Difference between pages "Changelog" and "Ntri"

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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.
+
 
+
= September 26th 2023 =
+
'''Version 6.82''' - Explosives hotfix
+
 
+
Changes to [[Explosives]]:
+
* Pressure mine disposal:
+
** You can now shoot a mine to detonate it, but you must deliberately aim at one mine and score at least one inaccurate hit.
+
** You no longer need to roll for accuracy when using an explosive; the explosive blast will set primed pressure mines off automatically.
+
* Directional mine disposal:
+
** You can now shoot a directional mine to destroy it (will not detonate hit), but you must deliberately aim at one mine and score at least one inaccurate hit.
+
** If you use a weapon that causes a Standard explosion, it will destroy all mines on the same Side, not just the one you targeted.
+
** You can now deliberately approach a primed directional mine from a Targeted Side, but you must pass two successive Agility checks (8+ to pass) to avoid setting it off. If you pass both, you enter the Side without setting the mine off. If you fail one check, you still enter the Protected Side, but it sets the mine off at 0.5x damage. Failing both sets it off at full damage. Regardless of the result, carefully approaching a mine breaks Stealth. However, it can also be done outside of combat.
+
 
+
 
+
= August 19th 2023 =
+
'''Version 6.81''' - 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.
+
 
+
= June 19th 2023 =
+
'''Version 6.8''' - Deep Wound update
+
 
+
* '''Introduction of a new [[injury]] type called deep wound (DWs)'''
+
** A deep wound is similar to a normal wound (to be renamed '''light wound (LWs)'''), but causes four times the amount of bleeding per turn: -1.2 Blood per turn instead of -0.3.
+
** 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 LWs (no change to behavior)
+
*** Flechette can now only cause LWs
+
*** Sintered Frangible (SF) can only cause 2 wounds per successful hit, but the wound type is accuracy dependent; 2 LWs on an inaccurate hit, 2 DWs on a solid or critical hit.
+
*** Broadhead arrows (BRD) can now cause 2 wounds per successful hit instead of just 1
+
 
+
* New items:
+
** '''[[Meds]]'''
+
*** Tranexamic acid (TXA): Syringe, 400 P$, not addictive. Reduces bleed rate to 0.0/turn (effectively stops bleeding) for 10 turns
+
** '''[[Mushrooms]]'''
+
*** Extra wound healing (Extra vulnus medicae): Heals 3 wounds, prioritizing Deep Wounds first, then Light Wounds.
+
*** Stop the bleed (Cessant sanguinem): Reduces bleed rate to 0.0/turn (effectively stops bleeding) for 10 turns
+
 
+
* Changes to [[ammunition]]
+
** Flechette damage tables balanced on all calibers to behave more like armor-piercing ammunition. All flechette damage on Ax armor classes has been buffed, damage on Cx is unchanged. New tables are as follows:
+
*** [[12 gauge]] flechette: 12/11 '''15/12/9/5/2'''
+
*** [[12 gauge CAWS]] flechette: 14/12 '''17/14/11/5/2'''
+
*** [[20 gauge]] flechette: 12/11 '''15/12/9/5/2'''
+
*** [[.410 bore]] flechette: 12/11 '''14/12/9/5/2'''
+
 
+
* Changes to [[crafting]]
+
** [[Crafting items]]: Rags have a chance to fix 1 LW.
+
 
+
* 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.
+
 
+
* Changes to [[hospital|hospitals]]
+
** Light Wounds cost 10 P$ apiece to heal.
+
** Deep Wounds cost 25 P$ apiece to heal.
+
 
+
* Changes to [[Maze Customs]]
+
** 26 weapons receive new [[Customs:Minor|Customs Minor modifications]]
+
*** [[Accuracy International AW]]: AW 243, AW-F 243
+
*** [[CZ TSR]]: TSR Ultra Magnum
+
*** [[DSA SA58 FAL SPR]]: FAL SPR-243, FAL SPR-243 FA, FAL SPR-300 UM, FAL SPR-300 UM FA, FAL SPR-338, FAL SPR-338 FA
+
*** [[DSA SA58 FAL OSW]]: FAL OSW Superlight, FAL OSW Magnum, FAL OSW Heavy
+
*** [[FN Herstal FAL 50.00]]: FAL LRBR, FAL UM, FAL HBR
+
*** [[FN Herstal FAL 50.61 Paratrooper]]: FAL Para LRBR, FAL Para UM, FAL Para HBR
+
*** [[FN Herstal FNAR Match]]: FNAR Hunter, FNAR Tactical Hunter
+
*** [[FN Herstal SCAR-H CQC]]: SCAR-H CQC UM, SCAR-H CQC HBR, SCAR-H LB, SCAR-H STD UM, SCAR-H STD HBR, SCAR-H LB LBR, SCAR-H LB OPFOR, SCAR-H LB UM, SCAR-H LB HBR
+
*** [[Heckler & Koch G3A3]]: G3A3 Ultra Magnum, G3A3 HBR, G3A3 UM Tactical, G3A3 HBR Tactical
+
*** [[Heckler & Koch HK41A2]]: HK41A2 Ultra Magnum, HK41A2 HBR, HK41A2 UM Tactical, HK41A2 HBR Tactical
+
*** [[Heckler & Koch HK417]]: HK417 HBR, HK417 UM, HK417 Recce, HK417 DMR-H, HK417 DMR-U, HK417 Recce-L, HK417 Recce-H, HK417 Recce-U
+
*** [[Heckler & Koch MSG-90]]: MSG-90 Ultra Magnum, MSG-90 HBR, MSG-90 UM Tactical, MSG-90 HBR Tactical
+
*** [[Heckler & Koch PSG-1]]: PSG-1 Ultra Magnum, PSG-1 HBR, PSG-1 UM Tactical, PSG-1 HBR Tactical
+
*** [[IWI Galil ACE 52]]: Galil ACE-H 52
+
*** [[IWI Galil ACE 53]]: Galil ACE-H 53
+
*** [[IWI Tavor 7]]: Tavor 7 HBR, Tavor 7 HBR Enhanced
+
*** [[IZHMASH Kalashnikov SVK-12]]: SVK-12 HBR
+
*** [[Kel-Tec RFB]]: LR-RFB, H-RFB, U-RFB, BG-RFB
+
*** [[McMillan ALIAS CS5-T]]: CS5-T Heavy
+
*** [[MKEK MPT-76]]: MPT-76 HBR
+
*** [[Nemesis Arms Vanquish]]: Vanquish 243, Vanquish Magnum, Vanquish 358
+
*** [[Parker-Hale M82]]: M82 Super Varmint, M82 Ultra Magnum, M82 Bear Eliminator
+
*** [[Springfield M14]]: Model conversion to M1A, M14 UM, M14 HBR, M14 EUBR Custom, M14 EHBR Custom
+
*** [[Springfield M21]]: M21 UM, M21 HBR, M21 EUBR Custom, M21 EHBR Custom
+
*** [[Springfield M1A]]: Model conversion to M14, M1A UM, M1A HBR, M1A EUBR Custom, M1A EHBR Custom
+
*** [[Steyr Scout]]: Hunting Scout, Light Scout, Magnum Scout, Heavy Scout, Big Game Scout
+
 
+
* Changes to [[meds]]
+
** Gauze roll: One use fixes 1 LW.
+
** Individual Bandage: Fixes 1 LW.
+
** Hemostatic Agent Pack: One use fixes 1 DW.
+
 
+
* Changes to [[weapons]]
+
** [[Barbed nine-tails]], [[Broken bottle]], [[Long spiked chain whip]], [[Shuriken]], [[Spiked chain whip]], [[Barbed Lucille]]: Text update reflecting they now cause Light Wounds.
+
** [[Meat fork]], [[Pitchfork]], [[Trident]], [[War fork]]: Text update reflecting they now cause Deep Wounds.
+
** [[Tekko-kagi]]: Slashes cause LWs, stab punches cause DWs
+
** [[Last Blood]], [[Rending Scissor Blade]]: Slashes cause 4 LWs per hit, stabs cause 2 DWs per hit
+
** [[Muramasa]]: Gains 1 Bloodthirst point for every LW caused, and 2 points for every DW caused. Max Bloodthirst points is still 14.
+
 
+
* Other changes
+
** [[Basic mechanics]]: Sarah example updated to reflect LWs and DWs.
+
** [[Convenience store]]: Updated the Meds 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
+
 
+
 
+
= March 18th 2023 =
+
'''Version 6.7.1'''- The Mining Overhaul Update (+ extra goodies)
+
 
+
* [[Mining]] received a major overhaul
+
** The exploration process was completely overhauled to reward progressing as deeply as possible.
+
** Introduction of a minecart feature to transport ores in and out of the mining facility
+
** Introduction of mine bosses, acting as guardians of specific depth levels
+
** The end of a mining facility should contain a GM-defined treasure (our recommendation is to make it an artifact weapon)
+
** Metal ore bundle generation is reduced from 1d800*5 to '''1d200*5''', reducing the maximum size of a single bundle from 4 kg to 1 kg.
+
** Gemstone ore bundle generation is reduced from 1d800*5 to '''1d10*50''', reducing the maximum size of a single bundle from 2 kg to 500 grams.
+
* New [[List of UGL|underbarrel grenade launcher]]: [[ISL-201 UGL-I]] integrated underbarrel grenade launcher, exclusive to Customs MP5s with the ISL-201 handguard.
+
* [[Maze Customs]]
+
** [[Customs:Major#Blackhawk|Blackhawk]] and [[Customs:Major#Redhawk|Redhawk]] revolvers receive a new modification: Barrel porting, which acts as an integrated muzzle brake ([[Recoil]] -1).
+
** [[Customs:Major#MP5|MP5]] receives a new handguard: ISL-201 handguard (Adds an [[ISL-201 UGL-I]] underbarrel grenade launcher). Not compatible with Short MP5K barrel or Long barrel.
+
** Minor: RL optics for [[RPG-7]]
+
** Minor: Tokarev magazine conversion for [[Thompson]]
+
* [[Uncivilized Area]]: 5 new roomstyles, each designed to offer players opportunities to exercise non-combat skills.
+
** '''Blocked pathway''': The front door leads to a Shortcut -1 but is blocked by the carcass of a rotting creature. The carcass must be [[Hunting|butchered]] to pass the door.
+
** '''Dismantled roadway''': The front door leads to a Shortcut -2 but is locked and missing a doorset. You must [[Crafting|craft one]] with a Crafting toolkit to open the door. Crafting a doorset is treated as a Level 2 blueprint with no particular ingredients (50% base chance of success per kit use).
+
** '''Caved-in causeway''': The front door leads to a Shortcut -3 but is caved-in by dirt, sand, or gravel. You must [[Mining|mine your way through it]] by successfully striking the obstruction 3 times. If you clear it, roll 1d20. On a 11-18, you receive one bundle of common ore. On a 19-20, you receive one bundle of rare ore.
+
** '''Collapsed highway''': The front door leads to a Shortcut -4, but was destroyed to the point of impossibility. You must use a [[Repairing|Gun Repair Kit (GRK), Melee weapon Repair Kit (MRK), or Explosives Toolkit (XTK)]] to repair it. Each usage of any of these kits repairs the door by 1d50%. Skill level bonus is +10% for every level above Unskilled.
+
** '''Padlocked cache''': The front door has been fitted with a lock, requiring the right key, [[Lockpicking|lockpicking]], or brute-forcing to open. Roll '''&genbox''' to determine loot and lock type. Opening the door adds extra loot to the next room, if applicable. (2x '''&boxlootW''' or '''&boxlootM''' depending on the results of '''&genbox''').
+
 
+
 
+
= January 23rd 2023 =
+
'''Version 6.7''' - The Bestiary Update
+
 
+
This update was co-designed with GenericArchangel and aims to make the bestiary more interesting and varied, more dangerous, yet make fighting worth the effort more often than not.
+
 
+
* 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]].
+
 
+
* Changes to [[effects]]
+
** [[Effects#Elemental|Water-soaked]]: Is now a semi-permanent effect intended to represent the effects of being drenched in water. As long as the effect is active, it overrides '''On Fire''' (disables any fires on the creature's body and prevents new fires from starting), but makes '''Spec-Elec''' cause double damage. Additionally, while the effect is active, the creature '''+0.2% Fatigue per turn''' at the end of combat, and '''+0.1% Fatigue per room traveled''' at the end of a UA trip. This effect is separate from actual Travel Fatigue, meaning it is unaffected by the [[Traits|Wherever I May Roam trait]].
+
** New item introduced: '''Dispoable bath towel,''' Weight 0.5. This [[crafting items|item]] is a consumable with the sole purpose of removing an active Water-soaked effect. Once used, it is discarded. Available in [[Workshop|workshops]] for [[File:Parallar symbol.png|10px]]'''7'''.
+
** '''''GM tip:''''' A non-specified supply of bath towels is assumed to always be available in bathrooms, shower rooms, laundry rooms, and anywhere it would make sense to find them.
+
 
+
* Changes to [[containers]]
+
** Mimics, in the form of [[Containers#Mimic traps|mimic traps]], have been introduced. Upon being approached by an adventurer, they turn into creature-like constructs that must be fought to access the loot inside.
+
** Four types of mimic traps have been introduced: Biter, Basher, Melter, and Burner. Each has an appropriate attack.
+
 
+
* New [[stripper clips|stripper clip]]: '''Arisaka 5-round stripper clip''', compatible with the [[Type 38]], [[Type 44]], and [[Type 97]].
+
 
+
* 21 new [[creatures]]:
+
** Bugs:
+
*** [[Black Widowmaker]]
+
*** [[Phantom Spider]]
+
** Canines:
+
*** [[Fox]]
+
** Dragons:
+
*** [[Saken]]
+
** Mamono:
+
*** [[Kuda-gitsune]]
+
** Science experiments:
+
*** [[Uemag]]
+
** Bears (new category):
+
*** [[Panda]]
+
*** [[Black bear]]
+
*** [[Brown bear]]
+
*** [[Grizzly bear]]
+
*** [[Armored grizzly]]
+
** Deer (new category):
+
*** [[Key deer]]
+
*** [[White-tailed deer]]
+
*** [[Elk]]
+
*** [[Snawfus]]
+
*** [[Danger Deer]]
+
** Rodents (new category):
+
*** [[Giant rat]]
+
*** [[Giant beaver]]
+
*** [[Procyon]]
+
*** [[Giant capybara]]
+
*** [[ROUS]]
+
 
+
* 1 new [[occupations|occupation]]:
+
** [[Makaryuudo]]
+
 
+
* Numerous [[creatures]], both new and existing, receive new drops that can be either obtained on death or harvested through [[Hunting|butchering]]. 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-only plates: Dragon scale plate and Hydra scale plate
+
 
+
* Numerous [[creatures]], both new and existing, have received changes to their attacks to make them more lethal and more specialized.
+
** Bears
+
*** [[Brown bear]]: Added new technique, FP Ripping claws.
+
*** [[Grizzly bear]], [[Armored grizzly]]: Added new techniques, FP Ripping claws and FP Tearing bite.
+
** Birds
+
*** [[Bearded vulture]]: Increased MAPT of all attacks
+
*** [[Emu]]: Increased MAPT of Peck
+
*** [[Black vulture]]: Increased MAPT of Talon attack
+
*** [[Elephant bird]]: Added multi-wound effect to Peck and Talon attack
+
*** [[Bronze bird]]: Modified the property of Metal feather shot into an AP attack. Increased MAPT of all attacks.
+
*** [[Lightning bird]]: Added new attack, Spark. Increased MAPT of Peck and Talon attack. Added non-combat skill: Evasion (Skilled).
+
*** [[Basilisk]]: Increased MAPT of Peck and Poison spit.
+
** Bugs
+
*** [[Giant scorpion]]: Modified the property of the poison sting into an AP attack.
+
** Canines
+
*** [[Fox]], [[Wolf]], [[Warg]], [[Lupian]], [[Kallwolf]]: Added new technique, Scent detect.
+
** Deer
+
*** [[Elk]]: Added non-combat skill: Evasion (Basic)
+
*** [[Snawfus]]: Added non-combat skill: Evasion (Skilled)
+
*** [[Danger Deer]]: Added non-combat skill: Evasion (Expert)
+
** Felines
+
*** [[Jaguar]]: Added multi-wound effect to Bite and Claws
+
*** [[Pantherian]]: Added multi-wound effect to Bite and Claws
+
*** [[Splintercat]]: Added multi-wound effect to Bite and Claws
+
*** [[Golden Lion]]: Added multi-wound effect to AP bite and AP claws
+
** Golems
+
*** [[Steel golem]]: Added trait: Blast-resistant
+
** Humanoids
+
*** [[Psionic fighter]], [[Psionic warrior]]: Added new technique, Psi-scan.
+
** Mamono
+
*** [[Shinigami]]: Raised MAPT of Force Bullet. Added new technique, AP Force Bullet.
+
** Reptiles
+
*** [[Firelizard]]: Added new technique, FP Tearing poison bite
+
*** [[Two-headed serpent]]: Added new technique, FP Tearing poison bite
+
*** [[Hydra]]: Added new techniques, Machine gun bite, FP Ripping claws and FP Tearing poison bite
+
** Science experiments
+
*** [[Vinebeast]]: Added new technique, FP Deep thorns
+
*** [[Scaleworm]]: Modified the property of the Bite into an FP attack.
+
** [[Halflings]]
+
*** [[Canine halfling]]: Added new technique, Scent detect.
+
*** [[Feline halfling]]: Added multi-wound effect to Claws
+
** [[Youkai]]
+
*** [[Guhin]]: Added new technique, Scent detect.
+
*** [[Kasha]]: Added multi-wound effect to Bite and Claws
+
*** [[Satori]]: Added new technique, Psi-scan.
+
 
+
 
+
= 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.
+
 
+
* 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's Recoil were to exceed 6 after applying all modifiers, it is treated as 6.
+
 
+
 
+
= November 1st 2022 =
+
'''Version 6.6.3''' - The Static MG Update
+
 
+
This update was co-designed with GenericArchangel and aims to adds more flavor and additional combat opportunities to the world.
+
 
+
* Changes to [[Cover]]:
+
** New category of non-random cover (cannot appear in the UA): '''Machine gun emplacements''' (125 health, A4 armor)
+
** Four types of MG emplacements: three based on existing weapons ([[M249|Static M249]], [[QJY-88|Static QJY-88]], [[M60|Static M60]]) and a unique new one, based on the Browning M2 .50 BMG machine gun: [[Static M2HB]]
+
** Although static MGs function like weapons, they are non-equippable and not counted as new weapons (as they are elements of a piece of cover)
+
** MG emplacements appear only in Towns at the [[Town Entrance|Town Gate]]. The type they receive depends on the town's population ("the larger the town, the bigger the bullets")
+
* New [[weapon accessories]]:
+
** [[M2 ammo belt|M2 ammo belts]] and belt links
+
 
+
 
+
= October 30th 2022 =
+
'''Version 6.6.2''' - The Redrawn Map Update
+
 
+
This update was co-designed with GenericArchangel and aims to make 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 [[Uncivilized Area]] and [[Civilized Areas]]:
+
** Fast, Safe, and Deep routes are no longer available between all locations. While most locations are connected by a Deep route, the availability of a Safe or Fast route depends on the existence of a major trade route or traveling axis.
+
** All wiki pages for each town, alongside the [[Intersection]] page, now feature route notation to inform players of each available route between each location.
+
** A new [https://cdn.discordapp.com/attachments/379673260302008320/1036360652719149116/MzW_World_Map_11-2022.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).
+
 
+
 
+
= October 18th 2022 =
+
'''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]].
+
 
+
* [[Character traits]]:
+
** '''Fast learner''' now grants '''5d25 XP''' instead of 8d25 XP.
+
** '''Just 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, and 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).
+
 
+
 
+
= October 17th 2022 =
+
'''Version 6.6''' - The Battle Rifle Update
+
 
+
This update was co-designed with GenericArchangel and aims to address power ranges across specific calibers, introduce a battle rifle family to Maze Customs, as well as new calibers, weapons, ammunition, and Customs mods.
+
 
+
==== [[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
+
 
+
==== [[Ammunition]] ====
+
* '''2 existing calibers re-balanced'''
+
** [[7.62x51mm NATO]]: '''Buffed to a base Pain of 161%''' (16 more). New ballistic model (more closely matches M80 ball), new reference barrel (20" barrel from the [[ArmaLite AR-10|AR-10]] instead of the 17.7" [[Heckler & Koch G3A3|H&K G3A3]])
+
** [[.260 Remington]]: '''Buffed to a base Pain of 133%''' (7 more). New reference barrel (20" instead of the previous 17.7")
+
* '''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.
+
 
+
==== [[Handloading]] ====
+
* New casings: [[.243 Winchester]], [[.300 RSAUM]], [[.338 Federal]], [[.358 Winchester]], [[8x50mm R Lebel]]
+
* New projectiles:
+
** .327, 198 grain: [[8x50mm R Lebel]]
+
** .338, 225 grain: [[.338 Federal]]
+
** .358, 200 grain: [[.358 Winchester]]
+
* Existing projectiles:
+
** .243, 90 grain: Gains compatibility with [[.243 Winchester]]
+
** .308, 150 grain: Gains compatibility with [[.300 RSAUM]]
+
* Primers:
+
** Large Rifle: Gains compatibility with [[.243 Winchester]], [[.338 Federal]], [[.358 Winchester]], [[8x50mm R Lebel]]
+
** Large Rifle Magnum: Gains compatibility with [[.300 RSAUM]]
+
 
+
==== [[Weapons]] ====
+
* 15 new firearms:
+
** [[ArmaLite AR-10(T)]] - New AR-10 family member, semi-automatic rifle, [[.338 Federal]]
+
** [[Breda PG]] - burst-fire only machine gun, [[7x57mm Mauser]]
+
** [[Browning BAR]] (not to be confused with [[Colt M1918 BAR|the other BAR]]) - semi-automatic rifle, [[.243 Winchester]]
+
** [[Browning BPR]] - pump-action rifle, [[.243 Winchester]]
+
** [[Remington Model 700 ADL]] - New Rem 700 family member, bolt-action rifle, [[.243 Winchester]]
+
** [[MAS Berthier Model 1892 Artillery Carbine]] - bolt-action rifle, [[8x50mm R Lebel]]
+
** [[MAS Lebel Model 1886/M93]] - bolt-action rifle, [[8x50mm R Lebel]]
+
** [[MAS RSC Model 1918]] - semi-automatic rifle, [[8x50mm R Lebel]]
+
** [[Rossi Circuit Judge]] - semi-automatic rifle/shotgun, [[.45 Colt]] (3-inch chamber)
+
** [[SAKO Tikka T3 Lite]] - bolt-action rifle, [[.338 Federal]]
+
** [[Savage Arms Model 99R]] - lever-action rifle, [[.358 Winchester]]
+
** [[SIDARME Model 1915 CSRG Chauchat]] - machine gun, [[8x50mm R Lebel]]
+
** [[Winchester Model 70 Featherweight]] - bolt-action rifle, [[.358 Winchester]]
+
** [[Winchester Model 88]] - lever-action rifle, [[.243 Winchester]]
+
** [[Winchester XPR Compact]] - bolt-action rifle, [[.243 Winchester]]
+
* 5 new melee weapons:
+
** [[Iron ball]] - Crude weapon
+
** [[M1886 Rosalie]] - Bayonet for the [[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
+
 
+
 
+
= October 3rd 2022 =
+
'''Version 6.5.4.1''' - Archery rule patch
+
 
+
==== [[Weapons]] and [[Ammunition]] ====
+
* The rules now explicitly specify that [[Arrow|Arrows]], [[Large bolt|Large bolts]] and [[Small bolt|Small bolts]] can be reused, according to specific conditions.
+
** Under normal conditions, all hits and misses produce arrows that can be retrieved. Only critical failures result in arrow or bolt breakage.
+
** If the arrowhead is XPL (Explosive): All hits and misses result in detonation, making explosive arrows 100% non-reusable.
+
** If the arrowhead is IMP (Improvised): Misses and critical misses result in breakage. Only hits are reusable.
+
 
+
 
+
= September 18th 2022 =
+
'''Version 6.5.4''' - Guns, Blood, and Drugs; A balancing update
+
 
+
==== [[Maze Customs]] ====
+
* The [[Heckler & Koch MP5K]] is added to the MP5 Customs family.
+
* Customs: New modifications for the MP5:
+
** Barrel length: Short MP5K barrel (4.5-inch barrel) - Muzzle: N/A, Underbarrel: Integrated foregrip - Cost: 150 P$
+
** The Short MP5K barrel is incompatible with the Surefire 628 and Quad rails
+
 
+
==== [[Limb health]] ====
+
* [[Wounds]] now cause a bleeding rate of '''-0.3 Blood per wound per turn.'''
+
 
+
==== [[Meds]] ====
+
* First aid kit (FAK): Weight reduced to 1 (previously 2)
+
* Epoetin-alfa: Effect modified to Blood +0.2/turn, -30 ntri/turn, +0.4% Fatigue/turn for 20 turns
+
 
+
==== [[Addictions]] ====
+
* New addiction mechanics simplifying the previous system: As before, using a substance comes with a percentage chance of becoming addicted. However, the withdrawal tiers now function differently and more simply. Now, every use of an addictive substance is a chance to increase the current addiction level by 1, from the minimum of 0 (no effects) to the maximum of 3.
+
* Instead of disabling corresponding withdrawal effects when an addictive substance's effects are active, withdrawal effects are now truly permanent and continue being active even if the character uses the corresponding substance. In other words, usage effects and withdrawal effects now stack.
+
* [[Hospital]]: Addiction removal is now tier based and depends on the current level. It now costs 250 P$ and 2 day periods of mandatory rest per level, up to 750 P$ and 6 day periods (1 full day) for treating a single Level 3 addiction.
+
* Addiction effects: To account for the possibility of med effects and withdrawal effects being active simultaneously, the following withdrawal effects have been modified:
+
** Nicotine withdrawal
+
*** Level 1: Minimum Stress set to 15.0%
+
** Alcohol withdrawal
+
*** Level 1: Need a drink (level 1) applies to this character (see below),
+
*** Level 2: Need a drink (level 2) applies to this character (see below), Agility -1
+
*** Level 3: Need a drink (level 3) applies to this character (see below), Agility -2, IS tier +1, Hallucinations
+
** Cannabis withdrawal
+
*** Level 1: Mild munchies
+
*** Level 2: Minimum Stress set to 15.0%, Mild munchies, Mild thirst
+
*** Level 3: Minimum Stress set to 30.0%, Intense munchies, Mild thirst
+
** Anabolic steroid withdrawal
+
*** Level 1: Minimum Stress set to 30.0%
+
*** Level 2: Minimum Stress set to 60.0%
+
*** Level 3: Minimum Stress set to 90.0%, Rage
+
** Sick hakutaku syndrome
+
*** Level 1: IR +1
+
*** Level 2: FT +1, IR +1
+
*** Level 3: FT +1, IR +1, Hallucinations
+
 
+
==== [[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.
+
 
+
 
+
= August 24th 2022 =
+
'''Version 6.5.3''' The R&R Update
+
 
+
==== [[Basic mechanics]] ====
+
* Created and defined the concept of [[Downtime]].
+
 
+
 
+
= July 20th 2022 =
+
'''Version 6.5.2''' - Lockpicking minigame update
+
 
+
==== [[Skills]] ====
+
* The [[Lockpicking#Picking electronic locks|electronic lockpicking]] minigame has been updated with an easier and more balanced variant.
+
 
+
 
+
= April 20th 2022 =
+
'''Version 6.5.1''' - Simplification Update #10: Completely Baked Edition
+
 
+
==== Basic game mechanics ====
+
* [[Recoil]] has been simplified; there is no point of aim shift after crossing ADT anymore (due to it being a remnant of when Recoil required checking for shot order).
+
 
+
==== [[Weapon accessories]] ====
+
Effect changes to the following accessories:
+
* Laser sights: No longer cancel the point of aim shift (as that mechanic has been deleted), now gives '''IR -1'''.
+
 
+
 
+
= March 22nd 2022 =
+
'''Version 6.5''' - Further Balance Updates
+
 
+
==== Basic game mechanics ====
+
Changes to the following core game mechanics:
+
* Major change to the [[limb groups]] system: hits to the LIMB group now cause '''0.5x''' damage (same as hits to the EXTREMITIES) instead of the previous 0.4x.
+
 
+
==== [[Ammunition]] ====
+
Major rebalancing to the ammunition type cost multipliers:
+
 
+
* Tracer: '''1.1x''' (previously 1.5x)
+
* Match: '''3.0x''' (previously 4.0x)
+
* LSWC: '''0.8x''' (previously 0.85x)
+
* JHP: '''1.5x''' (previously 3.0x)
+
* JSP: '''1.2x''' (previously 2.0x)
+
* LSWCHP: '''2.0x''' (previously 2.5x)
+
* HPX: '''2.5x''' (previously 4.0x)
+
* AP: '''1.5x''' (previously 3.0x)
+
* SAP: '''1.2x''' (previously 2.0x)
+
* APX: '''2.5x''' (previously 5.0x)
+
* API: '''2.5x''' (previously 4.0x)
+
* SF: '''1.2x''' (previously 1.5x)
+
* UHS: '''1.2x''' (previously 2.5x)
+
 
+
==== [[Character creation]] and [[Character customization]] ====
+
* [[Human]] characters now receive '''4 starting trait points''' instead of the normal 3, to compensate for the lack of racial benefits.
+
 
+
==== [[Convenience store|Convenience stores]] ====
+
* Convenience stores now sell [[M67]] frag grenades, [[M18 smoke grenade|M18]] smoke grenades and [[M84]] flashbang grenades (1d8 per store)
+
 
+
==== [[Crafting]] ====
+
* Changes to [[Toolkits]]:
+
** Gun Cleaning Kits (GCK), Gun Repair Kits (GRK), Melee Repair Kits (MRK), Explosives Toolkit (XTK): Maximum uses per kit buffed to '''10 uses''' instead of 3. Price 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).
+
 
+
==== [[Traits]] ====
+
New traits (<span style="color:#00CC00">'''Green: Positive'''</span> ; <span style="color:#CC0000">'''Red: Negative'''</span>):
+
* <span style="color:#CC0000">'''Bad eyesight'''</span> (+2): Your character has a natural vision impairment that cannot be corrected with eyeglasses. You suffer from a permanent FT+1 effect.
+
* <span style="color:#00CC00">'''Druggist'''</span> (-2): Ability to [[Identification|identify]] [[meds]] on sight
+
* <span style="color:#00CC00">'''Fast learner'''</span> (-1): Your character earns Training Points at a faster rate.
+
** When training at the [[shooting range]] or the [[dojo]], you divide the number of successes by '''4 instead of 5''' to obtain your Training Points (effectively corresponds to ~25% faster learning).
+
** You earn [[training machine]] XP at a faster rate. When using a Dojo's training machines, you gain '''8d25 XP''' per use instead of the normal 4d25.
+
** Not compatible with Slow Learner
+
* <span style="color:#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 [[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 [[hakutaku]], you have this trait by default, at no cost. (This trait cannot be removed.)
+
* <span style="color:#CC0000">'''Slow learner'''</span> (+1): Your character earns Training Points at a slower rate.
+
** When training at the [[shooting range]] or the [[dojo]], you divide the number of successes by '''6 instead of 5''' to obtain your Training Points (effectively corresponds to ~16.67% faster learning).
+
** You earn [[training machine]] XP at a faster rate. When using a Dojo's training machines, you gain '''3d25 XP''' per use instead of the normal 4d25.
+
** Not compatible with Fast Learner
+
 
+
Changes to existing character traits:
+
* '''Galaxy Brain''' has been removed.
+
* '''Phobia''': Additional effect. If you were in combat against a creature or a category for while you have a phobia, you receive '''quadruple Stress''' at the end of combat.
+
 
+
==== [[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%).
+
 
+
 
+
= March 5th 2022 =
+
'''Version 6.4''' - The Love Hotel Grabbag of Optimizations Update
+
 
+
==== [[Weapons]] ====
+
Several melee weapons have had their damage values and Weight changed to improve balance.
+
List of changes by melee weapon category
+
 
+
Axes
+
* [[Fire axe]]: Increased base damage to 72% - 72/65 54/43/32/14/4
+
 
+
Crude weapons
+
* [[Meat fork]]: Increased base damage to 30% - 30/27 21/17/12/6/1
+
 
+
Knives
+
* [[Dagger]]: Increased base damage to 53% - 53/48 40/32/24/11/3
+
* [[Karambit]]: Decreased base damage to 28% - 28/25 20/15/11/6/1
+
 
+
One-handed clubs
+
* [[Heavy spiked gada]]: Increased LDV to +3
+
* [[Flanged mace]]: Increased LDV to +3
+
* [[Pipe wrench]]: Increased weight to 9. Increased base damage to 70% - 70/67 56/46/35/18/5
+
* [[Wrench]]: Decreased weight to 2. Decreased base damage to 33% - 33/30 25/20/15/7/2
+
* [[Hammer]]: Increased weight to 3.
+
 
+
One-handed swords
+
* [[Butterfly sword]]: Decreased base damage to 45% - 45/41 32/25/18/9/1
+
 
+
Two-handed club
+
* [[Iron bat]]: Increased base damage to 50% - 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.
+
 
+
==== [[Food]] ====
+
Food items other than packaged rations and canned goods now have different weight values. Instead of being all 1 unit, they may be any one of the following: 0.25, 0.5, 1, 2, or 3 units.
+
 
+
===== New weight values =====
+
Fruit
+
* 0.25: Apricot, Grapes, Kumquat, Kiwifruit
+
* 0.5: Apple, Pear, Orange, Pomegranate, Banana
+
* 1: Watermelon wedge
+
* 2: Pineapple
+
* 3: Cantaloupe
+
 
+
Vegetable
+
* 0.25: Carrot, Beet, Turnip, Leek, Wasabi root
+
* 0.5: Tomato, Potato
+
* 1: Artichoke, Cucumber
+
* 2: Cabbage
+
 
+
Meat
+
* 0.25: All types of game meat
+
 
+
Seafood
+
* 0.25: Mussels, Clam, Sardines
+
* 0.5: Trout, Cod
+
* 1: Sea bass, Sole, Grilled eel, Lobster
+
* 2: Cuttlefish, Salmon, Carp, Tuna, Crab
+
 
+
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)
+
 
+
Snacks
+
* 0.25: Chocolate bar, Caramel, Bread slice, Cheddar slice, Fortune cookie, Energy bar, Granola bar, Whole wheat biscuits, Candy (mint), Candy (strawberry), Fruit bar, Milk and cereal bar, Peanut caramel bar
+
* 0.5: Candied fruit can, Peanut chocolates (27), Salt crackers (10), Breadsticks (10), Breakfast biscuits
+
* 1: Peanut chocolates (168), Salt crackers (20), Breadsticks (20), Pretzels, Popcorn (plain), Popcorn (caramel), Honey-roasted nuts
+
 
+
Fast-food
+
* 0.5: Fries, Fried potatoes, Nuggets (6), Pizza (1 slice), Sandwich, Cup noodles
+
* 1: Cheeseburger, Double cheeseburger, Nuggets (20), Hamburger, Hot-dog, Chili-dog, Corn-dog, Hot-gon
+
* 2: Potato chips
+
* 3: Pizza (8 slices)
+
 
+
Beverages
+
* 0.5: Orange juice, Tea (black), Tea (green), Lemonade, Cola, Coffee (black), Apple juice, Grape juice, Energy drink, Coffee (cappucino), Hot cocoa
+
* 1: Mineral water, Milk, Beer (blonde), Beer (brown), Beer (stout), Craftable powdered drinks (all of them)
+
* 2: Champagne, Red wine, Vodka, Mead, Absinthe, Sake, Whiskey, Brandy, Cider
+
 
+
===== Changes to rations =====
+
The contents of specific rations have been changed.
+
 
+
* Ration B1: Added 1 extra pack of whole wheat biscuits and 1 can of spam
+
* Ration B2: Removed 1 packet of powdered coffee
+
* Ration L1: Removed 5 cigarettes and 5 safety matches
+
* Ration L2: Added 1 can of pasta with tomato sauce
+
* Ration S1: All item quantities doubled, added 2 milk and cereal bars
+
 
+
===== Other food related changes =====
+
 
+
* [[LBE]]: All LBE with a Food holster: the effect is replaced to "max weight: 3" instead of "max items: 2"
+
* [[Style shop]]: Custom food holsters are now weight-based instead of item count-based, as above.
+
 
+
==== [[Meds]] ====
+
First Aid Kits (FAKs) and Field Surgery Kits (FSKs) receive simplifications to make them easier to use and manage:
+
 
+
* FAKs and FSKs no longer serve as mini containers capable of carrying extra meds (IBs, paracetamol, HAP, epinephrine, etc.)
+
* Instead, FAKs and FSKs are now multiple-use. FAKs have 3 uses before depletion, FSKs have 5 uses (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.
+
 
+
==== [[Hotel|Hotels]] ====
+
A new hotel classification has been added: Love Hotels.
+
* Falls outside of the luxury level (star system) by offering a unique service, represented by a heart symbol (♡)
+
* Love hotel rooms possess a single king-size bed intended mainly for couples, similar to ★★★★ hotels.
+
* Love hotels only allow you to book a room if you have at least one partner, and booking only lasts 4 hours, not 24. The intention is to provide couples (or groups) with the privacy needed for intimacy.
+
* In exchange, the stay is cheap - just [[File:Parallar symbol.png|10px]]'''50''' to get in.
+
 
+
Several towns received new hotels:
+
* Neutral towns
+
** Calfair Sector - ★★ Rudolf's Lodge
+
** Littleton - ★★ Little Inn
+
** Nanton - ★★★ Slow Wave Hotel
+
** Ovis City - ★ The Roadside Resort
+
** Saker - ♡ The Serial Inn
+
* Angelic towns
+
** Alba Radium - ★ Guiding Light Inn
+
** Beatus - ★★★ Dreamers House
+
** Divus Nitor - ★★ The Celestial Auberge
+
** Semitas - ★★ Quietus Inn
+
* Demonic towns
+
** Flaxton - ★ The Hotelion
+
** Novysera - ★ The Bonfire
+
** Rog - ♡ Heat Wave Hotel
+
** Temno - ♡ Jam and Cream
+
** Utroba - ♡ The Deep Dive
+
* Military towns
+
** Camp Charger - ★ Chamber-Inn
+
** Fort Cobalt - ★★★ First Force Hotel
+
** Fort Scarlet - ★ Scenic Route Lodge
+
** Fort Wight - ★★★★ Fortress R&R
+
** Station Delta - ★ Last Stop Hotel
+
** Station Lasker - ★ Southern Comfort
+
** Station Sigma - ♡ Six Appeal
+
* Police towns
+
** Beadsor - ★★ The Hog and Barrel Hostel
+
** Elusec - ★★★ Kilburn's
+
** Murberry - ★ Layd Backe
+
** Wayward - ★★ Thornton Hostel
+
* Syndicate towns
+
** Baden Town - ★★ The Run-Inn
+
** Viris Area - ♡ Lovelight
+
* Youkai towns
+
** Aosaidan - ★★ Kaneda (金田)
+
** Masatomo - ★★★ Lodge of the Fork
+
** Kazama - ★★ Amane Hotel (天音 HOTEL, lit. "Divine Sound Hotel")
+
** Kijirou - ★★★ Dou to Gin (銅と銀, lit. "Copper and Silver")
+
 
+
A few existing hotels changed classification:
+
* Ellen Sector - Warm Case Hotel - Was ★★, becomes ♡
+
* Abakash - Brim Inn - Was ★★, becomes ♡
+
* Garica Block - Marion's Inn - Was ★★, becomes ♡
+
 
+
==== [[Creatures]] and [[Occupations]] ====
+
The following creatures and occupations received changes to their loadouts and skills:
+
 
+
* [[Escort]]: [[Glock 26]] loadout replaced with [[Glock 19]] and 15-round mags
+
* [[Escort boss]]: [[Para P-14]] loadout replaced with [[Para P-18]], two magazines, and 9x19mm Standard JHP ammo
+
* [[Janitor]], [[Head janitor]]: [[Broom]] replaced with [[Mop]]
+
* [[Acolyte]]: New Primary 2 weapon: [[Round shield]]. New [[skills|skill]]: Shields (Basic)
+
* [[Knight]]: [[Arming sword]] replaced with [[Heater shield]]. New [[skills|skill]]: Shields (Skilled)
+
* [[SRT Officer]]: New Primary 2 weapon: [[Ballistic shield - Alpha]]. New [[skills|skill]]: Shields (Expert)
+
* [[Vampire]]: [[AI AWSM]] loadout replaced with [[AI AW]], two magazines, and 7.62x51mm NATO Standard FMJ ammo
+
 
+
==== 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 [[File:Parallar symbol.png|10px]]'''15'''.
+
 
+
 
+
= February 10th 2022 =
+
'''Version 6.3.13''' - The 1000-Weapon Update, Part 13: Submachine guns and Two-handed swords
+
 
+
15 new weapons added to the game (14 firearms, 1 melee weapon), bringing the total to the covered '''1,000'''!
+
 
+
==== New weapons ====
+
 
+
* 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]]
+
 
+
==== Other changes ====
+
* [[Style shop]]: Now offers a custom LBE service
+
* [[Maze Customs]]: AR-15s equipped with both a flat-top receiver and quad-rails get a NATO mount instead of a NATO-S mount (the top rail acts as an extension)
+
* Updated the [[List of silencers|silencer]] roster for compatibility with the new calibers:
+
** Pistol, standard, .32: Now compatible with [[.327 Federal Magnum]]
+
** Pistol, standard, .45: Now compatible with [[.41 Magnum]]
+
** Rifle, standard, 5.8mm: Now compatible with [[5.8x21mm]]
+
** Rifle, standard, .260 / 6.7mm: Now compatible with [[6x45mm]]
+
** Rifle, standard, .30 / 7.62mm: Now compatible with [[7x57mm Mauser]]
+
* Updated the [[List of muzzle brakes|muzzle brake]] roster for compatibility with the new calibers:
+
** Pistol, standard, .45: Now compatible with [[.41 Magnum]]
+
** Rifle, standard, .260 / 6.7mm: Now compatible with [[6x45mm]]
+
** Rifle, standard, .30 / 7.62mm: Now compatible with [[7x57mm Mauser]]
+
 
+
 
+
= February 9th 2022 =
+
'''Version 6.3.12''' - The 1000-Weapon Update, Part 12: Conventional rifles and Handgear
+
 
+
37 new weapons and 1 new caliber added to the game (30 firearms, 7 melee weapons, including 1 integrated bayonet), bringing the total to 985.
+
 
+
==== New caliber ====
+
* [[7.92x107mm]]
+
 
+
==== New weapons ====
+
 
+
* Firearms:
+
** [[Class 1 weapons]]:
+
*** [[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]])
+
 
+
==== Other changes ====
+
* New ability: [[Steady aiming]]
+
 
+
 
+
= February 1st 2022 =
+
'''Version 6.3.11''' - The 1000-Weapon Update, Part 11: Precision rifles and Two-handed clubs
+
 
+
13 new weapons added to the game (7 firearms, 6 melee weapons), bringing the total to 948.
+
 
+
* Firearms:
+
** [[Class 1 weapons]]:
+
*** [[Accuracy International AW]]
+
*** [[CZ TSR]]
+
*** [[KBP VSK-94]]
+
*** [[Norinco JS]]
+
*** [[St. George Arms Leader 50 A1]]
+
*** [[Winchester Model 70]]
+
*** [[ZVI Falcon OP96]]
+
** [[Class 5 Long weapons]]:
+
*** [[Eku]]
+
*** [[Flat bat]]
+
*** [[Forging sledgehammer]]
+
*** [[Spade]]
+
*** [[Tamping bar]]
+
*** [[Toothbat]]
+
 
+
 
+
= January 23rd 2022 =
+
'''Version 6.3.10''' - The 1000-Weapon Update, Part 10: Pistols and One-handed clubs
+
 
+
47 new weapons added to the game (32 firearms, 15 melee weapons), bringing the total to 935.
+
 
+
==== New weapons ====
+
 
+
* 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]]:
+
* 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 [[Mauser C96 Red 9]] depending on loaded ammunition
+
 
+
Changes to [[Maze Customs magazines]]:
+
* Glock-SF .22 and Glock-LF .22 magazines: Capacity increased from 10 rounds to 12
+
* 1911SS 9mm and 1911DS 9mm magazines deleted (replaced with [[1911RO magazines]] and [[P-18 magazines]], respectively)
+
 
+
 
+
= January 9th 2022 =
+
'''Version 6.3.9''' - The 1000-Weapon Update, Part 9: Grenade launchers and Knives
+
 
+
12 new weapons added to the game (2 firearms, 10 melee weapons), bringing the total to 888.
+
 
+
* 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 game (6 firearms, 5 melee weapons), bringing the total to 876.
+
 
+
* 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''' (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 game (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].
+

Latest revision as of 02:52, 4 October 2023