also equipped with a scope, the brake limits that weapon's maximum Recoil to 6 on top of applying its normal Recoil -1 effect. In this case, if that weapon's Recoil were to exceed 6 after applying all modifiers, it is treated as 6.
= April 9th 2021 November 1st 2022 ='''Version 6.036.3''' - Simplification The Static MG Update #9: Kiwami Edition
* [[Evasion]]: Dodge checks have been simplified and buffed significantly.* [[Healing]]: The ''Addiction resistance'' effect This update was removed, co-designed with GenericArchangel and can therefore no longer be earned as a bonus for reaching Master in Healing skill.* [[Negotiation]]: Critical successes aims to adds more flavor and critical failures are no longer possible in Negotiation checks. Tables have been edited additional combat opportunities to reflect the possibility of rolling more than 12 in a negotiation check (due to Negotiation skill bonuses)* [[Dojo#Training machines|Training machines]]: Agility training now levels natural [[Agility]] up by +1 every 1000 XP regardless of circumstancesworld. (Previously: +1 every 1500 XP or 750 XP if natural Agility is under +0)
* Changes to [[YouseiCover]] now possess :** New category of non-random cover (cannot appear in the UA): '''Limitless PotentialMachine gun emplacements''' creature trait(125 health, removing or increasing almost all A4 armor)** Four types of their MG emplacements: three based on existing weapons ([[Dojo#Training machinesM249|training Static M249]], [[QJY-88|Static QJY-88]], [[M60|Static M60]]) and a unique new one, based on the Browning M2 .50 BMG machine XPgun: [[Static M2HB]]** Although static MGs function like weapons, they are non-equippable and not counted as new weapons (as they are elements of a piece of cover)** MG emplacements appear only in Towns at the [[Town Entrance|Town Gate]].The type they receive depends on the town's population ("the larger the town, the bigger the bullets")* New [[weapon accessories]]:** [[M2 ammo belt|M2 ammo belts]] and belt links
* Backtracking is now an option when traveling in the [[Uncivilized Area]], with certain caveats:
** If the player confirms they wish to backtrack, the traveling direction is reversed (town/intersection of origin and destination are flipped), and the number of rooms to destination becomes equal to the number of rooms passed + 5.
** If the player has chosen to backtrack once during their current UA trip, they cannot backtrack again in the same trip.
* All [[Food#Unsparable food items|restaurants]] now feature breakfast items.= October 30th 2022 =* The [[Food#Cocktails|cocktail list]] has been updated with several new entries'''Version 6.6.2''' - The Redrawn Map Update
* Major changes This update was co-designed with GenericArchangel and aims to [[Weapon accessories]] and [[Ammunition]]:** The weight of a [[feeding system]] '''no longer changes''' depending on make traveling across the ammunition loaded, remaining at their base weight. Therefore, it is '''Mazes more space efficient''' to keep your magazines loadedimmersive.** A new size tier is introduced: '''Lean''', with a weight of '''0.75 units'''. Several magazines have been converted The changes made in this update will also be used to this size tier.*** AK-22 30-round magazine*** Colt 9mm SMG 32-round magazine*** CZ 75 9mm 30-round magazine*** Glock .40/.357 22-round magazine*** Glock .45 30-round magazine*** Glock 9mm 33-round magazine*** Glock 10mm 33-round magazine*** Kashtan 30-round magazine*** Kedr 30-round magazine*** Kiparis 30-round magazine*** m/45 36-round magazine*** M3 30-round magazine*** MAB-38 30-round support further future map and 40location-round magazine*** MAC-10 30-round magazine*** MAC-11 32-round magazine*** MAT-49 32-round magazine*** MP5 9mm 30-round magazine*** MP5 10mm/.40 30-round magazine*** MP7 40-round magazine*** MP40 32-round magazine*** MPX 9mm 30-round magazine*** MT-9 30-round magazine*** MT-40 30-round magazine*** OTs-33 27-round magazine*** OTs-39 30-round magazine*** P226 9mm 32-round magazine*** PM-63 RAK 25-round magazine*** PP-2000 44-round magazine*** PPS-43 35-round magazine*** Skorpion .380 30-round magazine*** Sten 32-round magazine*** Sterling 34-round magazine*** Steyr MPi 25-round and 32-round magazine*** Steyr TMP 30-round magazine*** Suomi 36-round magazine*** Tec-9 32-round magazine*** Thompson 20-round magazine*** Type 85 30-round magazine*** UMP9 30-round magazine*** UMP40 30-round magazine*** UMP45 25-round magazine*** USP .45 20-round magazine*** UZI 32-round and 40-round magazine*** Vz. 26 32-round magazine*** ZK-383 30-round and 40-round magazine*** Maze Customs magazines: Glock .32 38-round, Glock .380 30-round, Glock Mak 33-round, Glock Tok 30-round, MP5 .22 25-round** '''Large''' size tier is now '''1.5 units''' instead of 1.2 units.** Five new [[LBE]] items introduced:*** Three tactical vests: SOT-SMG tactical vest, SMG chest rig, RPCC competition vest*** One utility belt: Spider battle belt*** One leg rig: SMG mag rig** The weight of all [[List of ammo belt types|ammo belt boxes]] has been rebalancedrelated updates.
= February 18th 2021 =* Changes to [[Uncivilized Area]] and [[Civilized Areas]]:'''Version 6** Fast, Safe, and Deep routes are no longer available between all locations.02''' While most locations are connected by a Deep route, the availability of a Safe or Fast route depends on the existence of a major trade route or traveling axis.** All wiki pages for each town, alongside the [[Intersection]] page, now feature route notation to inform players of each available route between each location.** A new [https://cdn.discordapp.com/attachments/379673260302008320/1036360652719149116/MzW_World_Map_11- Telephone Club Update 2022.jpg world map] has been produced. It now shows a visual representation of each available route (does not contain actual telephone clubsgreen for Safe, blue for Fast, red for Deep).
* [[Mobile phone]] and [[Crafting items|mobile phone batteries]] no longer have battery indicators. Making phone calls no longer drains arbitrary battery units.
** Battery charge is no longer relevant, spare batteries are essentially downgraded to just components for the phone bomb. Phones return to their original purpose as storytelling tools with no need to worry about charge.
* New [[Effects|Effect]]: '''Travel fatigue'''. At the end of a trip in the UA, upon reaching their destination, a character will gain an amount of [[Fatigue]] corresponding to the number of rooms traveled, at a random rate varying between 0.1% and 0.8% multiplied by rooms traveled.
** Travel fatigue applies even if you '''Skip travel'''.
= October 18th 2022 =
'''Version 6.6.1''' - The Str⑨ngest Balance Update
= February 7th 2021 ='''Version 6.01''' This update was co- Various designed with GenericArchangel and addresses minor changes balancing issues with specific [[Character traits]], [[yousei]] and improvements[[kitsune]].
* [[LockpickingCharacter traits]]: Lockpicking kits no longer have limited uses; they are now semi-durable items with a chance to break every X guesses. The gap between every lockpick break check varies depending on the Lockpicking skill level. A broken kit is removed from the inventory.** Every 5 guesses at Unskilled, 6 at Basic, 7 at Skilled, 8 at Expert, and 9 at Master'''Fast learner''' now grants '''5d25 XP''' instead of 8d25 XP.* * '''Just Can't Use This''' now requires you to restrict '''4 [[Maze Customscombat skills]]: New Customs packages for various G3 derivatives''' instead of just 2. 2 of the skills restricted must be either Firearms or Heavy Weapons, and the other 2 must be Melee and Misc.** [[Heckler & Koch G3A3Yousei]]: G3A3 TacticalDue to Limitless Potential, PTR-32 Tactical, PTR-33 Tactical, G3A3 LBR Tactical** yousei now receive '''4x [[Heckler & Koch G41training machine]]: G41 TacticalXP'''. This effect stacks with the Fast learner and Slow learner traits.** [[Heckler & Koch HK21Kitsune]]: HK21 Tactical** Kitsune no longer start with '''Master''' level in [[Heckler & Koch HK33A2Negotiation]]: HK33A2 Tactical** [[Heckler & Koch HK41A2]]: HK41A2 Tactical. Instead, PTR-32S Tactical, PTR-33S Tactical, HK41A2 LBR Tactical** they start with the [[Heckler & Koch MSG-90Character traits|Very Pretty trait]]: MSGfor free. The trait is non-90 Tactical** removable (similar to [[Heckler & Koch PSG-1hakutaku]]: PSG-1 Tactical** [[Heckler & Koch HK53A3]]: HK53A3 Tactical** [[Vollmer HK51-B]]: Vollmer Tacticaland Mycologist).
= January 28th 2021 October 17th 2022 ='''MazeWorld version Version 6.6''' - The Big OneBattle Rifle Update
Latest changes:* [[Food#Unsparable food items|Restaurant menus]] have been revampedThis update was co-designed with GenericArchangel and aims to address power ranges across specific calibers, now offering many more choicesintroduce a battle rifle family to Maze Customs, as well as new calibers, weapons, ammunition, and Customs mods.* '''Official reopening of the community'''
==== [[Maze Customs]] ====
* New [[Customs:Major|Major]] family: '''AR-10''', which includes the existing [[ArmaLite AR-10]] and [[KAC M110 SASS]], a new weapon (the [[ArmaLite AR-10(T)]]), and a range of new calibers listed below
** 6 rechambering options
** 5 barrel lengths, from 12.5" to 24"
** 5 fire control group options
** 3 handguards
** 4 stock options
** 3 upper receiver options
* All existing Minor mods for the AR-10 and M110 SASS will be deleted
= January 24th 2021 === [[Ammunition]] ====* '''Version 52 existing calibers re-balanced'''** [[7.5962x51mm NATO]]: ''' Buffed to a base Pain of 161%''' (16 more). New ballistic model (more closely matches M80 ball), new reference barrel (20" barrel from the [[ArmaLite AR- Expansion 10|AR-10]] instead of the 17.7" [[Maze Heckler & Koch G3A3|H&K G3A3]]) ** [[.260 Remington]]: '''Buffed to a base Pain of 133%''' (7 more). New reference barrel (20" instead of the previous 17.7")* '''5 new calibers'''** [[.243 Winchester]]: 115% Base Pain cartridge meant to be a low power, low recoil alternative to 7.62 NATO and .260 Remington. Available as a rechambering option for the AR-10 and Rem 700 families.** [[.300 RSAUM]] (Remington Short Action Ultra Magnum): 172% Base Pain cartridge, serves as an "optimized" alternative to 7.62 NATO. Rare caliber - no base weapons offered for it, but will be available as a rechambering option for the AR-10 and Rem 700 families. (and some non-Customsweapon systems)** [[.338 Federal]] Minor mods: 182% Base Pain hunting-oriented big-bore cartridge, serves as one of the two "fat" alternatives to 7.62 NATO. Available as a rechambering option for the AR-10 and Rem 700 families.** [[.358 Winchester]]: 200% Base Pain hunting-oriented big-bore cartridge, serves as the other of the two "fat" alternatives to 7.62 NATO. Available as a rechambering option for the AR-10 and Rem 700 families.** [[8x50mm R Lebel]]: 164% Base Pain cartridge, selected for its historical significance. Available as a rechambering option for the Rem 700 family.
This update adds many ==== [[CustomsHandloading]] ====* New casings:Minor|Minor[[.243 Winchester]] conversions for several , [[weapons.300 RSAUM]], [[. Many were suggestions by members of our community338 Federal]], listed in parentheses below[[.358 Winchester]], [[8x50mm R Lebel]]* New projectiles:** .327, 198 grain: [[8x50mm R Lebel]]** .338, 225 grain: [[.338 Federal]]** .358, 200 grain: [[.358 Winchester]]* Existing projectiles:** .243, 90 grain: Gains compatibility with [[.243 Winchester]]** .308, 150 grain: Gains compatibility with [[.300 RSAUM]]* Primers:** Large Rifle: Gains compatibility with [[.243 Winchester]], [[.338 Federal]], [[.358 Winchester]], [[8x50mm R Lebel]]** Large Rifle Magnum: Gains compatibility with [[.300 RSAUM]]
New Minor mods for the following weapons==== [[Weapons]] ====* 15 new firearms:** [[Armalite ArmaLite AR-10(T)]]: - New AR-10 Tacticalfamily member, ARsemi-10 LBR Tactical* automatic rifle, [[Armalite AR-18.338 Federal]]: AR-18C (Mad Max)** [[Benelli M4 Super 90Breda PG]]: M4 Super 90 Enhanced- burst-fire only machine gun, M4 Super 90 CS Enhanced* [[Benelli Nova7x57mm Mauser]]: Nova CS, Nova XM, Nova CSXM** [[Benelli SuperNova TacticalBrowning BAR]]: SuperNova CS(not to be confused with [[Colt M1918 BAR|the other BAR]]) - semi-automatic rifle, SuperNova XM, SuperNova CSXM* [[Beretta AR70/90.243 Winchester]]: SCP70/90** [[Beretta 93RBrowning BPR]]: Auto-9pump-action rifle, Auto-9 Carbine* [[Beretta 96FS.243 Winchester]]: 96A1, 96CMS A1, 96A1 FA, 96CMS A1 FA** [[Beretta Cx4 StormRemington Model 700 ADL]]: Mx4 Storm- New Rem 700 family member, Mx4 Stormbolt-9action rifle, Mx4 Storm-357* [[Beretta M9.243 Winchester]]: M9A1, M9A1 FA** [[GIAT FAMAS G1MAS Berthier Model 1892 Artillery Carbine]]: FAMAS L- bolt-action rifle, FAMAS G2/L* [[FN Herstal F20008x50mm R Lebel]]: F2000 Tactical* [[FN Herstal P90]]: P90 TR* [[FN HerstalMAS Lebel Model 1886/Browning Hi-PowerM93]]: Hi-Power Auto, Hibolt-Power HPCaction rifle, Hi-Power SMG, Hi-Power Auto HPC, Hi-Power Tacti-Carbine, Hi-Power Tac-SMG (Jade)* [[Heckler & Koch HK4168x50mm R Lebel]]: HK416 CQC, HK416 DMR** [[Heckler & Koch HK417MAS RSC Model 1918]]: HK417 DMR- semi-automatic rifle, HK417 DMR-L* [[Heckler & Koch MP7A18x50mm R Lebel]]: MP7A2** [[Heckler & Koch P2000Rossi Circuit Judge]]: P2357* - semi-automatic rifle/shotgun, [[Heckler & Koch USP9.45 Colt]]: USP9 Elite(3-inch chamber)** [[Heckler & Koch USP40SAKO Tikka T3 Lite]]: USP40 Elite- bolt-action rifle, USP357 Elite* [[Heckler & Koch USP45.338 Federal]]: USP45 Elite, USP460, USP460 Elite** [[KAC M110 SASSSavage Arms Model 99R]]: M110 K1, M110 K1 Light, M110 ASS-K1lever-action rifle, M110 ASS-K1 Light[[.358 Winchester]]** [[Kel-Tec RFBSIDARME Model 1915 CSRG Chauchat]]: L-RFB* machine gun, [[Manurhin MR 738x50mm R Lebel]]: Manurhin MR 73 Sniper** [[Mauser Karabiner 98kWinchester Model 70 Featherweight]]: Kar98k NATO- bolt-action rifle, Kar98k SAR, Kar98k Trench, Kar98k NATO Trench, Kar98k SAR Trench (Jade)*[[MKEK MPT-76.358 Winchester]]: MPT-76 LBR** [[Mossberg 500 CruiserWinchester Model 88]]: M500C-TR, M500C Speclever-Faction rifle, M500C Spec-R, M500C Spec-S, M500C CSTR, M500C CS Spec-F, M500C CS Spec-R, M500C CS Spec-S, M500C-TR Spec-F, M500C-TR Spec-R, M500C-TR Spec-S, M500C CSTR Spec-F, M500C CSTR Spec-R, M500C CSTR Spec-S (Vershike)* [[Mossberg 500 Persuader.243 Winchester]]: M500P-TR, M500P Spec-F, M500P Spec-N, M500P Spec-R, M500P CSTR, M500P CS Spec-F, M500P CS Spec-N, M500P CS Spec-R, M500P-TR Spec-F, M500P-TR Spec-N, M500P-TR Spec-R, M500P CSTR Spec-F, M500P CSTR Spec-N, M500P CSTR Spec-R (Vershike)** [[Mossberg 500 TacticalWinchester XPR Compact]]: M500T Spec-F, M500T Specbolt-Naction rifle, M500T Spec-S, M500T-TR Spec-F, M500T-TR Spec-N, M500T-TR Spec-S (Vershike)* [[Savage Arms Axis.243 Winchester]]* 5 new melee weapons: Axis II** [[Savage Arms Axis XPIron ball]]: Axis II XP- Crude weapon** [[SIG P220M1886 Rosalie]]: P220R, P220-460, P220R-460 (Vershike)Bayonet for the [[MAS Lebel Model 1886/M93]]** [[SIG P226M1905 sword-bayonet]]: P226R, P226R-40Bayonet for the [[Springfield M1903A3]]** [[SIG P226 NavyService cutlass]]: P226R Navy- One-handed sword** [[Walther Gewehr 43(W)Sten Mk I]]- Bayonet for the [[Enfield RSAF Sten Mk II]]* Other changes: Gew43 Experimental (Jade)** [[ZiD Degtyaryov RPDArmat M41A Pulse Rifle]]: RPD SOGRemoved from retail, becomes an artifact weapon
= January 20th 2021 October 3rd 2022 ='''Version 6.5.584.1''' - The late, late [[LBE]] updateArchery rule patch
This update introduces several new ==== [[LBEWeapons]] items and changes many existing ones[[Ammunition]] ====* The rules now explicitly specify that [[Arrow|Arrows]], [[Large bolt|Large bolts]] and [[Small bolt|Small bolts]] can be reused, according to specific conditions.** Under normal conditions, all hits and misses produce arrows that can be retrieved. Only critical failures result in arrow or bolt breakage.** If the arrowhead is XPL (Explosive): All hits and misses result in detonation, making explosive arrows 100% non-reusable.** If the arrowhead is IMP (Improvised): Misses and critical misses result in breakage. Only hits are reusable.
New [[tactical vests]]:
* Micro chest rig
* Wartech tactical vest
New [[backpacks]]:= September 18th 2022 =* Tactical sling bag* Duffle backpack* Durabag* LAWgiver backpack* Mechanism pack* Phantom Sniper bag* Rocketeer backpack* SO Raid rucksack'''Version 6.5.4''' - Guns, Blood, and Drugs; A balancing update
New ==== [[utility beltsMaze Customs]]:====* Simplex pouchThe [[Heckler & Koch MP5K]] is added to the MP5 Customs family.* Duplex pouchCustoms: New modifications for the MP5:* Triplex pouch* Handyman beltBarrel length: Short MP5K barrel (4.5-inch barrel) - Muzzle: N/A, Underbarrel: Integrated foregrip - Cost: 150 P$* Nade Drake belt* Viper battle beltThe Short MP5K barrel is incompatible with the Surefire 628 and Quad rails
New ==== [[leg rigsLimb health]]:====* Hunger holster* Mushroom Collector rig[[Wounds]] now cause a bleeding rate of '''-0.3 Blood per wound per turn.'''
Modifications to existing LBE:==== [[Meds]] ====* Blackhawk LRAK Gunner First aid kit: Renamed to Gunner chest rig. Food pouch can now contain any food item.* M1956 Webbing: Food pouch can now contain any food item.* ALICE Mark 2: Renamed to Alice backpack. Capacity becomes 30 units. Previous special capacities are deleted. Gains 3 special capacities: Extra storage 1 (any items, 10 unitsFAK), Extra storage 2 (any items, 10 units), and Extra storage 3 (any items, 10 units)* Blackhawk 3-Day assault pack: Renamed Weight reduced to Assault pack. Capacity becomes 45 units. Gains 1 special capacity: Extra storage 1 (any items, 30 units).* Blackhawk Travel bag: Renamed to Travel bag. Capacity becomes 80 units. Gains 3 special capacities: Extra storage 1 (any items, 25 units), Extra storage previously 2 (any items, 10 units), Extra storage 3 (any items, 5 units)* Blackhawk USAR bag: Renamed to LongEpoetin-distance backpack. Capacity becomes 100 units. Gains 3 special capacitiesalfa: Extra storage 1 (any items, 25 units), Extra storage 2 (any items, 15 units), and Extra storage 3 (any items, 10 units)* Blackhawk Cyclone pack: Renamed Effect modified to Cyclonus backpack. Capacity becomes 50 unitsBlood +0. Gains 2 special capacities: Extra storage 1 (any items/turn, 25 units)-30 ntri/turn, Extra storage 2 (any items, 10 units)* Jaeger rucksack: Renamed to Hunter rucksack+0. Capacity becomes 40 units. Gains 2 special capacities: Extra storage 1 (any items, 10 units), Extra storage 2 (any items, 10 units)* PLCE Bergen rucksack: Renamed to Combat rucksack. Capacity becomes 70 units. Gains 3 special capacities: Extra storage 1 (any items, 15 units), Extra storage 2 (any items, 15 units), and Extra storage 3 (any items, 5 units)* Gunfighter belt: Gains 1 special capacity: Dual holsters (Class 3 weapons only, max 2, max weight per item: 9)4% Fatigue/turn for 20 turns
==== [[Addictions]] ====
* New addiction mechanics simplifying the previous system: As before, using a substance comes with a percentage chance of becoming addicted. However, the withdrawal tiers now function differently and more simply. Now, every use of an addictive substance is a chance to increase the current addiction level by 1, from the minimum of 0 (no effects) to the maximum of 3.
* Instead of disabling corresponding withdrawal effects when an addictive substance's effects are active, withdrawal effects are now truly permanent and continue being active even if the character uses the corresponding substance. In other words, usage effects and withdrawal effects now stack.
* [[Hospital]]: Addiction removal is now tier based and depends on the current level. It now costs 250 P$ and 2 day periods of mandatory rest per level, up to 750 P$ and 6 day periods (1 full day) for treating a single Level 3 addiction.
* Addiction effects: To account for the possibility of med effects and withdrawal effects being active simultaneously, the following withdrawal effects have been modified:
** Nicotine withdrawal
*** Level 1: Minimum Stress set to 15.0%
** Alcohol withdrawal
*** Level 1: Need a drink (level 1) applies to this character (see below),
*** Level 2: Need a drink (level 2) applies to this character (see below), Agility -1
*** Level 3: Need a drink (level 3) applies to this character (see below), Agility -2, IS tier +1, Hallucinations
** Cannabis withdrawal
*** Level 1: Mild munchies
*** Level 2: Minimum Stress set to 15.0%, Mild munchies, Mild thirst
*** Level 3: Minimum Stress set to 30.0%, Intense munchies, Mild thirst
** Anabolic steroid withdrawal
*** Level 1: Minimum Stress set to 30.0%
*** Level 2: Minimum Stress set to 60.0%
*** Level 3: Minimum Stress set to 90.0%, Rage
** Sick hakutaku syndrome
*** Level 1: IR +1
*** Level 2: FT +1, IR +1
*** Level 3: FT +1, IR +1, Hallucinations
= November 15th 2020 === [[Effects]] ===='''Version 5* Alcohol affinity ([[Oni]] creature trait): Effect simplified. Instead of both halving Inebriation received and doubling the Stress relief effect of [[Effects#Stress|Need a drink]] to compensate, this trait now simply doubles the Stress relief effect but gives the normal amount of Inebriation.57''' - * The "Need a drink" effect has been delineated into 4 variants; Level 0, Level 1, Level 2, and Level 3. In essence, the "Need a drink" effect progressively offers less and less Stress relief per Inebriation gained as your character'''Shotgun Blitz''' updates level of Alcohol addiction increases.
Changes to [[Ammunition]]:
* All shotgun calibers ([[12 gauge]], [[12 gauge CAWS]], [[20 gauge]], [[.410 bore]]) have had their buckshot, slug, and flechette base damage revised, in compliance with newly obtained data; 20 gauge buckshot and flechette have been buffed, everything else received very minor adjustments..
* [[12 gauge CAWS]]: Flechette shells now carry 30 projectiles instead of 20.
* New shotgun projectile type: '''AP-Slug''', an armor-piercing slug. No retail availability, these projectiles must be handloaded.
* Establishment of '''barrel length groups for all shotgun calibers'''. All four receive 4 groups each: Hunting, Combat, Short, and Super-short. See each individual caliber page for damage multipliers.
Changes to [[Civilized Areas]]:= August 24th 2022 =* [[Towns]]: There is no longer any distinction between a "shop hub" with few emplacements and a "mall" with many'''Version 6. All town shop hubs now possess 5 streets and 10 shop emplacements; 8 [[individual shop|individual shops]], a [[restaurant]] and a [[bar]].* Certain types of [[individual shop]] may be closed on certain [[Calendar#Days|days of the week]]; these are known as inventory days, during which the shop is being restocked.3''' The R&R Update
Changes to ==== [[CraftingBasic mechanics]]:====* Created and defined the concept of [[Specs docsDowntime]]: Docs no longer unlock Specs docs-only items for sale, requiring the tracking of a list of documents brought for each character. The Proving Grounds engineer now requires player characters to trade in the correct documents for ''each'' item, alongside money (and in some cases, specific items). In exchange, these items cost significantly less than they used to - all prices were slashed to 1/4 their previous values.
Changes to [[Lockpicking]]:
* As part of the ongoing work to update all locations, FL/HS locks are now deprecated. The only lock types in the game are now mechanical locks and electronic (keycard) locks.
= July 20th 2022 =
'''Version 6.5.2''' - Lockpicking minigame update
= October 15th 2020 === [[Skills]] ===='''Version 5.56''' - * The Unintuitively Named Update (that [[Lockpicking#Picking electronic locks|electronic lockpicking]] minigame has nothing to do been updated with 5an easier and more balanced variant.56mm firearms)
Changes to [[Weapons]]:
* New concept introduced: '''Traditional inner tubes'''. Refers to certain firearms - specifically, lever-action rifles - that do not possess a side-loading gate, and are instead reloaded by using a traditional, Henry-style inner tube.
** Reloading a traditional tube rifle is done the same way as a single-action revolver; a full reloading action is required to remove the tube, then the normal loose rounds rule applies (up to 3 rounds per turn). The tube is replaced automatically when the character is done reloading.
* The [[Winchester Model 270]] stats have been modified to reflect that it is a rifle with a traditional inner tube.
= April 20th 2022 =
'''Version 6.5.1''' - Simplification Update #10: Completely Baked Edition
= September 8th 2020 === Basic game mechanics ===='''Version 5* [[Recoil]] has been simplified; there is no point of aim shift after crossing ADT anymore (due to it being a remnant of when Recoil required checking for shot order).55''' - 555-WE-SAFE update
New ==== [[Creatures|creatureWeapon accessories]]====Effect changes to the following accessories:* The [[horse]] returns to Laser sights: No longer cancel the bestiarypoint of aim shift (as that mechanic has been deleted), now gives '''IR -1'''.
Changes to [[Ammunition]]:
* '''Sintered Frangible (SF)''' ammunition now has a different effect:
** Against unarmored ACs: 1.2x Pain, 1.2x LD
** Against armored ACs: 0.5x Pain, 0.5x LD
** Every hit successfully causing an injury will open 3 Wounds instead of 1.
Changes to [[Unarmed combat]]:= March 22nd 2022 =* Two new techniques, '''StealVersion 6.5''' and '''Monkey's Paw''', have been introduced.- Further Balance Updates
==== Basic game mechanics ====Changes to shops and servicesthe following core game mechanics:* The style shop has been revamped completely and is now a custom clothing service.** Completely custom human/halfling clothing items and youkai outfits can be designed there. The basic principle is for the player Major change to describe, in free-form, what the item is supposed to look like, then to purchase protection ratings, covered body parts, effects, and more in order to give the custom item a useful purpose. This service is intentionally ''very expensive''.* Dojos have been expanded, and now offer various machines and training programs designed to improve a character's natural statistics:** The stats that can be improved are '''Natural [[Pain Sensitivitylimb groups]], Natural [[Strength]], Max [[Blood]], Max [[Limb health|Limb HP]], Natural [[Endurance]], and Natural [[Agility]]'''** Each training program has an XP counter. Spending time (and effort) on a training nets XP, which can be spent to increase one natural stat, up to certain limits (some stats cannot be trained further once they reach a certain value, others have a maximum XP limit)** Training program XP is now tracked on inventory sheets.* The bank's item vault service has been modifiedsystem:** Item vaults are no longer free and unlimited. A player character must first purchase an item vault before it can be used; this costs [[File:Parallar symbol.png|10px]]'''1000''' and allows the player access to a 50-unit vault. This vault can be upgraded in 50-unit increments, up hits to the maximum size of 400 units; upgrading costs [[File:Parallar symbol.png|10px]]LIMB group now cause '''(size x 15)'''** Withdrawing items from a vault now costs [[File:Parallar symbol0.png|10px]]5x'''500 + damage (weight of items withdrawn x 10same as hits to the EXTREMITIES)''', and it is not possible to withdraw more than 150 units instead of items at oncethe previous 0.** Withdrawing items from a vault now requires waiting for 1d3 day periods (between 4 and 12 hours), as delivery time.** [[LBE]] items must be stored empty. LBE items that cannot be folded down (e.g. most backpacks) are not allowed inside the vault anymore4x.
==== [[Ammunition]] ====
Major rebalancing to the ammunition type cost multipliers:
= June 24th 2020 =* Tracer: '''1.1x''' (previously 1.5x)* Match: '''Version 3.0x''' (previously 4.0x)* LSWC: '''0.8x''' (previously 0.85x)* JHP: '''1.5x''' (previously 3.0x)* JSP: '''1.2x''' (previously 2.0x)* LSWCHP: '''2.0x''' (previously 2.5x)* HPX: '''2.5x''' (previously 4.0x)* AP: '''1.5x''' (previously 3.0x)* SAP: '''1.2x''' (previously 2.0x)* APX: '''2.5x''' (previously 5.540x)* API: ''' - Magazines and other knick-knacks2.5x''' (previously 4.0x)* SF: '''1.2x''' (previously 1.5x)* UHS: '''1.2x''' (previously 2.5x)
Changes introduced:* ==== [[Glock 18CCharacter creation]]: Event line and wiki page now correctly state that the weapon is fitted with the '''Ported barrel''' Maze Customs mod instead of an integrated muzzle brake.* New [[Weapon accessories#Muzzle brakes|muzzle brakeCharacter customization]]: '''Muzzle brake, Shotgun, standard, .410 bore'''====* New [[magazinesHuman]]:** [[Delta Elite magazines|Delta Elite 11-round and 17-round extended magazines]]** [[Nightmare magazines|Nightmare 11-round and 17-round extended magazines]]** [[P-14 magazines|P-14 18-round extended magazine]]** [[P-16 magazines|P-16 22-round extended magazine]]* Removed a [[Maze Customs magazines|Maze Customs magazine]]: the characters now receive '''1911DS Custom 10mm 16-round magazine4 starting trait points''' was scrapped (P-16 magazines are now used instead of the normal 3, to feed [[Maze Customs:Major mods#1911DS|1911DS 10mm]] pistols* [[Maze Customs speed strips]]: [[9x19mm Parabellum]] speed strips are now also compatible with [[7compensate for the lack of racial benefits.62x25mm Tokarev]]
==== [[Convenience store|Convenience stores]] ====
* Convenience stores now sell [[M67]] frag grenades, [[M18 smoke grenade|M18]] smoke grenades and [[M84]] flashbang grenades (1d8 per store)
= May 23rd 2020 === [[Crafting]] ====* Changes to [[Toolkits]]:** Gun Cleaning Kits (GCK), Gun Repair Kits (GRK), Melee Repair Kits (MRK), Explosives Toolkit (XTK): Maximum uses per kit buffed to '''Version 510 uses''' instead of 3.53Price per unit is unchanged.** Gun Cleaning Kits: Now repairs ''' - Update to [[food]] 200 Condition''' per use (previously 100).** Gun Repair Kits and [[hunting]]Melee Repair Kits: Now repairs '''400 Condition''' per use (previously 250).
Changes to ==== [[HuntingTraits]]====New traits (<span style="color:#00CC00">'''Green: Positive'''</span> ; <span style="color:#CC0000">'''Red: Negative'''</span>):* Game meat <span style="color:#CC0000">'''Bad eyesight'''</span> (+2): Your character has a natural vision impairment that cannot be corrected with eyeglasses. You suffer from certain creatures no longer provide a permanent FT+1 effect.* <span style="color:#00CC00">'''Druggist'''</span> (-2): Ability to [[EffectsIdentification|identify]] such as Alertness increase or Strength +10%[[meds]] on sight* <span style="color:#00CC00">'''Fast learner'''</+20% for span> (-1): Your character earns Training Points at a few turnsfaster rate.* Instead* When training at the [[shooting range]] or the [[dojo]], a system you divide the number of successes by '''4 instead of 5''' to obtain your Training Points (effectively corresponds to ~25% faster learning).** You earn [[Huntingtraining machine]] XP at a faster rate. When using a Dojo's training machines, you gain '''8d25 XP''' per use instead of the normal 4d25.** Not compatible with Slow Learner* <span style="color:#HighCC0000">'''Frigid'''</span> (+2): Your character '''heals no [[Stress]]''' in the following situations: [[Strip club]]: Pole-value meatdancing shows, private dances, special services ; [[Sanctum]]: Stress-relief chamber ; [[Cubus]]: Sex services ; Reading [[book|higherotic books]] ; Any sexual or intimate situation (at the GM's discretion)** Not compatible with Horny* <span style="color:#00CC00">'''Jeweler's Eye'''</span> (-value meat2): Ability to [[Identification|identify]][[gemstones]] on sight (although not appraise them)* <span style="color:#00CC00">''' was created. Meat from certain creatures is now considered Mycologist'''</span> (-2): Ability to be either [[Identification|identify]] [[mushrooms]] on sight** If your character is a [[hakutaku]], you have this trait by default, at no cost. (This trait cannot be removed.)* <span style="color:#CC0000">'''DelicacySlow learner''' </span> (Double value+1) or : Your character earns Training Points at a slower rate.** When training at the [[shooting range]] or the [[dojo]], you divide the number of successes by '''Luxury6 instead of 5''' to obtain your Training Points (Triple valueeffectively corresponds to ~16.67% faster learning).** You earn [[training machine]] XP at a faster rate. When using a Dojo's training machines, you gain '''3d25 XP''' per use instead of the normal 4d25.** Not compatible with Fast Learner
Changes to [[Creatures]]existing character traits:* The item lines of all relevant creatures now state if they produce delicacy meat, luxury meat, tainted meat, illegal meat, or if they produce no meat at all'''Galaxy Brain''' has been removed.** An exception was made '''Phobia''': Additional effect. If you were in combat against a creature or a category for humanswhile you have a phobia, halflings and youkai - their item lines do not display meat status, as it is assumed that you receive '''quadruple Stress''' at the meat end of all playable species is already known to be illegal.* All references to "Poisonous meat" have been changed to the correct term: [[Hunting#Tainted meat|Tainted meat]]combat.
Changes to ==== [[FoodEffects]]====The following Effects have been modified:* The '''Hot-gonCombat Stress''' no longer has a Strength boosting : Base effectis '''doubled''', in accordance meaning that each turn of combat now causes +0.2% to +0.8% [[Stress]] per turn multiplied by the changes listed abovenumber of starting enemies. Instead* '''Travel Fatigue''': The base roll is a '''2d4''' instead of the previous 1d8, nutrition was increased from 296 meaning that each room traveled adds +0.2% to 592+0.8% [[Fatigue]], with a bell curve effect biased towards the median of 5 (+0.5%).
= May 14th 2020 March 5th 2022 ='''Version 56.52 part 24''' - Bestiary updateThe Love Hotel Grabbag of Optimizations Update
Changes to ==== [[CreaturesWeapons]]:====* Old creature bestiary was completely removed Several melee weapons have had their damage values and replaced with an all-new collection of monsters - in total, '''128 creatures''', including the 20 playable speciesWeight changed to improve balance.* Human, halfling and youkai occupations have also been revamped - a total of '''34 occupations''' are now listed into the game.** New occupations: '''Janitor, Head janitor, 8 different flavors of non-faction criminals, Youkai activist squadleader, and 3 different ranks List of Yatela gangsters'''changes by melee weapon category
Changes to Axes* [[CraftingFire axe]]:* New blueprint: '''Kama''' blueprint (Level 1)* New crafting ingredient item: '''Sickle blade'''Increased base damage to 72% - 72/65 54/43/32/14/4
PendingCrude weapons* [[Meat fork]]: The wiki will be edited Increased base damage to reflect the new changes as soon as possible.30% - 30/27 21/17/12/6/1
Knives
* [[Dagger]]: Increased base damage to 53% - 53/48 40/32/24/11/3
* [[Karambit]]: Decreased base damage to 28% - 28/25 20/15/11/6/1
= May 7th 2020 =One-handed clubs'''Version * [[Heavy spiked gada]]: Increased LDV to +3* [[Flanged mace]]: Increased LDV to +3* [[Pipe wrench]]: Increased weight to 9. Increased base damage to 70% - 70/67 56/46/35/18/5* [[Wrench]]: Decreased weight to 2.52 part 1''' Decreased base damage to 33% - Bestiary update33/30 25/20/15/7/2* [[Hammer]]: Preparatory changesIncreased weight to 3.
Changes to [[ammunition]]:One-handed swords* [[Small boltButterfly sword]]: Base Decreased base damage nerfed by 4% (46to 45% -> 42%)45/41 32/25/18/9/1
Changes to [[weapons]]:Two-handed club* [[Pistol crossbowIron bat]]: No longer has a Increased base damage multiplier (previously was x0.8)* [[Lambda magazine crossbow]]: Now has a 1.2x damage multiplierto 50% - 50/48 40/33/25/13/4
New Whip/Lash* [[clothing and armorKusari-fundo]]:Increased LDV to +3. Increased base damage to 55% - 55/52 44/36/28/14/4* New human clothing and armor[[Straight whip]]: '''Hooded robe, Sleeveless jumpsuit, Janitor outfit shirt, Janitor outfit pants, Security guard hat, Armored trenchDecreased base damage to 45% -coat'''45/43 36/29/23/11/3* [[Bullwhip]]: Increased LDV to +2.Increased base damage to 49% - 49/47 39/32/25/12/4* New youkai outfits (for all 5 body types)[[Light bullwhip]]: '''Bandit outfit, Farmer outfit, Janitor outfit, Maid outfit, Prison outfit, Scientist outfit, Security outfit, Technician outfit'''Increased LDV to +1. Increased base damage to 37% - 37/33 28/22/17/7/2* [[Riding crop]]: Decreased weight to 3. Decreased base damage to 30% - 30/29/24/20/15/8/2* [[Nine-tails]]: Decreased weight to 2.
New ==== [[weaponsFood]]:====* Class 5 LongFood items other than packaged rations and canned goods now have different weight values. Instead of being all 1 unit, they may be any one of the following: [[Scythe]]* Class 0.25, 0.5 Short: [[Hasami blade]], 1, 2, or 3 units.
Pending===== New weight values =====Fruit* 0.25: The wiki will be edited to reflect the new changes as soon as possibleApricot, Grapes, Kumquat, Kiwifruit* 0.5: Apple, Pear, Orange, Pomegranate, Banana* 1: Watermelon wedge* 2: Pineapple* 3: Cantaloupe
Vegetable
* 0.25: Carrot, Beet, Turnip, Leek, Wasabi root
* 0.5: Tomato, Potato
* 1: Artichoke, Cucumber
* 2: Cabbage
= April 10th 2020 =Meat'''Version 5* 0.51''' - Changes to game mechanics, simplification 25: All types of damage modelsgame meat
Changes to core gameplay mechanics:Seafood* The '''C2''' [[Armor Class]] is entirely scrapped from the game0.25: Mussels, as it is considered unnecessary. The AC previously called C3 is now known as C2. All weapons and ammunition in the game no longer have a damage value for the scrapped AC. Most clothing and armor that was classified as C2 will be reclassified as C1Clam, Sardines* 0.5: Trout, Cod* 1: Sea bass, Sole, Grilled eel, Lobster* 2: Cuttlefish, Salmon, Carp, Tuna, Crab
Changes to [[ammunition]]Dessert* 0.25:Waffle, Madeleine, Crepe, Scone* [[0.30-06 Springfield]]5: Base damage buffed by 1% Yogurt, Brownie, Ice cream cone, Fruitcake slice, Millefeuille, Donut, Muffin, Cookies (166% -> 167%6) so that the new C2 damage value (old C3) becomes 150% (previously 149%)., Large cookie* [[9x25mm Dillon]]: Base damage buffed by 1% (54% -> 55%): Black forest cake slice, Cream pie slice, so that the new C2 damage value Cookies (old C318) becomes 50% (previously 49%).
Notes:Snacks* Creatures have not been modified yet0.25: Chocolate bar, as the bestiary update is still in progressCaramel, Bread slice, Cheddar slice, Fortune cookie, Energy bar, Granola bar, Whole wheat biscuits, Candy (mint), Candy (strawberry), Fruit bar, Milk and cereal bar, Peanut caramel bar* 0.5: Candied fruit can, Peanut chocolates (27), Salt crackers (10), Breadsticks (10), Breakfast biscuits* 1: Peanut chocolates (168), Salt crackers (20), Breadsticks (20), Pretzels, Popcorn (plain), Popcorn (caramel), Honey-roasted nuts
Fast-food
* 0.5: Fries, Fried potatoes, Nuggets (6), Pizza (1 slice), Sandwich, Cup noodles
* 1: Cheeseburger, Double cheeseburger, Nuggets (20), Hamburger, Hot-dog, Chili-dog, Corn-dog, Hot-gon
* 2: Potato chips
* 3: Pizza (8 slices)
= March 17th 2020 =Beverages'''Version 5* 0.5''' - Game mechanics changes: Orange juice, Tea (black), Tea (green), Lemonade, Cola, Coffee (black), Apple juice, Grape juice, Energy drink, Coffee (cappucino), Hot cocoa* 1: Mineral water, Milk, Beer (blonde), Beer (brown), Beer (stout), Craftable powdered drinks (all of them)* 2: Champagne, Red wine, Vodka, Mead, Absinthe, Sake, Whiskey, Brandy, new ammo typesCider
===== Changes to [[Recoil]]:rations =====* Recoil calculation and effects no longer rely on exact shot order, but now instead only needs total shots fired, significantly cutting down on the amount of time that needs to be spent counting and checking shots.* The new Recoil system works as follows: Every Recoil level has a limit of shots (the Accuracy Drop Threshold, or ADT) that can be fired - if a character shoots over ADT, accuracy and aim wandering effects are applied to the entirety of the shot string, and not just the shots that go over ADT. A second level with even more severe penalties is applied if the amount of shots fired is equal to more than double the limit.** As before, going over ADT will result in aim wandering (which sends shots to &bodyaim instead of the desired point of aim), however instead of being applied only starting from the shot that went over the limit, aim wandering applies to ALL shots if the total amount of shots fired goes over the limit. [[Weapon accessories#Laser sights|Laser sights]] still cancel out this aim wandering effect.** Accuracy windows and effects contents of going over ADT once and twice will also be updatedspecific rations have been changed.
Changes to [[Combat mode]] and [[Weapons]]; specifically, '''[[Weapons#Firearm failure types|critical failure]]''' effects* Ration B1:* Like with Recoil changes above, critical failure effects no longer rely on knowing exact shot order, but only the total shot count, Added 1 extra pack of whole wheat biscuits and in particular the critical failure count.1 can of spam** '''Failures to eject (stovepipes)'''Ration B2: For every stovepipe that occurs, the two highest scoring shots (excluding critical failures) are cancelled. If 3 stovepipes occur in a single string of fire, the 6 highest scoring shots are never fired. This has the potential Removed 1 packet of cancelling critical hits.powdered coffee** '''Failures to fire (misfires)'''Ration L1: No changes.Removed 5 cigarettes and 5 safety matches** '''Failures to feed'''Ration L2: *** If '''2 or less''' occurred during the same string Added 1 can of fire: Same as stovepipes.pasta with tomato sauce*** If '''3 or more''' occurred during the same string of fireRation S1: All shots are cancelled item quantities doubled, added 2 milk and the weapon is considered to be '''jammed'''; this can be fixed by performing a reload action.** '''Failures to burn''': No changes.cereal bars
New [[ammunition types]] for pistol and rifle calibers:* '''Tracer (T)''': FMJ bullets with an illuminating compound at the base of the bullet, which lights up and displays bright, colored light when fired. Tracer ammunition is used to visibly see the flight path of a bullet, and is useful for controlling long strings of fire, particularly full auto, as it allows a shooter to physically see where the bullets are going.** Effects: Increases ADT by a certain amount of shots, which scales with Recoil level. However, it always breaks Stealth even when shot with a silenced firearm; the tracer light works both ways and can be seen by others, thus revealing your position.*** Recoil 1-2: ADT +4 shots*** Recoil 3-4: ADT +3 shots*** Recoil 5-6: ADT +2 shots*** Recoil 7-8: ADT +1 shots* '''Semi-Armor Piercing (SAP)''': Also known as metal-piercing bullets, they offer a lower cost alternative to full AP or APX, but are less effective at defeating armored targets.** Effects: 0.8x damage against unarmored ACs, 1.3x damage against armored ACs.* Retail ammunition using these new projectiles is now also available:** [[.22 Long Rifle]]: Standard T** [[.30 Carbine]]: Standard T, Standard SAP, Milsurp T** [[.30-06 Springfield]]: Standard T, Milsurp T** [[.303 British]]: Standard T, Milsurp T** [[.32 ACP]]: Standard T, Standard SAP, Milsurp T, Milsurp SAP** [[.357 Magnum]]: Standard SAP** [[.357 SIG]]: Standard T, Standard SAP, Personal Defense SAP, Pocket Dragon SAP** [[.380 ACP]]: Standard T, Standard SAP, Milsurp T** [[.40 S&W]]: Standard T, Standard SAP, Personal Defense T, Personal Defense SAP, Pocket Dragon T, Pocket Dragon SAP** [[.45 ACP]]: Standard T, Standard SAP, Personal Defense T, Personal Defense SAP, Pocket Dragon T, Pocket Dragon SAP, Milsurp T** [[.50 BMG]]: Standard T, Milsurp T** [[4.6x30mm]]: Standard T, Milsurp T** [[5.45x39mm]]: Standard T, Standard SAP, Milsurp T, Milsurp SAP** [[5.56x45mm NATO]]: Standard T, Standard SAP, Milsurp T, Milsurp SAP** [[5.7x28mm]]: Standard T, Milsurp T** [[5.8x42mm]]: Standard T, Standard SAP, Milsurp T, Milsurp SAP** [[7.62x25mm Tokarev]]: Standard T, Standard SAP, Milsurp T, Milsurp SAP, Milsurp Cold T, Milsurp Cold SAP, Milsurp Hot T, Milsurp Hot SAP** [[7.62x39mm]]: Standard T, Standard SAP, Reduced Velocity SAP, Milsurp T, Milsurp SAP** [[7.62x54mm R]]: Standard T, Standard SAP, Milsurp T, Milsurp SAP** [[7.62x51mm NATO]]: Standard T, Milsurp T** [[7.92x33mm Kurz]]: Standard T, Milsurp T** [[7.92x57mm Mauser]]: Standard T, Milsurp T** [[9x18mm Makarov]]: Standard T, Standard SAP, High Impulse T, High Impulse SAP, Milsurp T, Milsurp SAP, Milsurp Hot T, Milsurp Hot SAP** [[9x19mm Parabellum]]: Standard T, Standard SAP, Personal Defense T, Personal Defense SAP, Pocket Dragon T, Pocket Dragon SAP, Milsurp T, Milsurp SAP, Milsurp Hot T, Milsurp Hot SAP** [[10x25mm Auto]]: Standard SAP===== Other food related changes =====
* [[LBE]]: All LBE with a Food holster: the effect is replaced to "max weight: 3" instead of "max items: 2"
* [[Style shop]]: Custom food holsters are now weight-based instead of item count-based, as above.
= January 12th 2020 === [[Meds]] ===='''Version 5.49''' - Simplification update #8First Aid Kits (FAKs) and Field Surgery Kits (FSKs) receive simplifications to make them easier to use and manage:
Changes to [[Addictions]]:* Advancement FAKs and FSKs no longer serve as mini containers capable of withdrawal levels is carrying extra meds (IBs, paracetamol, HAP, epinephrine, etc.)* Instead, FAKs and FSKs are now tied multiple-use. FAKs have 3 uses before depletion, FSKs have 5 uses (1d3 and 1d5 on randomly found ones)* No changes to [[Daily Reset]]pricing or limb healing effects, all 3 uses of an FAK can therefore heal up to 21 HP, and all 5 uses of an FSK, 60 HP.
Changes to ==== [[InebriationHotel|Hotels]]:====* Inebriation no longer naturally decays at a rate of 0.1 per turnA new hotel classification has been added: Love Hotels.* New [[Effect]]: '''For every +0.1 Inebriation gainedFalls outside of the luxury level (star system) by offering a unique service, [[Stress]] is decreased represented by -0.4%; effectively turning alcohol into a reliable Stress relief methodheart symbol (♡)* Love hotel rooms possess a single king-size bed intended mainly for couples, similar to ★★★★ hotels.* Inebriation decay now depends on the passage of time (Love hotels only allow you to book a room if you have at least one partner, and booking only lasts 4 hours, not specifically Daily Reset either24. The intention is to provide couples (or groups), based on with the amount of day periods that have passed since the last drinkprivacy needed for intimacy.* Effects of In exchange, the stay is cheap - just [[InebriationFile:Parallar symbol.png|10px]] have been modified and simplified'''50''' to get in.
Changes to [[Venom]]Several towns received new hotels:* Rebuilt the effects of Venom poisoning Neutral towns** Calfair Sector - ★★ Rudolf's Lodge** Littleton - ★★ Little Inn** Nanton - ★★★ Slow Wave Hotel** Ovis City - ★ The Roadside Resort** Saker - ♡ The Serial Inn* Angelic towns** Alba Radium - ★ Guiding Light Inn** Beatus - ★★★ Dreamers House** Divus Nitor - ★★ The Celestial Auberge** Semitas - ★★ Quietus Inn* Demonic towns** Flaxton - ★ The Hotelion** Novysera - ★ The Bonfire** Rog - ♡ Heat Wave Hotel** Temno - ♡ Jam and Cream** Utroba - ♡ The Deep Dive* Military towns** Camp Charger - ★ Chamber-Inn** Fort Cobalt - ★★★ First Force Hotel** Fort Scarlet - ★ Scenic Route Lodge** Fort Wight - ★★★★ Fortress R&R** Station Delta - ★ Last Stop Hotel** Station Lasker - ★ Southern Comfort** Station Sigma - ♡ Six Appeal* Police towns** Beadsor - ★★ The Hog and Barrel Hostel** Elusec - ★★★ Kilburn's** Murberry - ★ Layd Backe** Wayward - ★★ Thornton Hostel* Syndicate towns** Baden Town - ★★ The Run-Inn** Viris Area - ♡ Lovelight* Youkai towns** Aosaidan - ★★ Kaneda (modified 金田)** Masatomo - ★★★ Lodge of the thresholds Fork** Kazama - ★★ Amane Hotel (天音 HOTEL, lit. "Divine Sound Hotel")** Kijirou - ★★★ Dou to Gin (銅と銀, lit. "Copper and simplified the effectsSilver")
= January 6th 2020 =A few existing hotels changed classification:* Ellen Sector - Warm Case Hotel - Was ★★, becomes ♡* Abakash - Brim Inn - Was ★★, becomes ♡* Garica Block - Marion'''Version 5.48''' s Inn - Simplification update #7Was ★★, becomes ♡
Changes to ==== [[StressCreatures]]:* Stress thresholds for Low and Moderate have been adjusted (respectively 0.0% : 19.9% and 20.0% : 49.9%)* Stress is no longer gained from taking damage ([[PainOccupations]], [[Limb Damage]]...) or from sustained injuries.====* [[Effect#Stress|Stress gained from combat (now clarified as an effect called Combat Stress)]] is now calculated differently; the total amount is now equal The following creatures and occupations received changes to '''(Td4)x0.1xE''', where T is the total amount of turns spent in combat, their loadouts and E is the amount of enemies at the start of a fight.** Effectively, this means gaining between 0.1% and 0.4% Stress per turn spent, multiplied by the amount of starting enemies.* Stress gained from combat is now given at the end of combat, instead of gradually turn by turn.* The Stress Tolerance [[effect]] is scrapped.skills:
Related changes* [[Escort]]:[[Glock 26]] loadout replaced with [[Glock 19]] and 15-round mags* '''Books''' now heal a flat amount of Stress, [[Escort boss]]: [[Para P-2.0% per reading. Books provide their Stress reducing effect only once per ingame day; an already read book must be marked 14]] loadout replaced with a tag.[[Para P-18]], two magazines, and 9x19mm Standard JHP ammo** Suggested tag[[Janitor]], [[Head janitor]]: ''"Read recently - provides no effects until next Daily Reset"''[[Broom]] replaced with [[Mop]]* Showers no longer provide negative effects, and the command is now always rolled when using a shower, regardless of the location[[Acolyte]]: New Primary 2 weapon: [[Round shield]]. Each use will now spend 30 ingame minutes and has a chance to provide a positive effect New [[skills|skill]]: Shields (reduces Stress, Fatigue, or PainBasic) each time.* Computers now decrease Stress by [[Knight]]: [[Arming sword]] replaced with [[Heater shield]]. New [[skills|skill]]: Shields (4d10Skilled)x0.1 at the cost of spending 2 ingame hours.* Radios now decrease Stress by [[SRT Officer]]: New Primary 2 weapon: [[Ballistic shield - Alpha]]. New [[skills|skill]]: Shields (2d10Expert)x0.1 at the cost of spending 1 ingame hour* [[Vampire]]: [[AI AWSM]] loadout replaced with [[AI AW]], two magazines, and 7.62x51mm NATO Standard FMJ ammo
= December 8th 2019 === Other changes ====* [[M1 Garand]]: Missing Customs combinations have been added* [[Hospital]]: Cost of healing limb damage dropped from [[File:Parallar symbol.png|10px]]'''Version 525''' to [[File:Parallar symbol.47png|10px]]''' - Simplification update #615'''.
* The [[Cover]] system has received multiple modifications aimed at simplifying their purpose and function:
** Cover no longer have pass-through thresholds or corresponding Pain modifiers (like [[trauma plates]]).
** Deleted the "full protection" trait (which protected against bouncing explosives - of which there is [[VOG-25P|only one type]] currently)
** Modified the list of cover types (changed health and AC values on many of them)
* [[Explosives]]:
** Simplified the damage calculation method for pressure mines: full limb damage to legs/feet, 0.25x limb damage to everything else. (Previously, it also dealt 0.5x damage to torso/hips)
** Simplified injury calculation from explosive weapons. It is now dependent on base explosive damage; specifically, equal to '''BED / 4 rounded down''' (or in other words, for every 4 full points of limb damage dealt by an explosive weapon, 1 wound is also dealt).
* [[Chlorine bomb]] and Chlorine gas clouds:
** Removed the 25% chance to lose eyes per turn spent in a chlorine gas cloud. It was replaced by an additional damage effect (2 limb damage to a random body part per turn spent in a cloud).
* [[Crafting items]]
** Gun Repair Kits can no longer be used to repair dud explosives; this ability was moved to the...
** New toolkit: '''Explosives Toolkit (XTK)'''. Costs [[File:Parallar symbol.png|10px]]'''300''' and can be used up to 5 times. This kit allows users to repair dud explosives and defuse certain types of primed explosives more quickly than with bare hands; consumes 1 use per explosive repaired or defused.
* [[Effects]]
** '''Nausea''' is now a temporary effect which prevents using [[Food]] items. All items inducing Nausea are now given a turn duration, and no longer induces IR +1.
** '''Anti-Oni Syndrome''' now causes creatures under this effect to get [[Pain]] instead of [[Venom]] from drinking alcohol (1% Pain per 0.1 Inebriation). The Pain gained this way is '''fixed''' and ignores [[Pain Sensitivity]] entirely.
** '''Decompensation''' and '''Self-deterioration''' were simplified, introducing a system of points gained at Daily Reset. If these points reach a particular threshold, instant death occurs.
** Various effects were simplified or scrapped entirely.
= February 10th 2022 =
'''Version 6.3.13''' - The 1000-Weapon Update, Part 13: Submachine guns and Two-handed swords
= November 14th 2019 =15 new weapons added to the game (14 firearms, 1 melee weapon), bringing the total to the covered '''Version 5.461,000''' - Simplification update #5!
* [[Weapons]]:** In a manner similar to the [[MAC-10]] and [[MAC-11]], these ==== New weapons are now considered to be '''auto pistols''' if their stock is folded: [[B+T MP9-N]], [[CZ Sa vz. 26]], [[CZ Skorpion vz. 61]], [[CZ Skorpion vz. 83]], [[IMI UZI]], [[KBP PP-2000]], [[Ruger MP9]], [[Steyr MPi 81]]** These weapons have changed categories entirely: [[Danuvia VD-01]] (Submachine gun -> Auto pistol), [[H&K MP5K]] (Submachine gun -> Auto pistol)** Artifact weapons; [[Bat out of Hell]], [[Doomslayer]]: No longer dependent on the Contestant story for acquisition. Their effects and special abilities have also been modified - see each page for further details.* [[Statistics]]:** [[Pain]]: No longer naturally regenerates at a rate of -2% per turn; in fact, the entire concept of "Pain regeneration per turn" is removed. Instead, 40% Pain is healed every day during the Daily Reset (10% in Survival Mode at every Trading Post instead)* [[Meds]]:** Cannabis no longer increases pain regeneration per turn, but instead decreases Pain by a flat amount; -25%.* Other changes:** '''Augmentations''': Guardian LSS modified so it doesn't improve pain regeneration per turn anymore, but instead reduces Pain Sensitivity and improves the effectiveness of Pain healing at the Daily Reset (Level 2: Pain Sensitivity -10%, Daily Reset Pain healed by 70%. Level 3: Pain Sensitivity -20%, Daily Reset Pain healed by 100%.)** '''Tanuki special abilities''': A new 9 TB ability called '''Still Hard''' is added. Applies Strong limb healing to any of the tanuki's limbs. Regeneration is now more expensive, bumped up to 5 TB. Many abilities have had their effects simplified as well.====
* Firearms:
** [[Class 2 weapons]]:
*** [[Angstadt Arms UDP9 PDW]]
*** [[Beretta PM12S]]
*** [[Blyskawica]]
*** [[Changfeng CS/LS06]]
*** [[Enfield RSAF Sten Mk II]]
*** [[Franchi LF-57]]
*** [[IMI Mini UZI]]
*** [[IZHMASH PP-19 Bizon-2-01]]
*** [[IZHMASH PP-19 Bizon-2-02]]
*** [[IZHMASH PP-19-01 Vityaz]]
*** [[Lysaght Works Owen Mark I]]
*** [[Mendoza Bulldog]]
*** [[Norinco QCW-05]]
*** [[TAO Jatimatic]]
* Melee weapons:
** [[Class 5 Long weapons]]:
*** [[Sickle-sword]]
= November 10th 2019 === Other changes ===='''Version * [[Style shop]]: Now offers a custom LBE service* [[Maze Customs]]: AR-15s equipped with both a flat-top receiver and quad-rails get a NATO mount instead of a NATO-S mount (the top rail acts as an extension)* Updated the [[List of silencers|silencer]] roster for compatibility with the new calibers:** Pistol, standard, .32: Now compatible with [[.327 Federal Magnum]]** Pistol, standard, .45: Now compatible with [[.41 Magnum]]** Rifle, standard, 5.8mm: Now compatible with [[5.8x21mm]]** Rifle, standard, .260 / 6.7mm: Now compatible with [[6x45mm]]** Rifle, standard, .30 / 7.62mm: Now compatible with [[7x57mm Mauser]]* Updated the [[List of muzzle brakes|muzzle brake]] roster for compatibility with the new calibers:** Pistol, standard, .45''' - Simplification update #4: OresNow compatible with [[.41 Magnum]]** Rifle, metals and miningstandard, .260 / 6.7mm: Now compatible with [[6x45mm]]** Rifle, standard, .30 / 7.62mm: Now compatible with [[7x57mm Mauser]]
* [[Valuables]]:
** Scandium and palladium ingots have been scrapped
** Introduction of new types of ingots: Zinc, Iron, and Tungsten
** All ingots are now available in four sizes: 100g (0.2 Weight units), 250g (0.5 units), 500g (1 unit) and 1000g (2 units)
** "Hardened steel" was renamed to just "Steel"
** Value per kilogram of brass is now 240 P$ (previously 224 P$)
** Value per kilogram of electrum is now 1400 P$ (previously 1340 P$)
* [[Ores]] and [[mining]]:
** All metal ores have been completely scrapped and rebuilt from the ground up. All types of metal ores now contain a percentage of ONE useful metal or "quick cash" element, and are now based on more realistic types of minerals.
** The list of "Primary" mining elements (which can be exchanged for ingots) has been rewritten, and now includes (from least to most valuable): Zinc, Lead, Iron, Copper, Tungsten, Silver, Gold, Platinum.
** The list of "Secondary" mining elements (which can be exchanged for cash) has been rewritten, and now includes (from least to most valuable): Coal, Sulfur, Nickel, Mercury, Magnesium, Tin, Cobalt, Aluminium, Molybdenum, Titanium, and Chromium.
** There isn't a tertiary "garbage" category of ore materials anymore.
** Object line nomenclature for all metal and gemstone ores has been redone for clarity.
* Other changes:
** Dimensions of [[Parallar|brass and electrum]] coins were modified slightly to account for the changes.
= September 24th 2019 February 9th 2022 ='''Version 56.443.12''' - Various changes in various domainsThe 1000-Weapon Update, Part 12: Conventional rifles and Handgear
* '''Buff to the [[gohei]] 37 new weapons and [[shaku]]''': Each weapon now gains a Charge point when killing a creature it is designed to deal double damage to, and for every Charge point it holds, the weapon deals an additional LDV+1. If at least 1 Charge point is in the weapon, the user can use a special attack ("Terminating Seal" for the gohei, "Cleansing Fire" for the shaku) which will allow the weapon to temporarily deal quadruple (4x) damage instead of just double against the species it is designed to hurt, for one turn only. On the following turn, the weapon loses all of its Charge points.* Introducing a new type of key item, the '''skeleton key'''; 10 different types exist, from Type 0 caliber added to Type 9. The purpose of a skeleton key is to open any mechanical lock, as long as the type matches the first digit of the lock's serial number (e.g. a Type 2 skeleton key will open any lock from 2000 to 2999).** Skeleton keys break after one use.** They can be sometimes found in '''&stuff'''.** They can also be crafted; two new crafting blueprints, '''SkelKeyA''' and '''SkelKeyB''' were introduced. In a first for the game, these recipes also require a certain skill level in Lockpicking in order to use (respectively30 firearms, Lv2 - Basic7 melee weapons, and Lv3 - Skilled).* Introducing a new type of toolkit, the '''hacking tool''', which is essentially an electronic lockpick. Hacking tools are disposable devices with electronic spoofing software; they can be used up to 10 times, then brick themselves.** It replaces the HX-1337 series of hacking augmentations, which have been scrapped from the game.** Modifications to the hacking mini-games were made to accomodate for the new hacking tool.** The '''&loginwords''' command was renamed to '''&words''', and its dictionary of words was increased from 810 to 8738 words.* '''Kasha buffs''': Kasha base stats have been improved (Base limb health: 43 -> 60, Max Blood 12 -> 17, Pain sensitivity 163% -> 117%), and their old "Savage" ability was removed, and replaced with two new abilities, '''Natural Hunter''' and '''Savage Mode''':** '''Natural Hunter''': As a passive ability, kasha claws are tough enough to allow for Butchering without the need for a suitable tool. All Kasha also start with Lv2 - Basic in Hunting.** '''Savage Mode''': Kasha can, at will, give themselves +10.0% Stress in exchange for +40% Strength and -40% Pain Sensitivity for 20 turns. If Savage Mode is already active, Kasha can activate the ability again to extend the remaining duration by another 20 turns.* '''Nerfing [[Ammunition#Pistol and rifle caliber projectiles|UHS ammunition]]''': It now deals including 1.3x damage (Pain and LDintegrated bayonet) instead of 1.4x.* '''Changes to MAIM''': Rie "Fireball" Kirari, being a kasha, now benefits from bringing the new abilities introduced above. Her natural Pain Sensitivity was also lowered total to 87%.* '''Changes to healing''': First Aid Kits and Field Surgery Kits now instantly heal HP instead of HP over time (Light: +7 HP; Strong: +12 HP). The bonuses introduced by the Healing skill now give additional HP to all of the limbs not targeted by the FAK/FSK - +1 HP at Basic, +2 HP at Skilled, +3 HP at Expert, and +4 HP at Master. The bonus HP is free and costs no Nutrition or Fatigue985.
==== New caliber ====
* [[7.92x107mm]]
= September 6th 2019 (2) ='''Version 5.43 (part 3) - The SteveMRE Konbini update part 3/3: Convenience stores'''== New weapons ====
== Convenience stores ==* Firearms:* Convenience stores are a new shop type which replaces the previously existing takeout stands.* [[Class 1 weapons]]:* Convenience stores are a type of individual shop, sharing the same layout as other types of individual shops.** [[Alexander Arms AWS]]* The purpose of convenience stores is to sell a fixed inventory of items considered to be basic necessities. Unlike most other shops in the Mazes, the majority of their inventory is not random** [[FK Maroszek Kb Ur wz.35]]* Items sold at convenience stores are divided in four aisles** [[General Motors M1A1 Carbine]]*** [[Henry Brass Lever Action 30-30]]*** [[Henry Brass Lever Action 45-70]]*** [[Henry Big Boy Carbine]]*** [[Henry Big Boy Classic]]*** [[Henry Big Boy Silver]]*** [[Henry Big Boy Steel]]*** [[Henry New Original]]*** [[Johnson Automatics M1941]]*** [[Koishikawa Arsenal Type 44 Arisaka]]*** [[Kokura Arsenal Type Kou]]*** [[Maadi Hakim]]*** [[Marlin Model 1894CL]]*** [[Marlin Model 1894S]]*** [[Mauser Gewehr 1898]]*** [[Mauser Model 1893]]*** [[Mauser Model 1895 Carbine]]*** [[Mauser Model 1895 Short Rifle]]*** [[Nittetsu Type Hei]]*** [[Ruger 77/44]]*** [[Ruger 77/357]]*** [[SIG Arms SG751 SAPR]]*** [[SIG Arms Mondragon M1908]]*** [[Zbrojovka Brno ZH-29]]** [[Class 2 weapons]]: Food aisle, Ammo aisle, First Aid aisle, and Misc aisle.* Each convenience store belongs to one of five chains; '''24** [[Armalite AR-Seven, Fusco's Bodega, Angelstop, Circle H''' and '''Tomato Konbini'''. Each chain has their own traits and extra features, such as raffle tickets for every 250 P$ 7 Explorer]]*** [[Mauser M1917 Trench Carbine]]*** [[Taurus CT-30]]*** [[TNW Firearms ASR 9]]* Melee weapons:** [[Class Handgear weapons]]:*** [[Brass knuckles]]*** [[Chainmail gauntlets]]*** [[Push knives]]*** [[Spiked knuckles]]*** [[Tekko-kagi]]*** [[Tenderizer knuckles]]** [[List of purchases, extra gear, or extra services.bayonets|Bayonets]]:*** [[Type 44 bayonet]] (integrated to the [[Type 44 Arisaka]])
==== Other changes ====
* New ability: [[Steady aiming]]
= September 6th 2019 (1) =
'''Version 5.43 (part 2) - The SteveMRE Konbini update part 2/3: New and improved rations, new food items'''
This is the second part out of a series of three updates= February 1st 2022 ='''Version 6.3.11''' - The 1000-Weapon Update, Part 11: Precision rifles and Two-handed clubs
== New food items ==* 11 13 new and improved rations have been introduced, replacing weapons added to the previous 3 completely.* New category of food itemgame (7 firearms, '''powdered drinks'''. Powdered drinks are inedible on their own6 melee weapons), but can be combined with a bottle of water bringing the total to create a drink.** 8 powdered drink packets, and 8 corresponding crafting-only beverages introduced.* 20 new types of regular food items introduced, many of which can be found in the new rations948.
All of the new items have been added to the '''* Firearms:** [[FoodClass 1 weapons]]''' page:*** [[Accuracy International AW]]*** [[CZ TSR]]*** [[KBP VSK-94]]*** [[Norinco JS]]*** [[St.George Arms Leader 50 A1]]*** [[Winchester Model 70]]*** [[ZVI Falcon OP96]]** [[Class 5 Long weapons]]:*** [[Eku]]*** [[Flat bat]]*** [[Forging sledgehammer]]*** [[Spade]]*** [[Tamping bar]]*** [[Toothbat]]
== Other changes ==
* New crafting item, the '''Mini-bag of 5 safety matches''', which is found in many rations, but can also be found for sale at Workshops for [[File:Parallar symbol.png|10px]]'''0.10''' apiece.
= January 23rd 2022 =
'''Version 6.3.10''' - The 1000-Weapon Update, Part 10: Pistols and One-handed clubs
= September 5th 2019 ='''Version 5.43 47 new weapons added to the game (part 132 firearms, 15 melee weapons) - The SteveMRE Konbini update part 1/3: Changes , bringing the total to consumables'''935.
This is the first part out of a series of three updates.==== New weapons ====
The effects of many consumables have been modified* Firearms:** [[Class 3 weapons]]:*** [[Beretta APX]]*** [[Beretta M9-22LR]]*** [[BSA Welrod Mk I]]*** [[Colt Model 1903]]*** [[DW Ortgies 7.65]]*** [[FB Radom P-64]]*** [[FB Radom wz. 35 Vis]]*** [[FEG Frommer Stop]]*** [[Glock 19]]*** [[Glock 23]]*** [[Glock 32]]*** [[Glock 44]]*** [[Heckler & Koch P7M7]]*** [[IMI Desert Eagle Mark VII]]*** [[IMI Jericho 941 R]]*** [[MAB Model D]]*** [[Mauser C96 Broomhandle]]*** [[Mauser M2]]*** [[Norinco NP762]]*** [[Norinco QSZ-92]]*** [[Kel-Tec CP33]]*** [[Kel-Tec P17]]*** [[Kel-Tec P50]]*** [[Para Ordnance P-18.9]]*** [[RPC Fort Fort-17]]*** [[Ruger LCP VE]]*** [[Semmerling LM4]]*** [[SIG P210]]*** [[Smith & Wesson CS45]]*** [[Springfield 1911RO Target]]*** [[Star Megastar 10]]*** [[Steyr M1912]]* Melee weapons:** [[Class 5 Long weapons]]:*** [[Heavy gada]]*** [[Heavy spiked gada]]** [[Class 5 Short weapons]]:*** [[ASP Agent A30]]*** [[ASP Talon T60]]*** [[Blackjack]]*** [[Boomerang]]*** [[Entrenching tool]]*** [[Gunbai]]*** [[Light gada]]*** [[Maglite ML300L]]*** [[Raider mace]]*** [[Sai]]*** [[SF-34000]] (Artifact)*** [[Trench mace]]*** [[Wrench]]
== General == Other changes to all consumables ==* All consumables that previously listed a percentage chance to get an effect, now always give the listed effect. The percentage chance effects have been scrapped.==
== Changes to Effects ==[[magazines]]:* '''Nausea''' is All Desert Eagle magazines now possess a permanent effect that gives the afflicted creature an '''IR +1''' effect and a nauseous sensation. This effect can, however, be eliminated by attempting to throw up. Even if the attempt fails, Nausea will always be eliminated this way."Deagle" tag for searching purposes** All references Mauser C96 Red 9 stripper clip: Renamed to Nausea having a turn duration have also been eliminated.* '''Suppressed hunger''' has been completely rewritten"Mauser C96 stripper clip", compatible with both [[Mauser C96 Broomhandle]] and now works as follows: If Hungry, Famished or Starving, this effect will treat the creature's Nutrition level as being OK (temporarily canceling any negative effects from low nutrition).[[Mauser C96 Red 9]] depending on loaded ammunition
== Changes to food ==[[Maze Customs magazines]]:* Can of cola drink: No longer provides Agility +1 and Alertness increase Glock- still affects Fatigue and Stress* Can of lemonade: No longer provides any effects besides nutrition and hydration* Can of energy drink: No longer provides Strength +10%, but the effect is lengthened from 15 to 20 turns, and now also reduces Fatigue by 5SF .0% 22 and increases Stress by 0Glock-LF .5%.* Cup of tea, green22 magazines: Effect now increases alertness instead of Agility, effect now lasts Capacity increased from 10 turnsrounds to 12* Cup of tea, black: Effect now increases alertness instead of Agility, effect now lasts 10 turns* All game meat boosting Strength or Alertness: All effects now last 20 turns instead of 2 or 3 turns.* Hot-gon 1911SS 9mm and 1911DS 9mm magazines deleted (exclusive to Diamond Hotreplaced with [[1911RO magazines]] and [[P-Dogs18 magazines]], respectively): Effect now lasts 20 turns
== Changes to meds ==
Many medical items have had their effects completely rewritten= January 9th 2022 ='''Version 6. These are the new effects for the following items3.9''' - The 1000-Weapon Update, Part 9:Grenade launchers and Knives
* Cannabis joint: Agility -1, Pain Regeneration Rate +12 new weapons added to the game (2% /turn for 20 turnsfirearms, Stress -1.0%* Cigarette: Agility +1, FT -1 for 10 turns* Nitrous oxide: Pain Sensitivity -50%, Euphoria Rush for 10 turns* Amphetamines: Agility +2, Alertness increase, FT -1 for 20 turns, Stress +3.0%* Pentobarbital: Instant death in 20 turns* Steroids (anabolicmelee weapons): Strength +40% for 20 turns* FG-7142: Suppressed hunger for 40 turns, Stress +8bringing the total to 888.0%* Desoxyn (meth pill): Alertness increase, Forced wakefulness for 20 turns, Fatigue -30.0%, Stress +10.0%* Oxycodone: FT+1 for 10 turns, Pain -50%* Epinephrine: Agility +3, Fatigue -10.0%, Stress +8.0%* Heroin: Pain sensitivity -100%, FT+2 for 30 turns, Pain -90%* Lorazepam: Forced sleep for 30 turns* Morphine: Pain sensitivity -75%, Agility -2 for 30 turns, Pain -70%* Cocaine: Pain sensitivity -100%, Alertness increase, Hallucinations for 20 turns* PCP: Pain sensitivity -50%, Alertness increase for 20 turns* Codeine: Nausea, Pain -40%* Concentrated caffeine: Alertness increase, Agility +1 for 10 turns, Fatigue -12.0%, Stress +1.2%* Diazepam: Alertness increase, FT-2 for 20 turns* Ecstasy: Intense relaxation, Euphoria Rush for 40 turns
== Changes to mushrooms ==* Firearms:** [[Class 1 weapons]]:*** [[NAWS China Lake]]*** [[Springfield T148E1]]* Melee weapons:** [[Class 5 Short weapons]]:*** [[Bou-shuriken]]*** [[Gerber Mark II]]*** [[Handmade knife]]*** [[Heavy throwing knife]]*** [[Kamisori]]*** [[Karambit]]*** [[Last Blood]] (artifact) *** [[Smatchet]]*** [[Stun knife]]*** [[Throwing knife]]
Many mushrooms have had their effects completely rewritten. These are the new effects for the following items:
* Oni= January 2nd 2022 ='s Bane mushroom: Anti-oni syndrome for 10 turns* Golden cap, Liberty cap: Hallucinations for 10 turns* Infirmitas: Strength -20% for 10 turns, Nausea* Turbatio: FT+1 for 10 turns* Oni Terror: Anti-Oni Syndrome for 30 turns, Nausea* Fatigatio: Fatigue +30''Version 6.0%* Caecitas: FT +3 for 20 turns* Potentia: Strength +20% for 20 turns* Accuratio: FT .8''' -1 for 20 turns* Anxietas Medicus: Stress The 1000-10.0%* Strenuitas: Alertness increase for 20 turns* Velocitas: Agility +1 for 20 turns* Extra Velocitas: Agility +2 for 20 turns* FurorWeapon Update, Part 8: Rage for 20 turnsHand grenades and Axes
==== New weapons ====
= July 21st 2019 ='''Version 11 new weapons added to the game (6 firearms, 5melee weapons), bringing the total to 876.42''' - Detective update
An accompanying Tsuchinoko update (version 138) will be released on the same day* Firearms:** [[Class 4 weapons]]:*** [[Model 9210]]*** [[Model 9430 Tear-ball]]*** [[Model 9590 Sting-ball]]*** [[No.77]]*** [[Stinger]]*** [[Zarya-3]]* Melee weapons:** [[Class 5 Long weapons]]:*** [[Hookaroon]]*** [[Ice axe]]** [[Class 5 Short weapons]]:*** [[Falx]]*** [[Gerber Downrange Tomahawk]]*** [[Tomahawk]]
== Changes to [[Creatures]] ==* The Maze Police faction has a new rank, Guard Detective. Ranks above Sergeant but below Chief, they are investigators in plain clothes, in charge of cases and issues. They come with their own set of equipment.** They now appear as a separate type of creature that can be rolled by the '''&enc''' and '''&enc-LEO''' commands.* All Maze Guard flavors have received an equipment update; trauma plates, Tasers, better load-bearing equipment.Other changes ====
Changes to existing weapons:
* [[M84]]: Weight changed to '''2''' (from 1)
= July 13th 2019 =
'''Version 5.41''' - Weapon accessory tweaks and simplifications
This update aims at trimming some more of the fat with game mechanics, specifically mechanics related to weapon accessories= January 1st 2022 ='''Version 6.3.7''' - The 1000-Weapon Update, Part 7: Underbarrel weapons and Crude weapons
An accompanying Tsuchinoko update 12 new weapons added to the game (version 1372 firearms, 10 melee weapons) will be released on , bringing the same daytotal to 865.
== Changes to * Firearms:** [[weapon accessoriesList of underbarrel shotguns|Underbarrel shotguns]] ==* Scopes: All scope effects have been re-balanced.** Low* [[Lockhart UBS-power optics: No longer have a special effect boosting accuracy only when aiming at small body parts, and instead provides a flat FT-1 bonus.12]]** Medium* [[Ten-power optics: Now provides a FTX Tactical TX-2 bonus instead of FT-1.12 STW]]** High-power opticsMelee weapons: Now provides a IR-2 bonus instead of IR-1.** Extreme-power optics[[Class 5 Long weapons]]: Now provides a IR-2 bonus instead of IR-1.* Weapon lights:** [[Guitar]]** The dazzling effect mechanic has been entirely scrapped.* [[Mop]]** When someone with a weaponlight aims at a creature with night vision or NVGs active, it no longer causes a blindness effect. (Flashbangs are unaffected, they still cause enhanced blindness to creatures with night vision).* [[Signboard]]** Weaponlights switched on now '''automatically break stealth''', as they are sources of bright light that can be seen by everyone.* [[Skull staff]]* WL2 batteries have been '''entirely scrapped''', alongside three models of weapon light (Inforce APL, Inforce WML, and P3X Fury Tactical) due to redundancy.** [[Ted]]* One new type of dual modules introduced: the '''Streamlight TLR-4''', which can be fitted on * [[Class 5 Short interfaces.weapons]]:* All accessories that used to require WL2 batteries, no longer need them, and can function indefinitely. Integrated lights and lasers also no longer show a turn counter to represent battery life.** [[Crysknife]]* All character sheets must have the following modifications made: All Inforce APL lights are replaced by Surefire X300U lights, and all Inforce WML and P3X Fury Tactical lights are replaced by Surefire M620 lights.** [[Dart]]*** [[Ibuki Gourd]]*** [[Ice pick]]*** [[Worm tooth]]
== Other general changes ==New [[crafting]] items:* [[CoverBlueprints]] mechanics simplified (effectively returned to a previous state); the Exposure system (exposed/hidden) is scrapped: Skull blueprint, cover now returns to protecting the full bodies of everyone that is behind cover.Fremen blueprint* [[Crafting items#Ingredient items|Ingredient items]]: Preserved skull
= May 18th 2019 Prior versions ='''Version 5.4''' - Simplification update #3 : Stress and inaccurate hits
This update aims at further simplifying certain game mechanics. == General changes ==* Stress[[Changelog/2021]]: All stress levels from Moderate and up no longer cause incremental fatigue effects2021 updates.* Inaccurate hits with ranged weapons no longer call for a 1d2-1 check to determine if the shot hits. From now on, all inaccurate hits are hits.* All inaccurate hits now deal 0.7x Pain and Limb Damage, including in melee (down from 0.8x)  = April 23rd 2019 ='''Version 5.3''' - Simplification update #2 : Blood This update aims at simplifying some of the mechanics related to the Blood statistic. == General changes ==* Blood no longer naturally heals at a rate of 0.1 per turn, making Pain the only statistic that naturally regenerates every turn no matter what. If you have no wounds, your current Blood level stabilizes at its current level.* Natural blood regeneration is now tied to the daily reset; on top of the nutrition/hydration that is normally lost at midnight ingame, your body will attempt to regenerate 1 unit of Blood on its own every day (as long as there are no open wounds at that moment). Upon hitting the daily resert, you will lose 150 ntri and 2% Fatigue, and regenerate 1 Blood instantly. This is intended to incite finding BTKs or pay for a medic. If neither is possible, the tried and tested "buy food and let it heal over a few days" also works, however it may take several in-game days for large amounts of lost Blood. * Blood Transfusion Kits now carry 3 units of Blood each instead of 5. Full BTKs now cost 350 P$ instead of 550 P$.* A new type of medical item ('''Epoetin-alfa''', syringe) can be consumed to start a 20-turn effect resembling the old natural regeneration effect: +0.1 Blood per turn, in exchange for -15 ntri and +0.2% Fatigue per turn. In total, the item would help your body regenerate up to 2 Blood but burn up to 300 ntri and 4% Fatigue. Syringes of Epoetin-alfa cost 100 P$, making them the cheapest syringe-type medical item.* Changes to '''Augmentations''': The Guardian LSS no longer increases the amount of Blood regenerated per turn, since that mechanic is gone. Instead, each level increases the amount of Blood regenerated every day by 1, at no extra cost of nutrition and fatigue. Level 1 therefore lets you heal 2 Blood per day, Level 2 is 3 Blood per day, and Level 3 is 4 Blood per day, all for the same cost of 150 ntri/2% Fatigue per turn, making it viable to heal large amounts of Blood loss over the space of a few days.* Changes to '''Clothing protections''': Buffs to protection ratings. ''-Resistant'' will prevent injuries on hits dealing up to 4 limb damage (previously, 2), and ''-PROOF'' will prevent injuries on hits dealing up to 8 limb damage (previously, 4).  = February 20th 2019 ='''Version 5.2''' - Extra game modes update This update introduces two new methods of playing MazeWorld: '''Survival''' and '''Freeform''', and retroactively renames the 'main' mode into '''Contestant Story''' or just '''Story'''. These new game modes, so to speak, aim at providing more flavors for players and future GMs to enjoy. == General changes ==* The [https:[Changelog//docs.google.com/forms/d/1fLN_YUoVStGt0ElBtVpyMg1bIvn1Eqxc3BuDJrdIkBk/ character sign-up form2020]] has been updated to account for the changes below. == Survival ==In this new mode, players adopt the role of a Survivor, whose only objective is to kill anyone that looks at them wrong, and survive as long as possible. Survival is mainly inspired from old-school MazeWorld, it is essentially an endless Uncivilized Area run, just as it once was. When playing Survival, players have the option to choose between two modes: '''Tier X''' (The game ends after completing X Challenges) or '''Endless''' (The game only ends with the Survivor's death, or at player request). The main differences introduced by Survival are as follows:* No towns or intersections as players know them - Survival is an endless Uncivilized Area streak, equivalent to a Deep route. Explorable areas can even still be found and completed for their rewards!* Nutrition and Hydration Reset occur every time the Survivor reaches a Trading Post (TP reset). In turn, the reset is much lower than normal. The base values are 420 ntri and 140 wtr (0.2x a normal daily reset).* Date and time are not tracked.* No Faction Reputation and no Renown to worry about.* All skills are unlocked: Survivors start with Unskilled in all non-combat skills (unless skill levels were purchased at Startgame)* The Survivor starts with a MAIM account, with all generic and regular named mercenaries available (Special mercs are not available as they're tied to the story)2020 updates.* Every 50 rooms, the Survivor will find a Trading Post, which is nothing more than an intersection with a fixed amount of shops and services (see below for details)* On the room following every second Trading Post (101, 201, 301...), the Survivor will find a Challenge. Completing the Challenge is necessary to progress forwards!* If playing on Tier X, X corresponds to the amount of Challenges the player must complete in order to reach the end.** There is no upper limit on the Tier number (and subsequent amount of Challenges), though in order to keep games from being unreasonably long, the author's recommendation is to keep it between 1 and 10, and any longer games should be Endless instead.** The author personally recommends first-time players and GMs to try Survival Tier 4, for a 401-room adventure.* Mercenaries function differently:** The time-based hiring rates do not apply, and are instead replaced by a 50-room hiring rate (corresponds to the distance between Trading Posts). That special rate is equivalent to 2x the 24-hour rate.** Upon being hired, a mercenary will immediately join the Contestant with no waiting time.** Merc deaths do not need to be reported.** All mercenaries show up with their gear. There are no gear costs - their equipment is essentially free.** All special parameters are ignored. The only objective in Survival is to survive. Each Survivor will be entered into a leaderboard for creatures killed and KV score obtained at the end of their run, as well as rooms visited in Survival Endless. == Freeform play ==This is essentially the normal game, but without main story quests or sidequests and with certain shops, services and other conveniences immediately available. This mode aims at a more relaxed experience, without the pressure of the pre-made main story, as well as offering an opportunity to design your own stories and plots.  The main differences introduced by Freeform are as follows:* All skills are unlocked. Freeform characters start with Unskilled in all non-combat skills, as well as a MAIM account.* The Freeform character starts with a MAIM account, with all generic and regular named mercenaries available (Special mercs are not available as they're tied to the story).** Reputation and Renown requirements from certain mercenaries are disabled.* Roazon is collapsed, exactly as it would after the Contestant completes Sidequest S3-2.* All repeatable activities are available: Trading Missions, Mercenary Contracts, Mining, and Bounty Hunter* Several shops and services that are normally only obtained as sidequest rewards are available from the start:** The Power Armor Shop (Ferland Sector) is available and fully upgraded.** The Advanced Handloading Services are available at the Ellen Sector factory.** The Powder & Primer Shop is available at the Littleton factory.* Renown and Reputation are disabled, to allow GMs more flexibility.** It is recommended to replace any rewards in Renown[[Changelog/Rep with money, where applicable and where it would make sense. (e.g. Vigilante work)  = January 17th 2019 ='''Version 5.1''' - KISS Update (Keep It Simple, Stupid!) This update aims at simplifying several game mechanics deemed too granular or generally not fun enough. == Simplified nutrition and hydration ==* Nutrition and hydration no longer decay at a rate of 1 per turn. Instead, these stats are slashed by a set amount at a fixed rate and frequency, to symbolize meeting daily recommended needs; these are called the '''Nutrition Reset''' and '''Hydration Reset''', respectively.** Nutrition is reset every day at midnight. The reset will reduce the current Nutrition by an amount equivalent to (meat worth x 30). For a human, that amount is 2100 ntri. ** Hydration is reset every day at midnight. The reset will reduce the current Hydration by an amount equivalent to (meat worth x 10). For a human, that amount is 700 wtr.* Nutrition and hydration each have new value ranges and corresponding effects; they are generally simpler and more clear-cut effects.** Nutrition going too high will increase minimum Fatigue, and eventually reduce Agility.** Nutrition going too low will decrease Strength, and eventually disable the ability to heal Pain, Blood or Limb Damage (due to the body not having the "fuel" to do so).** Hydration going too low will decrease Strength, then Accuracy, then cause Hallucinations, until eventually causing death. == Simplified fatigue ==* Fatigue no longer gradually increases every turn (what was called "natural fatigue"). Effects that can increase Fatigue bit by bit every turn still do exist.* The "Energized" tier is deleted.* Reaching an amount of Fatigue equal to 2x Endurance will result in death.* All effects of high fatigue now decrease Agility, and eventually decrease accuracy and cause Hallucinations. == Simplified clothing and armor ==* Clothing and armor can no longer sustain damage, period. The only exceptions are:** Trauma plates - which still continue to work as they normally do** Powered armor - which require a condition meter to determine protection level. When wearing power armor, damage calculation is greatly simplified - 1 limb damage sustained = 1 armor condition lost.* Cutting clothes into rags (as long as they have the RagOK tag) now always succeeds and results in obtaining 1d4 Rags (at least 1 is now guaranteed). Multipliers (0.5x or 2x) affect the result of that 1d4, and it is always rounded up. == Simplified weapon maintenance ==* The Reliability/Max Cleanliness stat is scrapped.* Durability is renamed Max Condition, and all firearms' Max Condition values have been rewritten.* Critical failures have been completely revamped and simplified. Condition is now meant to be lost on a critical failure, and for each 2 rolled, the new command '''@critfail''' must be used.** @critfail contains 80 possible effects, half of which are simple condition loss effects (ranging from 100 to 2000). The other half are condition loss effects (ranging from 50 to 1000) with a weapon failure (failure to fire, eject, etc.) effect on top. If the relevant weapon is a melee weapon or does not have a corresponding weapon failure type, the condition loss effect is doubled instead. Changes to handloading:* Load level (hotness) of ammunition affects the severity of the Condition loss on a critical failure. -P/Cold: Condition loss x0.5. +P/Hot: Condition loss x2. +P+/Super: Condition loss x4.* Powder quality of ammunition also affects the severity of the Condition loss on a critical failure. Surplus: Condition loss x3. Premium: Condition loss x0.5.* These effects may stack. Round up any results.* If shooting ammunition of mixed hotness or powder quality in the same turn (''not recommended!''), the hottest and dirtiest ammunition fired that turn is used as a reference for ''all'' rounds fired that turn. Changes to weapon accessories:* Since Cleanliness no longer exists, silencers no longer apply a malus on the equipped firearm. Changes to crafting:* Gun Cleaning Kits: They are now used to restore a firearm's Condition, as long as it's 60% or higher. Gun Repair Kits can still be used at any Condition percentage. Changes to Maze Customs:* Improved barrels now have different effects.** 4150CS barrel: Max Condition x1.25.** 4150CS + Titanium Nitride (TiN) coating: Max Condition x1.5** 4150CS + Titanium Carbonitride (TiCN) coating: Max Condition x2** 4150CS + NP3 coating: Max Condition x1.25, Condition loss on critical failure x0.5** Rechambering a firearm with an improved barrel no longer causes the improved barrel to be replaced by a normal one (forcing the user to re-purchase the barrel improvements again). Making engineers slightly less evil!...** Maze Customs now also offers the possibility to return to a non-improved, stock barrel, for 100 P$. == Extras ==* New command: '''@asktsuchi'''. Ask a yes/no question and use that command. Results may vary.  = November 27th 2018 ='''Version 5 update''' - The Finished State update == Quests ==* '''Story Arc #32019]]: The Human-Youkai War''' released! Features 33 quests, 1 sidequest, and 1 emergency quest.* '''Endgame content''' now available! The Contestant story may now come to an end as soon as all four Amulets are gathered == Content ==Abilities:* Several special abilities were renamed to '''techniques''', due to their similarity with martial arts techniques. Techniques are actions that can be performed instead of a regular combat action, and which, if the prerequisites are met, may allow their users to perform special moves that wouldn't otherwise be possible.* Introduction of several new combat techniques:** Techniques that are learned upon reaching '''Expert skill level''' with a corresponding combat skill:*** Firearm techniques: Failure Drill (DA revolver, Semi-auto pistol/rifle/shotgun), Fanning (SA revolver), Mad Minute (Bolt-action), Recoil Control Stance (Automatic pistol/rifle/shotgun), Rifleman Trick (Lever-action), Zero's Trick (Pump-action)*** Melee techniques: Any-Bash (One- and Two-handed clubs), Any-throw (Thrown weapons), Backlash (Whip/Lash weapons), Desperate Smash (Crude weapons), Double Cleave (Axes, One- and Two-handed swords), Stabbing Rush (Knives)** Techniques that can be '''purchased''': Lightning Reload (available for 3000 P$ at any shooting range) Maze Customs:* Customs:Minor - 1 new tactical conversion ('''Pecheneg Zenit'''), 4 new minor barrel configurations ('''SCAR-H STD, SCAR-L STD, SCAR-L LB, SG551-LB''') Startgame:* '''Tsuchinoko''' update: Rarity is finally weaved into the drop rates for the weapon commands (@wpn @wpnc1 @wpnc2 @wpnc3 @wpnc4 @wpnc5L @wpnc5S @wpncHG). The original commands (with equal chances for each weapon) have been given the '''-e''' suffix (@wpn-e, @wpnc1-e, etc...); '''e''' stands for "'''equivalent'''" (in the sense that each weapon has the same chance to be rolled as any other).** Four new '''Tsuchinoko''' commands, '''@wpn-firearm''', '''@wpn-melee''', '''@wpn-firearm-e''' and '''@wpn-melee-e'''. The first two respectively roll only firearms (Classes 1-4) and melee weapons (Classes 5L, 5S, HG), and the last two are the equivalent chances versions of the first two.* Kitsune and alligator halflings are now playable (discontinuation of the RePoints system)* Equipment points to allocate have been increased from 5 to 10.* Unspent equipment points are now worth 200 P$ each instead of 150 P$, and are now paid entirely in copper coins.* Starting weapons are no longer dependent on the combat skills selected at the start. All of the packages are now available, and extra packages now only cost 2 equipment points instead of 32019 updates.* Difficulty modes are no longer tied to RePoints. The starting amount of lives (HardOlder updates: 1, Easy: 3, Messiah: Infinite) is fixed. == Meta ==* GM side changes: Planned migration away from Excel and fully towards Google Docs - from now on GMs and players should be using the same files; any changes and updates should be done through direct edition of the player's GDocs sheet. Any information that is hidden from the player should be kept on a separate, GM-only file (preferably also on GDocs) which lists only the hidden information and nothing else.* Migration to the new wiki will begin shortly after the release of this update.* The RePoints system is discontinued (please check the corresponding Patreon post for more information).  = Prior versions =You can find all of the previous updates up to version 5 on the [http://old.mazeworld.net/wiki/Guide:Changelog old wiki's changelog].
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