Changes

Jump to: navigation, search

Changelog

4,865 bytes added, 07:16, 17 January 2019
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 event lines, will usually be listed in the [[Tsuchinoko (bot)|Tsuchinoko]] updates instead.
 
= January 17th 2019 =
'''Version 5.1''' - KISS Update (Keep It Simple, Stupid!)
 
This update aims at simplifying several game mechanics deemed too granular or generally not fun enough.
 
== Simplified nutrition and hydration ==
* Nutrition and hydration no longer decay at a rate of 1 per turn. Instead, these stats are slashed by a set amount at a fixed rate and frequency, to symbolize meeting daily recommended needs; these are called the '''Nutrition Reset''' and '''Hydration Reset''', respectively.
** Nutrition is reset every day at midnight. The reset will reduce the current Nutrition by an amount equivalent to (meat worth x 30). For a human, that amount is 2100 ntri.
** Hydration is reset every day at midnight. The reset will reduce the current Hydration by an amount equivalent to (meat worth x 10). For a human, that amount is 700 wtr.
* Nutrition and hydration each have new value ranges and corresponding effects; they are generally simpler and more clear-cut effects.
** Nutrition going too high will increase minimum Fatigue, and eventually reduce Agility.
** Nutrition going too low will decrease Strength, and eventually disable the ability to heal Pain, Blood or Limb Damage (due to the body not having the "fuel" to do so).
** Hydration going too low will decrease Strength, then Accuracy, then cause Hallucinations, until eventually causing death.
 
== Simplified fatigue ==
* Fatigue no longer gradually increases every turn (what was called "natural fatigue"). Effects that can increase Fatigue bit by bit every turn still do exist.
* The "Energized" tier is deleted.
* Reaching an amount of Fatigue equal to 2x Endurance will result in death.
* All effects of high fatigue now decrease Agility, and eventually decrease accuracy and cause Hallucinations.
 
== Simplified clothing and armor ==
* Clothing and armor can no longer sustain damage, period. The only exceptions are:
** Trauma plates - which still continue to work as they normally do
** Powered armor - which require a condition meter to determine protection level. When wearing power armor, damage calculation is greatly simplified - 1 limb damage sustained = 1 armor condition lost.
* Cutting clothes into rags (as long as they have the RagOK tag) now always succeeds and results in obtaining 1d4 Rags (at least 1 is now guaranteed). Multipliers (0.5x or 2x) affect the result of that 1d4, and it is always rounded up.
 
== Simplified weapon maintenance ==
* The Reliability/Max Cleanliness stat is scrapped.
* Durability is renamed Max Condition, and all firearms' Max Condition values have been rewritten.
* Critical failures have been completely revamped and simplified. Condition is now meant to be lost on a critical failure, and for each 2 rolled, the new command '''@critfail''' must be used.
** @critfail contains 80 possible effects, half of which are simple condition loss effects (ranging from 100 to 2000). The other half are condition loss effects (ranging from 50 to 1000) with a weapon failure (failure to fire, eject, etc.) effect on top. If the relevant weapon is a melee weapon or does not have a corresponding weapon failure type, the condition loss effect is doubled instead.
 
Changes to handloading:
* Load level (hotness) of ammunition affects the severity of the Condition loss on a critical failure. -P/Cold: Condition loss x0.5. +P/Hot: Condition loss x2. +P+/Super: Condition loss x4.
* Powder quality of ammunition also affects the severity of the Condition loss on a critical failure. Surplus: Condition loss x3. Premium: Condition loss x0.5.
* These effects may stack. Round up any results.
* If shooting ammunition of mixed hotness or powder quality in the same turn (''not recommended!''), the hottest and dirtiest ammunition fired that turn is used as a reference.
 
Changes to weapon accessories:
* Since Cleanliness no longer exists, silencers no longer apply a malus on the equipped firearm.
 
Changes to crafting:
* Gun Cleaning Kits: They are now used to restore a firearm's Condition, as long as it's 60% or higher. Gun Repair Kits can still be used at any Condition percentage.
 
Changes to Maze Customs:
* Improved barrels now have different effects.
** 4150CS barrel: Max Condition x1.25.
** 4150CS + Titanium Nitride (TiN) coating: Max Condition x1.5
** 4150CS + Titanium Carbonitride (TiCN) coating: Max Condition x2
** 4150CS + NP3 coating: Max Condition x1.25, Condition loss on critical failure x0.5
** Rechambering a firearm with an improved barrel no longer causes the improved barrel to be replaced by a normal one (forcing the user to re-purchase the barrel improvements again). Making engineers slightly less evil!...
** Maze Customs now also offers the possibility to return to a non-improved, stock barrel, for 100 P$.
 
== Extras ==
* New command: '''@asktsuchi'''. Ask a yes/no question and use that command. Results may vary.
= November 27th 2018 =