Changes

Changelog

1,887 bytes removed, 10 April
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.
= May 3rd 2021 Upcoming ='''Version 6.19.4''' - Character Traits UpdateUnnamed update
* [[Character customization]]:** Direct modification of Primary stats has been removedIn progress.** 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!= April 10th 2024 ='''Version 6.9.3.2''' - Helmet hotfix
* [[Effects]]: Removal of the Ballistic protective trait, now considered obsolete. Due to it being a carryover from eras of the game where headshot Pain multipliers used to be much higher than the current 1.5x (3x or higher), 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.
= April 9th 2021 =
'''Version 6.03''' - Simplification Update #9: Kiwami Edition
* [[Evasion]]: Dodge checks have been simplified and buffed significantly.= March 24th 2024 =* [[Healing]]: The ''Addiction resistance'' effect was removed, and can therefore no longer be earned as a bonus for reaching Master in Healing skillVersion 6.* [[Negotiation]]: Critical successes and critical failures are no longer possible in Negotiation checks9. 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 circumstances3. (Previously: +1 every 1500 XP or 750 XP if natural Agility is under +0)''' - Say My Name update
* [[Yousei]] now possess the New Tsuchinoko command, '''Limitless Potential&callsign''' creature trait, removing or increasing almost all . Generates one of their about 200 different names (including variations).* Callsigns are intended to give, well, callsigns, but also nicknames, war names, and other aliases. Primarily intended for [[Dojo#Training machinesmercenary|training machine XPmercenaries]]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.
* Backtracking is now an option when traveling in the [[Uncivilized Area]], with certain caveats:
** If the player confirms they wish to backtrack, the traveling direction is reversed (town/intersection of origin and destination are flipped), and the number of rooms to destination becomes equal to the number of rooms passed + 5.
** If the player has chosen to backtrack once during their current UA trip, they cannot backtrack again in the same trip.
* All [[Food#Unsparable food items|restaurants]] now feature breakfast items.= March 18th 2024 =* The [[Food#Cocktails|cocktail list]] has been updated with several new entries'''Version 6.9.3''' - The MazeOS Update
* Major changes to Added a fourth type of items requiring [[Weapon accessories]] and [[Ammunitionidentification]]:** The weight of a [[feeding system]] '''no longer changesData storage devices.''' depending on the ammunition loadedIncludes floppy disks, remaining at their base weight. Thereforezip disks, it is '''more space efficient''' to keep your magazines loadedcompact discs (CD), and hard drive disks (HDD).** A new size tier is introduced: '''Lean''', with Camera memory cards also become a weight type of '''0.75 units'''. Several magazines have been converted to this size tierdata storage device.*** AK-22 30-round magazine*** Colt 9mm SMG 32-round magazine*** CZ 75 9mm 30-round magazine*** Glock When finding data storage devices in the UA, they may contain useful or valuable data.40/.357 22-round magazine*** Glock Bring data storage devices to a [[library]] computer to identify them, or use a [[Crafting items#Laptop|laptop]] to identify them on the field.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 Laptops are considered a new type of toolkit 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/are rechargeable with HITB batteries.40 30-round magazine*** MP7 40Laptops can also double as higher-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 capacity (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 rechargeable) hacking toolkits.45 20-round magazine*** UZI 32-round and 40-round magazine*** VzBlank 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. 26 32-round magazine*** ZK-383 30-round and 40-round magazine*** Maze Customs magazinesNew [[Tsuchinoko (bot)|Tsuchinoko]] commands added to support this update: Glock .32 38'''&data &data-round, Glock .380 30floppy &data-round, Glock Mak 33zip &data-round, Glock Tok 30memcard &data-round, MP5 .22 25cd &data-round** hdd'''Large''' size tier is now '''1.5 units''' instead of 1.2 units.** Five new [[LBE]] items introduced:*** Three tactical vests: SOT-SMG tactical vest, SMG chest rig, RPCC competition vest*** One utility belt: Spider battle belt*** One leg rig: SMG mag rig** The weight of all [[List of ammo belt types|ammo belt boxes]] has been rebalanced.
= February 18th 2021 =
'''Version 6.02''' - 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.= February 9th 2024 =* New [[Effects|Effect]]: '''Travel fatigue'''Version 6. At the end of a trip in the UA, upon reaching their destination, a character will gain an amount of [[Fatigue]] corresponding to the number of rooms traveled, at a random rate varying between 09.1% and 0.8% multiplied by rooms traveled. ** Travel fatigue applies even if you 2'''Skip travel'''.- 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.
= February 7th 2021 =* [[Identification]]: The cost of identifying mushrooms has been dropped to '''Version 60.0110 P$''' (previously 10 P$)* [[Mushrooms]]: All mushrooms now have a monetary value (they previously did not) roughly consistent with their nutritional value and effects.* All towns now have a new location, the '''[[street kitchen]]'''** The street kitchen works as both a restaurant and a shop. The manager is a random [[citizen]] with the [[Character traits|Mycologist]] trait.** The restaurant part of the street kitchen sells inexpensive, filling, mushroom- Various minor changes based dishes.** The shop part trades mushrooms. It sells a small selection of savory and improvementsmagic mushrooms, and it will buy back any mushroom '''at cost''', similarly to valuables.* [[Tsuchinoko]]: Pull rates of mushroom types with the '''&marisa''' command have been adjusted to heavily favor normal mushrooms.** Normal mushroom pull chance per command: 63.38% -> '''71.81%'''** Magic mushroom chance per command: 32.39% -> '''12.23%'''** Unique mushroom chance per command: 4.23% -> '''15.96%'''
* [[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
= December 27th 2023 =
'''Version 6.9.1.1''' - Melee Repair Kit hotfix
= January 28th 2021 =Changes to [[toolkits]]:'''MazeWorld version 6''' - * Melee repair kits can now repair shields. The Big Oneformula to calculate shield HP repaired is equal to the Condition (with Repair skill bonus) divided by 80 and rounded up.
Latest changes:
* [[Food#Unsparable food items|Restaurant menus]] have been revamped, now offering many more choices.
* '''Official reopening of the community'''
= December 25th 2023 =
'''Version 6.9.1''' - The Soldier of Fortune Update<br/>
''This update was conceptualized and developed almost entirely by [[User:GenericArchangel|GenericArchangel]]; the author mostly took care of minor fixes and additions and the final implementation.''
= January 24th 2021 ='''Version 5.59''' - Expansion of A minor update focused on fleshing out [[Maze CustomsMAIM]] Minor modsand giving players the option to hire mercenaries.
This update adds many New [[Customs:MinorOccupations|Minoroccupation]] conversions for several : [[weaponsMercenary]]. Many were suggestions by members of our community, listed in parentheses below.
New Minor mods for the following weapons:* [[Armalite AR-10List of named MAIM personnel|named characters]]: AR-10 Tactical, AR-10 LBR Tactical* [[Armalite AR-18]]: AR-18C (Mad Max)* [[Benelli M4 Super 90]]: M4 Super 90 Enhanced14 mercenaries, 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 (Jadewith different skillsets and loadouts)* [[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 SOG
Minor lore tweaks to MAIM itself to make it a legitimate organization, now headquartered in [[Ferron City]].
= January 20th 2021 =
'''Version 5.58''' - The late, late [[LBE]] update
This update introduces several new [[LBE]] items and changes many existing ones= October 4th 2023 ='''Version 6.9''' - The Nice, Big Re-Balance Update
New gameplay concept and ability: [[tactical vestsHebizuka's Favors]]:.* Micro chest rigThey are MazeWorld's version of Edge points. Burn to re-roll a variety of unfavorable rolls.* Wartech tactical vestA [[Character traits|trait]], '''Hebizuka's Favorite,''' allows you to have a maximum of 4 Favors instead of 3.
New Changes to [[backpacksAbilities]]:* Tactical sling bagNew technique, [[Shaft Splitter]]. Lessons to learn this technique can be purchased at a [[dojo]] for 2000 P$.* Duffle backpackNew technique, [[Two Become One]]. Lessons to learn this technique can be purchased at a [[dojo]] for 3000 P$.* Durabag* LAWgiver backpack* Mechanism pack* Phantom Sniper bag* Rocketeer backpack* SO Raid rucksackThe [[makaryuudo]] have been given this technique, as they have canonically invented it.
New Changes to [[utility beltsAmmunition]]:* Simplex pouch[[RPG-7 rocket]]: TBG-7V rockets now cost 425 P$, increased from 265* Duplex pouch[[RPG-29 rocket]]: TBG-29V rockets now cost 500 P$, increased from 300* Triplex pouch* Handyman belt* Nade Drake belt* Viper battle belt[[Ammunition types]]: New ammo type for shotgun calibers, '''Dragon's Buckshot (D-Buck)'''.
New Changes to [[leg rigsCombat mode]]:* Hunger holster* Mushroom Collector rigEscaping now causes [[UA]] trip length to increase automatically by 1, as if it was a Detour +1.
Modifications Changes to existing LBE[[Clothing and armor]], [[youkai outfits]], and [[trauma plates]]:* Blackhawk LRAK Gunner kit: Renamed Many pieces of armor have received new effects (or had existing effects modified or deleted), mainly to Gunner chest righamper [[Agility]]. Food pouch can now contain any food itemThe general idea is that the heavier the armor, the bulkier and harder it is to move in.* M1956 Webbing* Activist Recon Outfit (ARO), all five types: Food pouch can now contain any food item.Agi+1 effect deleted* ALICE Mark 2* EOD Suit: Renamed to Alice backpack. Capacity becomes 30 units. Previous special capacities are deleted. Gains 3 special capacitiesPlate carrier effect added** Kawashiro Shinobi Outfit: Extra storage Effect nerfed to Agi +1 (any items** Armored trench-coat, 10 units)Composite armor vest, Extra storage 2 (any itemsComposite armor full leggings, 10 units)D armor full leggings, and Extra storage 3 (any itemsDou-sode armor, 10 units)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|Light steel trauma plate, Composite armor trauma plate]]: All of these received an Agi-1 effect* Blackhawk 3* EOD Suit, Medieval cuirass, Heavy steel trauma plate: All of these received an Agi-Day assault pack2 effect* Many pieces of armor have been made more expensive.** Heavy steel helmet: Renamed Increase to Assault pack. Capacity becomes 45 units. Gains 1 special capacity250** T armor helmet: Extra storage 1 (any items, 30 units).Increase to 500* Blackhawk Travel bag* K armor helmet: Renamed Increase to Travel bag. Capacity becomes 80 units. Gains 3 special capacities750** D armor helmet: Extra storage 1 (any items, 25 units), Extra storage 2 (any items, 10 units), Extra storage 3 (any items, 5 units)Increase to 900* Blackhawk USAR bag* Cerashield helmet: Renamed Increase to Long-distance backpack. Capacity becomes 100 units. Gains 3 special capacities1250** Titanium/Steel helmet: Extra storage 1 (any items, 25 units), Extra storage 2 (any items, 15 units), and Extra storage 3 (any items, 10 units)Increase to 1300* Blackhawk Cyclone pack* EOD helmet: Renamed Increase to Cyclonus backpack. Capacity becomes 50 units. Gains 2 special capacities2000** MASKA helmet: Extra storage 1 (any items, 25 units), Extra storage 2 (any items, 10 units)Increase to 2500* Jaeger rucksack* Armored dress: Renamed Increase to Hunter rucksack. Capacity becomes 40 units. Gains 2 special capacities400** Armored tuxedo: Extra storage 1 (any items, 10 units), Extra storage 2 (any items, 10 units)Increase to 400* PLCE Bergen rucksack* Light stab vest: Renamed 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 rucksackVest: Increase to 7500* Some pieces of armor have been made cheaper. Capacity becomes 70 units. Gains 3 special capacities** Flak jacket: Extra storage 1 (any itemsDecrease to 250** Kabuto-menpo: Decrease to 450* A new [[youkai outfit]] has been added, 15 units), Extra storage 2 (any items, 15 units)the '''Combat Outfit.''' It is a generic, non-faction combat outfit with similar looks and Extra storage 3 (any items, 5 units)functionality as the Activist Combat Outfit. Available for all five body types for the same price as the ACO.* Gunfighter belt[[Style shop]]: Gains New rules now heavily discourage creating armor with an AC of A4/A5, a youkai outfit with AC tier +4 or higher, or anything granting Agility +2 or higher. Anything combining Agility +0, +1 special capacity: Dual holsters (Class 3 weapons only, max or +2, max weight per item: 9)with high AC or outfit AC tier boost must be justified or have other maluses.
Changes to [[Creatures]]:
* [[Kasha]]: Natural [[Agility]] is now '''+1''' instead of +0.
= November 15th 2020 =Changes to [[Effects]]:'''Version 5* Travel Fatigue: Now burns 20 [[nutrition]] and 10 [[hydration]] per room traveled, on top of the Fatigue effects.57''' - The '''Shotgun Blitz''' update
Changes to [[AmmunitionSkills]]:* All shotgun calibers ([[12 gaugeEvasion]]:** Successfully Dodging a critical hit now downgrades it to an inaccurate hit instead of turning it into a miss, [[12 gauge CAWS]], [[20 gauge]], [[.410 bore]]) have had their buckshot, slug, and flechette base damage revised, meaning crits remain dangerous in compliance with newly obtained data; 20 gauge buckshot and flechette have been buffed, everything else received very minor adjustments.both directions.* [[12 gauge CAWSHandloading]]: Flechette shells ** Picking up spent casings now carry 30 projectiles instead grants Skill Points, at a rate of '''1 SP per 20cases/hulls salvaged''' (or '''0.05 SP per case/hull''')* New shotgun projectile type: * Disassembling ammunition into components now grants Skill Points, at a rate of '''AP-Slug1 SP per 20 rounds disassembled''', an armor-piercing slug. No retail availability, these projectiles must be handloaded(or '''0.05 SP per round''')* Establishment of * The Skill Point bonus for handloading ammunition is doubled, the rate is now '''barrel length groups for all shotgun calibers1 SP per 10 rounds loaded'''(or '''0. All four receive 4 groups each10 SP per round''')* [[Repair]]: Hunting** All skill thresholds have been halved. It now requires '''25 SP for Basic, Combat100 SP for Skilled, Short250 SP for Expert''', and Super-short. See each individual caliber page '''500 SP for damage multipliersMaster'''.
Changes to [[Civilized AreasWeapons]]:* [[TownsBrick]], [[Broken bottle]], [[Iron ball]], [[Stone]]: There is no longer any distinction between a "shop hub" with few emplacements and a "mall" with manyNew throw mode. All town shop hubs now possess 5 streets and 10 shop emplacements; 8 ** Throwing the broken bottle will always destroy it, whether you hit or not. If you do hit, target receives 3 [[individual shop|individual shopslight wounds]].* [[Mini C4 charge]]: Price reduced to 100 P$, a from 750. Rarity adjusted to 1, from 2.* [[restaurantSmall C4 charge]] and a : Price reduced to 300 P$, from 1500. Rarity adjusted to 1, from 4.* [[barLarge C4 charge]]: Price reduced to 500 P$, from 2500. Rarity adjusted to 1, from 5.* Certain types [[Taser X26c]]: Stun effect buffed to 2 turns instead of 1* [[individual shopStun baton]] may be closed on certain : Stun effect buffed to 3 turns instead of 1d2* [[Calendar#Days|days Stun knife]]: Stun effect buffed to 2 turns instead of the week1d2* [[Shock gloves]]; these are known as inventory days, during which the shop is being restocked.: Stun effect buffed to 3 turns instead of 1d2
Changes to [[Crafting]]:
* [[Specs docs]]: Docs no longer unlock Specs docs-only items for sale, requiring the tracking of a list of documents brought for each character. The Proving Grounds engineer now requires player characters to trade in the correct documents for ''each'' item, alongside money (and in some cases, specific items). In exchange, these items cost significantly less than they used to - all prices were slashed to 1/4 their previous values.
Changes to [[Lockpicking]]:= September 26th 2023 =* As part of the ongoing work to update all locations, FL/HS locks are now deprecated. The only lock types in the game are now mechanical locks and electronic (keycard) locks'''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 on a hit), but you must deliberately aim at one mine and score at least one inaccurate hit.
** If you use a weapon that causes a Standard explosion, it will destroy all mines on the same Side, not just the one you targeted.
** You can now deliberately approach a primed directional mine from a Targeted Side, but you must pass two successive Agility checks (8+ to pass) to avoid setting it off. If you pass both, you enter the Side without setting the mine off. If you fail one check, you still enter the Protected Side, but it sets the mine off at 0.5x damage. Failing both sets it off at full damage. Regardless of the result, carefully approaching a mine breaks Stealth. However, it can also be done outside of combat.
= October 15th 2020 =
'''Version 5.56''' - The Unintuitively Named Update (that has nothing to do with 5.56mm firearms)
Changes to [[Weapons]]:= August 19th 2023 =* New concept introduced: '''Traditional inner tubesVersion 6.81'''. Refers to certain firearms - specifically, lever-action rifles - that do not possess a side-loading gate, and are instead reloaded by using a traditional, Henry-style inner tube.** Reloading a traditional tube rifle is done the same way as a single-action revolver; a full reloading action is required to remove the tube, then the normal loose rounds rule applies (up to 3 rounds per turn). The tube is replaced automatically when the character is done reloading.* The [[Winchester Model 270]] stats have been modified to reflect that it is a rifle with a traditional inner tube.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.
= September 8th 2020 June 19th 2023 ='''Version 56.558''' - 555-WE-SAFE Deep Wound update
New * '''Introduction of a new [[Creatures|creatureinjury]]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.* The [[horse]] returns * 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 bestiarywound 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
Changes to * New items:** '''[[AmmunitionMeds]]'''*** Tranexamic acid (TXA):Syringe, 400 P$, not addictive. Reduces bleed rate to 0.0/turn (effectively stops bleeding) for 10 turns** '''Sintered Frangible (SF)[[Mushrooms]]''' ammunition now has a different effect:** Against unarmored ACs* Extra wound healing (Extra vulnus medicae): 1.2x PainHeals 3 wounds, 1prioritizing Deep Wounds first, then Light Wounds.2x LD** Against armored ACs* Stop the bleed (Cessant sanguinem): Reduces bleed rate to 0.5x Pain, 0.5x LD** Every hit successfully causing an injury will open 3 Wounds instead of 1./turn (effectively stops bleeding) for 10 turns
* Changes to [[Unarmed combatammunition]]:* Two new techniques* 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 '''Steal15/12/9/5/2''' and *** [[12 gauge CAWS]] flechette: 14/12 '''Monkey17/14/11/5/2's Paw''*** [[20 gauge]] flechette: 12/11 ', have been introduced''15/12/9/5/2'''*** [[.410 bore]] flechette: 12/11 '''14/12/9/5/2'''
* Changes to shops and services:* The style shop has been revamped completely and is now a custom clothing service.** Completely custom human/halfling clothing items and youkai outfits can be designed there. The basic principle is for the player to describe, in free-form, what the item is supposed to look like, then to purchase protection ratings, covered body parts, effects, and more in order to give the custom item a useful purpose. This service is intentionally ''very expensive''.* Dojos have been expanded, and now offer various machines and training programs designed to improve a character's natural statistics:** The stats that can be improved are '''Natural [[Pain Sensitivitycrafting]], Natural [[Strength]], Max [[Blood]], Max [[Limb health|Limb HP]], Natural [[Endurance]], and Natural [[Agility]]'''** Each training program has an XP counter. Spending time (and effort) on a training nets XP, which can be spent to increase one natural stat, up to certain limits (some stats cannot be trained further once they reach a certain value, others have a maximum XP limit)** Training program XP is now tracked on inventory sheets.* The bank's item vault service has been modified:** Item vaults are no longer free and unlimited. A player character must first purchase an item vault before it can be used; this costs [[File:Parallar symbol.png|10pxCrafting items]]'''1000''' and allows the player access to a 50-unit vault. This vault can be upgraded in 50-unit increments, up to the maximum size of 400 units; upgrading costs [[File:Parallar symbol.png|10px]]'''(size x 15)'''** Withdrawing items from Rags have a vault now costs [[File:Parallar symbol.png|10px]]'''500 + (weight of items withdrawn x 10)''', and it is not possible chance to withdraw more than 150 units of items at once.** Withdrawing items from a vault now requires waiting for 1d3 day periods (between 4 and 12 hours), as delivery time.** [[LBE]] items must be stored empty. LBE items that cannot be folded down (e.g. most backpacks) are not allowed inside the vault anymorefix 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.
= June 24th 2020 =* Changes to [[hospital|hospitals]]'''Version 5** Light Wounds cost 10 P$ apiece to heal. ** Deep Wounds cost 25 P$ apiece to heal.54''' - Magazines and other knick-knacks
* Changes introducedto [[Maze Customs]]** 26 weapons receive new [[Customs:Minor|Customs Minor modifications]]*** [[Glock 18CAccuracy International AW]]: Event line and wiki page now correctly state that the weapon is fitted with the '''Ported barrel''' Maze Customs mod instead of an integrated muzzle brake.AW 243, AW-F 243* New ** [[Weapon accessories#Muzzle brakes|muzzle brakeCZ TSR]]: '''Muzzle brakeTSR Ultra Magnum*** [[DSA SA58 FAL SPR]]: FAL SPR-243, ShotgunFAL SPR-243 FA, standardFAL 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 50.410 bore'''00]]: FAL LRBR, FAL UM, FAL HBR* New ** [[magazinesFN Herstal FAL 50.61 Paratrooper]]:FAL Para LRBR, FAL Para UM, FAL Para HBR*** [[Delta Elite magazines|Delta Elite 11FN Herstal FNAR Match]]: FNAR Hunter, FNAR Tactical Hunter*** [[FN Herstal SCAR-round and 17H CQC]]: SCAR-round extended magazinesH 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*** [[Nightmare magazines|Nightmare 11Heckler & Koch HK41A2]]: HK41A2 Ultra Magnum, HK41A2 HBR, HK41A2 UM Tactical, HK41A2 HBR Tactical*** [[Heckler & Koch HK417]]: HK417 HBR, HK417 UM, HK417 Recce, HK417 DMR-round and 17H, HK417 DMR-U, HK417 Recce-L, HK417 Recce-H, HK417 Recce-U*** [[Heckler & Koch MSG-round extended magazines90]]: MSG-90 Ultra Magnum, MSG-90 HBR, MSG-90 UM Tactical, MSG-90 HBR Tactical*** [[PHeckler & Koch PSG-14 magazines|P1]]: PSG-14 181 Ultra Magnum, PSG-round extended magazine1 HBR, PSG-1 UM Tactical, PSG-1 HBR Tactical*** [[IWI Galil ACE 52]]: Galil ACE-H 52*** [[PIWI Galil ACE 53]]: Galil ACE-16 magazines|PH 53*** [[IWI Tavor 7]]: Tavor 7 HBR, Tavor 7 HBR Enhanced*** [[IZHMASH Kalashnikov SVK-16 2212]]: SVK-12 HBR*** [[Kel-round extended magazineTec RFB]]: LR-RFB, H-RFB, U-RFB, BG-RFB* Removed a ** [[Maze Customs magazines|Maze Customs magazineMcMillan ALIAS CS5-T]]: the '''1911DS Custom 10mm 16CS5-round magazine''' was scrapped (PT Heavy*** [[MKEK MPT-16 magazines are now used to feed 76]]: MPT-76 HBR*** [[Maze CustomsNemesis Arms Vanquish]]:Major mods#1911DS|1911DS 10mmVanquish 243, Vanquish Magnum, Vanquish 358*** [[Parker-Hale M82]] pistols: M82 Super Varmint, M82 Ultra Magnum, M82 Bear Eliminator*** [[Maze Customs speed stripsSpringfield M14]]: Model conversion to M1A, M14 UM, M14 HBR, M14 EUBR Custom, M14 EHBR Custom*** [[9x19mm ParabellumSpringfield M21]] speed strips are now also compatible with : M21 UM, M21 HBR, M21 EUBR Custom, M21 EHBR Custom*** [[7.62x25mm TokarevSpringfield 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.
= May 23rd 2020 =* Changes to [[weapons]]'''Version 5** [[Barbed nine-tails]], [[Broken bottle]], [[Long spiked chain whip]], [[Shuriken]], [[Spiked chain whip]], [[Barbed Lucille]]: Text update reflecting they now cause Light Wounds.53''' ** [[Meat fork]], [[Pitchfork]], [[Trident]], [[War fork]]: Text update reflecting they now cause Deep Wounds.** [[Tekko- Update to kagi]]: Slashes cause LWs, stab punches cause DWs** [[foodLast Blood]] and , [[huntingRending Scissor Blade]]: Slashes cause 4 LWs per hit, stabs cause 2 DWs per hit** [[Muramasa]]: Gains 1 Bloodthirst point for every LW caused, and 2 points for every DW caused. Max Bloodthirst points is still 14.
Changes * Other changes** [[Basic mechanics]]: Sarah example updated to reflect LWs and DWs.** [[HuntingConvenience store]]:Updated the Meds aisle accordingly* Game meat from certain creatures no longer provide * [[EffectsDamage types]] such as Alertness increase or Strength +10%/+20% for a few turns.: Updated accordingly* Instead, a system of '''* [[Hunting#High-value meat|high-value meatExplosives]]''' was created: *** Injuries caused by explosions: No longer causes wounds of either type. Meat from certain creatures is now considered Instead, 1 fracture goes to be either a '''Delicacy''' random body part for every 6 Base Explosive Damage (Double valueBED) or caused. e.g., a '''Luxury''' 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]] (Triple valuenon-combat skill).: Updated accordingly
Changes to [[Creatures]]:
* The item lines of all relevant creatures now state if they produce delicacy meat, luxury meat, tainted meat, illegal meat, or if they produce no meat at all.
** 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 meat]].
Changes to [[Food]]:= March 18th 2023 =* The '''Hot-gonVersion 6.7.1''' no longer has a Strength boosting effect, in accordance to the changes listed above. Instead, nutrition was increased from 296 to 592.- 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''').
= May 14th 2020 =
'''Version 5.52 part 2''' - Bestiary update
Changes to [[Creatures]]:= January 23rd 2023 =* Old creature bestiary was completely removed and replaced with an all-new collection of monsters - in total, '''128 creatures''', including the 20 playable speciesVersion 6.* Human, halfling and youkai occupations have also been revamped - a total of 7'''34 occupations''' are now listed into the game.** New occupations: '''Janitor, Head janitor, 8 different flavors of non-faction criminals, Youkai activist squadleader, and 3 different ranks of Yatela gangsters'''The Bestiary Update
Changes This update was co-designed with GenericArchangel and aims to [[Crafting]]:* New blueprint: '''Kama''' blueprint (Level 1)* New crafting ingredient item: '''Sickle blade'''make the bestiary more interesting and varied, more dangerous, yet make fighting worth the effort more often than not.
Pending: The wiki will be edited * Changes to reflect 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 changes as soon as possibleattack, 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.
= May 7th 2020 =* Changes to [[containers]]'''Version 5** Mimics, in the form of [[Containers#Mimic traps|mimic traps]], have been introduced.52 part 1''' Upon being approached by an adventurer, they turn into creature- Bestiary updatelike constructs that must be fought to access the loot inside.** Four types of mimic traps have been introduced: Preparatory changesBiter, Basher, Melter, and Burner. Each has an appropriate attack.
Changes to * New [[ammunitionstripper clips|stripper clip]]:* '''Arisaka 5-round stripper clip''', compatible with the [[Small boltType 38]]: Base damage nerfed by 4% (46% -> 42%), [[Type 44]], and [[Type 97]].
Changes to * 21 new [[weaponscreatures]]:** Bugs:*** [[Pistol crossbowBlack Widowmaker]]*** [[Phantom Spider]]** Canines: No longer has a damage multiplier *** [[Fox]]** Dragons:*** [[Saken]]** Mamono:*** [[Kuda-gitsune]]** Science experiments:*** [[Uemag]]** Bears (previously was x0.8new category):*** [[Lambda magazine crossbowPanda]]*** [[Black bear]]*** [[Brown bear]]*** [[Grizzly bear]]*** [[Armored grizzly]]** Deer (new category): Now has a 1.2x damage multiplier*** [[Key deer]]*** [[White-tailed deer]]*** [[Elk]]*** [[Snawfus]]*** [[Danger Deer]]** Rodents (new category):*** [[Giant rat]]*** [[Giant beaver]]*** [[Procyon]]*** [[Giant capybara]]*** [[ROUS]]
New * 1 new [[clothing and armoroccupations|occupation]]:* New human clothing and armor: '''Hooded robe, Sleeveless jumpsuit, Janitor outfit shirt, Janitor outfit pants, Security guard hat, Armored trench-coat'''.* New youkai outfits (for all 5 body types): '''Farmer outfit, Janitor outfit, Maid outfit, Prison outfit, Scientist outfit, Security outfit, Technician outfit'''[[Makaryuudo]]
New * Numerous [[weaponscreatures]], both new and existing, receive new drops that can be either obtained on death or harvested through [[Hunting|butchering]]. The full list is below:* Class 5 Long* [[Food]]: Raw and fried chicken egg, raw and fried turkey egg, vinepear** [[ScytheMeds]]: Poison glands (small, medium, large), chelicera, telson* Class 5 Short* [[Valuables]]: New [[Hasami bladeValuables#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
Pending* Numerous [[creatures]], both new and existing, have received changes to their attacks to make them more lethal and more specialized.** Bears*** [[Brown bear]]: The wiki will be edited 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 reflect 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 changes as soon as possibleattack, 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.
= April 10th 2020 December 24th 2022 ='''Version 56.516.3.1''' - Changes to game mechanics, simplification of damage modelsScary Snipers with Braking Power Mini-Update
Changes to core gameplay mechanics:* The '''C2''' [[Armor Class]] is This update was entirely scrapped from the game, as it is considered unnecessary. The AC previously called C3 is now known as C2. All weapons and ammunition in the game no longer have designed by GenericArchangel to fix a damage value for the scrapped AC. Most clothing and armor that was classified as C2 will be reclassified as C1flaw related to muzzle brakes.
* Changes to [[ammunitionWeapon accessories]]:** [[.30-06 SpringfieldWeapon accessories#Muzzle brakes|Muzzle brakes]]: Base damage buffed by 1% (166% -> 167%) so If equipped to a weapon that is also equipped with a scope, the new C2 damage value (old C3) becomes 150% (previously 149%)brake limits that weapon's maximum Recoil to 6 on top of applying its normal Recoil -1 effect.* [[9x25mm Dillon]]: Base damage buffed by 1% (54% -> 55%)In this case, so if that the new C2 damage value (old C3) becomes 50% (previously 49%)weapon's Recoil were to exceed 6 after applying all modifiers, it is treated as 6.
Notes:
* Creatures have not been modified yet, as the bestiary update is still in progress.
= November 1st 2022 =
'''Version 6.6.3''' - The Static MG Update
= March 17th 2020 ='''Version 5.5''' This update was co- Game mechanics changes, new ammo typesdesigned with GenericArchangel and aims to adds more flavor and additional combat opportunities to the world.
* Changes to [[RecoilCover]]:* 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 New category of shots non-random cover (cannot appear in the Accuracy Drop ThresholdUA): '''Machine gun emplacements''' (125 health, or ADTA4 armor) that can be fired ** Four types of MG emplacements: three based on existing weapons ([[M249|Static M249]], [[QJY- if a character shoots over ADT88|Static QJY-88]], accuracy [[M60|Static M60]]) and aim wandering effects are applied to the entirety of the shot stringa unique new one, and not just based on 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 limitBrowning M2 .50 BMG machine gun: [[Static M2HB]]** As beforeAlthough static MGs function like weapons, going over ADT will result in aim wandering they are non-equippable and not counted as new weapons (which sends shots to &bodyaim instead as they are elements of the desired point a piece of aimcover), however instead of being applied ** MG emplacements appear only starting from in Towns at the shot that went over [[Town Entrance|Town Gate]]. The type they receive depends on the town's population ("the larger the limittown, aim wandering applies to ALL shots if the total amount of shots fired goes over bigger the limit. bullets")* New [[Weapon weapon accessories#Laser sights|Laser sights]] still cancel out this aim wandering effect.:** Accuracy windows [[M2 ammo belt|M2 ammo belts]] and effects of going over ADT once and twice will also be updated.belt links
Changes to [[Combat mode]] and [[Weapons]]; specifically, '''[[Weapons#Firearm failure types|critical failure]]''' effects:
* Like with Recoil changes above, critical failure effects no longer rely on knowing exact shot order, but only the total shot count, and in particular the critical failure count.
** '''Failures to eject (stovepipes)''': For every stovepipe that occurs, the two highest scoring shots (excluding critical failures) are cancelled. If 3 stovepipes occur in a single string of fire, the 6 highest scoring shots are never fired. This has the potential of cancelling critical hits.
** '''Failures to fire (misfires)''': No changes.
** '''Failures to feed''':
*** If '''2 or less''' occurred during the same string of fire: Same as stovepipes.
*** If '''3 or more''' occurred during the same string of fire: All shots are cancelled and the weapon is considered to be '''jammed'''; this can be fixed by performing a reload action.
** '''Failures to burn''': No changes.
New [[ammunition types]] for pistol and rifle calibers:= October 30th 2022 =* '''Tracer (T)''': FMJ bullets with an illuminating compound at the base of the bullet, which lights up and displays bright, colored light when firedVersion 6. Tracer ammunition is used to visibly see the flight path of a bullet, and is useful for controlling long strings of fire, particularly full auto, as it allows a shooter to physically see where the bullets are going6.** Effects: Increases ADT by a certain amount of shots, which scales with Recoil level. However, it always breaks Stealth even when shot with a silenced firearm; the tracer light works both ways and can be seen by others, thus revealing your position.*** Recoil 1-2: ADT +4 shots*** Recoil 3-4: ADT +3 shots*** Recoil 5-6: ADT +2 shots*** Recoil 7-8: ADT +1 shots* '''Semi-Armor Piercing (SAP)''': Also known as metal-piercing bullets, they offer a lower cost alternative to full AP or APX, but are less effective at defeating armored targets.** Effects: 0.8x damage against unarmored ACs, 1.3x damage against armored ACs.* Retail ammunition using these new projectiles is now also available:** [[.22 Long Rifle]]: Standard T** [[.30 Carbine]]: Standard T, Standard SAP, Milsurp T** [[.30-06 Springfield]]: Standard T, Milsurp T** [[.303 British]]: Standard T, Milsurp T** [[.32 ACP]]: Standard T, Standard SAP, Milsurp T, Milsurp SAP** [[.357 Magnum]]: Standard SAP** [[.357 SIG]]: Standard T, Standard SAP, Personal Defense SAP, Pocket Dragon SAP** [[.380 ACP]]: Standard T, Standard SAP, Milsurp T** [[.40 S&W]]: Standard T, Standard SAP, Personal Defense T, Personal Defense SAP, Pocket Dragon T, Pocket Dragon SAP** [[.45 ACP]]: Standard T, Standard SAP, Personal Defense T, Personal Defense SAP, Pocket Dragon T, Pocket Dragon SAP, Milsurp T** [[.50 BMG]]: Standard T, Milsurp T** [[4.6x30mm]]: Standard T, Milsurp T** [[5.45x39mm]]: Standard T, Standard SAP, Milsurp T, Milsurp SAP** [[5.56x45mm NATO]]: Standard T, Standard SAP, Milsurp T, Milsurp SAP** [[5.7x28mm]]: Standard T, Milsurp T** [[5.8x42mm]]: Standard T, Standard SAP, Milsurp T, Milsurp SAP** [[7.62x25mm Tokarev]]: Standard T, Standard SAP, Milsurp T, Milsurp SAP, Milsurp Cold T, Milsurp Cold SAP, Milsurp Hot T, Milsurp Hot SAP** [[7.62x39mm]]: Standard T, Standard SAP, Reduced Velocity SAP, Milsurp T, Milsurp SAP** [[7.62x54mm R]]: Standard T, Standard SAP, Milsurp T, Milsurp SAP** [[7.62x51mm NATO]]: Standard T, Milsurp T** [[7.92x33mm Kurz]]: Standard T, Milsurp T** [[7.92x57mm Mauser]]: Standard T, Milsurp T** [[9x18mm Makarov]]: Standard T, Standard SAP, High Impulse T, High Impulse SAP, Milsurp T, Milsurp SAP, Milsurp Hot T, Milsurp Hot SAP** [[9x19mm Parabellum]]: Standard T, Standard SAP, Personal Defense T, Personal Defense SAP, Pocket Dragon T, Pocket Dragon SAP, Milsurp T, Milsurp SAP, Milsurp Hot T, Milsurp Hot SAP** [[10x25mm Auto]]: Standard SAPThe 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.
= January 12th 2020 =* Changes to [[Uncivilized Area]] and [[Civilized Areas]]:'''Version 5** Fast, Safe, and Deep routes are no longer available between all locations.49''' 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- Simplification update #82022.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 [[Addictions]]:
* Advancement of withdrawal levels is now tied to [[Daily Reset]].
Changes to [[Inebriation]]:= October 18th 2022 =* Inebriation no longer naturally decays at a rate of 0'''Version 6.6.1 per turn.* New [[Effect]]: '''For every +0.1 Inebriation gained, [[Stress]] is decreased by -0.4%; effectively turning alcohol into a reliable Stress relief method.* Inebriation decay now depends on the passage of time (and not specifically Daily Reset either), based on the amount of day periods that have passed since the last drink.* Effects of [[Inebriation]] have been modified and simplified.The Str⑨ngest Balance Update
Changes to This update was co-designed with GenericArchangel and addresses minor balancing issues with specific [[VenomCharacter traits]], [[yousei]]:* Rebuilt the effects of Venom poisoning (modified the thresholds and simplified the effects)[[kitsune]].
= January 6th 2020 =* [[Character traits]]: ** '''Version 5Fast learner''' now grants '''5d25 XP''' instead of 8d25 XP.48** ''' 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- Simplification update #7removable (similar to [[hakutaku]] and Mycologist).
Changes to [[Stress]]:
* Stress thresholds for Low and Moderate have been adjusted (respectively 0.0% : 19.9% and 20.0% : 49.9%)
* Stress is no longer gained from taking damage ([[Pain]], [[Limb Damage]]...) or from sustained injuries.
* [[Effect#Stress|Stress gained from combat (now clarified as an effect called Combat Stress)]] is now calculated differently; the total amount is now equal to '''(Td4)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 fight.
** Effectively, this means gaining between 0.1% and 0.4% Stress per turn spent, multiplied by the amount of starting enemies.
* Stress gained from combat is now given at the end of combat, instead of gradually turn by turn.
* The Stress Tolerance [[effect]] is scrapped.
Related changes:= October 17th 2022 = * '''BooksVersion 6.6''' 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.The Battle Rifle Update
= December 8th 2019 ='''Version 5.47''' - Simplification This update #6was 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.
* 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 New [[trauma platesCustoms:Major|Major]]).** Deleted the "full protection" trait (which protected against bouncing explosives family: '''AR- of 10''', which there is includes the existing [[VOGArmaLite AR-25P|only one type10]] currently)** Modified the list of cover types (changed health and AC values on many of them)* [[ExplosivesKAC M110 SASS]]:** Simplified the damage calculation method for pressure mines: full limb damage to legs/feet, 0.25x limb damage to everything else. a new weapon (Previously, it also dealt 0.5x damage to torso/hips)** Simplified injury calculation from explosive weapons. It is now dependent on base explosive damage; specifically, equal to '''BED / 4 rounded down''' the [[ArmaLite AR-10(or in other words, for every 4 full points of limb damage dealt by an explosive weapon, 1 wound is also dealtT).* [[Chlorine bomb]] ), and Chlorine gas clouds:** Removed the 25% chance to lose eyes per turn spent in a chlorine gas cloud. It was replaced by an additional damage effect (2 limb damage to a random body part per turn spent in a cloud).range of new calibers listed below* [[Crafting items]]** Gun Repair Kits can no longer be used to repair dud explosives; this ability was moved to the...6 rechambering options** New toolkit: '''Explosives Toolkit (XTK)'''5 barrel lengths, from 12. 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.24"* [[Effects]]* 5 fire control group options** '''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 +1.3 handguards** '''Anti-Oni Syndrome''' now causes creatures under this effect to get [[Pain]] instead of [[Venom]] from drinking alcohol (1% Pain per 0.1 Inebriation). The Pain gained this way is '''fixed''' and ignores [[Pain Sensitivity]] entirely.4 stock options** '''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.3 upper receiver options** Various effects were simplified or scrapped entirely.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.
= November 14th 2019 === [[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]]'''Version 5** Large Rifle Magnum: Gains compatibility with [[.46''' - Simplification update #5300 RSAUM]]
* ==== [[Weapons]]====* 15 new firearms:** In a manner similar to the [[MACArmaLite AR-10(T)]] and - New AR-10 family member, semi-automatic rifle, [[MAC-11.338 Federal]]** [[Breda PG]] - burst-fire only machine gun, these weapons are now considered [[7x57mm Mauser]]** [[Browning BAR]] (not to be '''auto pistols''' if their stock is folded: confused with [[B+T MP9-NColt M1918 BAR|the other BAR]]) - semi-automatic rifle, [[CZ Sa vz. 26243 Winchester]]** [[Browning BPR]] - pump-action rifle, [[CZ Skorpion vz. 61243 Winchester]]** [[Remington Model 700 ADL]] - New Rem 700 family member, bolt-action rifle, [[CZ Skorpion vz. 83243 Winchester]], ** [[IMI UZIMAS Berthier Model 1892 Artillery Carbine]]- bolt-action rifle, [[KBP PP-20008x50mm R Lebel]]** [[MAS Lebel Model 1886/M93]] - bolt-action rifle, [[Ruger MP98x50mm R Lebel]]** [[MAS RSC Model 1918]] - semi-automatic rifle, [[Steyr MPi 818x50mm R Lebel]]** These weapons have changed categories entirely: [[Danuvia VDRossi Circuit Judge]] -01semi-automatic rifle/shotgun, [[.45 Colt]] (Submachine gun 3-> Auto pistolinch chamber)** [[SAKO Tikka T3 Lite]] - bolt-action rifle, [[H&K MP5K.338 Federal]]** [[Savage Arms Model 99R]] (Submachine gun -> Auto pistol)lever-action rifle, [[.358 Winchester]]** Artifact weapons; [[Bat out of HellSIDARME Model 1915 CSRG Chauchat]]- machine gun, [[Doomslayer8x50mm R Lebel]]: No longer dependent on the Contestant story for acquisition** [[Winchester Model 70 Featherweight]] - bolt-action rifle, [[. Their effects and special abilities have also been modified 358 Winchester]]** [[Winchester Model 88]] - see each page for further detailslever-action rifle, [[.243 Winchester]]** [[StatisticsWinchester XPR Compact]]- bolt-action rifle, [[.243 Winchester]]* 5 new melee weapons:** [[PainIron ball]]: No longer naturally regenerates at a rate of -2% per turn; in fact, Crude weapon** [[M1886 Rosalie]] - Bayonet for the entire concept of "Pain regeneration per turn" is removed. Instead, 40% Pain is healed every day during [[MAS Lebel Model 1886/M93]]** [[M1905 sword-bayonet]] - Bayonet for the Daily Reset (10% in Survival Mode at every Trading Post instead)[[Springfield M1903A3]]** [[MedsService cutlass]]:- One-handed sword** Cannabis no longer increases pain regeneration per turn, but instead decreases Pain by a flat amount; [[Sten Mk I]] -25%.Bayonet for the [[Enfield RSAF Sten Mk II]]
* Other changes:
** '''Augmentations'''[[Armat M41A Pulse Rifle]]: Guardian LSS modified so it doesn't improve pain regeneration per turn anymoreRemoved from retail, but instead reduces Pain Sensitivity and improves the effectiveness of Pain healing at the Daily Reset (Level 2: Pain Sensitivity -10%, Daily Reset Pain healed by 70%. Level 3: Pain Sensitivity -20%, Daily Reset Pain healed by 100%.)** '''Tanuki special abilities''': A new 9 TB ability called '''Still Hard''' is added. Applies Strong limb healing to any of the tanuki's limbs. Regeneration is now more expensive, bumped up to 5 TB. Many abilities have had their effects simplified as well.becomes an artifact weapon
= November 10th 2019 October 3rd 2022 ='''Version 6.5.454.1''' - Simplification update #4: Ores, metals and miningArchery rule patch
* ==== [[ValuablesWeapons]]: ** Scandium and palladium ingots have been scrapped [[Ammunition]] ====** Introduction of new types of ingots: Zinc, Iron, and Tungsten** All ingots are The rules now available in four sizes: 100g (0.2 Weight units)explicitly specify that [[Arrow|Arrows]], 250g (0.5 units), 500g (1 unit) and 1000g (2 units)** "Hardened steel" was renamed to just "Steel"** Value per kilogram of brass is now 240 P$ (previously 224 P$)** Value per kilogram of electrum is now 1400 P$ (previously 1340 P$)* [[OresLarge bolt|Large bolts]] and [[miningSmall bolt|Small bolts]]:can be reused, according to specific conditions.** All metal ores have been completely scrapped Under normal conditions, all hits and rebuilt from the ground upmisses produce arrows that can be retrieved. All types of metal ores now contain a percentage of ONE useful metal Only critical failures result in arrow or "quick cash" element, and are now based on more realistic types of mineralsbolt breakage. ** The list of "Primary" mining elements If the arrowhead is XPL (which can be exchanged for ingotsExplosive) has been rewritten, : All hits and now includes (from least to most valuable): Zinc, Lead, Iron, Copper, Tungsten, Silver, Goldmisses result in detonation, Platinummaking explosive arrows 100% non-reusable.** The list of "Secondary" mining elements If the arrowhead is IMP (which can be exchanged for cash) has been rewritten, and now includes (from least to most valuableImprovised): Coal, Sulfur, Nickel, Mercury, Magnesium, Tin, Cobalt, Aluminium, Molybdenum, Titanium, Misses and Chromiumcritical misses result in breakage.** 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 changesOnly hits are reusable.
= September 24th 2019 =
'''Version 5.44''' - 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.= September 18th 2022 =* Introducing a new type of key item, the '''skeleton key'''; 10 different types exist, from Type 0 to Type 9Version 6. 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 (e5.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 4'''&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 - BasicGuns, 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 HPDrugs; 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.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
= September 6th 2019 (2) === [[Limb health]] ====* [[Wounds]] now cause a bleeding rate of '''Version 5-0.43 (part 3) - The SteveMRE Konbini update part 3/3: Convenience storesBlood per wound per turn.'''
== Convenience stores == [[Meds]] ====* Convenience stores are a new shop type which replaces the First aid kit (FAK): Weight reduced to 1 (previously existing takeout stands.2)* 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 Epoetin-alfa: Effect modified to be basic necessitiesBlood +0. Unlike most other shops in the Mazes2/turn, 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-Seven30 ntri/turn, Fusco's Bodega, Angelstop, Circle H''' and '''Tomato Konbini'''+0. Each chain has their own traits and extra features, such as raffle tickets 4% Fatigue/turn for every 250 P$ of purchases, extra gear, or extra services.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
= September 6th 2019 (1) === [[Effects]] ===='''Version 5.43 * Alcohol affinity (part 2[[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 SteveMRE Konbini update part "Need a drink" effect has been delineated into 4 variants; Level 0, Level 1, Level 2/3: New , and improved rationsLevel 3. In essence, new food items''the "Need a drink" effect progressively offers less and less Stress relief per Inebriation gained as your character's level of Alcohol addiction increases.
This is the second part out of a series of three updates.
=August 24th 2022 = New food items ==* 11 new and improved rations have been introduced, replacing the previous 3 completely.* New category of food item, '''powdered drinksVersion 6.5.3'''. 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.The R&R Update
All of ==== [[Basic mechanics]] ====* Created and defined the new items have been added to the '''concept of [[FoodDowntime]]''' page.
== Other changes ==
* New crafting item, the '''Mini-bag of 5 safety matches''', which is found in many rations, but can also be found for sale at Workshops for [[File:Parallar symbol.png|10px]]'''0.10''' apiece.
= July 20th 2022 =
'''Version 6.5.2''' - Lockpicking minigame update
= September 5th 2019 === [[Skills]] ===='''Version 5.43 (part 1) - * The SteveMRE Konbini update part 1/3: Changes to consumables'''[[Lockpicking#Picking electronic locks|electronic lockpicking]] minigame has been updated with an easier and more balanced variant.
This is the first part out of a series of three updates.
The effects of many consumables have been modified= April 20th 2022 ='''Version 6.5.1''' - Simplification Update #10: Completely Baked Edition
== General changes to all consumables == Basic game mechanics ====* All consumables that previously listed a percentage chance to get an effect, now always give the listed effect. The percentage chance effects have [[Recoil]] has been scrappedsimplified; 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).
== Changes to Effects == [[Weapon accessories]] ====Effect changes to the following accessories:* '''Nausea''' is Laser sights: No longer cancel the point of aim shift (as that mechanic has been deleted), now a permanent effect that gives the afflicted creature an '''IR +-1''' effect and a nauseous sensation. This effect can, however, be eliminated by attempting to throw up. Even if the attempt fails, Nausea will always be eliminated this way.** All references to Nausea having a turn duration have also been eliminated.* '''Suppressed hunger''' has been completely rewritten, and now works as follows: If Hungry, Famished or Starving, this effect will treat the creature's Nutrition level as being OK (temporarily canceling any negative effects from low nutrition).
== Changes to food ==
* Can of cola drink: 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
* Can of energy drink: No longer provides Strength +10%, but the effect is lengthened from 15 to 20 turns, and now also reduces Fatigue by 5.0% and increases Stress by 0.5%.
* Cup 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 turns.
* Hot-gon (exclusive to Diamond Hot-Dogs): Effect now lasts 20 turns
=March 22nd 2022 = Changes to meds =='''Version 6.5''' - Further Balance Updates
Many medical items have had their effects completely rewritten. These are the new effects for ==== Basic game mechanics ====Changes to the following itemscore 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.
* Cannabis joint: Agility -1, Pain Regeneration Rate +2% /turn for 20 turns, Stress -1.0%* Cigarette: Agility +1, FT -1 for 10 turns* Nitrous oxide: Pain Sensitivity -50%, Euphoria Rush for 10 turns* Amphetamines: Agility +2, Alertness increase, FT -1 for 20 turns, Stress +3.0%* Pentobarbital: Instant death in 20 turns* Steroids (anabolic): Strength +40% for 20 turns* FG-7142: Suppressed hunger for 40 turns, Stress +8.0%* Desoxyn (meth pill): Alertness increase, Forced wakefulness for 20 turns, Fatigue -30.0%, Stress +10.0%* Oxycodone: FT+1 for 10 turns, Pain -50%* Epinephrine: Agility +3, Fatigue -10.0%, Stress +8.0%* Heroin: Pain sensitivity -100%, FT+2 for 30 turns, Pain -90%* Lorazepam: Forced sleep for 30 turns* Morphine: Pain sensitivity -75%, Agility -2 for 30 turns, Pain -70%* Cocaine: Pain sensitivity -100%, Alertness increase, Hallucinations for 20 turns* PCP: Pain sensitivity -50%, Alertness increase for 20 turns* Codeine: Nausea, Pain -40%* Concentrated caffeine: Alertness increase, Agility +1 for 10 turns, Fatigue -12.0%, Stress +1.2%* Diazepam: Alertness increase, FT-2 for 20 turns==== [[Ammunition]] ====* EcstasyMajor rebalancing to the ammunition type cost multipliers: Intense relaxation, Euphoria Rush for 40 turns
== Changes to mushrooms ==* 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)
Many mushrooms have had their effects completely rewritten. These are ==== [[Character creation]] and [[Character customization]] ====* [[Human]] characters now receive '''4 starting trait points''' instead of the new effects normal 3, to compensate for the following items:lack of racial benefits.
* Oni's Bane mushroom: Anti-oni syndrome for 10 turns==== [[Convenience store|Convenience stores]] ====* Golden capConvenience stores now sell [[M67]] frag grenades, Liberty cap: Hallucinations for 10 turns* Infirmitas: Strength -20% for 10 turns, Nausea* Turbatio: FT+1 for 10 turns* Oni Terror: Anti-Oni Syndrome for 30 turns, Nausea* Fatigatio: Fatigue +30.0%* Caecitas: FT +3 for 20 turns* Potentia: Strength +20% for 20 turns* Accuratio: FT -1 for 20 turns* Anxietas Medicus: Stress -10.0%* Strenuitas: Alertness increase for 20 turns* Velocitas: Agility +1 for 20 turns* Extra Velocitas: Agility +2 for 20 turns* Furor: Rage for 20 turns[[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).
= July 21st 2019 === [[Traits]] ====New traits (<span style="color:#00CC00">'''Version 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.42When 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- Detective updatedancing 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
An accompanying Tsuchinoko update (version 138) will be released on 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 same dayend of combat.
== Changes to == [[CreaturesEffects]] ====* The Maze Police faction has a new rankfollowing Effects have been modified:* '''Combat Stress''': Base effect is '''doubled''', Guard Detective. Ranks above Sergeant but below Chief, they are investigators in plain clothes, in charge meaning that each turn of cases and issuescombat now causes +0. They come with their own set 2% to +0.8% [[Stress]] per turn multiplied by the number of equipmentstarting enemies.** They now appear as a separate type of creature that can be rolled by the '''&encTravel Fatigue''' and : The base roll is a '''&enc-LEO2d4''' commandsinstead of the previous 1d8, meaning that each room traveled adds +0.* All Maze Guard flavors have received an equipment update; trauma plates2% to +0.8% [[Fatigue]], Tasers, better load-bearing equipmentwith a bell curve effect biased towards the median of 5 (+0.5%).
= July 13th 2019 March 5th 2022 ='''Version 56.414''' - Weapon accessory tweaks and simplificationsThe Love Hotel Grabbag of Optimizations Update
This update aims at trimming some more of the fat with game mechanics, specifically mechanics related ==== [[Weapons]] ====Several melee weapons have had their damage values and Weight changed to weapon accessoriesimprove balance.List of changes by melee weapon category
An accompanying Tsuchinoko update (version 137) will be released on the same day.Axes* [[Fire axe]]: Increased base damage to 72% - 72/65 54/43/32/14/4
== Changes to Crude weapons* [[weapon accessoriesMeat fork]] ==* Scopes: 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 FTIncreased base damage to 30% -30/27 21/17/12/6/1 bonus.** Medium-power optics: Now provides a FT-2 bonus instead of FT-1.** High-power optics: Now provides a IR-2 bonus instead of IR-1.** Extreme-power optics: Now provides a IR-2 bonus instead of IR-1.* Weapon lights:** The dazzling effect mechanic has been entirely scrapped.** When someone with a weaponlight aims at a creature with night vision or NVGs 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.
== Other general changes ==Knives* [[CoverDagger]] mechanics simplified (effectively returned : Increased base damage to a previous state); the Exposure system (exposed53% - 53/hidden) is scrapped, cover now returns 48 40/32/24/11/3* [[Karambit]]: Decreased base damage to protecting the full bodies of everyone that is behind cover.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.
= May 18th 2019 ='''Version 5.4''' One- Simplification update #3 handed swords* [[Butterfly sword]]: Stress and inaccurate hitsDecreased base damage to 45% - 45/41 32/25/18/9/1
This update aims at further simplifying certain game mechanics.Two-handed club* [[Iron bat]]: Increased base damage to 50% - 50/48 40/33/25/13/4
== General changes ==Whip/Lash* Stress[[Kusari-fundo]]: All stress levels from Moderate and up no longer cause incremental fatigue effectsIncreased LDV to +3.Increased base damage to 55% - 55/52 44/36/28/14/4* Inaccurate hits with ranged weapons no longer call for a 1d2[[Straight whip]]: Decreased base damage to 45% -1 check 45/43 36/29/23/11/3* [[Bullwhip]]: Increased LDV to determine if the shot hits+2. From now on, all inaccurate hits are hitsIncreased 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* All inaccurate hits now deal 0[[Riding crop]]: Decreased weight to 3.7x Pain and Limb Damage, including in melee (down from 0Decreased base damage to 30% - 30/29/24/20/15/8/2* [[Nine-tails]]: Decreased weight to 2.8x)
==== [[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.
= April 23rd 2019 ==== New weight values ====='''Version 5Fruit* 0.3''' - Simplification update #25: Apricot, Grapes, Kumquat, Kiwifruit* 0.5: Apple, Pear, Orange, Pomegranate, Banana* 1: Watermelon wedge* 2 : BloodPineapple* 3: Cantaloupe
This update aims at simplifying some of the mechanics related to the Blood statisticVegetable* 0.25: Carrot, Beet, Turnip, Leek, Wasabi root* 0.5: Tomato, Potato* 1: Artichoke, Cucumber* 2: Cabbage
== General changes ==Meat* Blood no longer naturally heals at a rate of 0.1 per turn, making Pain the only statistic that naturally regenerates every turn no matter what. If you have no wounds, your current Blood level stabilizes at its current level.* Natural blood regeneration is now tied to the daily reset; on top 25: All types of the nutrition/hydration that is normally lost at midnight ingame, your body will attempt to regenerate 1 unit of Blood on its own every day (as long as there are no open wounds at that moment). Upon hitting the daily resert, you will lose 150 ntri and 2% Fatigue, and regenerate 1 Blood instantly. This is intended to incite finding BTKs or pay for a medic. If neither is possible, the tried and tested "buy food and let it heal over a few days" also works, however it may take several in-game days for large amounts of lost Blood. * Blood Transfusion Kits now carry 3 units of Blood each instead of 5. Full BTKs now cost 350 P$ instead of 550 P$.* A new type of medical item ('''Epoetin-alfa''', syringe) can be consumed to start a 20-turn effect resembling the old natural regeneration effect: +0.1 Blood per turn, in exchange for -15 ntri and +0.2% Fatigue per turn. In total, the item would help your body regenerate up to 2 Blood but burn up to 300 ntri and 4% Fatigue. Syringes of Epoetin-alfa cost 100 P$, making them the cheapest syringe-type medical item.* Changes to '''Augmentations''': The Guardian LSS no longer increases the amount of Blood regenerated per turn, since that mechanic is gone. Instead, each level increases the amount of Blood regenerated every day by 1, at no extra cost of nutrition and fatigue. Level 1 therefore lets you heal 2 Blood per day, Level 2 is 3 Blood per day, and Level 3 is 4 Blood per day, all for the same cost of 150 ntri/2% Fatigue per turn, making it viable to heal large amounts of Blood loss over the space of a few days.* Changes to '''Clothing protections''': Buffs to protection ratings. ''-Resistant'' will prevent injuries on hits dealing up to 4 limb damage (previously, 2), and ''-PROOF'' will prevent injuries on hits dealing up to 8 limb damage (previously, 4).meat
Seafood
* 0.25: Mussels, Clam, Sardines
* 0.5: Trout, Cod
* 1: Sea bass, Sole, Grilled eel, Lobster
* 2: Cuttlefish, Salmon, Carp, Tuna, Crab
= February 20th 2019 =Dessert'''Version 5* 0.2''' - Extra game modes update25: 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)
This update introduces two new methods of playing MazeWorldSnacks* 0.25: '''Survival''' and '''Freeform'''Chocolate bar, and retroactively renames the 'main' mode into '''Contestant Story''' or just '''Story'''. These new game modesCaramel, so to speakBread slice, aim at providing more flavors for players Cheddar slice, Fortune cookie, Energy bar, Granola bar, Whole wheat biscuits, Candy (mint), Candy (strawberry), Fruit bar, Milk and future GMs to enjoycereal bar, Peanut caramel bar* 0.5: Candied fruit can, Peanut chocolates (27), Salt crackers (10), Breadsticks (10), Breakfast biscuits* 1: Peanut chocolates (168), Salt crackers (20), Breadsticks (20), Pretzels, Popcorn (plain), Popcorn (caramel), Honey-roasted nuts
== General changes ==Fast-food* The [https://docs0.google.com/forms/d/1fLN_YUoVStGt0ElBtVpyMg1bIvn1Eqxc3BuDJrdIkBk/ character sign5: Fries, Fried potatoes, Nuggets (6), Pizza (1 slice), Sandwich, Cup noodles* 1: Cheeseburger, Double cheeseburger, Nuggets (20), Hamburger, Hot-up form] has been updated to account for the changes below.dog, Chili-dog, Corn-dog, Hot-gon* 2: Potato chips* 3: Pizza (8 slices)
== Survival ==BeveragesIn this new mode* 0.5: Orange juice, players adopt the role of a SurvivorTea (black), whose only objective is to kill anyone that looks at 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 wrong)* 2: Champagne, and survive as long as possible. Survival is mainly inspired from old-school MazeWorldRed wine, it is essentially an endless Uncivilized Area runVodka, just as it once was.Mead, Absinthe, Sake, Whiskey, Brandy, Cider
When playing Survival, players have the option ===== Changes to choose between two modes: '''Tier X''' (rations =====The game ends after completing X Challenges) or '''Endless''' (The game only ends with the Survivor's death, or at player request)contents of specific rations have been changed.
The main differences introduced by Survival are as follows:* No towns or intersections as players know them - Survival is an endless Uncivilized Area streak, equivalent to a Deep route. Explorable areas can even still be found and completed for their rewards!* Nutrition and Hydration Reset occur every time the Survivor reaches a Trading Post (TP reset). In turn, the reset is much lower than normal. The base values are 420 ntri and 140 wtr (0.2x a normal daily reset).* Date and time are not tracked.* No Faction Reputation and no Renown to worry about.* All skills are unlockedRation B1: Survivors start with Unskilled in all non-combat skills (unless skill levels were purchased at Startgame)* The Survivor starts with a MAIM account, with all generic and regular named mercenaries available (Special mercs are not available as they're tied to the story).* Every 50 rooms, the Survivor will find a Trading Post, which is nothing more than an intersection with a fixed amount Added 1 extra pack of shops whole wheat biscuits and services (see below for details)* On the room following every second Trading Post (101, 201, 301...), the Survivor will find a Challenge. Completing the Challenge is necessary to progress forwards!* If playing on Tier X, X corresponds to the amount 1 can of Challenges the player must complete in order to reach the end.spam** There is no upper limit on the Tier number (and subsequent amount Ration B2: Removed 1 packet of Challenges), though in order to keep games from being unreasonably long, the author's recommendation is to keep it between 1 and 10, and any longer games should be Endless instead.powdered coffee** The author personally recommends first-time players Ration L1: Removed 5 cigarettes and GMs to try Survival Tier 4, for a 401-room adventure.5 safety matches* Mercenaries function differentlyRation L2:Added 1 can of pasta with tomato sauce** The time-based hiring rates do not applyRation S1: All item quantities doubled, added 2 milk and are instead replaced by a 50-room hiring rate (corresponds to the distance between Trading Posts). That special rate is equivalent to 2x the 24-hour rate.** Upon being hired, a mercenary will immediately join the Contestant with no waiting time.** Merc deaths do not need to be reported.** All mercenaries show up with their gear. There are no gear costs - their equipment is essentially free.** All special parameters are ignored.cereal bars
The only objective in Survival is to survive. Each Survivor will be entered into a leaderboard for creatures killed and KV score obtained at the end of their run, as well as rooms visited in Survival Endless.===== Other food related changes =====
== Freeform play ==This is essentially the normal game, but without main story quests or sidequests and * [[LBE]]: All LBE with certain shops, services and other conveniences immediately available. This mode aims at a more relaxed experience, without Food holster: the pressure effect is replaced to "max weight: 3" instead of the pre"max items: 2"* [[Style shop]]: Custom food holsters are now weight-made main storybased instead of item count-based, as well as offering an opportunity to design your own stories and plotsabove.
The main differences introduced by Freeform are as follows:==== [[Meds]] ====* All skills are unlocked. Freeform characters start with Unskilled in all non-combat skills, as well as a MAIM account.* The Freeform character starts with a MAIM account, with all generic and regular named mercenaries available First Aid Kits (Special mercs are not available as they're tied to the storyFAKs).** Reputation and Renown requirements from certain mercenaries are disabled.* Roazon is collapsed, exactly as it would after the Contestant completes Sidequest S3-2.* All repeatable activities are available: Trading Missions, Mercenary Contracts, Mining, and Bounty Hunter* Several shops and services that are normally only obtained as sidequest rewards are available from the start:** The Power Armor Shop Field Surgery Kits (Ferland SectorFSKs) is available and fully upgraded.** The Advanced Handloading Services are available at the Ellen Sector factory.** The Powder & Primer Shop is available at the Littleton factory.* Renown and Reputation are disabled, receive simplifications to allow GMs more flexibility.** It is recommended make them easier to replace any rewards in Renown/Rep with money, where applicable use and where it would make sense. (e.g. Vigilante work)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.
= January 17th 2019 === [[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]]'''Version 5.150''' - KISS Update (Keep It Simple, Stupid!)to get in.
This update aims at simplifying several game mechanics deemed too granular or generally not fun enoughSeveral 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")
== Simplified nutrition and hydration ==A few existing hotels changed classification:* Nutrition and hydration no longer decay at a rate of 1 per turn. InsteadEllen Sector - Warm Case Hotel - Was ★★, 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.becomes ♡** 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 humanAbakash - Brim Inn - Was ★★, that amount is 2100 ntri. becomes ♡** 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 clearGarica Block -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 HallucinationsMarion's Inn - Was ★★, until eventually causing death.becomes ♡
== Simplified fatigue == [[Creatures]] and [[Occupations]] ====* 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, following creatures and eventually decrease accuracy occupations received changes to their loadouts and cause Hallucinations.skills:
== Simplified clothing and armor ==* Clothing and armor can no longer sustain damage, period. The only exceptions are[[Escort]]:[[Glock 26]] loadout replaced with [[Glock 19]] and 15-round mags** Trauma plates [[Escort boss]]: [[Para P- which still continue to work as they normally do14]] loadout replaced with [[Para P-18]], two magazines, and 9x19mm Standard JHP ammo** Powered armor - which require a condition meter to determine protection level. When wearing power armor[[Janitor]], damage calculation is greatly simplified - 1 limb damage sustained = 1 armor condition lost.[[Head janitor]]: [[Broom]] replaced with [[Mop]]* Cutting clothes into rags [[Acolyte]]: New Primary 2 weapon: [[Round shield]]. New [[skills|skill]]: Shields (as long as they have the RagOK tagBasic) now always succeeds and results in obtaining 1d4 Rags * [[Knight]]: [[Arming sword]] replaced with [[Heater shield]]. New [[skills|skill]]: Shields (at least 1 is now guaranteedSkilled)* [[SRT Officer]]: New Primary 2 weapon: [[Ballistic shield - Alpha]]. Multipliers New [[skills|skill]]: Shields (0.5x or 2xExpert) affect the result of that 1d4* [[Vampire]]: [[AI AWSM]] loadout replaced with [[AI AW]], two magazines, and it is always rounded up7.62x51mm NATO Standard FMJ ammo
== Simplified weapon maintenance == Other changes ====* The Reliability/Max Cleanliness stat is scrapped.* Durability is renamed Max Condition, and all firearms' Max Condition values [[M1 Garand]]: Missing Customs combinations have been rewritten.added* Critical failures have been completely revamped and simplified[[Hospital]]: Cost of healing limb damage dropped from [[File:Parallar symbol. Condition is now meant to be lost on a critical failure, and for each 2 rolled, the new command png|10px]]'''@critfail25''' must be used.** @critfail contains 80 possible effects, half of which are simple condition loss effects (ranging from 100 to 2000)[[File:Parallar symbol. 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 insteadpng|10px]]'''15'''.
Changes to handloading:
* Load level (hotness) of ammunition affects the severity of the Condition loss on a critical failure. -P/Cold: Condition loss x0.5. +P/Hot: Condition loss x2. +P+/Super: Condition loss x4.
* Powder quality of ammunition also affects the severity of the Condition loss on a critical failure. Surplus: Condition loss x3. Premium: Condition loss x0.5.
* These effects may stack. Round up any results.
* If shooting ammunition of mixed hotness or powder quality in the same turn (''not recommended!''), the hottest and dirtiest ammunition fired that turn is used as a reference for ''all'' rounds fired that turn.
Changes to weapon accessories:= February 10th 2022 =* Since Cleanliness no longer exists, silencers no longer apply a malus on the equipped firearm'''Version 6.3.13''' - The 1000-Weapon Update, Part 13: Submachine guns and Two-handed swords
Changes 15 new weapons added to crafting:* Gun Cleaning Kits: They are now used the game (14 firearms, 1 melee weapon), bringing the total to restore a firearmthe covered 's Condition''1, as long as it000'''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$.==== New weapons ====
== Extras ==* Firearms:* New command* [[Class 2 weapons]]: '''@asktsuchi'''. Ask a yes*** [[Angstadt Arms UDP9 PDW]]*** [[Beretta PM12S]]*** [[Blyskawica]]*** [[Changfeng CS/no question and use that command. Results may vary.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]]
= November 27th 2018 =
'''Version 5 update''' - The Finished State update
== Quests =February 9th 2022 =* '''Story Arc #Version 6.3: The Human-Youkai War.12''' released! Features 33 quests, 1 sidequest- The 1000-Weapon Update, Part 12: Conventional rifles and 1 emergency quest.* '''Endgame content''' now available! The Contestant story may now come to an end as soon as all four Amulets are gatheredHandgear
== Content ==Abilities:* Several special abilities were renamed 37 new weapons and 1 new caliber added 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 game (DA revolver30 firearms, 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 7 melee weapons), Backlash (Whip/Lash weaponsincluding 1 integrated bayonet), 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)bringing the total to 985.
Maze Customs:==== New caliber ====* Customs:Minor - 1 new tactical conversion ('''Pecheneg Zenit'''), 4 new minor barrel configurations ('''SCAR-H STD, SCAR-L STD, SCAR-L LB, SG551-LB''')[[7.92x107mm]]
Startgame:* '''Tsuchinoko''' update: Rarity is finally weaved into the drop rates for the weapon commands (@wpn @wpnc1 @wpnc2 @wpnc3 @wpnc4 @wpnc5L @wpnc5S @wpncHG). The original commands (with equal chances for each weapon) have been given the '''-e''' suffix (@wpn-e, @wpnc1-e, etc...); '''e''' stands for "'''equivalent'''" (in the sense that each weapon has the same chance to be rolled as any other).** Four new '''Tsuchinoko''' commands, '''@wpn-firearm''', '''@wpn-melee''', '''@wpn-firearm-e''' and '''@wpn-melee-e'''. The first two respectively roll only firearms (Classes 1-4) and melee ==== New weapons (Classes 5L, 5S, HG), and the last two are the equivalent chances versions of the first two.* Kitsune and alligator halflings are now playable (discontinuation of the RePoints system)* Equipment points to allocate have been increased from 5 to 10.* Unspent equipment points are now worth 200 P$ each instead of 150 P$, and are now paid entirely in copper coins.* Starting weapons are no longer dependent on the combat skills selected at the start. All of the packages are now available, and extra packages now only cost 2 equipment points instead of 3.* Difficulty modes are no longer tied to RePoints. The starting amount of lives (Hard: 1, Easy: 3, Messiah: Infinite) is fixed.====
* 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 == Meta ==* GM side changesNew ability: Planned migration away from Excel and fully towards Google Docs [[Steady aiming]]  = February 1st 2022 ='''Version 6.3.11''' - from now on GMs The 1000-Weapon Update, Part 11: Precision rifles and players should be using Two-handed clubs 13 new weapons added to the same files; any changes and updates should be done through direct edition of game (7 firearms, 6 melee weapons), bringing the playertotal 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 ='s GDocs sheet''Version 6. Any information that is hidden from the player should be kept on a separate3.10''' - The 1000-Weapon Update, GMPart 10: Pistols and One-only file handed clubs 47 new weapons added to the game (preferably also on GDocs32 firearms, 15 melee weapons) which lists only , bringing the hidden information 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 nothing else[[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* Migration 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 new wiki will begin shortly after game (2 firearms, 10 melee weapons), bringing the release of this updatetotal 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 RePoints system is discontinued 1000-Weapon Update, Part 8: Hand grenades and Axes ==== New weapons ==== 11 new weapons added to the game (please check 6 firearms, 5 melee weapons), bringing the corresponding Patreon post for more informationtotal 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].
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