Changes

Changelog

3,544 bytes removed, 8 June
This page lists any significant updates made to the game from Version 5 onwards. Smaller changes and fixes which aren't enough to constitute an update, particularly if they are meant to fix or modify errors, typos, or inconsistencies with [[object lines]], will usually be listed in the [[Tsuchinoko (bot)|Tsuchinoko]] updates instead.
= In progress Upcoming / Roadmap ='''Version 6.2.1''' - The 1000-Weapon Update, Part 1: First, The Ammo
[[Ammunition]] - New calibers:Minor updates in progress* [[.327 Federal Magnum]]'''(minor) version number TBD''': A Shield, an Arrow, and a Pile of Hotfixes (updates to archery weapons, shield rules, roomstyle hotfixes, LBE hotfixes and way more)* [[.41 Magnum]]* [[.50 Beowulf]]* [[5.8x21mm]]* [[6x45mm]]* [[7x57mm Mauser]]* [[10x24mm Caseless]]'''(minor) version number TBD''': Critfail update
New [[Handloading|handloading]] components:Major updates in progress* Casings for each of the new calibers, except 10x24mm Caseless '''(obviouslymajor)* New projectilesv6.9.4:''' Expanded Hiring Bureau update** '''(major) v6.2369.5:''' Random event generators; World Events at every Daily Reset, 46 grain (5.8x21mm)Town Events at every town/intersection entered** .243, 90 grain '''(6x45mmmajor)v6.9.6:''' Unnamed major clothing system update** .284, 175 grain '''(7x57mm Mausermajor)v6.9.7:''' Stealth update** .312, 100 grain '''(major) v7 / final:''' Uncharted Areas (XA) at the edges of the world + A final weapon update with everyone's favorites/a final round of suggestions.327 Federal Magnum)** '''Post-v7:''' Tsuchinoko code refactoring?'''Version 6.410, 210 grain (9.41 Magnum)4''' - Unnamed update
= June 27th 2021 =
'''Version 6.2''' - The Shields Update
Written with suggestions from the community = April 10th 2024 ='''Version 6.9.3.2''' - thank you, everyone!Helmet hotfix
* [[Class 5 Long weaponsEffects]]:** New weapon category and new Removal of the Ballistic protective trait, now considered obsolete. Due to it being a carryover from eras of the game mechanics: [[Shields]]** 14 shields added where headshot Pain multipliers used to be much higher than the weapon roster (13 retail weapons, current 1 artifact.5x (3x or higher), all of which are Class 5 Long.** Retail shields: [[Round shield]], [[Leather shield]], [[Trash can lid]], [[Scutum]], [[Wicker shield]], [[Buckler shield]], [[Kame-tate]], [[Heater shield]], [[Ballistic shield - Soft]], [[Ballistic shield - Alpha]], [[Ballistic shield - Bravo]], [[Ballistic shield - Delta]], [[EOD portable blast shield]]** Artifact shield: [[King's Roundel]]* [[Dojo]]** Shield training is now available, the effect remained unchanged and round shields have been added to accidentally overbuffed the list protective capabilities of rental weapons. Functionally helmets with the same, bur lore-wise, dojos are now equipped with harmless dart launchers for shield practicetrait.* [[SkillsClothing and armor]]** New combat skill: '''Shields'''* [[Creatures]]:** When butchering a [[giant tortoise]], All clothes that had the Ballistic protective trait lose it will drop a [[Kame-tate]].
= May 29th 2021 March 24th 2024 ='''Version 6.119.3.1''' - Various changes and fixesSay My Name update
* [[Class 4 weapons]]:** Mini-grenades no longer "count as 0New Tsuchinoko command, '''&callsign'''.5 item in LBE" to reduce confusionGenerates one of about 200 different names (including variations).* [[Ammunition]]:** The "rare calibers" ([[.260 Remington]]Callsigns are intended to give, [[.300 AAC Blackout]]well, [[.338 Norma Magnum]]callsigns, [[but also nicknames, war names, and other aliases.460 Rowland]], Primarily intended for [[9x25mm Dillonmercenary|mercenaries]]) now have retail ammunition available. The "rare caliber" moniker remains in use, but easily adaptable to symbolize the fact no standard retail firearms are available in these chamberings.** .260 Remington: Standard (FMJanyone else; Maze Military personnel, Matchraiders, JHPadventurers, JSP)** and so on.300 AAC Blackout: Standard (FMJ, Match, JHP, AP), Reduced Velocity (FMJ)** .338 Norma Magnum: Standard (FMJThe command is designed to be expanded over time in even smaller, Match, JHP), Sniper Premium (FMJ, Match)** Tsuchi-only updates.460 Rowland: Standard (FMJ, JHP, Lead), Personal Defense (FMJ, JHP)** 9x25mm Dillon: Standard (FMJ, Match, Lead, LSWC, JHP)
= May 3rd 2021 March 18th 2024 ='''Version 6.19.3''' - Character Traits The MazeOS Update
* Added a fourth type of items requiring [[Character customizationidentification]]:** Direct modification of Primary stats has been removed'''Data storage devices.** Constitution is now part of your character's appearance '' Includes floppy disks, zip disks, compact discs (CD), and has no effect on stats anymorehard drive disks (HDD). Camera memory cards also become a type of data storage device.** Pain Thresholds (PBT, PDT) have been removed from When finding data storage devices in the game (due UA, they may contain useful or valuable data.* Bring data storage devices to redundancy with a [[Pain Sensitivitylibrary]]. Now every creature passes out at 100% computer to identify them, or use a [[PainCrafting items#Laptop|laptop]] to identify them on the field. Laptops are considered a new type of toolkit and dies at 150% without exceptionare rechargeable with HITB batteries.** '''Introduction Laptops can also double as higher-capacity (and rechargeable) hacking toolkits.* Blank versions of data storage devices are available for sale in workshops (as [[Character traitscrafting items]]''' - 50 traits to customize your characters to your liking!** Trait assignment now happens after selecting species ). Blank devices currently have no specific purpose but before skill attributionGMs are encouraged in any story or quest where writing or saving data could be useful.* Other** Transition to Google Sheets for player inventory sheets is now underway New [[Tsuchinoko (keep an eye on Discord for detailsbot)|Tsuchinoko]] commands added to support this update: '''&data &data-floppy &data-zip &data-memcard &data-cd &data-hdd'''
Special thanks to everyone who contributed ideas and suggestions for character traits!
= February 9th 2024 =
'''Version 6.9.2''' - Mushroom update
= April 9th 2021 ='''Version 6The functionality of [[mushrooms]] has been expanded, and a new essential shop can now be found in all towns.03''' 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- Simplification Update #9: Kiwami Editionnew locations. The mushroom identification costs have also been lowered to match the cost of the lowest-value mushrooms.
* [[EvasionIdentification]]: Dodge checks have The cost of identifying mushrooms has been simplified and buffed significantlydropped to '''0.10 P$''' (previously 10 P$)* [[HealingMushrooms]]: The 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 ''Addiction resistance'[[street kitchen]]' effect was removed, and can therefore no longer be earned ''** The street kitchen works as both a bonus for reaching Master in Healing skillrestaurant and a shop.* The manager is a random [[Negotiationcitizen]]: Critical successes and critical failures are no longer possible in Negotiation checks. Tables have been edited to reflect with the possibility [[Character traits|Mycologist]] trait.** The restaurant part of rolling more than 12 in the street kitchen sells inexpensive, filling, mushroom-based dishes.** The shop part trades mushrooms. It sells a negotiation check (due small selection of savory and magic mushrooms, and it will buy back any mushroom '''at cost''', similarly to Negotiation skill bonuses)valuables.* [[Dojo#Training machines|Training machinesTsuchinoko]]: Agility training now levels natural [[Agility]] up by +1 every 1000 XP regardless Pull rates of circumstancesmushroom types with the '''&marisa''' command have been adjusted to heavily favor normal mushrooms. (Previously** Normal mushroom pull chance per command: +1 every 1500 XP or 750 XP if natural Agility is under +0)63.38% -> '''71.81%'''** Magic mushroom chance per command: 32.39% -> '''12.23%'''** Unique mushroom chance per command: 4.23% -> '''15.96%'''
* [[Yousei]] now possess the '''Limitless Potential''' creature trait, removing or increasing almost all of their [[Dojo#Training machines|training machine XP]].
* Backtracking is now an option when traveling in the [[Uncivilized Area]], with certain caveats:= December 27th 2023 =** 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'''Version 6.** If the player has chosen to backtrack once during their current UA trip, they cannot backtrack again in the same trip9.1.1''' - Melee Repair Kit hotfix
* All Changes to [[Food#Unsparable food items|restaurantstoolkits]] :* Melee repair kits can now feature breakfast itemsrepair shields.* The [[Food#Cocktails|cocktail list]] has been updated formula to calculate shield HP repaired is equal to the Condition (with several new entriesRepair skill bonus) divided by 80 and rounded up.
* Major changes to [[Weapon accessories]] and [[Ammunition]]:
** The weight of a [[feeding system]] '''no longer changes''' depending on the ammunition loaded, remaining at their base weight. Therefore, it is '''more space efficient''' to keep your magazines loaded.
** A new size tier is introduced: '''Lean''', with a weight of '''0.75 units'''. Several magazines have been converted 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 and 40-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 rebalanced.
= February 18th 2021 December 25th 2023 ='''Version 6.029.1''' - Telephone Club The Soldier of Fortune Update (does not contain actual telephone clubs)<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.''
* A minor update focused on fleshing out [[Mobile phoneMAIM]] 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 giving players the phone bomb. Phones return option 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'''hire mercenaries.
New [[Occupations|occupation]]: [[Mercenary]]
= February 7th 2021 ='''Version 6.01''' - Various minor changes New [[List of named MAIM personnel|named characters]] (14 mercenaries, with different skillsets and improvements.loadouts)
* [[Lockpicking]]: Lockpicking kits no longer have limited uses; they are now semi-durable items with Minor lore tweaks to MAIM itself to make it 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 Unskilledlegitimate organization, 6 at Basic, 7 at Skilled, 8 at Expert, and 9 at Master.* now headquartered in [[Maze CustomsFerron City]]: New Customs packages for various G3 derivatives.** [[Heckler & Koch G3A3]]: G3A3 Tactical, PTR-32 Tactical, PTR-33 Tactical, G3A3 LBR Tactical** [[Heckler & Koch G41]]: G41 Tactical** [[Heckler & Koch HK21]]: HK21 Tactical** [[Heckler & Koch HK33A2]]: HK33A2 Tactical** [[Heckler & Koch HK41A2]]: HK41A2 Tactical, PTR-32S Tactical, PTR-33S Tactical, HK41A2 LBR Tactical** [[Heckler & Koch MSG-90]]: MSG-90 Tactical** [[Heckler & Koch PSG-1]]: PSG-1 Tactical** [[Heckler & Koch HK53A3]]: HK53A3 Tactical** [[Vollmer HK51-B]]: Vollmer Tactical
= January 28th 2021 October 4th 2023 ='''MazeWorld version Version 6.9''' - The Nice, Big OneRe-Balance Update
Latest changesNew gameplay concept and ability:[[Hebizuka's Favors]].* They are MazeWorld's version of Edge points. Burn to re-roll a variety of unfavorable rolls.* A [[Food#Unsparable food itemsCharacter traits|Restaurant menustrait]] have been revamped, now offering many more choices.* '''Official reopening of the communityHebizuka's Favorite,''' allows you to have a maximum of 4 Favors instead of 3.
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.
= January 24th 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 5.59Dragon's Buckshot (D-Buck)'' - Expansion of [[Maze Customs]] Minor mods'.
This update adds many Changes to [[Customs:Minor|MinorCombat mode]] conversions for several :* Escaping now causes [[weaponsUA]]. Many were suggestions trip length to increase automatically by members of our community1, listed in parentheses belowas if it was a Detour +1.
New Minor mods for the following weapons:* Changes to [[Armalite AR-10Clothing and armor]]: AR-10 Tactical, AR-10 LBR Tactical* [[Armalite AR-18youkai outfits]]: AR-18C (Mad Max)* , and [[Benelli M4 Super 90trauma plates]]: M4 Super 90 Enhanced, M4 Super 90 CS Enhanced* Many pieces of armor have received new effects (or had existing effects modified or deleted), mainly to hamper [[Benelli NovaAgility]]: Nova CS. The general idea is that the heavier the armor, Nova XMthe bulkier and harder it is to move in.** Activist Recon Outfit (ARO), Nova CSXMall five types: Agi+1 effect deleted* [[Benelli SuperNova Tactical]]* EOD Suit: SuperNova CS, SuperNova XM, SuperNova CSXMPlate carrier effect added* [[Beretta AR70/90]]* Kawashiro Shinobi Outfit: SCP70/90Effect nerfed to Agi +1* [[Beretta 93R]]: Auto* Armored trench-9coat, Composite armor vest, Composite armor full leggings, D armor full leggings, AutoDou-9 Carbine* [[Beretta 96FS]]: 96A1sode armor, 96CMS A1Heavy D armor vest, 96A1 FAHeavy K armor vest, Heavy T armor vest, K armor full leggings, Powered Combat Vest, SRA Riot Vest, SRA full leggings, T armor full leggings, 96CMS A1 FA* [[Beretta Cx4 Stormtrauma plate|Light steel trauma plate, Composite armor trauma plate]]: Mx4 Storm, Mx4 StormAll of these received an Agi-91 effect** EOD Suit, Mx4 StormMedieval cuirass, Heavy steel trauma plate: All of these received an Agi-3572 effect* [[Beretta M9]]: M9A1, M9A1 FAMany pieces of armor have been made more expensive.* [[GIAT FAMAS G1]]* Heavy steel helmet: FAMAS L, FAMAS G2/LIncrease to 250* [[FN Herstal F2000]]* T armor helmet: F2000 TacticalIncrease to 500* [[FN Herstal P90]]* K armor helmet: P90 TRIncrease to 750* [[FN Herstal/Browning Hi-Power]]* D armor helmet: Hi-Power Auto, Hi-Power HPC, Hi-Power SMG, Hi-Power Auto HPC, Hi-Power Tacti-Carbine, Hi-Power Tac-SMG (Jade)Increase to 900* [[Heckler & Koch HK416]]* Cerashield helmet: HK416 CQC, HK416 DMRIncrease to 1250* [[Heckler & Koch HK417]]* Titanium/Steel helmet: HK417 DMR, HK417 DMR-LIncrease to 1300* [[Heckler & Koch MP7A1]]* EOD helmet: MP7A2Increase to 2000* [[Heckler & Koch P2000]]* MASKA helmet: P2357Increase to 2500* [[Heckler & Koch USP9]]* Armored dress: USP9 EliteIncrease to 400* [[Heckler & Koch USP40]]* Armored tuxedo: USP40 Elite, USP357 EliteIncrease to 400* [[Heckler & Koch USP45]]* Light stab vest: USP45 Elite, USP460, USP460 EliteIncrease to 400* [[KAC M110 SASS]]* Light K armor: M110 K1, M110 K1 Light, M110 ASS-K1, M110 ASS-K1 LightIncrease to 750* [[Kel-Tec RFB]]* Light T armor: L-RFBIncrease to 800* [[Manurhin MR 73]]* Heavy K armor: Manurhin MR 73 SniperIncrease to 1500* [[Mauser Karabiner 98k]]* Heavy T armor: Kar98k NATO, Kar98k SAR, Kar98k Trench, Kar98k NATO Trench, Kar98k SAR Trench (Jade)Increase to 1600*[[MKEK MPT-76]]* Light D armor: MPT-76 LBRIncrease to 1800* [[Mossberg 500 Cruiser]]* SRA riot vest: M500C-TR, M500C Spec-F, 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)Increase to 2000* [[Mossberg 500 Persuader]]* Heavy D armor: 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)Increase to 4500* [[Mossberg 500 Tactical]]* EOD Suit: M500T Spec-F, M500T Spec-N, M500T Spec-S, M500T-TR Spec-F, M500T-TR Spec-N, M500T-TR Spec-S (Vershike)Increase to 5000* [[Savage Arms Axis]]* Powered Combat Vest: Axis IIIncrease to 7500* [[Savage Arms Axis XP]]: Axis II XPSome pieces of armor have been made cheaper.* [[SIG P220]]* Flak jacket: P220R, P220-460, P220R-460 (Vershike)Decrease to 250* [[SIG P226]]: P226R, P226R* Kabuto-40* [[SIG P226 Navy]]menpo: P226R NavyDecrease to 450* A new [[Walther Gewehr 43(W)youkai outfit]]: Gew43 Experimental (Jade)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.* [[ZiD Degtyaryov RPDStyle shop]]: RPD SOGNew 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.
Changes to [[Creatures]]:
* [[Kasha]]: Natural [[Agility]] is now '''+1''' instead of +0.
= January 20th 2021 =Changes to [[Effects]]:'''Version 5.58''' - The late, late * Travel Fatigue: Now burns 20 [[LBEnutrition]] updateand 10 [[hydration]] per room traveled, on top of the Fatigue effects.
This update introduces several new Changes to [[LBESkills]] items :* [[Evasion]]:** 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.* [[Handloading]]:** Picking up spent casings now grants Skill Points, at a rate of '''1 SP per 20 cases/hulls salvaged''' (or '''0.05 SP per case/hull''')** Disassembling ammunition into components now grants Skill Points, at a rate of '''1 SP per 20 rounds disassembled''' (or '''0.05 SP per round''')** The Skill Point bonus for handloading ammunition is doubled, the rate is now '''1 SP per 10 rounds loaded''' (or '''0.10 SP per round''')* [[Repair]]:** All skill thresholds have been halved. It now requires '''25 SP for Basic, 100 SP for Skilled, 250 SP for Expert''', and changes many existing ones'''500 SP for Master'''.
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 [[tactical vestslight wounds]].* [[Mini C4 charge]]:Price reduced to 100 P$, from 750. Rarity adjusted to 1, from 2.* Micro chest rig[[Small C4 charge]]: Price reduced to 300 P$, from 1500. Rarity adjusted to 1, from 4.* Wartech tactical vest[[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
New [[backpacks]]:
* Tactical sling bag
* Duffle backpack
* Durabag
* LAWgiver backpack
* Mechanism pack
* Phantom Sniper bag
* Rocketeer backpack
* SO Raid rucksack
New [[utility belts]]:= September 26th 2023 =* Simplex pouch* Duplex pouch* Triplex pouch* Handyman belt* Nade Drake belt* Viper battle belt'''Version 6.82''' - Explosives hotfix
New Changes to [[leg rigsExplosives]]:* Hunger holsterPressure mine disposal: * Mushroom Collector rig* You can now shoot a mine to detonate it, but you must deliberately aim at one mine and score at least one inaccurate hit.** You no longer need to roll for accuracy when using an explosive; the explosive blast will set primed pressure mines off automatically.* Directional mine disposal: ** 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. ** 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.** 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.
Modifications to existing LBE:
* Blackhawk LRAK Gunner 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 units), Extra storage 2 (any items, 10 units), and Extra storage 3 (any items, 10 units)
* Blackhawk 3-Day assault pack: Renamed 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 2 (any items, 10 units), Extra storage 3 (any items, 5 units)
* Blackhawk USAR bag: Renamed to Long-distance backpack. Capacity becomes 100 units. Gains 3 special capacities: 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 to Cyclonus backpack. Capacity becomes 50 units. Gains 2 special capacities: Extra storage 1 (any items, 25 units), Extra storage 2 (any items, 10 units)
* Jaeger rucksack: Renamed to Hunter rucksack. 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)
= August 19th 2023 =
'''Version 6.81''' - Mining hotfix
= November 15th 2020 =Changes to [[Mining]] have been introduced to simplify it and make it easier.* Mining now works according to a hit point system instead of a chance-to-succeed system. The 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).* Each mining target (ore bundle, obstructions) now has a set number of hit points.* A pick or drill strike reduces the target'''Version s hit points; the check is based on the skill level (1d20 to 1d60, in 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 0.5increments).57''' - * The '''Shotgun Blitz''' updatelength 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 items at the mining supplies store now allow you to reset your progress in a mine and start over.
Changes to [[Ammunition]]:= June 19th 2023 =* 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 slugVersion 6. No retail availability, these projectiles must be handloaded.* Establishment of 8'''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.Deep Wound update
Changes to * '''Introduction of a new [[Civilized Areasinjury]]:type called deep wound (DWs)'''* [[Towns]]: There * A deep wound is no longer any distinction between similar to a "shop hub" with few emplacements and a "mall" with manynormal wound (to be renamed '''light wound (LWs)'''), but causes four times the amount of bleeding per turn: -1. All town shop hubs 2 Blood per turn instead of -0.3.** Piercing-type damage now possess 5 streets causes deep wounds** Bullet-type damage now causes light wounds on inaccurate hits and 10 shop emplacements; 8 [[individual shop|individual shops]], a [[restaurant]] deep wounds on solid hits and a [[bar]].criticals (except as otherwise dictated by ammo type)* Certain types ** Rubber buckshot and rubber slugs continue causing fractures instead of [[individual shop]] may be closed on certain [[Calendar#Days|days of the week]]; these are known as inventory daysLWs (no change to behavior)*** Flechette can now only cause LWs*** Sintered Frangible (SF) can only cause 2 wounds per successful hit, during which but the shop wound type is being restockedaccuracy dependent; 2 LWs on an inaccurate hit, 2 DWs on a solid or critical hit.*** Broadhead arrows (BRD) can now cause 2 wounds per successful hit instead of just 1
Changes to [[Crafting]]* New items:* * '''[[Specs docsMeds]]'''*** Tranexamic acid (TXA): Docs no longer unlock Specs docs-only items for saleSyringe, requiring the tracking of a list of documents brought for each character400 P$, not addictive. The Proving Grounds engineer now requires player characters Reduces bleed rate to trade in the correct documents 0.0/turn (effectively stops bleeding) for 10 turns** ''each'[[Mushrooms]]' item, alongside money ''*** Extra wound healing (and in some cases, specific itemsExtra vulnus medicae). In exchange: Heals 3 wounds, these items cost significantly less than they used prioritizing Deep Wounds first, then Light Wounds.*** Stop the bleed (Cessant sanguinem): Reduces bleed rate to - all prices were slashed to 1/4 their previous values0.0/turn (effectively stops bleeding) for 10 turns
* Changes to [[Lockpickingammunition]]:* As part of the ongoing work to update * Flechette damage tables balanced on all locationscalibers to behave more like armor-piercing ammunition. All flechette damage on Ax armor classes has been buffed, FL/HS locks are now deprecateddamage on Cx is unchanged. The only lock types in the game New tables are now mechanical locks and electronic (keycard) locksas follows:*** [[12 gauge]] flechette: 12/11 '''15/12/9/5/2'''*** [[12 gauge CAWS]] flechette: 14/12 '''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'''
* Changes to [[crafting]]
** [[Crafting items]]: Rags have a chance to fix 1 LW.
= October 15th 2020 =* Changes to [[creatures]]'''Version 5.56''' - The Unintuitively Named Update (** Numerous creatures have attacks that has nothing to do with 5variously cause extra wounds (1d2, 1d3, 2d2, etc.56mm firearms)on a hit. Most of these now cause either LWs or DWs depending on damage type.** Many creatures with healing spells will have their effects updated. They can now close both wound types, but will prioritize DWs first, LWs second, just like the Stop the bleed mushroom.
* Changes to [[Weaponshospital|hospitals]]:* New concept introduced: '''Traditional inner tubes'''. Refers * Light Wounds cost 10 P$ apiece 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 tubeheal.** 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 Deep Wounds cost 25 P$ apiece to reflect that it is a rifle with a traditional inner tubeheal.
* 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 8th 2020 =* Changes to [[meds]]'''Version 5** Gauze roll: One use fixes 1 LW.** Individual Bandage: Fixes 1 LW.** Hemostatic Agent Pack: One use fixes 1 DW.55''' - 555-WE-SAFE update
New * Changes to [[Creatures|creatureweapons]]** [[Barbed nine-tails]], [[Broken bottle]], [[Long spiked chain whip]], [[Shuriken]], [[Spiked chain whip]], [[Barbed Lucille]]:Text update reflecting they now cause Light Wounds.* The * [[horseMeat fork]] returns to the bestiary, [[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.
Changes * Other changes** [[Basic mechanics]]: Sarah example updated to reflect LWs and DWs.** [[AmmunitionConvenience store]]:Updated the Meds aisle accordingly* '''Sintered Frangible (SF)''' ammunition now has a different effect* [[Damage types]]:Updated accordingly** Against unarmored ACs[[Explosives]]: 1*** Injuries caused by explosions: No longer causes wounds of either type.2x PainInstead, 1fracture 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 3-4 fractures.2x LD** Against armored ACs* Injuries caused by shrapnel: 0.5x PainShrapnel can only cause LWs, 0despite being Bullet-type.5x LD** Every hit successfully causing an injury will open 3 Wounds instead of 1.[[Limb health]]: Updated accordingly** [[Healing]] (non-combat skill): Updated accordingly
Changes to [[Unarmed combat]]:
* Two new techniques, '''Steal''' and '''Monkey's Paw''', have been introduced.
Changes to shops and services:= March 18th 2023 =* 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 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''Version 6.* 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 Sensitivity]], Natural [[Strength]], Max [[Blood]], Max [[Limb health|Limb HP]], Natural [[Endurance]], and Natural [[Agility]]'''** Each training program has an XP counter7. 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 bank1's item vault service has been modified:** 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 to the maximum size of 400 units; upgrading costs [[File:Parallar symbol.png|10px]]'''The Mining Overhaul Update (size x 15)'''** Withdrawing items from a vault now costs [[File:Parallar symbol.png|10px]]'''500 + (weight of items withdrawn x 10extra goodies)''', and it is not possible to withdraw more than 150 units of items at once.** 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 anymore.
* [[Mining]] received a major overhaul
** The exploration process was completely overhauled to reward progressing as deeply as possible.
** Introduction of a minecart feature to transport ores in and out of the 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 [[List of UGL|underbarrel grenade launcher]]: [[ISL-201 UGL-I]] integrated underbarrel grenade launcher, exclusive to Customs MP5s with the ISL-201 handguard.
* [[Maze Customs]]
** [[Customs:Major#Blackhawk|Blackhawk]] and [[Customs:Major#Redhawk|Redhawk]] revolvers receive a new modification: Barrel porting, which acts as an integrated muzzle brake ([[Recoil]] -1).
** [[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 carcass of 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]] with a Crafting 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 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 +10% for every level above Unskilled.
** '''Padlocked cache''': The front door has been fitted with a lock, requiring the right key, [[Lockpicking|lockpicking]], or brute-forcing to open. Roll '''&genbox''' to determine loot and lock type. Opening the door adds extra loot to the next room, if applicable. (2x '''&boxlootW''' or '''&boxlootM''' depending on the results of '''&genbox''').
= June 24th 2020 =
'''Version 5.54''' - Magazines and other knick-knacks
Changes introduced:= January 23rd 2023 =* [[Glock 18C]]: 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 brakeVersion 6.* New [[Weapon accessories#Muzzle brakes|muzzle brake]]: 7'''Muzzle brake, Shotgun, standard, .410 bore'''* New [[magazines]]:** [[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 '''1911DS Custom 10mm 16-round magazine''' was scrapped (P-16 magazines are now used to feed [[Maze Customs:Major mods#1911DS|1911DS 10mm]] pistols* [[Maze Customs speed strips]]: [[9x19mm Parabellum]] speed strips are now also compatible with [[7.62x25mm Tokarev]]The Bestiary Update
This update was co-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.
= May 23rd 2020 =* Changes to existing [[creatures]]** [[Aquagon]]: Gains two new attacks: '''Version 5Electric bite''' and '''Mist ball.53''' ** [[Electragon]]: Changed the type of the '''stun attack''' from '''Piercing''' to '''Spec- Update Elec''', increased base Pain to '''44%.'''** [[foodEverdragon]]: Armor Class was increased from A4 to '''A5'''.** [[Kappa]] and [[huntingKenmun]]: Each gains a new attack, the '''Mist ball.'''** [[Jami]], [[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]].
* Changes to [[Huntingeffects]]:* Game meat from certain creatures no longer provide * [[Effects#Elemental|Water-soaked]] such : Is now a semi-permanent effect intended to represent the effects of being drenched in water. As long as Alertness increase or Strength 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 '''+100.2%/Fatigue per turn''' at the end of combat, and '''+200.1% for Fatigue per room traveled''' at the end of a few turnsUA trip. This effect is separate from actual Travel Fatigue, meaning it is unaffected by the [[Traits|Wherever I May Roam trait]].* Instead* New item introduced: '''Dispoable bath towel, a system of '''Weight 0.5. This [[Hunting#High-value meatcrafting items|highitem]] is a consumable with the sole purpose of removing an active Water-value meatsoaked effect. Once used, it is discarded. Available in [[Workshop|workshops]] for [[File:Parallar symbol.png|10px]]''' was created. Meat from certain creatures is now considered to be either a 7'''Delicacy. ** ''' (Double value) or a ''GM tip:'Luxury''' (Triple value)' 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.
* Changes to [[Creaturescontainers]]:* The item lines * Mimics, in the form of all relevant creatures now state if they produce delicacy meat[[Containers#Mimic traps|mimic traps]], luxury meathave been introduced. Upon being approached by an adventurer, tainted meat, illegal meat, or if they produce no meat at all.** An exception was made for humans, halflings and youkai turn into creature- their item lines do not display meat status, as it is assumed like constructs that must be fought to access the meat of all playable species is already known to be illegalloot inside.* All references to "Poisonous meat" * Four types of mimic traps have been changed to the correct termintroduced: [[Hunting#Tainted meat|Tainted meat]]Biter, Basher, Melter, and Burner. Each has an appropriate attack.
Changes to * New [[Foodstripper clips|stripper clip]]:* The '''HotArisaka 5-gonround stripper clip''' no longer has a Strength boosting effect, in accordance to compatible with the changes listed above. Instead[[Type 38]], nutrition was increased from 296 to 592[[Type 44]], and [[Type 97]].
* 21 new [[creatures]]:
** Bugs:
*** [[Black Widowmaker]]
*** [[Phantom Spider]]
** Canines:
*** [[Fox]]
** Dragons:
*** [[Saken]]
** Mamono:
*** [[Kuda-gitsune]]
** Science experiments:
*** [[Uemag]]
** Bears (new category):
*** [[Panda]]
*** [[Black bear]]
*** [[Brown bear]]
*** [[Grizzly bear]]
*** [[Armored grizzly]]
** Deer (new category):
*** [[Key deer]]
*** [[White-tailed deer]]
*** [[Elk]]
*** [[Snawfus]]
*** [[Danger Deer]]
** Rodents (new category):
*** [[Giant rat]]
*** [[Giant beaver]]
*** [[Procyon]]
*** [[Giant capybara]]
*** [[ROUS]]
= May 14th 2020 =* 1 new [[occupations|occupation]]:'''Version 5.52 part 2''' - Bestiary update** [[Makaryuudo]]
Changes to * Numerous [[Creaturescreatures]], both new and existing, receive new drops that can be either obtained on death or harvested through [[Hunting|butchering]]. The full list is below:* Old creature bestiary was completely removed * [[Food]]: Raw and replaced with an all-new collection of monsters - in totalfried chicken egg, '''128 creatures'''raw and fried turkey egg, including the 20 playable species.vinepear* Human* [[Meds]]: Poison glands (small, halfling and youkai occupations have also been revamped - a total of '''34 occupations''' are now listed into the game.medium, large), chelicera, telson** [[Valuables]]: New occupations[[Valuables#Special valuables|Special valuables]]: '''JanitorBeast fang, Head janitorblob matter residue, 8 different flavors of nonbone 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-faction criminalsheaded serpent scale* [[Crafting]]:** 7 new crafting [[blueprints]] and associated recipes: HmVnmS, Youkai activist squadleaderHmVnmC, HmVnmM, HmVnmT, HmVnmL, DragonSP, HydraSP* [[Trauma plates]]:** 2 new crafting-only plates: Dragon scale plate and 3 different ranks of Yatela gangsters'''Hydra scale plate
Changes * Numerous [[creatures]], both new and existing, have received changes to their attacks to make them more lethal and more specialized.** Bears*** [[CraftingBrown bear]]:Added new technique, FP Ripping claws.* New blueprint** [[Grizzly bear]], [[Armored grizzly]]: '''Kama''' blueprint Added new techniques, FP Ripping claws and FP Tearing bite.** 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 Peck and Talon attack*** [[Bronze bird]]: Modified the property of Metal feather shot into an AP attack. Increased MAPT of all attacks.*** [[Lightning bird]]: Added new attack, Spark. Increased MAPT of Peck and Talon attack. Added non-combat skill: Evasion (Level 1Skilled).* New crafting ingredient item** [[Basilisk]]: Increased MAPT of Peck and Poison spit.** Bugs*** [[Giant scorpion]]: Modified the property of the poison sting into an AP attack.** Canines*** [[Fox]], [[Wolf]], [[Warg]], [[Lupian]], [[Kallwolf]]: Added new technique, Scent detect.** Deer*** [[Elk]]: Added non-combat skill: Evasion (Basic)*** [[Snawfus]]: Added non-combat skill: Evasion (Skilled)*** [[Danger Deer]]: Added non-combat skill: Evasion (Expert)** Felines*** [[Jaguar]]: Added 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]], [[Psionic warrior]]: Added new technique, Psi-scan.** Mamono*** [[Shinigami]]: Raised MAPT of Force Bullet. Added new technique, AP Force Bullet.** Reptiles*** [[Firelizard]]: Added new technique, FP Tearing poison bite*** [[Two-headed serpent]]: Added new technique, FP Tearing poison bite*** [[Hydra]]: Added new techniques, Machine gun bite, FP Ripping claws and FP Tearing poison bite** Science experiments*** [[Vinebeast]]: Added new technique, FP Deep thorns*** [[Scaleworm]]: Modified the property of the Bite into an FP attack.** [[Halflings]]*** [[Canine halfling]]: Added new technique, Scent detect.*** [[Feline halfling]]: Added multi-wound effect to Claws** [[Youkai]]*** [[Guhin]]: Added new technique, Scent detect.*** [[Kasha]]: Added multi-wound effect to Bite and Claws*** [[Satori]]: '''Sickle blade'''Added new technique, Psi-scan.
Pending: The wiki will be edited to reflect the new changes as soon as possible.
= December 24th 2022 =
'''Version 6.6.3.1''' - Scary Snipers with Braking Power Mini-Update
= May 7th 2020 ='''Version 5.52 part 1''' - Bestiary This update: Preparatory changeswas entirely designed by GenericArchangel to fix a flaw related to muzzle brakes.
* Changes to [[ammunitionWeapon accessories]]:** [[Small boltWeapon accessories#Muzzle brakes|Muzzle brakes]]: Base damage nerfed by 4% (46% 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 -> 42%)1 effect. In this case, if that weapon's Recoil were to exceed 6 after applying all modifiers, it is treated as 6.
Changes to [[weapons]]:
* [[Pistol crossbow]]: No longer has a damage multiplier (previously was x0.8)
* [[Lambda magazine crossbow]]: Now has a 1.2x damage multiplier
New [[clothing and armor]]:= November 1st 2022 =* New human clothing and armor: '''Hooded robe, Sleeveless jumpsuit, Janitor outfit shirt, Janitor outfit pants, Security guard hat, Armored trench-coat'''Version 6.* New youkai outfits (for all 5 body types): '''Bandit outfit, Farmer outfit, Janitor outfit, Maid outfit, Prison outfit, Scientist outfit, Security outfit, Technician outfit6.3'''- The Static MG Update
New [[weapons]]:* Class 5 Long: [[Scythe]]* Class 5 Short: [[Hasami blade]]This update was co-designed with GenericArchangel and aims to adds more flavor and additional combat opportunities to the world.
Pending: The wiki will be edited * Changes to reflect [[Cover]]:** New category of non-random cover (cannot appear in the UA): '''Machine gun emplacements''' (125 health, A4 armor)** Four types of MG emplacements: three based on existing weapons ([[M249|Static M249]], [[QJY-88|Static QJY-88]], [[M60|Static M60]]) and a unique new changes one, based on the Browning M2 .50 BMG machine gun: [[Static M2HB]]** Although static MGs function like weapons, they are non-equippable and not counted as soon new weapons (as possiblethey 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
= April 10th 2020 October 30th 2022 ='''Version 56.516.2''' - Changes to game mechanics, simplification of damage modelsThe Redrawn Map Update
Changes This update was co-designed with GenericArchangel and aims to core gameplay mechanics:* The '''C2''' [[Armor Class]] is entirely scrapped from make traveling across the game, as it is considered unnecessaryMazes more immersive. The AC previously called C3 is now known as C2. All weapons and ammunition changes made in the game no longer have a damage value for the scrapped AC. Most clothing and armor that was classified as C2 this update will also be reclassified as C1used to support further future map and location-related updates.
* Changes to [[ammunitionUncivilized Area]]:* and [[.30-06 SpringfieldCivilized Areas]]: Base damage buffed ** Fast, Safe, and Deep routes are no longer available between all locations. While most locations are connected by 1% (166% -> 167%) so that a Deep route, the new C2 damage value (old C3) becomes 150% (previously 149%)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 [[9x25mm DillonIntersection]]: Base damage buffed by 1% (54% -> 55%)page, so that the now feature route notation to inform players of each available route between each location.** A new C2 damage value [https://cdn.discordapp.com/attachments/379673260302008320/1036360652719149116/MzW_World_Map_11-2022.jpg world map] has been produced. It now shows a visual representation of each available route (old C3) becomes 50% (previously 49%green for Safe, blue for Fast, red for Deep).
Notes:
* Creatures have not been modified yet, as the bestiary update is still in progress.
= October 18th 2022 =
'''Version 6.6.1''' - The Str⑨ngest Balance Update
= March 17th 2020 ='''Version 5.5''' This update was co- Game mechanics changesdesigned with GenericArchangel and addresses minor balancing issues with specific [[Character traits]], new ammo types[[yousei]] and [[kitsune]].
Changes to * [[RecoilCharacter traits]]:* Recoil calculation and effects no longer rely on exact shot order, but * '''Fast learner''' now grants '''5d25 XP''' instead only needs total shots fired, significantly cutting down on the amount of time that needs to be spent counting and checking shots8d25 XP.* The new Recoil system works as follows: Every Recoil level has a limit * '''Just Can't Use This''' now requires you to restrict '''4 [[combat skills]]''' instead of just 2. 2 of shots (the Accuracy Drop Threshold, or ADT) that can skills restricted must be fired - if a character shoots over ADTeither Firearms or Heavy Weapons, accuracy and aim wandering effects are applied to the entirety of the shot string, other 2 must be Melee and not just the shots that go over ADTMisc. A second level * [[Yousei]]: Due to Limitless Potential, yousei now receive '''4x [[training machine]] XP'''. This effect stacks with even more severe penalties is applied if the amount of shots fired is equal to more than double the limitFast learner and Slow learner traits.** As before, going over ADT will result [[Kitsune]]: Kitsune no longer start with '''Master''' level in aim wandering (which sends shots to &bodyaim instead of the desired point of aim)[[Negotiation]]. Instead, however instead of being applied only starting from they start with 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 sightsCharacter traits|Laser sightsVery Pretty trait]] still cancel out this aim wandering effectfor free.** Accuracy windows The trait is non-removable (similar to [[hakutaku]] and effects of going over ADT once and twice will also be updatedMycologist).
Changes to [[Combat mode]] and [[Weapons]]; specifically, '''[[Weapons#Firearm failure types|critical failure]]''' effects:
* Like with Recoil changes above, critical failure effects no longer rely on knowing exact shot order, but only the total shot count, and in particular the critical failure count.
** '''Failures to eject (stovepipes)''': 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 of cancelling critical hits.
** '''Failures to fire (misfires)''': No changes.
** '''Failures to feed''':
*** If '''2 or less''' occurred during the same string of fire: Same as stovepipes.
*** If '''3 or more''' occurred during the same string of fire: All shots are cancelled and the weapon is considered to be '''jammed'''; this can be fixed by performing a reload action.
** '''Failures to burn''': No changes.
New [[ammunition types]] for pistol and rifle calibers:= October 17th 2022 = * '''Tracer (T)''': FMJ bullets with an illuminating compound at the base of the bullet, which lights up and displays bright, colored light when firedVersion 6. 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 The Battle 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 SAPUpdate
This update was co-designed with GenericArchangel and aims to address power ranges across specific calibers, introduce a battle rifle family to Maze Customs, as well as new calibers, weapons, ammunition, and Customs mods.
= January 12th 2020 === [[Maze Customs]] ====* New [[Customs:Major|Major]] family: '''Version 5.49AR-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- Simplification update #810 and M110 SASS will be deleted
Changes ==== [[Ammunition]] ====* '''2 existing calibers re-balanced'''** [[7.62x51mm 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 [[AddictionsArmaLite AR-10|AR-10]] instead of the 17.7" [[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")* Advancement '''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-Customs weapon systems)** [[.338 Federal]]: 182% Base Pain hunting-oriented big-bore cartridge, serves as one of withdrawal levels is now tied the two "fat" alternatives to 7.62 NATO. Available as a rechambering option for the AR-10 and Rem 700 families.** [[Daily Reset.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.
Changes to ==== [[InebriationHandloading]]:====* Inebriation no longer naturally decays at a rate of 0New casings: [[.1 per turn243 Winchester]], [[.300 RSAUM]], [[.338 Federal]], [[.358 Winchester]], [[8x50mm R Lebel]]* New projectiles:** .327, 198 grain: [[Effect8x50mm R Lebel]]** .338, 225 grain: '''For every +0[[.1 Inebriation gained338 Federal]]** .358, 200 grain: [[Stress.358 Winchester]] is decreased by -0* Existing projectiles:** .4%; effectively turning alcohol into a reliable Stress relief method243, 90 grain: Gains compatibility with [[.243 Winchester]]* Inebriation decay now depends on the passage of time (and not specifically Daily Reset either)* .308, based on the amount of day periods that have passed since the last drink150 grain: Gains compatibility with [[.300 RSAUM]]* Effects of Primers:** Large Rifle: Gains compatibility with [[Inebriation.243 Winchester]] have been modified and simplified, [[.338 Federal]], [[.358 Winchester]], [[8x50mm R Lebel]]** Large Rifle Magnum: Gains compatibility with [[.300 RSAUM]]
Changes to ==== [[VenomWeapons]]====* 15 new firearms:* Rebuilt * [[ArmaLite AR-10(T)]] - New AR-10 family member, semi-automatic rifle, [[.338 Federal]]** [[Breda PG]] - burst-fire only machine gun, [[7x57mm Mauser]]** [[Browning BAR]] (not to be confused with [[Colt M1918 BAR|the effects of Venom poisoning other BAR]]) - semi-automatic rifle, [[.243 Winchester]]** [[Browning BPR]] - pump-action rifle, [[.243 Winchester]]** [[Remington Model 700 ADL]] - New Rem 700 family member, bolt-action rifle, [[.243 Winchester]]** [[MAS Berthier Model 1892 Artillery Carbine]] - bolt-action rifle, [[8x50mm R Lebel]]** [[MAS Lebel Model 1886/M93]] - bolt-action rifle, [[8x50mm R Lebel]]** [[MAS RSC Model 1918]] - semi-automatic rifle, [[8x50mm R Lebel]]** [[Rossi Circuit Judge]] - semi-automatic rifle/shotgun, [[.45 Colt]] (modified 3-inch chamber)** [[SAKO Tikka T3 Lite]] - bolt-action rifle, [[.338 Federal]]** [[Savage Arms Model 99R]] - lever-action rifle, [[.358 Winchester]]** [[SIDARME Model 1915 CSRG Chauchat]] - machine gun, [[8x50mm R Lebel]]** [[Winchester Model 70 Featherweight]] - bolt-action rifle, [[.358 Winchester]]** [[Winchester Model 88]] - lever-action rifle, [[.243 Winchester]]** [[Winchester XPR Compact]] - bolt-action rifle, [[.243 Winchester]]* 5 new melee weapons:** [[Iron ball]] - Crude weapon** [[M1886 Rosalie]] - Bayonet for the thresholds and simplified [[MAS Lebel Model 1886/M93]]** [[M1905 sword-bayonet]] - Bayonet for the effects)[[Springfield M1903A3]]** [[Service cutlass]] - One-handed sword** [[Sten Mk I]] - Bayonet for the [[Enfield RSAF Sten Mk II]]* Other changes:** [[Armat M41A Pulse Rifle]]: Removed from retail, becomes an artifact weapon
= January 6th 2020 =
'''Version 5.48''' - Simplification update #7
Changes to [[Stress]]:= October 3rd 2022 =* 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 ([[Pain]], [[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 to '''(Td4)x0Version 6.1xE5.4.1''', where T is the total amount of turns spent in combat, 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.- Archery rule patch
Related changes:==== [[Weapons]] and [[Ammunition]] ====* '''Books''' The rules now heal a flat amount of Stressexplicitly specify that [[Arrow|Arrows]], -2.0% per reading. Books provide their Stress reducing effect only once per ingame day; an already read book must [[Large bolt|Large bolts]] and [[Small bolt|Small bolts]] can be marked with a tagreused, according to specific conditions.** Suggested tag: ''"Read recently - provides no effects until next Daily Reset"''* Showers no longer provide negative effectsUnder normal conditions, all hits and the command is now always rolled when using a shower, regardless of the locationmisses produce arrows that can be retrieved. Each use will now spend 30 ingame minutes and has a chance to provide a positive effect (reduces Stress, Fatigue, Only critical failures result in arrow or Pain) each timebolt breakage.* Computers now decrease Stress by * If the arrowhead is XPL (4d10Explosive)x0.1 at the cost of spending 2 ingame hours: All hits and misses result in detonation, making explosive arrows 100% non-reusable.* Radios now decrease Stress by * If the arrowhead is IMP (2d10Improvised)x0: Misses and critical misses result in breakage.1 at the cost of spending 1 ingame hourOnly hits are reusable.
= December 8th 2019 =
'''Version 5.47''' - Simplification update #6
* The [[Cover]] system has received multiple modifications aimed at simplifying their purpose and function:= September 18th 2022 =** 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)Version 6.* [[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]]** 4'''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 simplifiedGuns, introducing a system of points gained at Daily Reset. If these points reach a particular thresholdBlood, instant death occurs.** Various effects were simplified or scrapped entirely.and Drugs; A balancing update
==== [[Maze Customs]] ====
* The [[Heckler & Koch MP5K]] is added to the MP5 Customs family.
* Customs: New modifications for the MP5:
** Barrel length: Short MP5K barrel (4.5-inch barrel) - Muzzle: N/A, Underbarrel: Integrated foregrip - Cost: 150 P$
** The Short MP5K barrel is incompatible with the Surefire 628 and Quad rails
= November 14th 2019 === [[Limb health]] ====* [[Wounds]] now cause a bleeding rate of '''Version 5-0.3 Blood per wound per turn.46''' - Simplification update #5
* ==== [[WeaponsMeds]]:====** In a manner similar to the [[MAC-10]] and [[MAC-11]], these 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]] First aid kit (Submachine gun -> Auto pistolFAK), [[H&K MP5K]] : Weight reduced to 1 (Submachine gun -> Auto pistolpreviously 2)** Artifact weapons; [[Bat out of Hell]], [[Doomslayer]]Epoetin-alfa: No longer dependent on the Contestant story for acquisition. Their effects and special abilities have also been Effect modified - see each page for further detailsto Blood +0.* [[Statistics]]:** [[Pain]]: No longer naturally regenerates at a rate of -2% per /turn; in fact, the entire concept of "Pain regeneration per -30 ntri/turn" is removed, +0. Instead, 404% 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 Fatigue/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 -for 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.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 10th 2019 === [[Effects]] ===='''Version 5* Alcohol affinity ([[Oni]] creature trait): Effect simplified.45''' - Simplification update 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.* The "Need a drink" effect has been delineated into 4: Oresvariants; Level 0, Level 1, Level 2, metals and miningLevel 3. In essence, the "Need a drink" effect progressively offers less and less Stress relief per Inebriation gained as your character's level of Alcohol addiction increases.
* [[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 August 24th 2019 2022 ='''Version 6.5.443''' - Various changes in various domainsThe R&R Update
* '''Buff to the ==== [[goheiBasic mechanics]] 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 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''' Created and '''SkelKeyB''' were introduced. In a first for defined the game, these recipes also require a certain skill level in Lockpicking in order to use (respectively, Lv2 - Basic, and Lv3 - Skilled).* Introducing a new type concept 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 ammunitionDowntime]]''': It now deals 1.3x damage (Pain and LD) instead of 1.4x.* '''Changes to MAIM''': Rie "Fireball" Kirari, being a kasha, now benefits from the new abilities introduced above. Her natural Pain Sensitivity was also lowered 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 Fatigue.
= September 6th 2019 (2) July 20th 2022 ='''Version 6.5.43 (part 3) - The SteveMRE Konbini update part 3/3: Convenience stores2'''- Lockpicking minigame update
== Convenience stores ==* Convenience stores are a new shop type which replaces the previously existing takeout stands.* Convenience stores are a type of individual shop, sharing the same layout as other types of individual shops.[[Skills]] ====* 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.* Items sold at convenience stores are divided in four aisles: Food aisle, Ammo aisle, First Aid aisle, and Misc aisle.* Each convenience store belongs to one of five chains; '''24-Seven, Fusco's Bodega, Angelstop, Circle H''' and '''Tomato Konbini'''. Each chain [[Lockpicking#Picking electronic locks|electronic lockpicking]] minigame has their own traits been updated with an easier and extra features, such as raffle tickets for every 250 P$ of purchases, extra gear, or extra servicesmore balanced variant.
= September 6th 2019 (1) April 20th 2022 ='''Version 6.5.43 (part 2) - The SteveMRE Konbini update part 2/3: New and improved rations, new food items1'''- Simplification Update #10: Completely Baked Edition
This ==== Basic game mechanics ====* [[Recoil]] has been simplified; there is the second part out no point of aim shift after crossing ADT anymore (due to it being a series remnant of three updateswhen Recoil required checking for shot order).
== New food items == [[Weapon accessories]] ====* 11 new and improved rations have been introduced, replacing Effect changes to the previous 3 completely.following accessories:* New category Laser sights: No longer cancel the point of food itemaim shift (as that mechanic has been deleted), now gives '''powdered drinksIR -1'''. Powdered drinks are inedible on their own, but can be combined with a bottle of water 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 rations.
All of the new items have been added to the '''[[Food]]''' page.
== Other changes =March 22nd 2022 =* New crafting item, the '''Mini-bag of Version 6.5 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.- Further Balance Updates
==== Basic game mechanics ====
Changes to the following core game mechanics:
* Major change to the [[limb groups]] system: hits to the LIMB group now cause '''0.5x''' damage (same as hits to the EXTREMITIES) instead of the previous 0.4x.
= September 5th 2019 === [[Ammunition]] ===='''Version 5.43 (part 1) - The SteveMRE Konbini update part 1/3: Changes Major rebalancing to consumables'''the ammunition type cost multipliers:
This is the first part out of a series of three updates* Tracer: '''1.1x''' (previously 1.5x)* Match: '''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 5.0x)* API: '''2.5x''' (previously 4.0x)* SF: '''1.2x''' (previously 1.5x)* UHS: '''1.2x''' (previously 2.5x)
The effects ==== [[Character creation]] and [[Character customization]] ====* [[Human]] characters now receive '''4 starting trait points''' instead of many consumables have been modifiedthe normal 3, to compensate for the lack of racial benefits.
== General changes to all consumables == [[Convenience store|Convenience stores]] ====* All consumables that previously listed a percentage chance to get an effect, Convenience stores now always give the listed effect. The percentage chance effects have been scrapped.sell [[M67]] frag grenades, [[M18 smoke grenade|M18]] smoke grenades and [[M84]] flashbang grenades (1d8 per store)
== Changes to Effects == [[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 '''Nausea10 uses''' instead of 3. Price per unit is now a permanent effect that gives the afflicted creature an unchanged.** Gun Cleaning Kits: Now repairs '''IR +1200 Condition''' 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 wayper use (previously 100).** All references to Nausea having a turn duration have also been eliminated.* 'Gun Repair Kits and Melee Repair Kits: Now repairs ''Suppressed hunger'400 Condition'' has been completely rewritten, and now works as follows: If Hungry, Famished or Starving, this effect will treat the creature's Nutrition level as being OK per use (temporarily canceling any negative effects from low nutritionpreviously 250).
== Changes to food == [[Traits]] ====New traits (<span style="color:#00CC00">'''Green: Positive'''</span> ; <span style="color:#CC0000">'''Red: Negative'''</span>):* Can of cola drink<span style="color: No longer provides Agility #CC0000">'''Bad eyesight'''</span> (+2): Your character has a natural vision impairment that cannot be corrected with eyeglasses. You suffer from a permanent FT+1 and Alertness increase - still affects Fatigue and Stresseffect.* Can of lemonade<span style="color: No longer provides any effects besides nutrition and hydration#00CC00">'''Druggist'''</span> (-2): Ability to [[Identification|identify]] [[meds]] on sight* Can of energy drink<span style="color: No longer provides Strength +10%, but #00CC00">'''Fast learner'''</span> (-1): Your character earns Training Points at a faster rate.** When training at the effect is lengthened from 15 to 20 turns[[shooting range]] or the [[dojo]], and now also reduces Fatigue you divide the number of successes by '''4 instead of 5.0% and increases Stress by 0.5''' to obtain your Training Points (effectively corresponds to ~25%faster learning).* Cup of tea* You earn [[training machine]] XP at a faster rate. When using a Dojo's training machines, green: Effect now increases alertness you gain '''8d25 XP''' per use instead of Agility, effect now lasts 10 turnsthe normal 4d25.* Cup of tea, black: Effect now increases alertness instead of Agility, effect now lasts 10 turns* Not compatible with Slow Learner* All game meat boosting Strength or Alertness<span style="color: All effects now last 20 turns instead of #CC0000">'''Frigid'''</span> (+2 ): Your character '''heals no [[Stress]]''' in the following situations: [[Strip club]]: Pole-dancing shows, private dances, special services ; [[Sanctum]]: Stress-relief chamber ; [[Cubus]]: Sex services ; Reading [[book|erotic books]] ; Any sexual or 3 turns.intimate situation (at the GM's discretion)* Hot-gon * Not compatible with Horny* <span style="color:#00CC00">'''Jeweler's Eye'''</span> (exclusive -2): Ability to Diamond Hot[[Identification|identify]] [[gemstones]] on sight (although not appraise them)* <span style="color:#00CC00">'''Mycologist'''</span> (-Dogs2): Effect now lasts 20 turnsAbility to [[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">'''Slow learner'''</span> (+1): 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 '''6 instead of 5''' to obtain your Training Points (effectively 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 meds ==existing character traits:* '''Galaxy Brain''' has been removed.* '''Phobia''': Additional effect. If you were in combat against a creature or a category for while you have a phobia, you receive '''quadruple Stress''' at the end of combat.
Many medical items ==== [[Effects]] ====The following Effects have had their effects completely rewrittenbeen modified:* '''Combat Stress''': Base effect is '''doubled''', meaning that each turn of combat now causes +0. These are 2% to +0.8% [[Stress]] per turn multiplied by the new effects for the following itemsnumber of starting enemies.* '''Travel Fatigue''':The base roll is a '''2d4''' instead of the previous 1d8, meaning that each room traveled adds +0.2% to +0.8% [[Fatigue]], with a bell curve effect biased towards the median of 5 (+0.5%).
* Cannabis joint: Agility -1, Pain Regeneration Rate +2% /turn for 20 turns, 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 (anabolic): Strength +40% for 20 turns
* FG-7142: Suppressed hunger for 40 turns, Stress +8.0%
* 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
=March 5th 2022 = Changes to mushrooms =='''Version 6.4''' - The Love Hotel Grabbag of Optimizations Update
Many mushrooms ==== [[Weapons]] ====Several melee weapons have had their effects completely rewrittendamage values and Weight changed to improve balance. These are the new effects for the following items:List of changes by melee weapon category
* Oni's Bane mushroom: Anti-oni syndrome for 10 turnsAxes* Golden cap, Liberty cap[[Fire axe]]: Hallucinations for 10 turns* Infirmitas: Strength -20Increased base damage to 72% for 10 turns, Nausea* Turbatio: FT+1 for 10 turns* Oni Terror: Anti-Oni Syndrome for 30 turns, Nausea* Fatigatio: Fatigue +30.0%* Caecitas: FT +3 for 20 turns* Potentia: Strength +20% for 20 turns* Accuratio: FT -1 for 20 turns* Anxietas Medicus: Stress -10.0%* Strenuitas: Alertness increase for 20 turns* Velocitas: Agility +1 for 20 turns* Extra Velocitas: Agility +2 for 20 turns* Furor: Rage for 20 turns72/65 54/43/32/14/4
Crude weapons
* [[Meat fork]]: Increased base damage to 30% - 30/27 21/17/12/6/1
= July 21st 2019 =Knives'''Version 5.42''' * [[Dagger]]: Increased base damage to 53% - Detective update53/48 40/32/24/11/3* [[Karambit]]: Decreased base damage to 28% - 28/25 20/15/11/6/1
An accompanying Tsuchinoko update (version 138) will be released on the same dayOne-handed clubs* [[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. Decreased base damage to 33% - 33/30 25/20/15/7/2* [[Hammer]]: Increased weight to 3.
== Changes to One-handed swords* [[CreaturesButterfly sword]] ==* 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: Decreased base damage to 45% -bearing equipment.45/41 32/25/18/9/1
Two-handed club
* [[Iron bat]]: Increased base damage to 50% - 50/48 40/33/25/13/4
= July 13th 2019 =Whip/Lash'''Version 5* [[Kusari-fundo]]: Increased LDV to +3.41''' Increased base damage to 55% - Weapon accessory tweaks and simplifications55/52 44/36/28/14/4* [[Straight whip]]: Decreased base damage to 45% - 45/43 36/29/23/11/3* [[Bullwhip]]: Increased LDV to +2. Increased base damage to 49% - 49/47 39/32/25/12/4* [[Light bullwhip]]: 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.
This update aims at trimming some more ==== [[Food]] ====Food 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 fat with game mechanicsfollowing: 0.25, 0.5, 1, 2, specifically mechanics related to weapon accessoriesor 3 units.
An accompanying Tsuchinoko update (version 137) will be released on the same day===== New weight values =====Fruit* 0.25: Apricot, Grapes, Kumquat, Kiwifruit* 0.5: Apple, Pear, Orange, Pomegranate, Banana* 1: Watermelon wedge* 2: Pineapple* 3: Cantaloupe
== Changes to [[weapon accessories]] ==Vegetable* Scopes: All scope effects have been re-balanced0.** Low-power optics25: No longer have a special effect boosting accuracy only when aiming at small body partsCarrot, and instead provides a flat FT-1 bonus.** Medium-power optics: Now provides a FT-2 bonus instead of FT-1.** High-power optics: Now provides a IR-2 bonus instead of IR-1.** Extreme-power optics: Now provides a IR-2 bonus instead of IR-1.* Weapon lights:** The dazzling effect mechanic has been entirely scrapped.** When someone with a weaponlight aims at a creature with night vision or NVGs activeBeet, it no longer causes a blindness effect. (Flashbangs are unaffectedTurnip, they still cause enhanced blindness to creatures with night vision).** Weaponlights switched on now '''automatically break stealth'''Leek, as they are sources of bright light that can be seen by everyone.Wasabi root* WL2 batteries have been '''entirely scrapped''', alongside three models of weapon light (Inforce APL, Inforce WML, and P3X Fury Tactical) due to redundancy0.* One new type of dual modules introduced5: the '''Streamlight TLR-4'''Tomato, which can be fitted on Short interfaces.Potato* All accessories that used to require WL2 batteries1: Artichoke, no longer need them, and can function indefinitely. Integrated lights and lasers also no longer show a turn counter to represent battery life.Cucumber* All character sheets must have the following modifications made2: 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.Cabbage
== Other general changes ==Meat* [[Cover]] mechanics simplified (effectively returned to a previous state); the Exposure system (exposed/hidden) is scrapped, cover now returns to protecting the full bodies of everyone that is behind cover0.25: All types of game meat
Seafood
* 0.25: Mussels, Clam, Sardines
* 0.5: Trout, Cod
* 1: Sea bass, Sole, Grilled eel, Lobster
* 2: Cuttlefish, Salmon, Carp, Tuna, Crab
= May 18th 2019 =Dessert'''Version 5* 0.4''' - Simplification update #3 25: Waffle, Madeleine, Crepe, Scone* 0.5: Yogurt, Brownie, Ice cream cone, Fruitcake slice, Millefeuille, Donut, Muffin, Cookies (6), Large cookie* 1: Stress and inaccurate hitsBlack forest cake slice, Cream pie slice, Cookies (18)
This update aims at further simplifying certain game mechanicsSnacks* 0.25: Chocolate bar, Caramel, 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
== General changes ==Fast-food* Stress: All stress levels from Moderate and up no longer cause incremental fatigue effects0.5: Fries, Fried potatoes, Nuggets (6), Pizza (1 slice), Sandwich, Cup noodles* Inaccurate hits with ranged weapons no longer call for a 1d2-1 check to determine if the shot hits. From now on: Cheeseburger, all inaccurate hits are hits.Double cheeseburger, Nuggets (20), Hamburger, Hot-dog, Chili-dog, Corn-dog, Hot-gon* All inaccurate hits now deal 0.7x Pain and Limb Damage, including in melee 2: Potato chips* 3: Pizza (down from 0.8x8 slices)
Beverages
* 0.5: 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, Cider
= April 23rd 2019 ==== Changes to rations ====='''Version 5The contents of specific rations have been changed.3''' - Simplification update #2 : Blood
This update aims at simplifying some * Ration B1: Added 1 extra pack of the mechanics related to the Blood statistic.whole wheat biscuits and 1 can of spam* Ration B2: Removed 1 packet of powdered coffee* Ration L1: Removed 5 cigarettes and 5 safety matches* Ration L2: Added 1 can of pasta with tomato sauce* Ration S1: All item quantities doubled, added 2 milk and cereal bars
== 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 = Other 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).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.
= February 20th 2019 === [[Meds]] ===='''Version 5.2''' - Extra game modes updateFirst Aid Kits (FAKs) and Field Surgery Kits (FSKs) receive simplifications to make them easier to use and manage:
This update introduces two new methods * FAKs and FSKs no longer serve as mini containers capable of playing MazeWorld: '''Survival''' carrying extra meds (IBs, paracetamol, HAP, epinephrine, etc.)* Instead, FAKs and '''Freeform'''FSKs are now multiple-use. FAKs have 3 uses before depletion, FSKs have 5 uses (1d3 and retroactively renames the 'main' mode into '''Contestant Story''' 1d5 on randomly found ones)* No changes to pricing or just '''Story'''. These new game modeslimb healing effects, so all 3 uses of an FAK can therefore heal up to speak21 HP, aim at providing more flavors for players and future GMs to enjoyall 5 uses of an FSK, 60 HP.
== General changes ==[[Hotel|Hotels]] ====A new hotel classification has been added: Love Hotels.* Falls outside of the luxury level (star system) by offering a unique service, represented by a heart symbol (♡)* Love hotel rooms possess a single king-size bed intended mainly for couples, similar to ★★★★ hotels.* Love hotels only allow you to book a room if you have at least one partner, and booking only lasts 4 hours, not 24. The intention is to provide couples (or groups) with the privacy needed for intimacy.* In exchange, the stay is cheap - just [https[File://docsParallar symbol.google.com/forms/d/1fLN_YUoVStGt0ElBtVpyMg1bIvn1Eqxc3BuDJrdIkBk/ character sign-up formpng|10px] has been updated ]'''50''' to account for the changes belowget in.
== Survival ==In this Several towns received new mode, players adopt the role hotels:* 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 (金田)** Masatomo - ★★★ Lodge of a Survivorthe Fork** Kazama - ★★ Amane Hotel (天音 HOTEL, whose only objective is to kill anyone that looks at them wrong, and survive as long as possiblelit. Survival is mainly inspired from old"Divine Sound Hotel")** Kijirou -school MazeWorld★★★ Dou to Gin (銅と銀, it is essentially an endless Uncivilized Area run, just as it once waslit."Copper and Silver")
When playing SurvivalA few existing hotels changed classification:* Ellen Sector - Warm Case Hotel - Was ★★, 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 Survivorbecomes ♡* Abakash - Brim Inn - Was ★★, becomes ♡* Garica Block - Marion's deathInn - Was ★★, or at player request).becomes ♡
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 ==== [[Creatures]] and completed for their rewards![[Occupations]] ====* 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).* 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 (creatures and subsequent amount of Challenges), though in order occupations received changes to keep games from being unreasonably long, the author's recommendation is to keep it between 1 their loadouts 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 differentlyskills:** 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 * [[Escort]]: [[Glock 26]] loadout replaced with [[Glock 19]] and KV score obtained at the end of their run15-round mags* [[Escort boss]]: [[Para P-14]] loadout replaced with [[Para P-18]], as well as rooms visited in Survival Endlesstwo magazines, and 9x19mm Standard JHP ammo* [[Janitor]], [[Head janitor]]: [[Broom]] replaced with [[Mop]]* [[Acolyte]]: New Primary 2 weapon: [[Round shield]]. New [[skills|skill]]: Shields (Basic)* [[Knight]]: [[Arming sword]] replaced with [[Heater shield]]. New [[skills|skill]]: Shields (Skilled)* [[SRT Officer]]: New Primary 2 weapon: [[Ballistic shield - Alpha]]. New [[skills|skill]]: Shields (Expert)* [[Vampire]]: [[AI AWSM]] loadout replaced with [[AI AW]], two magazines, and 7.62x51mm NATO Standard FMJ ammo
== Freeform play == Other changes ====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 * [[M1 Garand]]: Missing Customs combinations have been added* [[Hospital]]: Cost of the pre-made main story, as well as offering an opportunity healing limb damage dropped from [[File:Parallar symbol.png|10px]]'''25''' to design your own stories and plots[[File:Parallar symbol.png|10px]]'''15'''.
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/Rep with money, where applicable and where it would make sense. (e.g. Vigilante work)
= February 10th 2022 =
'''Version 6.3.13''' - The 1000-Weapon Update, Part 13: Submachine guns and Two-handed swords
= January 17th 2019 =15 new weapons added to the game (14 firearms, 1 melee weapon), bringing the total to the covered '''Version 5.1,000''' - KISS Update (Keep It Simple, Stupid!)
This update aims at simplifying several game mechanics deemed too granular or generally not fun enough.==== New weapons ====
== Simplified nutrition and hydration ==* Firearms:* 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.* [[Class 2 weapons]]:** 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. * [[Angstadt Arms UDP9 PDW]]** 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.* [[Beretta PM12S]]* Nutrition and hydration each have new value ranges and corresponding effects; they are generally simpler and more clear** [[Blyskawica]]*** [[Changfeng CS/LS06]]*** [[Enfield RSAF Sten Mk II]]*** [[Franchi LF-cut effects.57]]** Nutrition going too high will increase minimum Fatigue, and eventually reduce Agility.* [[IMI Mini UZI]]** 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).* [[IZHMASH PP-19 Bizon-2-01]]** Hydration going too low will decrease Strength, then Accuracy, then cause Hallucinations, until eventually causing death.* [[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]]
== Simplified fatigue == Other changes ====* Fatigue no longer gradually increases every turn [[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 (what was called "natural fatigue"the top rail acts as an extension)* Updated the [[List of silencers|silencer]] roster for compatibility with the new calibers:** Pistol, standard, . Effects that can increase Fatigue bit by bit every turn still do exist32: Now compatible with [[.327 Federal Magnum]]* The "Energized" tier is deleted* Pistol, standard, .45: Now compatible with [[.41 Magnum]]* Reaching an amount of Fatigue equal to 2x Endurance will result in death* Rifle, standard, 5.8mm: Now compatible with [[5.8x21mm]]* All effects * Rifle, standard, .260 / 6.7mm: Now compatible with [[6x45mm]]** Rifle, standard, .30 / 7.62mm: Now compatible with [[7x57mm Mauser]]* Updated the [[List of high fatigue now decrease Agilitymuzzle brakes|muzzle brake]] roster for compatibility with the new calibers:** Pistol, and eventually decrease accuracy and cause Hallucinationsstandard, .45: Now compatible with [[.41 Magnum]]** Rifle, standard, .260 / 6.7mm: Now compatible with [[6x45mm]]** Rifle, standard, .30 / 7.62mm: Now compatible with [[7x57mm Mauser]]
== 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 =February 9th 2022 =* The Reliability/Max Cleanliness stat is scrapped.* Durability is renamed Max Condition, and all firearms' Max Condition values have been rewritten''Version 6.* Critical failures have been completely revamped and simplified3. Condition is now meant to be lost on a critical failure, and for each 2 rolled, the new command 12'''@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-Weapon Update, 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.Part 12: Conventional rifles and Handgear
Changes 37 new weapons and 1 new caliber added 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 game (''not recommended!''30 firearms, 7 melee weapons, including 1 integrated bayonet), bringing the hottest and dirtiest ammunition fired that turn is used as a reference for ''all'' rounds fired that turntotal to 985.
Changes to weapon accessories:==== New caliber ====* Since Cleanliness no longer exists, silencers no longer apply a malus on the equipped firearm[[7.92x107mm]]
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.==== New weapons ====
Changes to Maze Customs* Firearms:* Improved barrels now have different effects.* [[Class 1 weapons]]:** 4150CS barrel: Max Condition x1.25* [[Alexander Arms AWS]]*** [[FK Maroszek Kb Ur wz.35]]** 4150CS + Titanium Nitride (TiN) coating* [[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]]: Max Condition x1.5** 4150CS + Titanium Carbonitride (TiCN) coating* [[Armalite AR-7 Explorer]]*** [[Mauser M1917 Trench Carbine]]*** [[Taurus CT-30]]*** [[TNW Firearms ASR 9]]* Melee weapons: Max Condition x2** 4150CS + NP3 coating[[Class Handgear weapons]]: 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* [[Brass knuckles]]*** [[Chainmail gauntlets]]*** [[Push knives]]*** [[Spiked knuckles]]*** [[Tekko-purchase the barrel improvements again). Making engineers slightly less evil!...kagi]]** Maze Customs now also offers the possibility * [[Tenderizer knuckles]]** [[List of bayonets|Bayonets]]:*** [[Type 44 bayonet]] (integrated to return to a non-improved, stock barrel, for 100 P$.the [[Type 44 Arisaka]])
== Extras == Other changes ====* New commandability: '''@asktsuchi'''. Ask a yes/no question and use that command. Results may vary.[[Steady aiming]]
= November 27th 2018 February 1st 2022 ='''Version 5 update6.3.11''' - The Finished State update1000-Weapon Update, Part 11: Precision rifles and Two-handed clubs
== Quests ==* '''Story Arc #3: The Human-Youkai War''' released! Features 33 quests13 new weapons added to the game (7 firearms, 1 sidequest6 melee weapons), and 1 emergency quest.* '''Endgame content''' now available! The Contestant story may now come bringing the total to an end as soon as all four Amulets are gathered948.
== Content ==* Firearms:Abilities** [[Class 1 weapons]]:* Several special abilities were renamed to '''techniques''', due to their similarity with martial arts techniques. Techniques are actions that can be performed instead of a regular combat action, and which, if the prerequisites are met, may allow their users to perform special moves that wouldn't otherwise be possible** [[Accuracy International AW]]*** [[CZ TSR]]*** [[KBP VSK-94]]*** [[Norinco JS]]*** [[St.George Arms Leader 50 A1]]* Introduction of several new combat techniques:** [[Winchester Model 70]]** Techniques that are learned upon reaching '''Expert skill level''' with a corresponding combat skill* [[ZVI Falcon OP96]]** [[Class 5 Long weapons]]:*** Firearm techniques: Failure Drill (DA revolver, Semi-auto pistol/rifle/shotgun), Fanning (SA revolver), Mad Minute (Bolt-action), Recoil Control Stance (Automatic pistol/rifle/shotgun), Rifleman Trick (Lever-action), Zero's Trick (Pump-action)[[Eku]]*** Melee techniques: Any-Bash (One- and Two-handed clubs), Any-throw (Thrown weapons), Backlash (Whip/Lash weapons), Desperate Smash (Crude weapons), Double Cleave (Axes, One- and Two-handed swords), Stabbing Rush (Knives)[[Flat bat]]** Techniques that can be '''purchased''': Lightning Reload (available for 3000 P$ at any shooting range)* [[Forging sledgehammer]]*** [[Spade]]*** [[Tamping bar]]*** [[Toothbat]]
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:= January 23rd 2022 =* '''Tsuchinoko''' update: Rarity is finally weaved into the drop rates for the weapon commands (@wpn @wpnc1 @wpnc2 @wpnc3 @wpnc4 @wpnc5L @wpnc5S @wpncHG)Version 6. The original commands (with equal chances for each weapon) have been given the '''-e''' suffix (@wpn-e, @wpnc1-e, etc3...); 10'''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 11000-4) and melee weapons (Classes 5LWeapon Update, 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 Part 10.* Unspent equipment points are now worth 200 P$ each instead of 150 P$, : Pistols 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 3.* Difficulty modes are no longer tied to RePoints. The starting amount of lives (Hard: 1, Easy: 3, Messiah: Infinite) is fixed.One-handed clubs
47 new weapons added to the game (32 firearms, 15 melee weapons), bringing the total to 935. ==== New weapons == Meta == * GM side 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]] ==== Other changes==== Changes to [[magazines]]: Planned migration away from Excel * All Desert Eagle magazines now possess a "Deagle" tag for searching purposes* Mauser C96 Red 9 stripper clip: Renamed to "Mauser C96 stripper clip", compatible with both [[Mauser C96 Broomhandle]] and fully towards Google Docs [[Mauser C96 Red 9]] depending on loaded ammunition Changes to [[Maze Customs magazines]]:* Glock- SF .22 and Glock-LF .22 magazines: Capacity increased from now on GMs 10 rounds to 12* 1911SS 9mm and players should be using the same files; any changes 1911DS 9mm magazines deleted (replaced with [[1911RO magazines]] and updates should be done through direct edition of the player[[P-18 magazines]], respectively)  = January 9th 2022 ='s GDocs sheet''Version 6. Any information that is hidden from the player should be kept on a separate, GM3.9''' -only file The 1000-Weapon Update, Part 9: Grenade launchers and Knives 12 new weapons added to the game (preferably also on GDocs2 firearms, 10 melee weapons) which lists only , bringing the hidden information and nothing elsetotal to 888. * Migration 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]]  = January 2nd 2022 ='''Version 6.3.8''' - The 1000-Weapon Update, Part 8: Hand grenades and Axes ==== New weapons ==== 11 new weapons added to the new wiki will begin shortly after game (6 firearms, 5 melee weapons), bringing the release of this updatetotal to 876. * The RePoints system is discontinued 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]] ==== Other changes ==== Changes to existing weapons:* [[M84]]: Weight changed to '''2''' (please check from 1)  = January 1st 2022 ='''Version 6.3.7''' - The 1000-Weapon Update, Part 7: Underbarrel weapons and Crude weapons 12 new weapons added to the corresponding Patreon post for more informationgame (2 firearms, 10 melee weapons), bringing the total to 865* Firearms:** [[List of underbarrel shotguns|Underbarrel shotguns]]:*** [[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]] New [[crafting]] items:* [[Blueprints]]: Skull blueprint, Fremen blueprint* [[Crafting items#Ingredient items|Ingredient items]]: Preserved skull
= Prior versions =
 * [[Changelog/2021]]: All 2021 updates.* [[Changelog/2020]]: All 2020 updates.* [[Changelog/2018-2019]]: All 2019 updates.* Older updates: 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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