Changes

Changelog

3,606 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.
= August 15th 2021 Upcoming / Roadmap ='''Version 6.3.1''' - The 1000-Weapon Update, Part 1: First, The Ammo
[[Ammunition]] - New calibers:* [[.327 Federal Magnum]]* [[.41 Magnum]]* [[.50 Beowulf]]* [[5.8x21mm]]* [[6x45mm]]Minor updates in progress* [[7x57mm Mauser]] '''(suggested byminor) version number TBD''': JadeA Shield, Andromisan Arrow, and a Pile of Hotfixes (updates to archery weapons, shield rules, roomstyle hotfixes, LBE hotfixes and way more)* [[10x24mm Caseless]] '''(suggested by: Mad Maxminor)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 April 10th 2024 ='''Version 6.9.3.2''' - The Shields UpdateHelmet hotfix
Written with suggestions * [[Effects]]: Removal of the Ballistic protective trait, now considered obsolete. Due to it being a carryover from eras of the community - thank yougame where headshot Pain multipliers used to be much higher than the current 1.5x (3x or higher), everyone!the effect remained unchanged and accidentally overbuffed the protective capabilities of helmets with the trait.* [[Clothing and armor]]: All clothes that had the Ballistic protective trait lose it.
* [[Class 5 Long weapons]]:
** New weapon category and new game mechanics: [[Shields]]
** 14 shields added to the weapon roster (13 retail weapons, 1 artifact), 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, and round shields have been added to the list of rental weapons. Functionally the same, bur lore-wise, dojos are now equipped with harmless dart launchers for shield practice.
* [[Skills]]
** New combat skill: '''Shields'''
* [[Creatures]]:
** When butchering a [[giant tortoise]], it will drop a [[Kame-tate]].
= March 24th 2024 =
'''Version 6.9.3.1''' - Say My Name update
= May 29th 2021 =* New Tsuchinoko command, '''Version 6.1.1&callsign''' - Various changes . Generates one of about 200 different names (including variations).* Callsigns are intended to give, well, callsigns, but also nicknames, war names, and fixesother aliases. Primarily intended for [[mercenary|mercenaries]] but easily adaptable to anyone else; Maze Military personnel, raiders, adventurers, and so on.* The command is designed to be expanded over time in even smaller, Tsuchi-only updates.
* [[Class 4 weapons]]:
** Mini-grenades no longer "count as 0.5 item in LBE" to reduce confusion.
* [[Ammunition]]:
** The "rare calibers" ([[.260 Remington]], [[.300 AAC Blackout]], [[.338 Norma Magnum]], [[.460 Rowland]], [[9x25mm Dillon]]) now have retail ammunition available. The "rare caliber" moniker remains in use, to symbolize the fact no standard retail firearms are available in these chamberings.
** .260 Remington: Standard (FMJ, Match, JHP, JSP)
** .300 AAC Blackout: Standard (FMJ, Match, JHP, AP), Reduced Velocity (FMJ)
** .338 Norma Magnum: Standard (FMJ, Match, JHP), Sniper Premium (FMJ, Match)
** .460 Rowland: Standard (FMJ, JHP, Lead), Personal Defense (FMJ, JHP)
** 9x25mm Dillon: Standard (FMJ, Match, Lead, LSWC, JHP)
= March 18th 2024 =
'''Version 6.9.3''' - The MazeOS Update
= May 3rd 2021 =* Added a fourth type of items requiring [[identification]]: '''Version 6Data storage devices.1''' Includes floppy disks, zip disks, compact discs (CD), and hard drive disks (HDD). Camera memory cards also become a type of data storage device.* When finding data storage devices in the UA, they may contain useful or valuable data.* Bring data storage devices to a [[library]] computer to identify them, or use a [[Crafting items#Laptop|laptop]] to identify them on the field. Laptops are considered a new type of toolkit and are rechargeable with HITB batteries.** Laptops can also double as higher- Character Traits Updatecapacity (and rechargeable) hacking toolkits.* Blank versions of data storage devices are available for sale in workshops (as [[crafting items]]). Blank devices currently have no specific purpose but GMs are encouraged in any story or quest where writing or saving data could be useful.* New [[Tsuchinoko (bot)|Tsuchinoko]] commands added to support this update: '''&data &data-floppy &data-zip &data-memcard &data-cd &data-hdd'''
* [[Character customization]]:
** Direct modification of Primary stats has been removed.
** Constitution is now part of your character's appearance and has no effect on stats anymore.
** Pain Thresholds (PBT, PDT) have been removed from the game (due to redundancy with [[Pain Sensitivity]]. Now every creature passes out at 100% [[Pain]] and dies at 150% without exception.
** '''Introduction of [[Character traits]]''' - 50 traits to customize your characters to your liking!
** Trait assignment now happens after selecting species but before skill attribution.
* Other
** Transition to Google Sheets for player inventory sheets is now underway (keep an eye on Discord for details)
Special thanks to everyone who contributed ideas and suggestions for character traits!= February 9th 2024 ='''Version 6.9.2''' - Mushroom update
The functionality of [[mushrooms]] has been expanded, and a new essential shop can now be found in all towns. Mushrooms now become valuable loot ; low value individually, but due to their extremely low weight, worth hanging onto. Mushrooms can be sold or traded up directly for more valuable mushrooms at dedicated, brand-new locations. The mushroom identification costs have also been lowered to match the cost of the lowest-value mushrooms.
= April 9th 2021 =* [[Identification]]: The cost of identifying mushrooms has been dropped to '''0.10 P$''' (previously 10 P$)* [[Mushrooms]]: All mushrooms now have a monetary value (they previously did not) roughly consistent with their nutritional value and effects.* All towns now have a new location, the '''Version 6[[street kitchen]]'''** The street kitchen works as both a restaurant and a shop.03The manager is a random [[citizen]] with the [[Character traits|Mycologist]] trait.** The restaurant part of the street kitchen sells inexpensive, filling, mushroom-based dishes.** The shop part trades mushrooms. It sells a small selection of savory and magic mushrooms, and it will buy back any mushroom ''' at cost''', similarly to valuables.* [[Tsuchinoko]]: Pull rates of mushroom types with the '''&marisa''' command have been adjusted to heavily favor normal mushrooms.** Normal mushroom pull chance per command: 63.38% - Simplification Update #9> '''71.81%'''** Magic mushroom chance per command: Kiwami Edition32.39% -> '''12.23%'''** Unique mushroom chance per command: 4.23% -> '''15.96%'''
* [[Evasion]]: Dodge checks have been simplified and buffed significantly.
* [[Healing]]: The ''Addiction resistance'' effect was removed, and can therefore no longer be earned as a bonus for reaching Master in Healing skill.
* [[Negotiation]]: Critical successes and critical failures are no longer possible in Negotiation checks. Tables have been edited to reflect the possibility of rolling more than 12 in a negotiation check (due to Negotiation skill bonuses)
* [[Dojo#Training machines|Training machines]]: Agility training now levels natural [[Agility]] up by +1 every 1000 XP regardless of circumstances. (Previously: +1 every 1500 XP or 750 XP if natural Agility is under +0)
* [[Yousei]] now possess the = December 27th 2023 ='''Limitless PotentialVersion 6.9.1.1''' creature trait, removing or increasing almost all of their [[Dojo#Training machines|training machine XP]].- Melee Repair Kit hotfix
* Backtracking is now an option when traveling in the Changes to [[Uncivilized Areatoolkits]], with certain caveats:** If the player confirms they wish Melee repair kits can now repair shields. The formula to calculate shield HP repaired is equal to backtrack, the traveling direction is reversed Condition (town/intersection of origin and destination are flippedwith Repair skill bonus), divided by 80 and the number of rooms to destination becomes equal to the number of rooms passed + 5.** If the player has chosen to backtrack once during their current UA trip, they cannot backtrack again in the same triprounded up.
* All [[Food#Unsparable food items|restaurants]] now feature breakfast items.
* The [[Food#Cocktails|cocktail list]] has been updated with several new entries.
* Major changes to [[Weapon accessories]] and [[Ammunition]]:= December 25th 2023 =** The weight of a [[feeding system]] '''no longer changes''' depending on the ammunition loaded, remaining at their base weightVersion 6. Therefore, it is '''more space efficient''' to keep your magazines loaded9.** A new size tier is introduced: 1'''Lean''', with a weight - The Soldier 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 .40Fortune Update<br/.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 This update was conceptualized and developed almost entirely by [[LBE]] items introducedUser:*** 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 typesGenericArchangel|ammo belt boxesGenericArchangel]] has been rebalanced; the author mostly took care of minor fixes and additions and the final implementation.''
= February 18th 2021 ='''Version 6A minor update focused on fleshing out [[MAIM]] and giving players the option to hire mercenaries.02''' - Telephone Club Update (does not contain actual telephone clubs)
* [[Mobile phone]] and [[Crafting items|mobile phone batteries]] no longer have battery indicators. Making phone calls no longer drains arbitrary battery units. ** Battery charge is no longer relevant, spare batteries are essentially downgraded to just components for the phone bomb. Phones return to their original purpose as storytelling tools with no need to worry about charge.* New [[EffectsOccupations|Effectoccupation]]: '''Travel fatigue'''. At the end of a trip in the UA, upon reaching their destination, a character will gain an amount of [[FatigueMercenary]] 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'''.
New [[List of named MAIM personnel|named characters]] (14 mercenaries, with different skillsets and loadouts)
= February 7th 2021 ='''Version 6.01''' - Various minor changes and improvementsMinor lore tweaks to MAIM itself to make it a legitimate organization, now headquartered in [[Ferron City]].
* [[Lockpicking]]: Lockpicking kits no longer have limited uses; they are now semi-durable items with a chance to break every X guesses. The gap between every lockpick break check varies depending on the Lockpicking skill level. A broken kit is removed from the inventory.
** Every 5 guesses at Unskilled, 6 at Basic, 7 at Skilled, 8 at Expert, and 9 at Master.
* [[Maze Customs]]: 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
= October 4th 2023 =
'''Version 6.9''' - The Nice, Big Re-Balance Update
= January 28th 2021 =New 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 [[Character traits|trait]], ''MazeWorld version 6'Hebizuka's Favorite,' - The Big One'' allows you to have a maximum of 4 Favors instead of 3.
Latest changesChanges to [[Abilities]]:* New technique, [[Food#Unsparable food items|Restaurant menusShaft Splitter]] have been revamped. Lessons to learn this technique can be purchased at a [[dojo]] for 2000 P$.* New technique, now offering many more choices[[Two Become One]]. Lessons to learn this technique can be purchased at a [[dojo]] for 3000 P$.* '''Official reopening of the community'''* The [[makaryuudo]] have been given this technique, as they have canonically invented it.
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, '''Dragon's Buckshot (D-Buck)'''.
= January 24th 2021 =Changes to [[Combat mode]]:'''Version 5.59''' - Expansion of * Escaping now causes [[Maze CustomsUA]] Minor modstrip length to increase automatically by 1, as if it was a Detour +1.
This update adds many Changes to [[CustomsClothing and armor]], [[youkai outfits]], and [[trauma plates]]:Minor* Many pieces of armor have received new effects (or had existing effects modified or deleted), mainly to hamper [[Agility]]. The general idea is that the heavier the armor, the bulkier and harder it is to move in.** Activist Recon Outfit (ARO), all five types: Agi+1 effect deleted** EOD Suit: Plate carrier effect added** Kawashiro Shinobi Outfit: Effect nerfed to Agi +1** Armored trench-coat, Composite armor vest, Composite armor full leggings, D armor full leggings, Dou-sode armor, Heavy D armor vest, Heavy K armor vest, Heavy T armor vest, K armor full leggings, Powered Combat Vest, SRA Riot Vest, SRA full leggings, T armor full leggings, [[trauma plate|MinorLight steel trauma plate, Composite armor trauma plate]] conversions for several : All of these received an Agi-1 effect** EOD Suit, Medieval cuirass, Heavy steel trauma plate: All of these received an Agi-2 effect* Many pieces of armor have been made more expensive.** Heavy steel helmet: Increase to 250** T armor helmet: Increase to 500** K armor helmet: Increase to 750** D armor helmet: Increase to 900** Cerashield helmet: Increase to 1250** Titanium/Steel helmet: Increase to 1300** EOD helmet: Increase to 2000** MASKA helmet: Increase to 2500** Armored dress: Increase to 400** Armored tuxedo: Increase to 400** Light stab vest: Increase to 400** Light K armor: Increase to 750** Light T armor: Increase to 800** Heavy K armor: Increase to 1500** Heavy T armor: Increase to 1600** Light D armor: Increase to 1800** SRA riot vest: Increase to 2000** Heavy D armor: Increase to 4500** EOD Suit: Increase to 5000** Powered Combat Vest: Increase to 7500* Some pieces of armor have been made cheaper.** Flak jacket: Decrease to 250** Kabuto-menpo: Decrease to 450* A new [[weaponsyoukai outfit]]has been added, the '''Combat Outfit. Many were suggestions by members ''' 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.* [[Style shop]]: New rules now heavily discourage creating armor with an AC of our communityA4/A5, listed in parentheses belowa youkai outfit with AC tier +4 or higher, or anything granting Agility +2 or higher. Anything combining Agility +0, +1, or +2 with high AC or outfit AC tier boost must be justified or have other maluses.
New Minor mods for the following weapons:* Changes to [[Armalite AR-10Creatures]]: AR-10 Tactical, AR-10 LBR Tactical* [[Armalite AR-18Kasha]]: AR-18C (Mad Max)* Natural [[Benelli M4 Super 90Agility]]: M4 Super 90 Enhanced, M4 Super 90 CS Enhanced* [[Benelli Nova]]: Nova CS, Nova XM, Nova CSXM* [[Benelli SuperNova Tactical]]: SuperNova CS, SuperNova XM, SuperNova CSXM* [[Beretta AR70/90]]: SCP70/90* [[Beretta 93R]]: Auto-9, Auto-9 Carbine* [[Beretta 96FS]]: 96A1, 96CMS A1, 96A1 FA, 96CMS A1 FA* [[Beretta Cx4 Storm]]: Mx4 Storm, Mx4 Storm-9, Mx4 Storm-357* [[Beretta M9]]: M9A1, M9A1 FA* [[GIAT FAMAS G1]]: FAMAS L, FAMAS G2/L* [[FN Herstal F2000]]: F2000 Tactical* [[FN Herstal P90]]: P90 TR* [[FN Herstal/Browning Hi-Power]]: Hi-Power Auto, Hi-Power HPC, Hi-Power SMG, Hi-Power Auto HPC, Hi-Power Tacti-Carbine, Hi-Power Tac-SMG (Jade)* [[Heckler & Koch HK416]]: HK416 CQC, HK416 DMR* [[Heckler & Koch HK417]]: HK417 DMR, HK417 DMR-L* [[Heckler & Koch MP7A1]]: MP7A2* [[Heckler & Koch P2000]]: P2357* [[Heckler & Koch USP9]]: USP9 Elite* [[Heckler & Koch USP40]]: USP40 Elite, USP357 Elite* [[Heckler & Koch USP45]]: USP45 Elite, USP460, USP460 Elite* [[KAC M110 SASS]]: M110 K1, M110 K1 Light, M110 ASS-K1, M110 ASS-K1 Light* [[Kel-Tec RFB]]: L-RFB* [[Manurhin MR 73]]: Manurhin MR 73 Sniper* [[Mauser Karabiner 98k]]: Kar98k NATO, Kar98k SAR, Kar98k Trench, Kar98k NATO Trench, Kar98k SAR Trench (Jade)*[[MKEK MPT-76]]: MPT-76 LBR* [[Mossberg 500 Cruiser]]: 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)* [[Mossberg 500 Persuader]]: M500P-TR, M500P Spec-F, M500P Spec-N, M500P Spec-R, M500P CSTR, M500P CS Spec-F, M500P CS Spec-N, M500P CS Spec-R, M500P-TR Spec-F, M500P-TR Spec-N, M500P-TR Spec-R, M500P CSTR Spec-F, M500P CSTR Spec-N, M500P CSTR Spec-R (Vershike)* [[Mossberg 500 Tactical]]: M500T Spec-F, M500T Spec-N, M500T Spec-S, M500T-TR Spec-F, M500T-TR Spec-N, M500T-TR Spec-S (Vershike)* [[Savage Arms Axis]]: Axis II* [[Savage Arms Axis XP]]: Axis II XP* [[SIG P220]]: P220R, P220-460, P220R-460 (Vershike)* [[SIG P226]]: P226R, P226R-40* [[SIG P226 Navy]]: P226R Navy* [[Walther Gewehr 43(W)]]: Gew43 Experimental (Jade)* [[ZiD Degtyaryov RPD]]: RPD SOGis now '''+1''' instead of +0.
Changes to [[Effects]]:
* Travel Fatigue: Now burns 20 [[nutrition]] and 10 [[hydration]] per room traveled, on top of the Fatigue effects.
= January 20th 2021 =Changes to [[Skills]]:* [[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 '''Version 51 SP per 20 cases/hulls salvaged''' (or '''0.5805 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 lateSkill Point bonus for handloading ammunition is doubled, late the rate is now '''1 SP per 10 rounds loaded''' (or '''0.10 SP per round''')* [[LBERepair]] update:** All skill thresholds have been halved. It now requires '''25 SP for Basic, 100 SP for Skilled, 250 SP for Expert''', and '''500 SP for Master'''.
This update introduces several new Changes to [[LBEWeapons]] items and changes many existing ones:* [[Brick]], [[Broken bottle]], [[Iron ball]], [[Stone]]: New throw mode.** Throwing the broken bottle will always destroy it, whether you hit or not. If you do hit, target receives 3 [[light wounds]].* [[Mini C4 charge]]: Price reduced to 100 P$, from 750. Rarity adjusted to 1, from 2.* [[Small C4 charge]]: Price reduced to 300 P$, from 1500. Rarity adjusted to 1, from 4.* [[Large C4 charge]]: Price reduced to 500 P$, from 2500. Rarity adjusted to 1, from 5.* [[Taser X26c]]: Stun effect buffed to 2 turns instead of 1* [[Stun baton]]: Stun effect buffed to 3 turns instead of 1d2* [[Stun knife]]: Stun effect buffed to 2 turns instead of 1d2* [[Shock gloves]]: Stun effect buffed to 3 turns instead of 1d2
New [[tactical vests]]:
* Micro chest rig
* Wartech tactical vest
New [[backpacks]]:= September 26th 2023 =* Tactical sling bag* Duffle backpack* Durabag* LAWgiver backpack* Mechanism pack* Phantom Sniper bag* Rocketeer backpack* SO Raid rucksack'''Version 6.82''' - Explosives hotfix
New Changes to [[utility beltsExplosives]]:* Simplex pouchPressure mine disposal: * Duplex pouch* You can now shoot a mine to detonate it, but you must deliberately aim at one mine and score at least one inaccurate hit.* Triplex pouch* You no longer need to roll for accuracy when using an explosive; the explosive blast will set primed pressure mines off automatically.* Handyman beltDirectional mine disposal: * Nade Drake belt* 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. * Viper battle belt* 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.
New [[leg rigs]]:
* Hunger holster
* Mushroom Collector rig
Modifications to existing LBE:= August 19th 2023 =* Blackhawk LRAK Gunner kit: Renamed to Gunner chest rig'''Version 6. 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 381''' -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)Mining hotfix
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'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 0.5 increments).
* The length of a Mining Level has been shortened from 15 + Mine level to 8 + Mine level
* It is now possible to save your progress exploring a mine and leave without having to start over from Level -1.
* New items at the mining supplies store now allow you to reset your progress in a mine and start over.
= November 15th 2020 June 19th 2023 ='''Version 56.578''' - The '''Shotgun Blitz''' Deep Wound update
Changes to [[Ammunition]]:* All shotgun calibers ('''Introduction of a new [[12 gauge]], [[12 gauge CAWS]], [[20 gauge]], [[.410 boreinjury]]type called deep wound (DWs) 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: A deep wound is similar to a normal wound (to be renamed '''AP-Sluglight wound (LWs)'''), an armorbut causes four times the amount of bleeding per turn: -piercing slug1. No retail availability, these projectiles must be handloaded2 Blood per turn instead of -0.3.* Establishment * Piercing-type damage now causes deep wounds** Bullet-type damage now causes light wounds on inaccurate hits and deep wounds on solid hits and criticals (except as otherwise dictated by ammo type)*** Rubber buckshot and rubber slugs continue causing fractures instead of '''barrel length groups for all shotgun calibers'''. All four receive 4 groups each: HuntingLWs (no change to behavior)*** Flechette can now only cause LWs*** Sintered Frangible (SF) can only cause 2 wounds per successful hit, Combatbut the wound type is accuracy dependent; 2 LWs on an inaccurate hit, Short, and Super-short. See each individual caliber page for damage multipliers2 DWs on a solid or critical hit.*** Broadhead arrows (BRD) can now cause 2 wounds per successful hit instead of just 1
Changes to [[Civilized Areas]]* New items:* * '''[[TownsMeds]]'''*** Tranexamic acid (TXA): There is no longer any distinction between a "shop hub" with few emplacements and a "mall" with manySyringe, 400 P$, not addictive. All town shop hubs now possess 5 streets and Reduces bleed rate to 0.0/turn (effectively stops bleeding) for 10 shop emplacements; 8 turns** '''[[individual shop|individual shopsMushrooms]]'''*** Extra wound healing (Extra vulnus medicae): Heals 3 wounds, a [[restaurant]] and a [[bar]]prioritizing Deep Wounds first, then Light Wounds.* Certain types of [[individual shop]] may be closed on certain [[Calendar#Days|days of ** Stop the week]]; these are known as inventory days, during which the shop is being restockedbleed (Cessant sanguinem): Reduces bleed rate to 0.0/turn (effectively stops bleeding) for 10 turns
* Changes to [[Craftingammunition]]** Flechette damage tables balanced on all calibers to behave more like armor-piercing ammunition. All flechette damage on Ax armor classes has been buffed, damage on Cx is unchanged. New tables are as follows:*** [[Specs docs12 gauge]]flechette: Docs no longer unlock Specs docs-only items for sale, requiring the tracking of a list of documents brought for each character. The Proving Grounds engineer now requires player characters to trade in the correct documents for 12/11 ''each'15/12/9/5/2' item, alongside money (and in some cases, specific items). In exchange, these items cost significantly less than they used to - all prices were slashed to 1''*** [[12 gauge CAWS]] flechette: 14/4 their previous values12 '''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 [[Lockpickingcrafting]]:* As part of the ongoing work * [[Crafting items]]: Rags have a chance to update all locations, FL/HS locks are now deprecated. The only lock types in the game are now mechanical locks and electronic (keycard) locksfix 1 LW.
* Changes to [[creatures]]
** Numerous creatures have attacks that variously cause extra wounds (1d2, 1d3, 2d2, etc.) 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.
= October 15th 2020 =* Changes to [[hospital|hospitals]]'''Version 5** Light Wounds cost 10 P$ apiece to heal.56''' - The Unintuitively Named Update (that has nothing ** Deep Wounds cost 25 P$ apiece to do with 5heal.56mm firearms)
* Changes to [[WeaponsMaze Customs]]** 26 weapons receive new [[Customs:Minor|Customs Minor modifications]]* New concept introduced** [[Accuracy International AW]]: '''Traditional inner tubes'''. Refers to certain firearms AW 243, AW-F 243*** [[CZ TSR]]: TSR Ultra Magnum*** [[DSA SA58 FAL SPR]]: FAL SPR- specifically243, leverFAL SPR-action rifles 243 FA, FAL SPR- that do not possess a side300 UM, FAL SPR-loading gate300 UM FA, and are instead reloaded by using a traditionalFAL SPR-338, HenryFAL SPR-style inner tube.338 FA** 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* [[DSA SA58 FAL OSW]]: FAL OSW Superlight, then the normal loose rounds rule applies (up to 3 rounds per turn)FAL OSW Magnum, FAL OSW Heavy*** [[FN Herstal FAL 50. The tube is replaced automatically when the character is done reloading00]]: FAL LRBR, FAL UM, FAL HBR*** [[FN Herstal FAL 50.61 Paratrooper]]: FAL Para LRBR, FAL Para UM, FAL Para HBR* The ** [[Winchester 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 270conversion to M1A, M14 UM, M14 HBR, M14 EUBR Custom, M14 EHBR Custom*** [[Springfield M21]] stats have been modified : M21 UM, M21 HBR, M21 EUBR Custom, M21 EHBR Custom*** [[Springfield M1A]]: Model conversion to reflect that it is a rifle with a traditional inner tube.M14, M1A UM, M1A HBR, M1A EUBR Custom, M1A EHBR Custom*** [[Steyr Scout]]: Hunting Scout, Light Scout, Magnum Scout, Heavy Scout, Big Game Scout
* Changes to [[meds]]
** Gauze roll: One use fixes 1 LW.
** Individual Bandage: Fixes 1 LW.
** Hemostatic Agent Pack: One use fixes 1 DW.
= September 8th 2020 =* Changes to [[weapons]]'''Version 5.55''' ** [[Barbed nine- 555-WE-SAFE tails]], [[Broken bottle]], [[Long spiked chain whip]], [[Shuriken]], [[Spiked chain whip]], [[Barbed Lucille]]: Text updatereflecting they now cause Light Wounds.** [[Meat fork]], [[Pitchfork]], [[Trident]], [[War fork]]: Text update reflecting they now cause Deep Wounds.** [[Tekko-kagi]]: Slashes cause LWs, stab punches cause DWs** [[Last Blood]], [[Rending Scissor Blade]]: Slashes cause 4 LWs per hit, stabs cause 2 DWs per hit** [[Muramasa]]: Gains 1 Bloodthirst point for every LW caused, and 2 points for every DW caused. Max Bloodthirst points is still 14.
New * Other changes** [[Creatures|creatureBasic mechanics]]:Sarah example updated to reflect LWs and DWs.* The * [[horseConvenience store]] returns to : Updated the bestiaryMeds aisle accordingly** [[Damage types]]: Updated accordingly** [[Explosives]]: *** Injuries caused by explosions: No longer causes wounds of either type.Instead, 1 fracture goes to a random body part for every 6 Base Explosive Damage (BED) caused. e.g., a MkIIIA2 grenade causes 1d8+18 BED, which results in 3-4 fractures.*** Injuries caused by shrapnel: Shrapnel can only cause LWs, despite being Bullet-type.** [[Limb health]]: Updated accordingly** [[Healing]] (non-combat skill): Updated accordingly
Changes to [[Ammunition]]:
* '''Sintered Frangible (SF)''' ammunition now has a different effect:
** Against unarmored ACs: 1.2x Pain, 1.2x LD
** Against armored ACs: 0.5x Pain, 0.5x LD
** Every hit successfully causing an injury will open 3 Wounds instead of 1.
Changes to [[Unarmed combat]]:= March 18th 2023 =* Two new techniques, '''StealVersion 6.7.1''' and '''Monkey's Paw''', have been introduced.- The Mining Overhaul Update (+ extra goodies)
Changes to shops and services:* [[Mining]] received a major overhaul** The style shop has been revamped exploration process was completely and is now a custom clothing serviceoverhauled to reward progressing as deeply as possible.** Completely custom human/halfling clothing items Introduction of a minecart feature to transport ores in and youkai outfits can be designed there. The basic principle is for out of the player to describemining facility** Introduction of mine bosses, in freeacting as guardians of specific depth levels** The end of a mining facility should contain a GM-form, what the item defined treasure (our recommendation 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 make it an artifact weapon)** Metal ore bundle generation is intentionally reduced from 1d800*5 to ''very expensive'1d200*5''', reducing the maximum size of a single bundle from 4 kg to 1 kg.* Dojos have been expanded, and now offer various machines and training programs designed * Gemstone ore bundle generation is reduced from 1d800*5 to improve a character's natural statistics:''1d10** The stats that can be improved are 50'''Natural , reducing the maximum size of a single bundle from 2 kg to 500 grams.* New [[Pain SensitivityList of UGL|underbarrel grenade launcher]], Natural : [[StrengthISL-201 UGL-I]]integrated underbarrel grenade launcher, Max exclusive to Customs MP5s with the ISL-201 handguard.* [[BloodMaze Customs]], Max ** [[Limb healthCustoms:Major#Blackhawk|Limb HPBlackhawk]], Natural and [[EnduranceCustoms:Major#Redhawk|Redhawk]]revolvers receive a new modification: Barrel porting, and Natural which acts as an integrated muzzle brake ([[AgilityRecoil]]'''-1).** Each training program has an XP counter. Spending time (and effort) on [[Customs:Major#MP5|MP5]] receives a training nets XP, which can be spent to increase one natural stat, up to certain limits new handguard: ISL-201 handguard (some stats cannot be trained further once they reach a certain value, others have a maximum XP limitAdds an [[ISL-201 UGL-I]] underbarrel grenade launcher). Not compatible with Short MP5K barrel or Long barrel.** Training program XP is now tracked on inventory sheets.Minor: RL optics for [[RPG-7]]* The bank's item vault service has been modified* Minor:Tokarev magazine conversion for [[Thompson]]*[[Uncivilized Area]]: 5 new roomstyles, each designed to offer players opportunities to exercise non-combat skills.* Item vaults are no longer free and unlimited* '''Blocked pathway''': The front door leads to a Shortcut -1 but is blocked by the carcass of a rotting creature. A player character The carcass must first purchase an item vault before it can be used; this costs [[File:Parallar symbol.pngHunting|10pxbutchered]]to pass the door.** '''1000Dismantled roadway''' and allows the player access : The front door leads to a 50Shortcut -unit vault2 but is locked and missing a doorset. This vault can be upgraded in 50-unit increments, up to the maximum size of 400 units; upgrading costs You must [[File:Parallar symbol.pngCrafting|10pxcraft 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).** '''(size x 15)Caved-in causeway'''** Withdrawing items from : The front door leads to a vault now costs Shortcut -3 but is caved-in by dirt, sand, or gravel. You must [[File:Parallar symbol.pngMining|10pxmine 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.** '''500 + (weight of items withdrawn x 10)Collapsed highway''': The front door leads to a Shortcut -4, and it is not possible but was destroyed to withdraw more than 150 units the point of items at onceimpossibility.** Withdrawing items from You must use a vault now requires waiting for 1d3 day periods [[Repairing|Gun Repair Kit (between 4 and 12 hoursGRK), as delivery timeMelee 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, [[LBELockpicking|lockpicking]] items must be stored empty, or brute-forcing to open. LBE items that cannot be folded down (eRoll '''&genbox''' to determine loot and lock type.gOpening the door adds extra loot to the next room, if applicable. most backpacks) are not allowed inside (2x '''&boxlootW''' or '''&boxlootM''' depending on the vault anymoreresults of '''&genbox''').
= June 24th 2020 January 23rd 2023 ='''Version 56.547''' - Magazines and other knick-knacksThe Bestiary Update
Changes introduced:* [[Glock 18C]]: Event line This update was co-designed with GenericArchangel and wiki page now correctly state that aims to make the weapon is fitted with the '''Ported barrel''' Maze Customs mod instead of an integrated muzzle brake.* New [[Weapon accessories#Muzzle brakes|muzzle brake]]: '''Muzzle brakebestiary more interesting and varied, Shotgunmore dangerous, 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]]: yet make fighting worth 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 [[7effort more often than not.62x25mm Tokarev]]
* Changes to existing [[creatures]]
** [[Aquagon]]: Gains two new attacks: '''Electric bite''' and '''Mist ball.'''
** [[Electragon]]: Changed the type of the '''stun attack''' from '''Piercing''' to '''Spec-Elec''', increased base Pain to '''44%.'''
** [[Everdragon]]: Armor Class was increased from A4 to '''A5'''.
** [[Kappa]] and [[Kenmun]]: 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]].
= May 23rd 2020 =* Changes to [[effects]]** [[Effects#Elemental|Water-soaked]]: Is now a semi-permanent effect intended to represent the effects of being drenched in water. As long as the effect is active, it overrides '''Version 5On Fire''' (disables any fires on the creature's body and prevents new fires from starting), but makes '''Spec-Elec''' cause double damage.53Additionally, while the effect is active, the creature ''' +0.2% Fatigue per turn''' at the end of combat, and '''+0.1% Fatigue per room traveled''' at the end of a UA trip. This effect is separate from actual Travel Fatigue, meaning it is unaffected by the [[Traits|Wherever I May Roam trait]].** New item introduced: '''Dispoable bath towel,''' Weight 0.5. This [[crafting items|item]] is a consumable with the sole purpose of removing an active Water- Update to soaked effect. Once used, it is discarded. Available in [[foodWorkshop|workshops]] and for [[huntingFile:Parallar symbol.png|10px]]'''7'''. ** '''''GM tip:''''' A non-specified supply of bath towels is assumed to always be available in bathrooms, shower rooms, laundry rooms, and anywhere it would make sense to find them.
* Changes to [[Huntingcontainers]]:* Game meat from certain creatures no longer provide [[Effects]] such as Alertness increase or Strength +10%/+20% for a few turns.* InsteadMimics, a system in the form of '''[[HuntingContainers#High-value meatMimic traps|high-value meatmimic traps]]''' was created, have been introduced. Meat from certain creatures is now considered to Upon being approached by an adventurer, they turn into creature-like constructs that must be either a '''Delicacy''' (Double value) or a '''Luxury''' (Triple value)fought to access the loot inside.** Four types of mimic traps have been introduced: Biter, Basher, Melter, and Burner. Each has an appropriate attack.
Changes to * New [[Creaturesstripper clips|stripper clip]]:* The item lines of all relevant creatures now state if they produce delicacy meat'''Arisaka 5-round stripper clip''', luxury meatcompatible with the [[Type 38]], tainted meat[[Type 44]], illegal meat, or if they produce no meat at all.** An exception was made for humans, halflings and youkai - their item lines do not display meat status, as it is assumed that the meat of all playable species is already known to be illegal.* All references to "Poisonous meat" have been changed to the correct term: [[Hunting#Tainted meat|Tainted meatType 97]].
Changes to * 21 new [[Foodcreatures]]:* The '''Hot* Bugs:*** [[Black Widowmaker]]*** [[Phantom Spider]]** Canines:*** [[Fox]]** Dragons:*** [[Saken]]** Mamono:*** [[Kuda-gon''' no longer has a Strength boosting effect, in accordance to the changes listed above. Instead, nutrition was increased from 296 to 592.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]]
* 1 new [[occupations|occupation]]:
** [[Makaryuudo]]
= May 14th 2020 ='''Version 5* Numerous [[creatures]], both new and existing, receive new drops that can be either obtained on death or harvested through [[Hunting|butchering]].52 part The full list is below:** [[Food]]: Raw and fried chicken egg, raw and fried turkey egg, vinepear** [[Meds]]: Poison glands (small, medium, large), chelicera, telson** [[Valuables]]: New [[Valuables#Special valuables|Special valuables]]: Beast fang, blob matter residue, bone antler, borz subdermal scale, bronze feather, dragon scale, frost crystal, firelizard scale, giant rodent tooth, Golden Lion fang, hydra scale, keratin plate, LSS fluid canister, snawfus antler, spiny scale, steel antler, thorny scale, two-headed serpent scale* [[Crafting]]:** 7 new crafting [[blueprints]] and associated recipes: HmVnmS, HmVnmC, HmVnmM, HmVnmT, HmVnmL, DragonSP, HydraSP* [[Trauma plates]]:** 2''' new crafting- Bestiary updateonly plates: Dragon scale plate and 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*** [[CreaturesBrown bear]]:Added new technique, FP Ripping claws.* Old creature bestiary was completely removed ** [[Grizzly bear]], [[Armored grizzly]]: Added new techniques, FP Ripping claws and replaced with an FP Tearing bite.** Birds*** [[Bearded vulture]]: Increased MAPT of all-new collection attacks*** [[Emu]]: Increased MAPT of monsters Peck*** [[Black vulture]]: Increased MAPT of Talon attack*** [[Elephant bird]]: Added multi- in total, '''128 creatures''', including wound effect to Peck and Talon attack*** [[Bronze bird]]: Modified the 20 playable speciesproperty of Metal feather shot into an AP attack. Increased MAPT of all attacks.* Human** [[Lightning bird]]: Added new attack, halfling Spark. Increased MAPT of Peck and youkai occupations have also been revamped Talon attack. Added non- a total combat skill: Evasion (Skilled).*** [[Basilisk]]: Increased MAPT of '''34 occupations''' are now listed into Peck and Poison spit.** Bugs*** [[Giant scorpion]]: Modified the gameproperty of the poison sting into an AP attack.** New occupationsCanines*** [[Fox]], [[Wolf]], [[Warg]], [[Lupian]], [[Kallwolf]]: '''JanitorAdded new technique, Head janitorScent 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]], 8 different flavors [[Psionic warrior]]: Added new technique, Psi-scan.** Mamono*** [[Shinigami]]: Raised MAPT of nonForce Bullet. Added new technique, AP Force Bullet.** Reptiles*** [[Firelizard]]: Added new technique, FP Tearing poison bite*** [[Two-faction criminalsheaded serpent]]: Added new technique, Youkai activist squadleaderFP Tearing poison bite*** [[Hydra]]: Added new techniques, Machine gun bite, FP Ripping claws and 3 different ranks FP Tearing poison bite** Science experiments*** [[Vinebeast]]: Added new technique, FP Deep thorns*** [[Scaleworm]]: Modified the property of Yatela gangsters'''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]]: Added new technique, Psi-scan.
Changes to [[Crafting]]:
* New blueprint: '''Kama''' blueprint (Level 1)
* New crafting ingredient item: '''Sickle blade'''
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
This update was entirely designed by GenericArchangel to fix a flaw related to muzzle brakes.
= May 7th 2020 =* Changes to [[Weapon accessories]]** [[Weapon accessories#Muzzle brakes|Muzzle brakes]]: If equipped to a weapon that is also equipped with a scope, the brake limits that weapon's maximum Recoil to 6 on top of applying its normal Recoil -1 effect. In this case, if that weapon''Version 5s Recoil were to exceed 6 after applying all modifiers, it is treated as 6.52 part 1''' - Bestiary update: Preparatory changes
Changes to [[ammunition]]:
* [[Small bolt]]: Base damage nerfed by 4% (46% -> 42%)
Changes to [[weapons]]:= November 1st 2022 =* [[Pistol crossbow]]: No longer has a damage multiplier (previously was x0'''Version 6.8)* [[Lambda magazine crossbow]]: Now has a 16.2x damage multiplier3''' - The Static MG Update
New [[clothing This update was co-designed with GenericArchangel and armor]]:* New human clothing aims to adds more flavor and armor: '''Hooded robe, Sleeveless jumpsuit, Janitor outfit shirt, Janitor outfit pants, Security guard hat, Armored trench-coat'''additional combat opportunities to the world.* New youkai outfits (for all 5 body types): '''Bandit outfit, Farmer outfit, Janitor outfit, Maid outfit, Prison outfit, Scientist outfit, Security outfit, Technician outfit'''
New * Changes to [[weaponsCover]]:* Class 5 Long* 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 ([[ScytheM249|Static M249]], [[QJY-88|Static QJY-88]], [[M60|Static M60]]) and a unique new one, based on the Browning M2 .50 BMG machine gun: [[Static M2HB]]* Class 5 Short* Although static MGs function like weapons, they are non-equippable and not counted as new weapons (as they are elements of a piece of cover)** MG emplacements appear only in Towns at the [[Town Entrance|Town Gate]]. The type they receive depends on the town's population ("the larger the town, the bigger the bullets")* New [[weapon accessories]]: ** [[Hasami bladeM2 ammo belt|M2 ammo belts]]and belt links
Pending: The wiki will be edited to reflect the new changes as soon as possible.
= October 30th 2022 =
'''Version 6.6.2''' - The Redrawn Map Update
= April 10th 2020 ='''Version 5.51''' This update was co- Changes designed with GenericArchangel and aims to game mechanics, simplification of damage modelsmake traveling across the Mazes more immersive. The changes made in this update will also be used to support further future map and location-related updates.
* Changes to core gameplay mechanics:* The '''C2''' [[Armor ClassUncivilized Area]] is entirely scrapped from the gameand [[Civilized Areas]]:** Fast, Safe, as it is considered unnecessary. The AC previously called C3 is now known as C2. All weapons and ammunition in the game Deep routes are no longer have available between all locations. While most locations are connected by a damage value Deep route, the availability of a Safe or Fast route depends on the existence of a major trade route or traveling axis.** All wiki pages for each town, alongside the scrapped AC[[Intersection]] page, now feature route notation to inform players of each available route between each location. Most clothing and armor that was classified as C2 will be reclassified as C1** A new [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 (green for Safe, blue for Fast, red for Deep).
Changes to [[ammunition]]:
* [[.30-06 Springfield]]: Base damage buffed by 1% (166% -> 167%) so that the new C2 damage value (old C3) becomes 150% (previously 149%).
* [[9x25mm Dillon]]: Base damage buffed by 1% (54% -> 55%), so that the new C2 damage value (old C3) becomes 50% (previously 49%).
Notes:= October 18th 2022 =* Creatures have not been modified yet, as the bestiary update is still in progress'''Version 6.6.1''' - The Str⑨ngest Balance Update
This update was co-designed with GenericArchangel and addresses minor balancing issues with specific [[Character traits]], [[yousei]] and [[kitsune]].
= March 17th 2020 =* [[Character traits]]: ** '''Version 5Fast learner''' now grants '''5d25 XP''' instead of 8d25 XP.5** ''' - Game mechanics changesJust Can't Use This''' now requires you to restrict '''4 [[combat skills]]''' instead of just 2. 2 of the skills restricted must be either Firearms or Heavy Weapons, new ammo typesand the other 2 must be Melee and Misc.* [[Yousei]]: Due to Limitless Potential, yousei now receive '''4x [[training machine]] XP'''. This effect stacks with the Fast learner and Slow learner traits.* [[Kitsune]]: Kitsune no longer start with '''Master''' level in [[Negotiation]]. Instead, they start with the [[Character traits|Very Pretty trait]] for free. The trait is non-removable (similar to [[hakutaku]] and Mycologist).
Changes to [[Recoil]]:
* Recoil calculation and effects no longer rely on exact shot order, but now instead only needs total shots fired, significantly cutting down on the amount of time that needs to be spent counting and checking shots.
* The new Recoil system works as follows: Every Recoil level has a limit of shots (the Accuracy Drop Threshold, or ADT) that can be fired - if a character shoots over ADT, accuracy and aim wandering effects are applied to the entirety of the shot string, and not just the shots that go over ADT. A second level with even more severe penalties is applied if the amount of shots fired is equal to more than double the limit.
** As before, going over ADT will result in aim wandering (which sends shots to &bodyaim instead of the desired point of aim), however instead of being applied only starting from the shot that went over the limit, aim wandering applies to ALL shots if the total amount of shots fired goes over the limit. [[Weapon accessories#Laser sights|Laser sights]] still cancel out this aim wandering effect.
** Accuracy windows and effects of going over ADT once and twice will also be updated.
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.= October 17th 2022 = ** '''Failures to eject (stovepipes)''': For every stovepipe that occurs, the two highest scoring shots (excluding critical failures) are cancelledVersion 6. 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.- The Battle Rifle Update
New [[ammunition types]] for pistol and rifle calibers:* '''Tracer (T)''': FMJ bullets This update was co-designed with an illuminating compound at the base of the bullet, which lights up GenericArchangel and displays bright, colored light when fired. Tracer ammunition is used aims to visibly see the flight path of a bulletaddress power ranges across specific calibers, and is useful for controlling long strings of fire, particularly full auto, as it allows introduce a shooter battle rifle family to physically see where the bullets are going.** Effects: Increases ADT by a certain amount of shotsMaze Customs, 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 bulletswell as new calibers, they offer a lower cost alternative to full AP or APXweapons, but are less effective at defeating armored targets.** Effects: 0.8x damage against unarmored ACs, 1.3x damage against armored ACs.* Retail ammunition using these new projectiles is now also available:** [[.22 Long Rifle]]: Standard T** [[.30 Carbine]]: Standard T, Standard SAP, Milsurp T** [[and Customs mods.30-06 Springfield]]: Standard T, Milsurp T** [[.303 British]]: Standard T, Milsurp T** [[.32 ACP]]: Standard T, Standard SAP, Milsurp T, Milsurp SAP** [[.357 Magnum]]: Standard SAP** [[.357 SIG]]: Standard T, Standard SAP, Personal Defense SAP, Pocket Dragon SAP** [[.380 ACP]]: Standard T, Standard SAP, Milsurp T** [[.40 S&W]]: Standard T, Standard SAP, Personal Defense T, Personal Defense SAP, Pocket Dragon T, Pocket Dragon SAP** [[.45 ACP]]: Standard T, Standard SAP, Personal Defense T, Personal Defense SAP, Pocket Dragon T, Pocket Dragon SAP, Milsurp T** [[.50 BMG]]: Standard T, Milsurp T** [[4.6x30mm]]: Standard T, Milsurp T** [[5.45x39mm]]: Standard T, Standard SAP, Milsurp T, Milsurp SAP** [[5.56x45mm NATO]]: Standard T, Standard SAP, Milsurp T, Milsurp SAP** [[5.7x28mm]]: Standard T, Milsurp T** [[5.8x42mm]]: Standard T, Standard SAP, Milsurp T, Milsurp SAP** [[7.62x25mm Tokarev]]: Standard T, Standard SAP, Milsurp T, Milsurp SAP, Milsurp Cold T, Milsurp Cold SAP, Milsurp Hot T, Milsurp Hot SAP** [[7.62x39mm]]: Standard T, Standard SAP, Reduced Velocity SAP, Milsurp T, Milsurp SAP** [[7.62x54mm R]]: Standard T, Standard SAP, Milsurp T, Milsurp SAP** [[7.62x51mm NATO]]: Standard T, Milsurp T** [[7.92x33mm Kurz]]: Standard T, Milsurp T** [[7.92x57mm Mauser]]: Standard T, Milsurp T** [[9x18mm Makarov]]: Standard T, Standard SAP, High Impulse T, High Impulse SAP, Milsurp T, Milsurp SAP, Milsurp Hot T, Milsurp Hot SAP** [[9x19mm Parabellum]]: Standard T, Standard SAP, Personal Defense T, Personal Defense SAP, Pocket Dragon T, Pocket Dragon SAP, Milsurp T, Milsurp SAP, Milsurp Hot T, Milsurp Hot SAP** [[10x25mm Auto]]: Standard SAP
==== [[Maze Customs]] ====
* New [[Customs:Major|Major]] family: '''AR-10''', which includes the existing [[ArmaLite AR-10]] and [[KAC M110 SASS]], a new weapon (the [[ArmaLite AR-10(T)]]), and a range of new calibers listed below
** 6 rechambering options
** 5 barrel lengths, from 12.5" to 24"
** 5 fire control group options
** 3 handguards
** 4 stock options
** 3 upper receiver options
* All existing Minor mods for the AR-10 and M110 SASS will be deleted
= January 12th 2020 === [[Ammunition]] ====* '''Version 52 existing calibers re-balanced'''** [[7.4962x51mm NATO]]: ''' Buffed to a base Pain of 161%''' (16 more). New ballistic model (more closely matches M80 ball), new reference barrel (20" barrel from the [[ArmaLite AR- Simplification update #810|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")* '''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 the two "fat" alternatives to 7.62 NATO. Available as a rechambering option for the AR-10 and Rem 700 families.** [[.358 Winchester]]: 200% Base Pain hunting-oriented big-bore cartridge, serves as the other of the two "fat" alternatives to 7.62 NATO. Available as a rechambering option for the AR-10 and Rem 700 families.** [[8x50mm R Lebel]]: 164% Base Pain cartridge, selected for its historical significance. Available as a rechambering option for the Rem 700 family.
Changes to ==== [[AddictionsHandloading]]====* New casings:[[.243 Winchester]], [[.300 RSAUM]], [[.338 Federal]], [[.358 Winchester]], [[8x50mm R Lebel]]* Advancement of withdrawal levels is now tied to New projectiles:** .327, 198 grain: [[Daily Reset8x50mm R Lebel]]** .338, 225 grain: [[.338 Federal]]** .358, 200 grain: [[.358 Winchester]]* Existing projectiles:** .243, 90 grain: Gains compatibility with [[.243 Winchester]]** .308, 150 grain: Gains compatibility with [[.300 RSAUM]]* Primers:** Large Rifle: Gains compatibility with [[.243 Winchester]], [[.338 Federal]], [[.358 Winchester]], [[8x50mm R Lebel]]** Large Rifle Magnum: Gains compatibility with [[.300 RSAUM]]
Changes to ==== [[InebriationWeapons]]====* 15 new firearms:* Inebriation no longer naturally decays at a rate of 0* [[ArmaLite AR-10(T)]] - New AR-10 family member, semi-automatic rifle, [[.1 per turn338 Federal]]** [[Breda PG]] - burst-fire only machine gun, [[7x57mm Mauser]]** [[Browning BAR]] (not to be confused with [[Colt M1918 BAR|the 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, [[Effect.243 Winchester]]: '''For every +0** [[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, [[.1 Inebriation gained45 Colt]] (3-inch chamber)** [[SAKO Tikka T3 Lite]] - bolt-action rifle, [[Stress.338 Federal]]** [[Savage Arms Model 99R]] is decreased by -0lever-action rifle, [[.4%; effectively turning alcohol into a reliable Stress relief method358 Winchester]]** [[SIDARME Model 1915 CSRG Chauchat]] - machine gun, [[8x50mm R Lebel]]** [[Winchester Model 70 Featherweight]] - bolt-action rifle, [[.358 Winchester]]* Inebriation decay now depends on the passage of time (and not specifically Daily Reset either)* [[Winchester Model 88]] - lever-action rifle, based on the amount of day periods that have passed since the last drink[[.243 Winchester]]* Effects of * [[InebriationWinchester XPR Compact]] have been modified and simplified- bolt-action rifle, [[.243 Winchester]]* 5 new melee weapons:** [[Iron ball]] - Crude weapon** [[M1886 Rosalie]] - Bayonet for the [[MAS Lebel Model 1886/M93]]** [[M1905 sword-bayonet]] - Bayonet for the [[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
Changes to [[Venom]]:
* Rebuilt the effects of Venom poisoning (modified the thresholds and simplified the effects)
= January 6th 2020 October 3rd 2022 ='''Version 6.5.484.1''' - Simplification update #7Archery rule patch
Changes to ==== [[StressWeapons]]:* Stress thresholds for Low and Moderate have been adjusted (respectively 0.0% : 19.9% and 20.0% : 49.9%)[[Ammunition]] ====* Stress is no longer gained from taking damage (The rules now explicitly specify that [[PainArrow|Arrows]], [[Limb DamageLarge bolt|Large bolts]]...) or from sustained injuries.* and [[Effect#StressSmall bolt|Stress gained from combat (now clarified as an effect called Combat Stress)Small bolts]] is now calculated differently; the total amount is now equal can be reused, according to '''(Td4)x0.1xE''', where T is the total amount of turns spent in combat, and E is the amount of enemies at the start of a fightspecific conditions.** EffectivelyUnder normal conditions, this means gaining between 0.1% all hits and 0misses produce arrows that can be retrieved.4% Stress per turn spent, multiplied by the amount of starting enemiesOnly critical failures result in arrow or bolt breakage.* Stress gained from combat * If the arrowhead is now given at the end of combatXPL (Explosive): All hits and misses result in detonation, instead of gradually turn by turnmaking explosive arrows 100% non-reusable.* The Stress Tolerance [[effect]] * If the arrowhead is scrappedIMP (Improvised): Misses and critical misses result in breakage. Only hits are reusable.
Related changes:
* '''Books''' now heal a flat amount of Stress, -2.0% per reading. Books provide their Stress reducing effect only once per ingame day; an already read book must be marked with a tag.
** Suggested tag: ''"Read recently - provides no effects until next Daily Reset"''
* Showers no longer provide negative effects, and the command is now always rolled when using a shower, regardless of the location. Each use will now spend 30 ingame minutes and has a chance to provide a positive effect (reduces Stress, Fatigue, or Pain) each time.
* Computers now decrease Stress by (4d10)x0.1 at the cost of spending 2 ingame hours.
* Radios now decrease Stress by (2d10)x0.1 at the cost of spending 1 ingame hour.
= December 8th 2019 September 18th 2022 ='''Version 6.5.474''' - Simplification Guns, Blood, and Drugs; A balancing update #6
* The ==== [[CoverMaze Customs]] system has received multiple modifications aimed at simplifying their purpose and function:====** Cover no longer have pass-through thresholds or corresponding Pain modifiers (like The [[trauma platesHeckler & Koch MP5K]]).** Deleted the "full protection" trait (which protected against bouncing explosives - of which there is [[VOG-25P|only one type]] currently)** Modified added to the list of cover types (changed health and AC values on many of them)MP5 Customs family.* [[Explosives]]Customs: New modifications for the MP5:** Simplified the damage calculation method for pressure minesBarrel length: full limb damage to legs/feet, 0.25x limb damage to everything else. Short MP5K barrel (Previously, it also dealt 04.5x damage to torso/hips5-inch barrel)** Simplified injury calculation from explosive weapons. It is now dependent on base explosive damage; specifically, equal to '''BED - Muzzle: N/ 4 rounded down''' (or in other wordsA, for every 4 full points of limb damage dealt by an explosive weapon, 1 wound is also dealt).* [[Chlorine bomb]] and Chlorine gas cloudsUnderbarrel:** 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 toolkitIntegrated foregrip - Cost: '''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.150 P$* [[Effects]]** '''Nausea''' is now a temporary effect which prevents using [[Food]] items. All items inducing Nausea are now given a turn duration, and no longer induces IR +1.** '''Anti-Oni Syndrome''' now causes creatures under this effect to get [[Pain]] instead of [[Venom]] from drinking alcohol (1% Pain per 0.1 Inebriation). The Pain gained this way Short MP5K barrel is '''fixed''' incompatible with the Surefire 628 and ignores [[Pain Sensitivity]] entirely.** '''Decompensation''' and '''Self-deterioration''' were simplified, introducing a system of points gained at Daily Reset. If these points reach a particular threshold, instant death occurs.** Various effects were simplified or scrapped entirely.Quad rails
==== [[Limb health]] ====
* [[Wounds]] now cause a bleeding rate of '''-0.3 Blood per wound per turn.'''
= November 14th 2019 === [[Meds]] ===='''Version 5* First aid kit (FAK): Weight reduced to 1 (previously 2)* Epoetin-alfa: Effect modified to Blood +0.46''' 2/turn, - Simplification update #530 ntri/turn, +0.4% Fatigue/turn for 20 turns
* ==== [[WeaponsAddictions]]:====** In New addiction mechanics simplifying the previous system: As before, using a manner similar to substance comes with a percentage chance of becoming addicted. However, the [[MAC-10]] withdrawal tiers now function differently and [[MAC-11]]more simply. Now, these weapons are now considered to be '''auto pistols''' if their stock every use of an addictive substance is folded: [[B+T MP9-N]]a chance to increase the current addiction level by 1, [[CZ Sa vzfrom the minimum of 0 (no effects) to the maximum of 3. 26]]* Instead of disabling corresponding withdrawal effects when an addictive substance's effects are active, [[CZ Skorpion vzwithdrawal effects are now truly permanent and continue being active even if the character uses the corresponding substance. 61]]In other words, [[CZ Skorpion vzusage effects and withdrawal effects now stack. 83]], [[IMI UZI]], [[KBP PP-2000]], [[Ruger MP9]], [[Steyr MPi 81]]** These weapons have changed categories entirely: [[Danuvia VD-01Hospital]] (Submachine gun -> Auto pistol): 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, [[H&K MP5K]] up to 750 P$ and 6 day periods (Submachine gun -> Auto pistol1 full day)for treating a single Level 3 addiction.** Artifact weapons; [[Bat out of Hell]], [[Doomslayer]]Addiction effects: No longer dependent on the Contestant story To account for acquisition. Their the possibility of med effects and special abilities withdrawal effects being active simultaneously, the following withdrawal effects have also been modified - see each page for further details:** Nicotine withdrawal*** Level 1: Minimum Stress set to 15.0%* [[Statistics]]* Alcohol withdrawal*** Level 1:Need a drink (level 1) applies to this character (see below), ** [[Pain]]* Level 2: No longer naturally regenerates at Need a rate of -drink (level 2% per turn; in fact, the entire concept of "Pain regeneration per turn" is removed. Instead, 40% Pain is healed every day during the Daily Reset ) applies to this character (10% in Survival Mode at every Trading Post insteadsee below), Agility -1* [[Meds]]** Level 3:Need a drink (level 3) applies to this character (see below), Agility -2, IS tier +1, Hallucinations** Cannabis no longer increases pain regeneration per turn, but instead decreases Pain by a flat amount; -25%.withdrawal* Other changes** Level 1:Mild munchies** '''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 -10Minimum Stress set to 15.0%, Daily Reset Pain healed by 70%. Mild munchies, Mild thirst*** Level 3: Pain Sensitivity -20Minimum Stress set to 30.0%, Daily Reset Pain healed by 100%.)Intense munchies, Mild thirst** '''Tanuki special abilities'''Anabolic steroid withdrawal*** Level 1: A new 9 TB ability called '''Still Hard''' is addedMinimum Stress set to 30. Applies Strong limb healing 0%*** Level 2: Minimum Stress set to any of the tanuki's limbs60. Regeneration is now more expensive, bumped up 0%*** Level 3: Minimum Stress set to 5 TB. Many abilities have had their effects simplified as well90.0%, Rage** Sick hakutaku syndrome*** Level 1: IR +1*** Level 2: FT +1, IR +1*** Level 3: FT +1, IR +1, Hallucinations
==== [[Effects]] ====
* Alcohol affinity ([[Oni]] creature trait): Effect simplified. Instead of both halving Inebriation received and doubling the Stress relief effect of [[Effects#Stress|Need a drink]] to compensate, this trait now simply doubles the Stress relief effect but gives the normal amount of Inebriation.
* The "Need a drink" effect has been delineated into 4 variants; Level 0, Level 1, Level 2, and Level 3. In essence, the "Need a drink" effect progressively offers less and less Stress relief per Inebriation gained as your character's level of Alcohol addiction increases.
= November 10th 2019 =
'''Version 5.45''' - Simplification update #4: Ores, metals and mining
* [[Valuables]]: = August 24th 2022 =** 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'''Version 6.5 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. ** 3''' 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.R&R Update
= September 24th 2019 === [[Basic mechanics]] ===='''Version 5* Created and defined the concept of [[Downtime]].44''' - Various changes in various domains
* '''Buff to the [[gohei]] 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''' and '''SkelKeyB''' were introduced. In a first for 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 of toolkit, the '''hacking tool''', which is essentially an electronic lockpick. Hacking tools are disposable devices with electronic spoofing software; they can be used up to 10 times, then brick themselves.
** It replaces the HX-1337 series of hacking augmentations, which have been scrapped from the game.
** Modifications to the hacking mini-games were made to accomodate for the new hacking tool.
** The '''&loginwords''' command was renamed to '''&words''', and its dictionary of words was increased from 810 to 8738 words.
* '''Kasha buffs''': Kasha base stats have been improved (Base limb health: 43 -> 60, Max Blood 12 -> 17, Pain sensitivity 163% -> 117%), and their old "Savage" ability was removed, and replaced with two new abilities, '''Natural Hunter''' and '''Savage Mode''':
** '''Natural Hunter''': As a passive ability, kasha claws are tough enough to allow for Butchering without the need for a suitable tool. All Kasha also start with Lv2 - Basic in Hunting.
** '''Savage Mode''': Kasha can, at will, give themselves +10.0% Stress in exchange for +40% Strength and -40% Pain Sensitivity for 20 turns. If Savage Mode is already active, Kasha can activate the ability again to extend the remaining duration by another 20 turns.
* '''Nerfing [[Ammunition#Pistol and rifle caliber projectiles|UHS ammunition]]''': It now deals 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.
= July 20th 2022 =
'''Version 6.5.2''' - Lockpicking minigame update
= September 6th 2019 (2) === [[Skills]] ===='''Version 5.43 (part 3) - * The SteveMRE Konbini update part 3/3: Convenience stores'''[[Lockpicking#Picking electronic locks|electronic lockpicking]] minigame has been updated with an easier and more balanced variant.
== 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.
* 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 has their own traits and extra features, such as raffle tickets for every 250 P$ of purchases, extra gear, or extra services.
= April 20th 2022 =
'''Version 6.5.1''' - Simplification Update #10: Completely Baked Edition
= September 6th 2019 (1) === Basic game mechanics ===='''Version 5.43 * [[Recoil]] has been simplified; there is no point of aim shift after crossing ADT anymore (part 2due to it being a remnant of when Recoil required checking for shot order) - The SteveMRE Konbini update part 2/3: New and improved rations, new food items'''.
This is ==== [[Weapon accessories]] ====Effect changes to the second part out of a series following accessories:* Laser sights: No longer cancel the point of three updatesaim shift (as that mechanic has been deleted), now gives '''IR -1'''.
== New food items ==
* 11 new and improved rations have been introduced, replacing the previous 3 completely.
* New category of food item, '''powdered drinks'''. 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 = March 22nd 2022 ='''[[Food]]Version 6.5''' page.- Further Balance Updates
== Other changes ==Basic game mechanics ====Changes to the following core game mechanics:* New crafting item, Major change to the '''Mini-bag of 5 safety matches''', which is found in many rations, but can also be found for sale at Workshops for [[File:Parallar symbol.png|10pxlimb groups]]system: hits to the LIMB group now cause '''0.105x''' apiecedamage (same as hits to the EXTREMITIES) instead of the previous 0.4x.
==== [[Ammunition]] ====
Major rebalancing to the ammunition type cost multipliers:
= September 5th 2019 =* Tracer: '''1.1x''' (previously 1.5x)* Match: '''Version 53.43 0x''' (part previously 4.0x)* LSWC: '''0.8x''' (previously 0.85x)* JHP: '''1.5x''' (previously 3.0x) - The SteveMRE Konbini update part * 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: Changes to consumables'''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)
This is the first part out ==== [[Character creation]] and [[Character customization]] ====* [[Human]] characters now receive '''4 starting trait points''' instead of a series the normal 3, to compensate for the lack of three updatesracial benefits.
The effects of many consumables have been modified.==== [[Convenience store|Convenience stores]] ====* Convenience stores now sell [[M67]] frag grenades, [[M18 smoke grenade|M18]] smoke grenades and [[M84]] flashbang grenades (1d8 per store)
== General changes to all consumables == [[Crafting]] ====* All consumables that previously listed a percentage chance Changes to get an effect[[Toolkits]]:** Gun Cleaning Kits (GCK), now always give the listed effectGun Repair Kits (GRK), Melee Repair Kits (MRK), Explosives Toolkit (XTK): Maximum uses per kit buffed to '''10 uses''' instead of 3. The percentage chance effects have been scrappedPrice per unit is unchanged.** Gun Cleaning Kits: Now repairs '''200 Condition''' per use (previously 100).** Gun Repair Kits and Melee Repair Kits: Now repairs '''400 Condition''' per use (previously 250).
== Changes to Effects == [[Traits]] ====New traits (<span style="color:#00CC00">'''Green: Positive'''</span> ; <span style="color:#CC0000">'''Red: Negative'''</span>):* <span style="color:#CC0000">'''NauseaBad eyesight''' is now </span> (+2): Your character has a natural vision impairment that cannot be corrected with eyeglasses. You suffer from a permanent FT+1 effect that gives the afflicted creature an .* <span style="color:#00CC00">'''IR +1Druggist''' effect and </span> (-2): Ability to [[Identification|identify]] [[meds]] on sight* <span style="color:#00CC00">'''Fast learner'''</span> (-1): Your character earns Training Points at a nauseous sensationfaster rate. This effect can** When training at the [[shooting range]] or the [[dojo]], however, be eliminated you divide the number of successes by attempting '''4 instead of 5''' to throw upobtain your Training Points (effectively corresponds to ~25% faster learning). Even if the attempt fails** You earn [[training machine]] XP at a faster rate. When using a Dojo's training machines, Nausea will always be eliminated this wayyou gain '''8d25 XP''' per use instead of the normal 4d25.** All references Not compatible with Slow Learner* <span style="color:#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 intimate situation (at the GM's discretion)** Not compatible with Horny* <span style="color:#00CC00">'''Jeweler's Eye'''</span> (-2): Ability to Nausea having [[Identification|identify]] [[gemstones]] on sight (although not appraise them)* <span style="color:#00CC00">'''Mycologist'''</span> (-2): Ability to [[Identification|identify]] [[mushrooms]] on sight** If your character is a turn duration [[hakutaku]], you have also been eliminatedthis trait by default, at no cost.(This trait cannot be removed.)* <span style="color:#CC0000">'''Suppressed hungerSlow learner''' has been completely rewritten, and now works as follows</span> (+1): If Hungry, Famished Your character earns Training Points at a slower rate.** When training at the [[shooting range]] or Starvingthe [[dojo]], this effect will treat you divide the creaturenumber of successes by 's Nutrition level as being OK ''6 instead of 5''' to obtain your Training Points (temporarily canceling any negative effects from low nutritioneffectively 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 food ==* Can of cola drinkexisting character traits: No longer provides Agility +1 and Alertness increase - still affects Fatigue and Stress* Can of lemonade: No longer provides any effects besides nutrition and hydration'''Galaxy Brain''' has been removed.* Can of energy drink'''Phobia''': No longer provides Strength +10%, but the Additional effect is lengthened from 15 to 20 turns. If you were in combat against a creature or a category for while you have a phobia, and now also reduces Fatigue by 5.0% and increases you receive '''quadruple Stress by 0.5%.* Cup ''' at the end of tea, green: Effect now increases alertness instead of Agility, effect now lasts 10 turns* Cup of tea, black: Effect now increases alertness instead of Agility, effect now lasts 10 turns* All game meat boosting Strength or Alertness: All effects now last 20 turns instead of 2 or 3 turnscombat.* Hot-gon (exclusive to Diamond Hot-Dogs): Effect now lasts 20 turns
== Changes to meds ==[[Effects]] ====The following Effects have been modified:* '''Combat Stress''': Base effect is '''doubled''', meaning that each turn of combat now causes +0.2% to +0.8% [[Stress]] per turn multiplied by the number 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%).
Many medical items have had their effects completely rewritten. These are the new effects for the following items:
* Cannabis joint: Agility -1, Pain Regeneration Rate +2% /turn for 20 turns, Stress -1.0%= March 5th 2022 =* 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'''Version 6.0%* Pentobarbital: Instant death in 20 turns* Steroids (anabolic): Strength +40% for 20 turns* FG4''' -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 turnsThe Love Hotel Grabbag of Optimizations Update
== Changes to mushrooms ==[[Weapons]] ====Several melee weapons have had their damage values and Weight changed to improve balance.List of changes by melee weapon category
Many mushrooms have had their effects completely rewritten. These are the new effects for the following itemsAxes* [[Fire axe]]:Increased base damage to 72% - 72/65 54/43/32/14/4
* Oni's Bane mushroom: Anti-oni syndrome for 10 turnsCrude weapons* Golden cap, Liberty cap[[Meat fork]]: Hallucinations for 10 turns* Infirmitas: Strength -20Increased base damage to 30% 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 -/27 21/17/12/6/1 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 turns
Knives
* [[Dagger]]: Increased base damage to 53% - 53/48 40/32/24/11/3
* [[Karambit]]: Decreased base damage to 28% - 28/25 20/15/11/6/1
= July 21st 2019 =One-handed clubs'''Version * [[Heavy spiked gada]]: Increased LDV to +3* [[Flanged mace]]: Increased LDV to +3* [[Pipe wrench]]: Increased weight to 9. Increased base damage to 70% - 70/67 56/46/35/18/5* [[Wrench]]: Decreased weight to 2.42''' Decreased base damage to 33% - Detective update33/30 25/20/15/7/2* [[Hammer]]: Increased weight to 3.
An accompanying Tsuchinoko update (version 138) will be released on the same day.One-handed swords* [[Butterfly sword]]: Decreased base damage to 45% - 45/41 32/25/18/9/1
== Changes to Two-handed club* [[CreaturesIron bat]] ==* 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: Increased base damage to 50% -bearing equipment.50/48 40/33/25/13/4
Whip/Lash
* [[Kusari-fundo]]: Increased LDV to +3. Increased base damage to 55% - 55/52 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.
= July 13th 2019 === [[Food]] ===='''Version 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 following: 0.25, 0.5, 1, 2, or 3 units.41''' - Weapon accessory tweaks and simplifications
This update aims at trimming some more of the fat with game mechanics===== New weight values =====Fruit* 0.25: Apricot, specifically mechanics related to weapon accessoriesGrapes, Kumquat, Kiwifruit* 0.5: Apple, Pear, Orange, Pomegranate, Banana* 1: Watermelon wedge* 2: Pineapple* 3: Cantaloupe
An accompanying Tsuchinoko update (version 137) will be released on the same dayVegetable* 0.25: Carrot, Beet, Turnip, Leek, Wasabi root* 0.5: Tomato, Potato* 1: Artichoke, Cucumber* 2: Cabbage
== Changes to [[weapon accessories]] ==Meat* Scopes0.25: All scope effects have been re-balanced.** Low-power optics: No longer have a special effect boosting accuracy only when aiming at small body parts, and instead provides a flat FT-1 bonus.** Medium-power optics: Now provides a FT-2 bonus instead types 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 active, it no longer causes a blindness effect. (Flashbangs are unaffected, they still cause enhanced blindness to creatures with night vision).** Weaponlights switched on now '''automatically break stealth''', as they are sources of bright light that can be seen by everyone.* WL2 batteries have been '''entirely scrapped''', alongside three models of weapon light (Inforce APL, Inforce WML, and P3X Fury Tactical) due to redundancy.* One new type of dual modules introduced: the '''Streamlight TLR-4''', which can be fitted on Short interfaces.* All accessories that used to require WL2 batteries, no longer need them, and can function indefinitely. Integrated lights and lasers also no longer show a turn counter to represent battery life.* All character sheets must have the following modifications made: All Inforce APL lights are replaced by Surefire X300U lights, and all Inforce WML and P3X Fury Tactical lights are replaced by Surefire M620 lights.game meat
== Other general changes ==Seafood* [[Cover]] mechanics simplified (effectively returned to a previous state); the Exposure system (exposed/hidden) is scrapped0.25: Mussels, cover now returns to protecting the full bodies of everyone that is behind coverClam, Sardines* 0.5: Trout, Cod* 1: Sea bass, Sole, Grilled eel, Lobster* 2: Cuttlefish, Salmon, Carp, Tuna, Crab
Dessert
* 0.25: Waffle, Madeleine, Crepe, Scone
* 0.5: Yogurt, Brownie, Ice cream cone, Fruitcake slice, Millefeuille, Donut, Muffin, Cookies (6), Large cookie
* 1: Black forest cake slice, Cream pie slice, Cookies (18)
= May 18th 2019 =Snacks'''Version 5* 0.4''' - Simplification update #3 25: Stress Chocolate bar, Caramel, Bread slice, Cheddar slice, Fortune cookie, Energy bar, Granola bar, Whole wheat biscuits, Candy (mint), Candy (strawberry), Fruit bar, Milk and inaccurate hitscereal 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
This update aims at further simplifying certain game mechanicsFast-food* 0.5: Fries, Fried potatoes, Nuggets (6), Pizza (1 slice), Sandwich, Cup noodles* 1: Cheeseburger, Double cheeseburger, Nuggets (20), Hamburger, Hot-dog, Chili-dog, Corn-dog, Hot-gon* 2: Potato chips* 3: Pizza (8 slices)
== General changes ==Beverages* Stress: All stress levels from Moderate and up no longer cause incremental fatigue effects0.5: Orange juice, Tea (black), Tea (green), Lemonade, Cola, Coffee (black), Apple juice, Grape juice, Energy drink, Coffee (cappucino), Hot cocoa* Inaccurate hits with ranged weapons no longer call for a 1d2-1 check to determine if the shot hits. From now on: Mineral water, Milk, Beer (blonde), Beer (brown), Beer (stout), Craftable powdered drinks (all inaccurate hits are hits.of them)* All inaccurate hits now deal 0.7x Pain and Limb Damage2: Champagne, including in melee (down from 0.8x)Red wine, Vodka, Mead, Absinthe, Sake, Whiskey, Brandy, Cider
===== Changes to rations =====
The contents of specific rations have been changed.
= April 23rd 2019 =* Ration B1: Added 1 extra pack of whole wheat biscuits and 1 can of spam'''Version * Ration B2: Removed 1 packet of powdered coffee* Ration L1: Removed 5.3''' - Simplification update #2 cigarettes and 5 safety matches* Ration L2: BloodAdded 1 can of pasta with tomato sauce* Ration S1: All item quantities doubled, added 2 milk and cereal bars
This update aims at simplifying some of the mechanics ===== Other food related to the Blood statistic.changes =====
== General changes ==* Blood no longer naturally heals at [[LBE]]: All LBE with a rate of 0.1 per turn, making Pain Food holster: 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 effect is now tied replaced to the daily reset; on top of the nutrition/hydration that is normally lost at midnight ingame, your body will attempt to regenerate 1 unit of Blood on its own every day (as long as there are no open wounds at that moment). Upon hitting the daily resert, you will lose 150 ntri and 2% Fatigue, and regenerate 1 Blood instantly. This is intended to incite finding BTKs or pay for a medic. If neither is possible, the tried and tested "buy food and let it heal over a few daysmax weight: 3" 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$."max items: 2"* A new type of medical item ('''Epoetin-alfa''', syringe) can be consumed to start a 20-turn effect resembling the old natural regeneration effect[[Style shop]]: +0.1 Blood per turn, in exchange for Custom food holsters are now weight-15 ntri and +0.2% Fatigue per turn. In total, the item would help your body regenerate up to 2 Blood but burn up to 300 ntri and 4% Fatigue. Syringes based instead of Epoetin-alfa cost 100 P$, 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. ''count-Resistant'' will prevent injuries on hits dealing up to 4 limb damage (previouslybased, 2), and ''-PROOF'' will prevent injuries on hits dealing up to 8 limb damage (previously, 4)as above.
==== [[Meds]] ====
First Aid Kits (FAKs) and Field Surgery Kits (FSKs) receive simplifications to make them easier to use and manage:
= February 20th 2019 =* FAKs and FSKs no longer serve as mini containers capable of carrying extra meds (IBs, paracetamol, HAP, epinephrine, etc.)'''Version * Instead, FAKs and FSKs are now multiple-use. FAKs have 3 uses before depletion, FSKs have 5uses (1d3 and 1d5 on randomly found ones)* No changes to pricing or limb healing effects, all 3 uses of an FAK can therefore heal up to 21 HP, and all 5 uses of an FSK, 60 HP.2''' - Extra game modes update
This update introduces two ==== [[Hotel|Hotels]] ====A new methods hotel classification has been added: Love Hotels.* Falls outside of playing MazeWorld: '''Survival''' 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 '''Freeform'''booking only lasts 4 hours, and retroactively renames not 24. The intention is to provide couples (or groups) with the 'main' mode into '''Contestant Story''' or privacy needed for intimacy.* In exchange, the stay is cheap - just [[File:Parallar symbol.png|10px]]'''Story50'''. These new game modes, so to speak, aim at providing more flavors for players and future GMs to enjoyget in.
== General changes ==Several towns received new hotels:* Neutral towns** Calfair Sector - ★★ Rudolf's Lodge** Littleton - ★★ Little Inn** Nanton - ★★★ Slow Wave Hotel** Ovis City - ★ The [https://docsRoadside 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 the Fork** Kazama - ★★ Amane Hotel (天音 HOTEL, lit.google.com/forms/d/1fLN_YUoVStGt0ElBtVpyMg1bIvn1Eqxc3BuDJrdIkBk/ character sign"Divine Sound Hotel")** Kijirou -up form] has been updated ★★★ Dou to account for the changes belowGin (銅と銀, lit."Copper and Silver")
== Survival ==A few existing hotels changed classification:In this new mode* Ellen Sector - Warm Case Hotel - Was ★★, players adopt the role of a Survivor, whose only objective is to kill anyone that looks at them wrong, and survive as long as possible. Survival is mainly inspired from oldbecomes ♡* Abakash -school MazeWorldBrim Inn - Was ★★, it is essentially an endless Uncivilized Area runbecomes ♡* Garica Block - Marion's Inn - Was ★★, just as it once was.becomes ♡
When playing Survival, players have the option ==== [[Creatures]] and [[Occupations]] ====The following creatures and occupations received changes to choose between two modestheir loadouts and skills: '''Tier X''' (The game ends after completing X Challenges) or '''Endless''' (The game only ends with the Survivor's death, or at player request).
The main differences introduced by Survival are as follows* [[Escort]]:[[Glock 26]] loadout replaced with [[Glock 19]] and 15-round mags* No towns or intersections as players know them [[Escort boss]]: [[Para P- Survival is an endless Uncivilized Area streak14]] loadout replaced with [[Para P-18]], two magazines, equivalent to a Deep route. Explorable areas can even still be found and completed for their rewards!9x19mm Standard JHP ammo* Nutrition and Hydration Reset occur every time the Survivor reaches a Trading Post (TP reset). In turn[[Janitor]], the reset is much lower than normal. The base values are 420 ntri and 140 wtr (0.2x a normal daily reset).[[Head janitor]]: [[Broom]] replaced with [[Mop]]* Date and time are not tracked[[Acolyte]]: New Primary 2 weapon: [[Round shield]].* No Faction Reputation and no Renown to worry about.* All New [[skills are unlocked|skill]]: Survivors start with Unskilled in all non-combat skills Shields (unless skill levels were purchased at StartgameBasic)* The Survivor starts [[Knight]]: [[Arming sword]] replaced with a MAIM account, with all generic and regular named mercenaries available (Special mercs are not available as they're tied to the story)[[Heater shield]].* 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 New [[skills|skill]]: Shields (see below for detailsSkilled)* On the room following every second Trading Post (101, 201, 301[[SRT Officer]]: New Primary 2 weapon: [[Ballistic shield - Alpha]]...), 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 New [[skills|skill]]: Shields (and subsequent amount of ChallengesExpert), though in order to keep games from being unreasonably long, the author's recommendation is to keep it between 1 and 10, and any longer games should be Endless instead.** The author personally recommends first-time players and GMs to try Survival Tier 4, for a 401-room adventure.* Mercenaries function differently[[Vampire]]:** The time-based hiring rates do not apply[[AI AWSM]] loadout replaced with [[AI AW]], two magazines, 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 ignored7.62x51mm NATO Standard FMJ ammo
The only objective in Survival is ==== Other changes ====* [[M1 Garand]]: Missing Customs combinations have been added* [[Hospital]]: Cost of healing limb damage dropped from [[File:Parallar symbol.png|10px]]'''25''' to survive[[File:Parallar symbol. Each Survivor will be entered into a leaderboard for creatures killed and KV score obtained at the end of their run, as well as rooms visited in Survival Endlesspng|10px]]'''15'''.
== Freeform play ==
This is essentially the normal game, but without main story quests or sidequests and with certain shops, services and other conveniences immediately available. This mode aims at a more relaxed experience, without the pressure of the pre-made main story, as well as offering an opportunity to design your own stories and plots.
The main differences introduced by Freeform are as follows:= February 10th 2022 =* All skills are unlocked'''Version 6. Freeform characters start with Unskilled in all non-combat skills, as well as a MAIM account3.* The Freeform character starts with a MAIM account, with all generic and regular named mercenaries available (Special mercs are not available as they13'''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 MissionsThe 1000-Weapon Update, Mercenary Contracts, Mining, and Bounty Hunter* Several shops and services that are normally only obtained as sidequest rewards are available from the startPart 13:** The Power Armor Shop (Ferland Sector) is available Submachine guns 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)Two-handed swords
15 new weapons added to the game (14 firearms, 1 melee weapon), bringing the total to the covered '''1,000'''!
= January 17th 2019 ='''Version 5.1''' - KISS Update (Keep It Simple, Stupid!)== New weapons ====
This update aims at simplifying several game mechanics deemed too granular or generally not fun enough.* Firearms:** [[Class 2 weapons]]:*** [[Angstadt Arms UDP9 PDW]]*** [[Beretta PM12S]]*** [[Blyskawica]]*** [[Changfeng CS/LS06]]*** [[Enfield RSAF Sten Mk II]]*** [[Franchi LF-57]]*** [[IMI Mini UZI]]*** [[IZHMASH PP-19 Bizon-2-01]]*** [[IZHMASH PP-19 Bizon-2-02]]*** [[IZHMASH PP-19-01 Vityaz]]*** [[Lysaght Works Owen Mark I]]*** [[Mendoza Bulldog]]*** [[Norinco QCW-05]]*** [[TAO Jatimatic]]* Melee weapons:** [[Class 5 Long weapons]]:*** [[Sickle-sword]]
== Simplified nutrition and hydration == Other changes ====* Nutrition [[Style shop]]: Now offers a custom LBE service* [[Maze Customs]]: AR-15s equipped with both a flat-top receiver and hydration no longer decay at quad-rails get a rate NATO mount instead 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 NATO-S mount (the '''Nutrition Reset''' and '''Hydration Reset'''top rail acts as an extension)* Updated the [[List of silencers|silencer]] roster for compatibility with the new calibers:** Pistol, respectivelystandard, .32: Now compatible with [[.327 Federal Magnum]]** Nutrition is reset every day at midnightPistol, standard, . The reset will reduce the current Nutrition by an amount equivalent to (meat worth x 30)45: Now compatible with [[. For a human41 Magnum]]** Rifle, standard, that amount is 2100 ntri5. 8mm: Now compatible with [[5.8x21mm]]** Hydration is reset every day at midnightRifle, standard, . The reset will reduce the current Hydration by an amount equivalent to (meat worth x 10)260 / 6. For a human7mm: Now compatible with [[6x45mm]]** Rifle, standard, that amount is 700 wtr.30 / 7.62mm: Now compatible with [[7x57mm Mauser]]* Nutrition and hydration each have Updated the [[List of muzzle brakes|muzzle brake]] roster for compatibility with the new value ranges and corresponding effects; they are generally simpler and more clear-cut effects.calibers:** Nutrition going too high will increase minimum FatiguePistol, standard, and eventually reduce Agility.45: Now compatible with [[.41 Magnum]]** Nutrition going too low will decrease StrengthRifle, and eventually disable the ability to heal Painstandard, Blood or Limb Damage (due to the body not having the "fuel" to do so).260 / 6.7mm: Now compatible with [[6x45mm]]** Hydration going too low will decrease StrengthRifle, then Accuracystandard, then cause Hallucinations, until eventually causing death.30 / 7.62mm: Now compatible with [[7x57mm Mauser]]
== Simplified fatigue ==
* Fatigue no longer gradually increases every turn (what was called "natural fatigue"). Effects that can increase Fatigue bit by bit every turn still do exist.
* The "Energized" tier is deleted.
* Reaching an amount of Fatigue equal to 2x Endurance will result in death.
* All effects of high fatigue now decrease Agility, and eventually decrease accuracy and cause Hallucinations.
== Simplified clothing and armor =February 9th 2022 =* Clothing and armor can no longer sustain damage, period'''Version 6. 3.12''' - The only exceptions are:** Trauma plates 1000- which still continue to work as they normally do** Powered armor - which require a condition meter to determine protection level. When wearing power armorWeapon Update, 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 Part 12: Conventional rifles 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.Handgear
== Simplified weapon maintenance ==* The Reliability/Max Cleanliness stat is scrapped.* Durability is renamed Max Condition, 37 new weapons and all firearms' Max Condition values have been rewritten.* Critical failures have been completely revamped and simplified. Condition is now meant 1 new caliber added to be lost on a critical failure, and for each 2 rolled, the new command '''@critfail''' must be used.** @critfail contains 80 possible effects, half of which are simple condition loss effects game (ranging from 100 to 2000). The other half are condition loss effects (ranging from 50 to 1000) with a weapon failure (failure to fire30 firearms, eject7 melee weapons, etc.including 1 integrated bayonet) effect on top. If the relevant weapon is a melee weapon or does not have a corresponding weapon failure type, bringing the condition loss effect is doubled insteadtotal to 985.
Changes to handloading:==== New caliber ====* Load level (hotness) of ammunition affects the severity of the Condition loss on a critical failure. -P/Cold: Condition loss x0.5. +P/Hot: Condition loss x2. +P+/Super: Condition loss x4.* Powder quality of ammunition also affects the severity of the Condition loss on a critical failure. Surplus: Condition loss x3. Premium: Condition loss x0.5.* These effects may stack. Round up any results.* If shooting ammunition of mixed hotness or powder quality in the same turn (''not recommended!''), the hottest and dirtiest ammunition fired that turn is used as a reference for ''all'' rounds fired that turn[[7.92x107mm]]
Changes to weapon accessories:* Since Cleanliness no longer exists, silencers no longer apply a malus on the equipped firearm.==== New weapons ====
Changes to crafting* Firearms:* Gun Cleaning Kits* [[Class 1 weapons]]: 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*** [[Alexander Arms AWS]]*** [[FK Maroszek Kb Ur wz.35]]*** [[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]]:*** [[Armalite AR-7 Explorer]]*** [[Mauser M1917 Trench Carbine]]*** [[Taurus CT-30]]*** [[TNW Firearms ASR 9]]* Melee weapons:** [[Class Handgear weapons]]:*** [[Brass knuckles]]*** [[Chainmail gauntlets]]*** [[Push knives]]*** [[Spiked knuckles]]*** [[Tekko-kagi]]*** [[Tenderizer knuckles]]** [[List of bayonets|Bayonets]]:*** [[Type 44 bayonet]] (integrated to the [[Type 44 Arisaka]])
Changes to Maze Customs:==== Other changes ====* Improved barrels now have different effects.** 4150CS barrelNew ability: Max Condition x1.25.** 4150CS + Titanium Nitride (TiN) coating: Max Condition x1.5** 4150CS + Titanium Carbonitride (TiCN) coating: Max Condition x2** 4150CS + NP3 coating: Max Condition x1.25, Condition loss on critical failure x0.5** Rechambering a firearm with an improved barrel no longer causes the improved barrel to be replaced by a normal one (forcing the user to re-purchase the barrel improvements again). Making engineers slightly less evil!...** Maze Customs now also offers the possibility to return to a non-improved, stock barrel, for 100 P$.[[Steady aiming]]
== Extras ==
* New command: '''@asktsuchi'''. Ask a yes/no question and use that command. Results may vary.
= February 1st 2022 =
'''Version 6.3.11''' - The 1000-Weapon Update, Part 11: Precision rifles and Two-handed clubs
= November 27th 2018 ='''Version 5 update''' - The Finished State update13 new weapons added to the game (7 firearms, 6 melee weapons), bringing the total to 948.
== Quests ==* Firearms:* '''Story Arc #3* [[Class 1 weapons]]: The Human*** [[Accuracy International AW]]*** [[CZ TSR]]*** [[KBP VSK-Youkai War''' released! Features 33 quests, 1 sidequest, and 1 emergency quest94]]*** [[Norinco JS]]*** [[St.George Arms Leader 50 A1]]* '''Endgame content''' now available! The Contestant story may now come to an end as soon as all four Amulets are gathered** [[Winchester Model 70]]*** [[ZVI Falcon OP96]]** [[Class 5 Long weapons]]:*** [[Eku]]*** [[Flat bat]]*** [[Forging sledgehammer]]*** [[Spade]]*** [[Tamping bar]]*** [[Toothbat]]
== Content ==
Abilities:
* Several special abilities were renamed to '''techniques''', due to their similarity with martial arts techniques. Techniques are actions that can be performed instead of a regular combat action, and which, if the prerequisites are met, may allow their users to perform special moves that wouldn't otherwise be possible.
* Introduction of several new combat techniques:
** Techniques that are learned upon reaching '''Expert skill level''' with a corresponding combat skill:
*** Firearm techniques: Failure Drill (DA revolver, Semi-auto pistol/rifle/shotgun), Fanning (SA revolver), Mad Minute (Bolt-action), Recoil Control Stance (Automatic pistol/rifle/shotgun), Rifleman Trick (Lever-action), Zero's Trick (Pump-action)
*** Melee techniques: Any-Bash (One- and Two-handed clubs), Any-throw (Thrown weapons), Backlash (Whip/Lash weapons), Desperate Smash (Crude weapons), Double Cleave (Axes, One- and Two-handed swords), Stabbing Rush (Knives)
** Techniques that can be '''purchased''': Lightning Reload (available for 3000 P$ at any shooting range)
Maze Customs:= January 23rd 2022 =* Customs:Minor - 1 new tactical conversion ('''Pecheneg ZenitVersion 6.3.10'''), 4 new minor barrel configurations ('''SCAR-H STD, SCARThe 1000-L STDWeapon Update, SCARPart 10: Pistols and One-L LB, SG551-LB''')handed clubs
Startgame:* '''Tsuchinoko''' update: Rarity is finally weaved into 47 new weapons added to the drop rates for the weapon commands game (@wpn @wpnc1 @wpnc2 @wpnc3 @wpnc4 @wpnc5L @wpnc5S @wpncHG). The original commands (with equal chances for each weapon) have been given the '''-e''' suffix (@wpn-e32 firearms, @wpnc1-e, etc...); '''e''' stands for "'''equivalent'''" (in the sense that each weapon has the same chance to be rolled as any other).** Four new '''Tsuchinoko''' commands, '''@wpn-firearm''', '''@wpn-melee''', '''@wpn-firearm-e''' and '''@wpn-melee-e'''. The first two respectively roll only firearms (Classes 1-4) and 15 melee weapons (Classes 5L, 5S, HG), and bringing 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 total to allocate have been increased from 5 to 10.* Unspent equipment points are now worth 200 P$ each instead of 150 P$, and are now paid entirely in copper coins.* Starting weapons are no longer dependent on the combat skills selected at the start. All of the packages are now available, and extra packages now only cost 2 equipment points instead of 3.* Difficulty modes are no longer tied to RePoints. The starting amount of lives (Hard: 1, Easy: 3, Messiah: Infinite) is fixed935.
== Meta == New weapons ==== * 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 sheetVersion 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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