Changes

Changelog

3,426 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.
= June 27th 2021 (in progress) Upcoming ='''Version 6.29.4''' - The Shields UpdateUnnamed update
Written with suggestions from the community - thank you, everyone!In progress...
* [[Class 5 Long weapons]]:= April 10th 2024 =** New weapon category and new game mechanics: [[Shields]]** 14 shields added to the weapon roster (13 retail weapons, 1 artifact), all of which are Class 5 Long'''Version 6.** Retail shields: [[Round shield]], [[Leather shield]], [[Trash can lid]], [[Scutum]], [[Wicker shield]], [[Buckler shield]], [[Kame9.3.2''' -tate]], [[Heater shield]], [[Ballistic shield - Soft]], [[Ballistic shield - Alpha]], [[Ballistic shield - Bravo]], [[Ballistic shield - Delta]], [[EOD portable blast shield]]** Artifact shield: [[King's Roundel]]* [[Skills]]** New combat skill: ShieldsHelmet 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.
= May 29th 2021 =
'''Version 6.11''' - Various changes and fixes
* [[Class 4 weapons]]:= March 24th 2024 =** Mini-grenades no longer "count as 0'''Version 6.5 item in LBE" to reduce confusion9.* [[Ammunition]]:** The "rare calibers" ([[3.260 Remington]], [[.300 AAC Blackout]], [[.338 Norma Magnum]], [[.460 Rowland]], [[9x25mm Dillon]]) now have retail ammunition available. The "rare caliber" moniker remains in use, to symbolize the fact no standard retail firearms are available in these chamberings.** .260 Remington: Standard (FMJ, Match, JHP, JSP)** .300 AAC Blackout: Standard (FMJ, Match, JHP, AP), Reduced Velocity (FMJ)** .338 Norma Magnum: Standard (FMJ, Match, JHP), Sniper Premium (FMJ, Match)** .460 Rowland: Standard (FMJ, JHP, Lead), Personal Defense (FMJ, JHP)** 9x25mm Dillon: Standard (FMJ, Match, Lead, LSWC, JHP)1''' - Say My Name update
* New Tsuchinoko command, '''&callsign'''. Generates one of about 200 different names (including variations).
* Callsigns are intended to give, well, callsigns, but also nicknames, war names, and other aliases. Primarily intended for [[mercenary|mercenaries]] but easily adaptable to anyone else; Maze Military personnel, raiders, adventurers, and so on.
* The command is designed to be expanded over time in even smaller, Tsuchi-only updates.
= May 3rd 2021 =
'''Version 6.1''' - Character Traits Update
* [[Character customization]]:= March 18th 2024 =** Direct modification of Primary stats has been removed.** Constitution is now part of your character's appearance and has no effect on stats anymore''Version 6.** Pain Thresholds (PBT, PDT) have been removed from the game (due to redundancy with [[Pain Sensitivity]]9. Now every creature passes out at 100% [[Pain]] and dies at 150% without exception.** '''Introduction of [[Character traits]]3''' - 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)The MazeOS Update
Special thanks * Added a fourth type of items requiring [[identification]]: '''Data storage devices.''' Includes floppy disks, zip disks, compact discs (CD), and hard drive disks (HDD). Camera memory cards also become a type of data storage device.* When finding data storage devices in the UA, they may contain useful or valuable data.* Bring data storage devices to everyone who contributed ideas a [[library]] computer to identify them, or use a [[Crafting items#Laptop|laptop]] to identify them on the field. Laptops are considered a new type of toolkit and suggestions are rechargeable with HITB batteries.** Laptops can also double as higher-capacity (and rechargeable) hacking toolkits.* Blank versions of data storage devices are available for character traits!sale in workshops (as [[crafting items]]). Blank devices currently have no specific purpose but GMs are encouraged in any story or quest where writing or saving data could be useful.* New [[Tsuchinoko (bot)|Tsuchinoko]] commands added to support this update: '''&data &data-floppy &data-zip &data-memcard &data-cd &data-hdd'''
= April February 9th 2021 2024 ='''Version 6.039.2''' - Simplification Update #9: Kiwami EditionMushroom update
* The functionality of [[Evasionmushrooms]]: Dodge checks have has been simplified expanded, and buffed significantlya new essential shop can now be found in all towns.* [[Healing]]: The ''Addiction resistance'' effect was removedMushrooms now become valuable loot ; low value individually, and but due to their extremely low weight, worth hanging onto. Mushrooms can therefore no longer be earned as a bonus sold or traded up directly for reaching Master in Healing skillmore valuable mushrooms at dedicated, brand-new locations.* [[Negotiation]]: Critical successes and critical failures are no longer possible in Negotiation checks. Tables The mushroom identification costs have also been edited lowered to reflect match the possibility cost 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 circumstancesthe lowest-value mushrooms. (Previously: +1 every 1500 XP or 750 XP if natural Agility is under +0)
* [[YouseiIdentification]] : The cost of identifying mushrooms has been dropped to '''0.10 P$''' (previously 10 P$)* [[Mushrooms]]: All mushrooms now possess have a monetary value (they previously did not) roughly consistent with their nutritional value and effects.* All towns now have a new location, the '''Limitless Potential[[street kitchen]]''' creature ** 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, removing or increasing almost all filling, mushroom-based dishes.** The shop part trades mushrooms. It sells a small selection of their savory and magic mushrooms, and it will buy back any mushroom '''at cost''', similarly to valuables.* [[Dojo#Training machines|training machine XPTsuchinoko]]: 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%'''
* 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.= December 27th 2023 =* The [[Food#Cocktails|cocktail list]] has been updated with several new entries'''Version 6.9.1.1''' - Melee Repair Kit hotfix
* Major changes Changes to [[Weapon accessories]] and [[Ammunitiontoolkits]]:** Melee repair kits can now repair shields. The weight of a [[feeding system]] '''no longer changes''' depending on the ammunition loaded, remaining at their base weight. Therefore, it formula to calculate shield HP repaired is '''more space efficient''' equal to keep your magazines loaded.** A new size tier is introduced: '''Lean''', the Condition (with a weight of '''0.75 units'''. Several magazines have been converted to this size tier.*** AK-22 30-round magazine*** Colt 9mm SMG 32-round magazine*** CZ 75 9mm 30-round magazine*** Glock .40/.357 22-round magazine*** Glock .45 30-round magazine*** Glock 9mm 33-round magazine*** Glock 10mm 33-round magazine*** Kashtan 30-round magazine*** Kedr 30-round magazine*** Kiparis 30-round magazine*** m/45 36-round magazine*** M3 30-round magazine*** MAB-38 30-round Repair skill bonus) divided by 80 and 40-round magazine*** MAC-10 30-round magazine*** MAC-11 32-round magazine*** MAT-49 32-round magazine*** MP5 9mm 30-round magazine*** MP5 10mm/.40 30-round magazine*** MP7 40-round magazine*** MP40 32-round magazine*** MPX 9mm 30-round magazine*** MT-9 30-round magazine*** MT-40 30-round magazine*** OTs-33 27-round magazine*** OTs-39 30-round magazine*** P226 9mm 32-round magazine*** PM-63 RAK 25-round magazine*** PP-2000 44-round magazine*** PPS-43 35-round magazine*** Skorpion .380 30-round magazine*** Sten 32-round magazine*** Sterling 34-round magazine*** Steyr MPi 25-round and 32-round magazine*** Steyr TMP 30-round magazine*** Suomi 36-round magazine*** Tec-9 32-round magazine*** Thompson 20-round magazine*** Type 85 30-round magazine*** UMP9 30-round magazine*** UMP40 30-round magazine*** UMP45 25-round magazine*** USP .45 20-round magazine*** UZI 32-round and 40-round magazine*** Vz. 26 32-round magazine*** ZK-383 30-round and 40-round magazine*** Maze Customs magazines: Glock .32 38-round, Glock .380 30-round, Glock Mak 33-round, Glock Tok 30-round, MP5 .22 25-round** '''Large''' size tier is now '''1.5 units''' instead of 1.2 units.** Five new [[LBE]] items introduced:*** Three tactical vests: SOT-SMG tactical vest, SMG chest rig, RPCC competition vest*** One utility belt: Spider battle belt*** One leg rig: SMG mag rig** The weight of all [[List of ammo belt types|ammo belt boxes]] has been rebalancedrounded up.
= 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. = December 25th 2023 =** Battery charge is no longer relevant, spare batteries are essentially downgraded to just components for the phone bomb'''Version 6. Phones return to their original purpose as storytelling tools with no need to worry about charge9.* New [[Effects|Effect]]: 1'''Travel fatigue- The Soldier of Fortune Update<br/>'''. At the end of a trip in the UA, upon reaching their destination, a character will gain an amount of This update was conceptualized and developed almost entirely by [[FatigueUser:GenericArchangel|GenericArchangel]] corresponding to ; the number author mostly took care of rooms traveled, at a random rate varying between 0.1% minor fixes and 0additions and the final implementation.8% multiplied by rooms traveled. ** Travel fatigue applies even if you '''Skip travel'''.
A minor update focused on fleshing out [[MAIM]] and giving players the option to hire mercenaries.
= February 7th 2021 ='''Version 6.01''' - Various minor changes and improvements.New [[Occupations|occupation]]: [[Mercenary]]
* New [[LockpickingList of named MAIM personnel|named characters]]: Lockpicking kits no longer have limited uses; they are now semi-durable items (14 mercenaries, 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, different skillsets 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 Tacticalloadouts)
Minor lore tweaks to MAIM itself to make it a legitimate organization, now headquartered in [[Ferron City]].
= January 28th 2021 =
'''MazeWorld version 6''' - The Big One
Latest changes:= October 4th 2023 =* [[Food#Unsparable food items|Restaurant menus]] have been revamped, now offering many more choices.* '''Official reopening of the communityVersion 6.9'''- The Nice, Big Re-Balance Update
New gameplay concept and ability: [[Hebizuka's Favors]].
* They are MazeWorld's version of Edge points. Burn to re-roll a variety of unfavorable rolls.
* A [[Character traits|trait]], '''Hebizuka's Favorite,''' allows you to have a maximum of 4 Favors instead of 3.
= January 24th 2021 =Changes to [[Abilities]]: '''Version 5* New technique, [[Shaft Splitter]].59''' - Expansion of Lessons to learn this technique can be purchased at a [[Maze Customsdojo]] Minor modsfor 2000 P$.* New technique, [[Two Become One]]. Lessons to learn this technique can be purchased at a [[dojo]] for 3000 P$.** The [[makaryuudo]] have been given this technique, as they have canonically invented it.
This update adds many Changes to [[CustomsAmmunition]]:Minor|Minor* [[RPG-7 rocket]] conversions for several : TBG-7V rockets now cost 425 P$, increased from 265* [[weaponsRPG-29 rocket]]. Many were suggestions by members of our community: TBG-29V rockets now cost 500 P$, increased from 300* [[Ammunition types]]: New ammo type for shotgun calibers, listed in parentheses below'''Dragon's Buckshot (D-Buck)'''.
New Minor mods for the following weapons:* Changes to [[Armalite AR-10Combat mode]]: AR-10 Tactical, AR-10 LBR Tactical* Escaping now causes [[Armalite AR-18UA]]: AR-18C (Mad Max)* [[Benelli M4 Super 90]]: M4 Super 90 Enhancedtrip length to increase automatically by 1, M4 Super 90 CS Enhanced* [[Benelli Nova]]: Nova CS, Nova XM, Nova CSXM* [[Benelli SuperNova Tactical]]: SuperNova CS, SuperNova XM, SuperNova CSXM* [[Beretta AR70/90]]: SCP70/90* [[Beretta 93R]]: Auto-9, Auto-9 Carbine* [[Beretta 96FS]]: 96A1, 96CMS A1, 96A1 FA, 96CMS A1 FA* [[Beretta Cx4 Storm]]: Mx4 Storm, Mx4 Storm-9, Mx4 Storm-357* [[Beretta M9]]: M9A1, M9A1 FA* [[GIAT FAMAS G1]]: FAMAS L, FAMAS G2/L* [[FN Herstal F2000]]: F2000 Tactical* [[FN Herstal P90]]: P90 TR* [[FN Herstal/Browning Hi-Power]]: Hi-Power Auto, Hi-Power HPC, Hi-Power SMG, Hi-Power Auto HPC, Hi-Power Tacti-Carbine, Hi-Power Tac-SMG (Jade)* [[Heckler & Koch HK416]]: HK416 CQC, HK416 DMR* [[Heckler & Koch HK417]]: HK417 DMR, HK417 DMR-L* [[Heckler & Koch MP7A1]]: MP7A2* [[Heckler & Koch P2000]]: P2357* [[Heckler & Koch USP9]]: USP9 Elite* [[Heckler & Koch USP40]]: USP40 Elite, USP357 Elite* [[Heckler & Koch USP45]]: USP45 Elite, USP460, USP460 Elite* [[KAC M110 SASS]]: M110 K1, M110 K1 Light, M110 ASS-K1, M110 ASS-K1 Light* [[Kel-Tec RFB]]: L-RFB* [[Manurhin MR 73]]: Manurhin MR 73 Sniper* [[Mauser Karabiner 98k]]: Kar98k NATO, Kar98k SAR, Kar98k Trench, Kar98k NATO Trench, Kar98k SAR Trench (Jade)*[[MKEK MPT-76]]: MPT-76 LBR* [[Mossberg 500 Cruiser]]: M500C-TR, M500C Spec-F, M500C Spec-R, M500C Spec-S, M500C CSTR, M500C CS Spec-F, M500C CS Spec-R, M500C CS Spec-S, M500C-TR Spec-F, M500C-TR Spec-R, M500C-TR Spec-S, M500C CSTR Spec-F, M500C CSTR Spec-R, M500C CSTR Spec-S (Vershike)* [[Mossberg 500 Persuader]]: M500P-TR, M500P Spec-F, M500P Spec-N, M500P Spec-R, M500P CSTR, M500P CS Spec-F, M500P CS Spec-N, M500P CS Spec-R, M500P-TR Spec-F, M500P-TR Spec-N, M500P-TR Spec-R, M500P CSTR Spec-F, M500P CSTR Spec-N, M500P CSTR Spec-R (Vershike)* [[Mossberg 500 Tactical]]: M500T Spec-F, M500T Spec-N, M500T Spec-S, M500T-TR Spec-F, M500T-TR Spec-N, M500T-TR Spec-S (Vershike)* [[Savage Arms Axis]]: Axis II* [[Savage Arms Axis XP]]: Axis II XP* [[SIG P220]]: P220R, P220-460, P220R-460 (Vershike)* [[SIG P226]]: P226R, P226R-40* [[SIG P226 Navy]]: P226R Navy* [[Walther Gewehr 43(W)]]: Gew43 Experimental (Jade)* [[ZiD Degtyaryov RPD]]: RPD SOGas if it was a Detour +1.
Changes to [[Clothing and armor]], [[youkai outfits]], and [[trauma plates]]:
* Many pieces of armor have received new effects (or had existing effects modified or deleted), mainly to hamper [[Agility]]. The general idea is that the heavier the armor, the bulkier and harder it is to move in.
** Activist Recon Outfit (ARO), all five types: Agi+1 effect deleted
** EOD Suit: Plate carrier effect added
** Kawashiro Shinobi Outfit: Effect nerfed to Agi +1
** Armored trench-coat, Composite armor vest, Composite armor full leggings, D armor full leggings, Dou-sode armor, Heavy D armor vest, Heavy K armor vest, Heavy T armor vest, K armor full leggings, Powered Combat Vest, SRA Riot Vest, SRA full leggings, T armor full leggings, [[trauma plate|Light steel trauma plate, Composite armor trauma plate]]: All of these received an Agi-1 effect
** EOD Suit, Medieval cuirass, Heavy steel trauma plate: All of these received an Agi-2 effect
* Many pieces of armor have been made more expensive.
** Heavy steel helmet: Increase to 250
** T armor helmet: Increase to 500
** K armor helmet: Increase to 750
** D armor helmet: Increase to 900
** Cerashield helmet: Increase to 1250
** Titanium/Steel helmet: Increase to 1300
** EOD helmet: Increase to 2000
** MASKA helmet: Increase to 2500
** Armored dress: Increase to 400
** Armored tuxedo: Increase to 400
** Light stab vest: Increase to 400
** Light K armor: Increase to 750
** Light T armor: Increase to 800
** Heavy K armor: Increase to 1500
** Heavy T armor: Increase to 1600
** Light D armor: Increase to 1800
** SRA riot vest: Increase to 2000
** Heavy D armor: Increase to 4500
** EOD Suit: Increase to 5000
** Powered Combat Vest: Increase to 7500
* Some pieces of armor have been made cheaper.
** Flak jacket: Decrease to 250
** Kabuto-menpo: Decrease to 450
* A new [[youkai outfit]] has been added, the '''Combat Outfit.''' It is a generic, non-faction combat outfit with similar looks and functionality as the Activist Combat Outfit. Available for all five body types for the same price as the ACO.
* [[Style shop]]: 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, or +2 with high AC or outfit AC tier boost must be justified or have other maluses.
= January 20th 2021 =Changes to [[Creatures]]:* [[Kasha]]: Natural [[Agility]] is now '''Version 5.58+1''' - The late, late [[LBE]] updateinstead of +0.
This update introduces several new Changes to [[LBEEffects]]:* Travel Fatigue: Now burns 20 [[nutrition]] items and changes many existing ones10 [[hydration]] per room traveled, on top of the Fatigue effects.
New Changes to [[tactical vestsSkills]]:* Micro chest rig[[Evasion]]:* Wartech tactical vest* Successfully Dodging a critical hit now downgrades it to an inaccurate hit instead of turning it into a miss, meaning crits remain dangerous in both directions.* [[Handloading]]:** Picking up spent casings now grants Skill Points, at a rate of '''1 SP per 20 cases/hulls salvaged''' (or '''0.05 SP per case/hull''')** Disassembling ammunition into components now grants Skill Points, at a rate of '''1 SP per 20 rounds disassembled''' (or '''0.05 SP per round''')** The Skill Point bonus for handloading ammunition is doubled, the rate is now '''1 SP per 10 rounds loaded''' (or '''0.10 SP per round''')* [[Repair]]:** All skill thresholds have been halved. It now requires '''25 SP for Basic, 100 SP for Skilled, 250 SP for Expert''', and '''500 SP for Master'''.
New Changes to [[backpacksWeapons]]:* Tactical sling bag[[Brick]], [[Broken bottle]], [[Iron ball]], [[Stone]]: New throw mode. * Duffle backpack* Throwing the broken bottle will always destroy it, whether you hit or not. If you do hit, target receives 3 [[light wounds]].* Durabag[[Mini C4 charge]]: Price reduced to 100 P$, from 750. Rarity adjusted to 1, from 2.* LAWgiver backpack[[Small C4 charge]]: Price reduced to 300 P$, from 1500. Rarity adjusted to 1, from 4.* Mechanism pack[[Large C4 charge]]: Price reduced to 500 P$, from 2500. Rarity adjusted to 1, from 5.* Phantom Sniper bag[[Taser X26c]]: Stun effect buffed to 2 turns instead of 1* Rocketeer backpack[[Stun baton]]: Stun effect buffed to 3 turns instead of 1d2* SO Raid rucksack[[Stun knife]]: Stun effect buffed to 2 turns instead of 1d2* [[Shock gloves]]: Stun effect buffed to 3 turns instead of 1d2
New [[utility belts]]:
* Simplex pouch
* Duplex pouch
* Triplex pouch
* Handyman belt
* Nade Drake belt
* Viper battle belt
New [[leg rigs]]:= September 26th 2023 =* Hunger holster* Mushroom Collector rig'''Version 6.82''' - Explosives hotfix
Modifications Changes to existing LBE[[Explosives]]:* Blackhawk LRAK Gunner kitPressure mine disposal: Renamed to Gunner chest rig. Food pouch can now contain any food item.* M1956 Webbing: Food pouch * You can now contain any food item.* ALICE Mark 2: Renamed shoot a mine to Alice backpack. Capacity becomes 30 units. Previous special capacities are deleted. Gains 3 special capacities: Extra storage 1 (any items, 10 units), Extra storage 2 (any items, 10 units)detonate it, but you must deliberately aim at one mine and Extra storage 3 (any items, 10 units)score at least one inaccurate hit.* Blackhawk 3-Day assault pack: Renamed * You no longer need to Assault pack. Capacity becomes 45 units. Gains 1 special capacity: Extra storage 1 (any items, 30 units)roll for accuracy when using an explosive; the explosive blast will set primed pressure mines off automatically.* Blackhawk Travel bagDirectional mine disposal: Renamed to Travel bag. Capacity becomes 80 units. Gains 3 special capacities: Extra storage 1 (any items, 25 units), Extra storage 2 (any items, 10 units), Extra storage 3 (any items, 5 units)* Blackhawk USAR bag: Renamed * You can now shoot a directional mine to Long-distance backpack. Capacity becomes 100 units. Gains 3 special capacities: Extra storage 1 destroy it (any items, 25 units), Extra storage 2 (any items, 15 unitswill not detonate on a hit), but you must deliberately aim at one mine and Extra storage 3 (any items, 10 units)score at least one inaccurate hit. * Blackhawk Cyclone pack: Renamed to Cyclonus backpack. Capacity becomes 50 units. Gains 2 special capacities: Extra storage 1 (any items* If you use a weapon that causes a Standard explosion, 25 units)it will destroy all mines on the same Side, Extra storage 2 (any items, 10 units)not just the one you targeted.* Jaeger rucksack: Renamed to Hunter rucksack. Capacity becomes 40 units. Gains 2 special capacities: Extra storage 1 (any items* You can now deliberately approach a primed directional mine from a Targeted Side, 10 units), Extra storage 2 but you must pass two successive Agility checks (any items, 10 units8+ to pass)* PLCE Bergen rucksack: Renamed to Combat rucksackavoid setting it off. Capacity becomes 70 unitsIf you pass both, you enter the Side without setting the mine off. Gains 3 special capacities: Extra storage 1 (any itemsIf you fail one check, 15 units)you still enter the Protected Side, Extra storage 2 (any itemsbut it sets the mine off at 0.5x damage. Failing both sets it off at full damage. Regardless of the result, 15 units)carefully approaching a mine breaks Stealth. However, and Extra storage 3 (any items, 5 units)* Gunfighter belt: Gains 1 special capacity: Dual holsters (Class 3 weapons only, max 2, max weight per item: 9)it can also be done outside of combat.
= November 15th 2020 August 19th 2023 ='''Version 56.5781''' - The '''Shotgun Blitz''' updateMining hotfix
Changes to [[AmmunitionMining]]:have been introduced to simplify it and make it easier.* All shotgun calibers ([[12 gauge]], [[12 gauge CAWS]], [[20 gauge]], [[Mining now works according to a hit point system instead of a chance-to-succeed system.410 bore]]) have had their buckshot, slug, The objective is to make mining more of a straight trade of resources and flechette base damage revised, in compliance with newly obtained data; 20 gauge buckshot favor strength-based builds (which would already benefit from using tools like pick-axes and flechette have been buffed, everything else received very minor adjustments.mattocks as weapons).* [[12 gauge CAWS]]: Flechette shells Each mining target (ore bundle, obstructions) now carry 30 projectiles instead has a set number of 20hit points.* New shotgun projectile type: '''AP-Slug''A pick or drill strike reduces the target's hit points; the check is based on the skill level (1d20 to 1d60, an armor-piercing slugin increments of 10), multiplied by Strength. No retail availability* Explosives damage equal to their limb damage multiplied by a number that depends on skill level (x1 to x3, these projectiles must be handloadedin 0.5 increments).* Establishment The length of '''barrel length groups for all shotgun calibers'''. All four receive 4 groups each: Hunting, Combat, Short, 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 Superleave without having to start over from Level -short1. See each individual caliber page for damage multipliers* New items at the mining supplies store now allow you to reset your progress in a mine and start over.
Changes to [[Civilized Areas]]:= June 19th 2023 =* [[Towns]]: There is no longer any distinction between a "shop hub" with few emplacements and a "mall" with many'''Version 6. All town shop hubs now possess 5 streets and 10 shop emplacements; 8 [[individual shop|individual shops]], a [[restaurant]] and a [[bar]].* Certain types of [[individual shop]] may be closed on certain [[Calendar#Days|days of the week]]; these are known as inventory days, during which the shop is being restocked.''' - Deep Wound update
Changes to * '''Introduction of a new [[Craftinginjury]]:type called deep wound (DWs)'''* [[Specs docs]]: Docs no longer unlock Specs docs-only items for sale, requiring the tracking of * A deep wound is similar to a list of documents brought for each character. The Proving Grounds engineer now requires player characters normal wound (to trade in the correct documents for be renamed ''each'light wound (LWs)' item''), alongside money but causes four times the amount of bleeding per turn: -1.2 Blood per turn instead of -0.3.** Piercing-type damage now causes deep wounds** Bullet-type damage now causes light wounds on inaccurate hits and deep wounds on solid hits and criticals (except as otherwise dictated by ammo type)*** Rubber buckshot and in some cases, specific itemsrubber slugs continue causing fractures instead of LWs (no change to behavior). In exchange*** Flechette can now only cause LWs*** Sintered Frangible (SF) can only cause 2 wounds per successful hit, these items cost significantly less than they used to - all prices were slashed to 1/4 their previous valuesbut the wound type is accuracy dependent; 2 LWs on an inaccurate hit, 2 DWs on a solid or critical hit.*** Broadhead arrows (BRD) can now cause 2 wounds per successful hit instead of just 1
Changes to * New items:** '''[[LockpickingMeds]]:'''* As part of the ongoing work to update all locations** Tranexamic acid (TXA): Syringe, FL400 P$, not addictive. Reduces bleed rate to 0.0/HS locks are now deprecatedturn (effectively stops bleeding) for 10 turns** '''[[Mushrooms]]'''*** Extra wound healing (Extra vulnus medicae): Heals 3 wounds, prioritizing Deep Wounds first, then Light Wounds. The only lock types in *** Stop the game are now mechanical locks and electronic bleed (keycardCessant sanguinem) locks: Reduces bleed rate to 0.0/turn (effectively stops bleeding) for 10 turns
* Changes to [[ammunition]]
** Flechette damage tables balanced on all calibers to behave more like armor-piercing ammunition. All flechette damage on Ax armor classes has been buffed, damage on Cx is unchanged. New tables are as follows:
*** [[12 gauge]] flechette: 12/11 '''15/12/9/5/2'''
*** [[12 gauge CAWS]] flechette: 14/12 '''17/14/11/5/2'''
*** [[20 gauge]] flechette: 12/11 '''15/12/9/5/2'''
*** [[.410 bore]] flechette: 12/11 '''14/12/9/5/2'''
= October 15th 2020 =* Changes to [[crafting]]'''Version 5.56''' - The Unintuitively Named Update (that has nothing ** [[Crafting items]]: Rags have a chance to do with 5fix 1 LW.56mm firearms)
* Changes to [[Weaponscreatures]]:* New concept introduced: '''Traditional inner tubes'''. Refers to certain firearms - specifically, lever-action rifles - * Numerous creatures have attacks that do not possess a side-loading gatevariously cause extra wounds (1d2, and are instead reloaded by using a traditional1d3, 2d2, Henry-style inner tubeetc.) on a hit. Most of these now cause either LWs or DWs depending on damage type.** Reloading a traditional tube rifle is done the same way as a single-action revolver; a full reloading action is required to remove the tubeMany creatures with healing spells will have their effects updated. They can now close both wound types, then but will prioritize DWs first, LWs second, just like the normal loose rounds rule applies (up to 3 rounds per turn). The tube is replaced automatically when Stop the character is done reloading.* The [[Winchester Model 270]] stats have been modified to reflect that it is a rifle with a traditional inner tubebleed mushroom.
* Changes to [[hospital|hospitals]]
** Light Wounds cost 10 P$ apiece to heal.
** Deep Wounds cost 25 P$ apiece to heal.
= September 8th 2020 =* Changes to [[Maze Customs]]'''Version 5** 26 weapons receive new [[Customs:Minor|Customs Minor modifications]]*** [[Accuracy International AW]]: AW 243, AW-F 243*** [[CZ TSR]]: TSR Ultra Magnum*** [[DSA SA58 FAL SPR]]: FAL SPR-243, FAL SPR-243 FA, FAL SPR-300 UM, FAL SPR-300 UM FA, FAL SPR-338, FAL SPR-338 FA*** [[DSA SA58 FAL OSW]]: FAL OSW Superlight, FAL OSW Magnum, FAL OSW Heavy*** [[FN Herstal FAL 50.55''' 00]]: FAL LRBR, FAL UM, FAL HBR*** [[FN Herstal FAL 50.61 Paratrooper]]: FAL Para LRBR, FAL Para UM, FAL Para HBR*** [[FN Herstal FNAR Match]]: FNAR Hunter, FNAR Tactical Hunter*** [[FN Herstal SCAR- 555H CQC]]: SCAR-WEH CQC UM, SCAR-SAFE updateH CQC HBR, SCAR-H LB, SCAR-H STD UM, SCAR-H STD HBR, SCAR-H LB LBR, SCAR-H LB OPFOR, SCAR-H LB UM, SCAR-H LB HBR*** [[Heckler & Koch G3A3]]: G3A3 Ultra Magnum, G3A3 HBR, G3A3 UM Tactical, G3A3 HBR Tactical*** [[Heckler & Koch HK41A2]]: HK41A2 Ultra Magnum, HK41A2 HBR, HK41A2 UM Tactical, HK41A2 HBR Tactical*** [[Heckler & Koch HK417]]: HK417 HBR, HK417 UM, HK417 Recce, HK417 DMR-H, HK417 DMR-U, HK417 Recce-L, HK417 Recce-H, HK417 Recce-U*** [[Heckler & Koch MSG-90]]: MSG-90 Ultra Magnum, MSG-90 HBR, MSG-90 UM Tactical, MSG-90 HBR Tactical*** [[Heckler & Koch PSG-1]]: PSG-1 Ultra Magnum, PSG-1 HBR, PSG-1 UM Tactical, PSG-1 HBR Tactical*** [[IWI Galil ACE 52]]: Galil ACE-H 52*** [[IWI Galil ACE 53]]: Galil ACE-H 53*** [[IWI Tavor 7]]: Tavor 7 HBR, Tavor 7 HBR Enhanced*** [[IZHMASH Kalashnikov SVK-12]]: SVK-12 HBR*** [[Kel-Tec RFB]]: LR-RFB, H-RFB, U-RFB, BG-RFB*** [[McMillan ALIAS CS5-T]]: CS5-T Heavy*** [[MKEK MPT-76]]: MPT-76 HBR*** [[Nemesis Arms Vanquish]]: Vanquish 243, Vanquish Magnum, Vanquish 358*** [[Parker-Hale M82]]: M82 Super Varmint, M82 Ultra Magnum, M82 Bear Eliminator*** [[Springfield M14]]: Model conversion to M1A, M14 UM, M14 HBR, M14 EUBR Custom, M14 EHBR Custom*** [[Springfield M21]]: M21 UM, M21 HBR, M21 EUBR Custom, M21 EHBR Custom*** [[Springfield M1A]]: Model conversion to M14, M1A UM, M1A HBR, M1A EUBR Custom, M1A EHBR Custom*** [[Steyr Scout]]: Hunting Scout, Light Scout, Magnum Scout, Heavy Scout, Big Game Scout
New * Changes to [[Creatures|creaturemeds]]** Gauze roll:One use fixes 1 LW.* The [[horse]] returns to the bestiary* Individual Bandage: Fixes 1 LW.** Hemostatic Agent Pack: One use fixes 1 DW.
* Changes to [[Ammunitionweapons]]:* '''Sintered Frangible (SF)''' ammunition now has a different effect* [[Barbed nine-tails]], [[Broken bottle]], [[Long spiked chain whip]], [[Shuriken]], [[Spiked chain whip]], [[Barbed Lucille]]:Text update reflecting they now cause Light Wounds.** Against unarmored ACs[[Meat fork]], [[Pitchfork]], [[Trident]], [[War fork]]: 1Text update reflecting they now cause Deep Wounds.2x Pain, 1.2x LD** Against armored ACs[[Tekko-kagi]]: 0.5x PainSlashes cause LWs, 0.5x LDstab punches cause DWs** Every [[Last Blood]], [[Rending Scissor Blade]]: Slashes cause 4 LWs per hit successfully causing an injury will open 3 Wounds instead of , stabs cause 2 DWs per hit** [[Muramasa]]: Gains 1Bloodthirst 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.** [[Unarmed combatConvenience store]]:Updated the Meds aisle accordingly* Two new techniques* [[Damage types]]: Updated accordingly** [[Explosives]]: *** Injuries caused by explosions: No longer causes wounds of either type. Instead, '''Steal''' and '''Monkey's Paw'''1 fracture goes to a random body part for every 6 Base Explosive Damage (BED) caused. e.g., have been introduceda MkIIIA2 grenade causes 1d8+18 BED, which results in 3-4 fractures.*** Injuries caused by shrapnel: Shrapnel can only cause LWs, despite being Bullet-type.** [[Limb health]]: Updated accordingly** [[Healing]] (non-combat skill): Updated accordingly
Changes to 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 Sensitivity]], 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|10px]]'''1000''' and allows the player access to a 50-unit vault. This vault can be upgraded in 50-unit increments, up to the maximum size of 400 units; upgrading costs [[File:Parallar symbol.png|10px]]'''(size x 15)'''
** Withdrawing items from a vault now costs [[File:Parallar symbol.png|10px]]'''500 + (weight of items withdrawn x 10)''', and it is not possible to withdraw more than 150 units of items at once.
** Withdrawing items from a vault now requires waiting for 1d3 day periods (between 4 and 12 hours), as delivery time.
** [[LBE]] items must be stored empty. LBE items that cannot be folded down (e.g. most backpacks) are not allowed inside the vault anymore.
= March 18th 2023 =
'''Version 6.7.1'''- The Mining Overhaul Update (+ extra goodies)
= June 24th 2020 =* [[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 '''Version 1d200*5''', reducing the maximum size of a single bundle from 4 kg to 1 kg.54** 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- Magazines 201 UGL-I]] integrated underbarrel grenade launcher, exclusive to Customs MP5s with the ISL-201 handguard.* [[Maze Customs]]** [[Customs:Major#Blackhawk|Blackhawk]] and other knick[[Customs:Major#Redhawk|Redhawk]] revolvers receive a new modification: Barrel porting, which acts as an integrated muzzle brake ([[Recoil]] -knacks1).** [[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''').
Changes introduced:
* [[Glock 18C]]: Event line and wiki page now correctly state that the weapon is fitted with the '''Ported barrel''' Maze Customs mod instead of an integrated muzzle brake.
* New [[Weapon accessories#Muzzle brakes|muzzle brake]]: '''Muzzle brake, Shotgun, standard, .410 bore'''
* New [[magazines]]:
** [[Delta Elite magazines|Delta Elite 11-round and 17-round extended magazines]]
** [[Nightmare magazines|Nightmare 11-round and 17-round extended magazines]]
** [[P-14 magazines|P-14 18-round extended magazine]]
** [[P-16 magazines|P-16 22-round extended magazine]]
* Removed a [[Maze Customs magazines|Maze Customs magazine]]: the '''1911DS Custom 10mm 16-round magazine''' was scrapped (P-16 magazines are now used to feed [[Maze Customs:Major mods#1911DS|1911DS 10mm]] pistols
* [[Maze Customs speed strips]]: [[9x19mm Parabellum]] speed strips are now also compatible with [[7.62x25mm Tokarev]]
= January 23rd 2023 =
'''Version 6.7''' - The Bestiary Update
= May 23rd 2020 ='''Version 5.53''' This update was co- Update designed with GenericArchangel and aims to [[food]] make the bestiary more interesting and [[hunting]]varied, more dangerous, yet make fighting worth the effort more often than not.
* Changes to existing [[Huntingcreatures]]:* Game meat from certain creatures no longer provide * [[EffectsAquagon]] such as Alertness increase or Strength +10%/+20% for a few turns: Gains two new attacks: '''Electric bite''' and '''Mist ball.'''* Instead, a system * [[Electragon]]: Changed the type of the '''stun attack''' from '''Piercing''' to '''Spec-Elec''', increased base Pain to '''44%.'''** [[Hunting#High-value meat|high-value meatEverdragon]]: Armor Class was increased from A4 to '''A5''' was created. Meat from certain creatures is now considered to be either ** [[Kappa]] and [[Kenmun]]: Each gains a new attack, the '''DelicacyMist ball.''' (Double value) or a ** [[Jami]], [[Daijami]], [[Oujami]], Aquagon, Kappa, Kenmun: Changed the type of the '''Luxurymist ball''' (Triple value)from Special to '''Spec-Aqua,''' giving it the ability to cause [[Effects#Elemental|Water-Soaked]].
* Changes to [[Creatureseffects]]:* The item lines of all relevant creatures * [[Effects#Elemental|Water-soaked]]: Is now state if they produce delicacy meata semi-permanent effect intended to represent the effects of being drenched in water. As long as the effect is active, luxury meatit overrides '''On Fire''' (disables any fires on the creature's body and prevents new fires from starting), tainted meatbut makes '''Spec-Elec''' cause double damage. Additionally, illegal meatwhile the effect is active, or if they produce no meat the creature '''+0.2% Fatigue per turn''' at allthe 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]].** An exception was made for humans, halflings and youkai - their New item lines do not display meat statusintroduced: '''Dispoable bath towel, as it ''' Weight 0.5. This [[crafting items|item]] is assumed that a consumable with the meat sole purpose of all playable species removing an active Water-soaked effect. Once used, it is already known to be illegaldiscarded.* All references to "Poisonous meat" have been changed to the correct term: Available in [[Hunting#Tainted meatWorkshop|Tainted meatworkshops]]for [[File:Parallar symbol.png|10px]]'''7'''. ** '''''GM tip:''''' A non-specified supply of bath towels is assumed to always be available in bathrooms, shower rooms, laundry rooms, and anywhere it would make sense to find them.
* Changes to [[Foodcontainers]]:* The '''Hot-gon''' no longer has a Strength boosting effect* Mimics, in accordance to the changes listed aboveform of [[Containers#Mimic traps|mimic traps]], have been introduced. InsteadUpon being approached by an adventurer, nutrition was increased from 296 they turn into creature-like constructs that must be fought to 592access the loot inside.** Four types of mimic traps have been introduced: Biter, Basher, Melter, and Burner. Each has an appropriate attack.
* New [[stripper clips|stripper clip]]: '''Arisaka 5-round stripper clip''', compatible with the [[Type 38]], [[Type 44]], and [[Type 97]].
= May 14th 2020 =* 21 new [[creatures]]:'''Version 5.52 part 2''' ** Bugs:*** [[Black Widowmaker]]*** [[Phantom Spider]]** Canines:*** [[Fox]]** Dragons:*** [[Saken]]** Mamono:*** [[Kuda- Bestiary updategitsune]]** Science experiments:*** [[Uemag]]** Bears (new category):*** [[Panda]]*** [[Black bear]]*** [[Brown bear]]*** [[Grizzly bear]]*** [[Armored grizzly]]** Deer (new category):*** [[Key deer]]*** [[White-tailed deer]]*** [[Elk]]*** [[Snawfus]]*** [[Danger Deer]]** Rodents (new category):*** [[Giant rat]]*** [[Giant beaver]]*** [[Procyon]]*** [[Giant capybara]]*** [[ROUS]]
Changes to * 1 new [[Creaturesoccupations|occupation]]:* Old creature bestiary was completely removed and replaced with an all-new collection of monsters - in total, '''128 creatures''', including the 20 playable species.* Human, halfling and youkai occupations have also been revamped - a total of '''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'''[[Makaryuudo]]
Changes to * Numerous [[Craftingcreatures]], both new and existing, receive new drops that can be either obtained on death or harvested through [[Hunting|butchering]]. The full list is below:* New blueprint* [[Food]]: '''Kama''' blueprint Raw and fried chicken egg, raw and fried turkey egg, vinepear** [[Meds]]: Poison glands (Level 1small, medium, large), chelicera, telson* * [[Valuables]]: New [[Valuables#Special valuables|Special valuables]]: Beast fang, blob matter residue, bone antler, borz subdermal scale, bronze feather, dragon scale, frost crystal, firelizard scale, giant rodent tooth, Golden Lion fang, hydra scale, keratin plate, LSS fluid canister, snawfus antler, spiny scale, steel antler, thorny scale, two-headed serpent scale* [[Crafting]]:** 7 new crafting [[blueprints]] and associated recipes: HmVnmS, HmVnmC, HmVnmM, HmVnmT, HmVnmL, DragonSP, HydraSP* [[Trauma plates]]:** 2 new crafting ingredient item-only plates: '''Sickle blade'''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.
= May 7th 2020 December 24th 2022 ='''Version 56.6.3.52 part 1''' - Bestiary update: Preparatory changesScary Snipers with Braking Power Mini-Update
Changes to [[ammunition]]:* [[Small bolt]]: Base damage nerfed This update was entirely designed by 4% (46% -> 42%)GenericArchangel to fix a flaw related to muzzle brakes.
* Changes to [[weaponsWeapon accessories]]:* [[Pistol crossbow]]: No longer has a damage multiplier (previously was x0.8)* [[Lambda magazine crossbowWeapon accessories#Muzzle brakes|Muzzle brakes]]: Now has If equipped to a weapon that is also equipped with a scope, the brake limits that weapon's maximum Recoil to 6 on top of applying its normal Recoil -1effect. In this case, if that weapon's Recoil were to exceed 6 after applying all modifiers, it is treated as 6.2x damage multiplier
New [[clothing and armor]]:
* 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'''
New [[weapons]]:= November 1st 2022 =* Class 5 Long: [[Scythe]]* Class 5 Short: [[Hasami blade]]'''Version 6.6.3''' - The Static MG Update
Pending: The wiki will be edited This update was co-designed with GenericArchangel and aims to adds more flavor and additional combat opportunities to reflect the new changes as soon as possibleworld.
* Changes to [[Cover]]:
** New category of non-random cover (cannot appear in the UA): '''Machine gun emplacements''' (125 health, A4 armor)
** Four types of MG emplacements: three based on existing weapons ([[M249|Static M249]], [[QJY-88|Static QJY-88]], [[M60|Static M60]]) and a unique new one, based on the Browning M2 .50 BMG machine gun: [[Static M2HB]]
** Although static MGs function like weapons, they are non-equippable and not counted as new weapons (as they are elements of a piece of cover)
** MG emplacements appear only in Towns at the [[Town Entrance|Town Gate]]. The type they receive depends on the town's population ("the larger the town, the bigger the bullets")
* New [[weapon accessories]]:
** [[M2 ammo belt|M2 ammo belts]] and belt links
= April 10th 2020 =
'''Version 5.51''' - Changes to game mechanics, simplification of damage models
Changes to core gameplay mechanics:= October 30th 2022 =* The '''C2Version 6.6.2''' [[Armor Class]] is 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 a damage value for the scrapped AC. Most clothing and armor that was classified as C2 will be reclassified as C1.Redrawn Map Update
Changes This update was co-designed with GenericArchangel and aims to [[ammunition]]:* [[.30-06 Springfield]]: Base damage buffed by 1% (166% -> 167%) so that make traveling across the new C2 damage value (old C3) becomes 150% (previously 149%)Mazes more immersive.* [[9x25mm Dillon]]: Base damage buffed by 1% (54% The changes made in this update will also be used to support further future map and location-> 55%), so that the new C2 damage value (old C3) becomes 50% (previously 49%)related updates.
Notes* Changes to [[Uncivilized Area]] and [[Civilized Areas]]:* Creatures have not been modified yet* Fast, Safe, and Deep routes are no longer available between all locations. While most locations are connected by a Deep route, as the bestiary update is still in progressavailability of a Safe or Fast route depends on the existence of a major trade route or traveling axis.** All wiki pages for each town, alongside the [[Intersection]] page, now feature route notation to inform players of each available route between each location.** A new [https://cdn.discordapp.com/attachments/379673260302008320/1036360652719149116/MzW_World_Map_11-2022.jpg world map] has been produced. It now shows a visual representation of each available route (green for Safe, blue for Fast, red for Deep).
= March 17th 2020 October 18th 2022 ='''Version 56.56.1''' - Game mechanics changes, new ammo typesThe Str⑨ngest Balance Update
Changes to This update was co-designed with GenericArchangel and addresses minor balancing issues with specific [[RecoilCharacter traits]]:* 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 [[yousei]] and checking shots.* The new Recoil system works as follows: Every Recoil level has a limit of shots (the Accuracy Drop Threshold, or ADT) that can be fired - if a character shoots over ADT, accuracy and aim wandering effects are applied to the entirety of the shot string, and not just the shots that go over ADT. A second level with even more severe penalties is applied if the amount of shots fired is equal to more than double the limit.** As before, going over ADT will result in aim wandering (which sends shots to &bodyaim instead of the desired point of aim), however instead of being applied only starting from the shot that went over the limit, aim wandering applies to ALL shots if the total amount of shots fired goes over the limit. [[Weapon accessories#Laser sights|Laser sightskitsune]] still cancel out this aim wandering effect.** Accuracy windows and effects of going over ADT once and twice will also be updated.
Changes to * [[Combat modeCharacter traits]] and [[Weapons]]; specifically, : ** '''[[Weapons#Firearm failure types|critical failure]]Fast learner''' 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.** now grants '''Failures to eject (stovepipes)5d25 XP''': For every stovepipe that occurs, the two highest scoring shots (excluding critical failures) are cancelled. If 3 stovepipes occur in a single string instead of fire, the 6 highest scoring shots are never fired. This has the potential of cancelling critical hits8d25 XP.** '''Failures to fire (misfires)Just Can''': No changes.** t Use This'''Failures now requires you to feedrestrict ''': *** If 4 [[combat skills]]'''instead of just 2 . 2 of the skills restricted must be either Firearms or less''' occurred during Heavy Weapons, and the same string of fire: Same as stovepipesother 2 must be Melee and Misc.*** If '''3 or more''' occurred during the same string of fire[[Yousei]]: All shots are cancelled and the weapon is considered Due to be Limitless Potential, yousei now receive '''jammed4x [[training machine]] XP'''; this can be fixed by performing a reload action. This effect stacks with the Fast learner and Slow learner traits.** [[Kitsune]]: Kitsune no longer start with '''Failures to burnMaster''': No changeslevel in [[Negotiation]]. Instead, they start with the [[Character traits|Very Pretty trait]] for free. The trait is non-removable (similar to [[hakutaku]] and Mycologist).
New [[ammunition types]] for pistol and rifle calibers:
* '''Tracer (T)''': FMJ bullets with an illuminating compound at the base of the bullet, which lights up and displays bright, colored light when fired. Tracer ammunition is used to visibly see the flight path of a bullet, and is useful for controlling long strings of fire, particularly full auto, as it allows a shooter to physically see where the bullets are going.
** Effects: Increases ADT by a certain amount of shots, which scales with Recoil level. However, it always breaks Stealth even when shot with a silenced firearm; the tracer light works both ways and can be seen by others, thus revealing your position.
*** Recoil 1-2: ADT +4 shots
*** Recoil 3-4: ADT +3 shots
*** Recoil 5-6: ADT +2 shots
*** Recoil 7-8: ADT +1 shots
* '''Semi-Armor Piercing (SAP)''': Also known as metal-piercing bullets, they offer a lower cost alternative to full AP or APX, but are less effective at defeating armored targets.
** Effects: 0.8x damage against unarmored ACs, 1.3x damage against armored ACs.
* Retail ammunition using these new projectiles is now also available:
** [[.22 Long 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 SAP
= October 17th 2022 =
'''Version 6.6''' - The Battle Rifle Update
= January 12th 2020 ='''Version 5.49''' - Simplification This update #8was 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.
Changes to ==== [[AddictionsMaze Customs]]:====* Advancement of withdrawal levels is now tied to New [[Daily ResetCustoms:Major|Major]]family: '''AR-10''', which includes the existing [[ArmaLite AR-10]] and [[KAC M110 SASS]], a new weapon (the [[ArmaLite AR-10(T)]]), and a range of new calibers listed below** 6 rechambering options** 5 barrel lengths, from 12.5" to 24"** 5 fire control group options** 3 handguards** 4 stock options** 3 upper receiver options* All existing Minor mods for the AR-10 and M110 SASS will be deleted
Changes to ==== [[InebriationAmmunition]]:====* Inebriation no longer naturally decays at '''2 existing calibers re-balanced'''** [[7.62x51mm NATO]]: '''Buffed to a rate base Pain of 0161%''' (16 more).1 per turnNew 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]]) * New * [[Effect.260 Remington]]: '''For every +0Buffed to a base Pain of 133%''' (7 more).1 Inebriation gained, New reference barrel (20" instead of the previous 17.7")* '''5 new calibers'''** [[Stress.243 Winchester]] is decreased by -0.4: 115%; effectively turning alcohol into Base Pain cartridge meant to be a reliable Stress relief methodlow power, low recoil alternative to 7.62 NATO and .260 Remington. Available as a rechambering option for the AR-10 and Rem 700 families.* Inebriation decay now depends on * [[.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 passage of time AR-10 and Rem 700 families. (and not specifically Daily Reset eithersome non-Customs weapon systems)** [[.338 Federal]]: 182% Base Pain hunting-oriented big-bore cartridge, based on the amount serves as one of day periods that have passed since the last drinktwo "fat" alternatives to 7.62 NATO. Available as a rechambering option for the AR-10 and Rem 700 families.* Effects of * [[Inebriation.358 Winchester]] have been modified : 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 simplifiedRem 700 families.** [[8x50mm R Lebel]]: 164% Base Pain cartridge, selected for its historical significance. Available as a rechambering option for the Rem 700 family.
Changes to ==== [[VenomHandloading]]====* New casings:[[.243 Winchester]], [[.300 RSAUM]], [[.338 Federal]], [[.358 Winchester]], [[8x50mm R Lebel]]* Rebuilt the effects of Venom poisoning (modified the thresholds and simplified the effects)New projectiles:** .327, 198 grain: [[8x50mm R Lebel]]** .338, 225 grain: [[.338 Federal]]** .358, 200 grain: [[.358 Winchester]]* Existing projectiles:** .243, 90 grain: Gains compatibility with [[.243 Winchester]]** .308, 150 grain: Gains compatibility with [[.300 RSAUM]]* Primers:** Large Rifle: Gains compatibility with [[.243 Winchester]], [[.338 Federal]], [[.358 Winchester]], [[8x50mm R Lebel]]** Large Rifle Magnum: Gains compatibility with [[.300 RSAUM]]
= January 6th 2020 === [[Weapons]] ===='''Version 5* 15 new firearms:** [[ArmaLite AR-10(T)]] - New AR-10 family member, semi-automatic rifle, [[.48''' 338 Federal]]** [[Breda PG]] - Simplification update #7burst-fire only machine gun, [[7x57mm Mauser]]** [[Browning BAR]] (not to be confused with [[Colt M1918 BAR|the other BAR]]) - semi-automatic rifle, [[.243 Winchester]]** [[Browning BPR]] - pump-action rifle, [[.243 Winchester]]** [[Remington Model 700 ADL]] - New Rem 700 family member, bolt-action rifle, [[.243 Winchester]]** [[MAS Berthier Model 1892 Artillery Carbine]] - bolt-action rifle, [[8x50mm R Lebel]]** [[MAS Lebel Model 1886/M93]] - bolt-action rifle, [[8x50mm R Lebel]]** [[MAS RSC Model 1918]] - semi-automatic rifle, [[8x50mm R Lebel]]** [[Rossi Circuit Judge]] - semi-automatic rifle/shotgun, [[.45 Colt]] (3-inch chamber)** [[SAKO Tikka T3 Lite]] - bolt-action rifle, [[.338 Federal]]** [[Savage Arms Model 99R]] - lever-action rifle, [[.358 Winchester]]** [[SIDARME Model 1915 CSRG Chauchat]] - machine gun, [[8x50mm R Lebel]]** [[Winchester Model 70 Featherweight]] - bolt-action rifle, [[.358 Winchester]]** [[Winchester Model 88]] - lever-action rifle, [[.243 Winchester]]** [[Winchester XPR Compact]] - bolt-action rifle, [[.243 Winchester]]* 5 new melee weapons:** [[Iron ball]] - Crude weapon** [[M1886 Rosalie]] - Bayonet for the [[MAS Lebel Model 1886/M93]]** [[M1905 sword-bayonet]] - Bayonet for the [[Springfield M1903A3]]** [[Service cutlass]] - One-handed sword** [[Sten Mk I]] - Bayonet for the [[Enfield RSAF Sten Mk II]]* Other changes:** [[Armat M41A Pulse Rifle]]: Removed from retail, becomes an artifact weapon
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 3rd 2022 =* '''Books''' now heal a flat amount of Stress, -2Version 6.0% per reading5. Books provide their Stress reducing effect only once per ingame day; an already read book must be marked with a tag4.** Suggested tag: 1'''"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.Archery rule patch
= December 8th 2019 === [[Weapons]] and [[Ammunition]] ===='''Version 5* The rules now explicitly specify that [[Arrow|Arrows]], [[Large bolt|Large bolts]] and [[Small bolt|Small bolts]] can be reused, according to specific conditions.47''' ** Under normal conditions, all hits and misses produce arrows that can be retrieved. Only critical failures result in arrow or bolt breakage.** If the arrowhead is XPL (Explosive): All hits and misses result in detonation, making explosive arrows 100% non- Simplification update #6reusable.** If the arrowhead is IMP (Improvised): Misses and critical misses result in breakage. Only hits are reusable.
* The [[Cover]] system has received multiple modifications aimed at simplifying their purpose and function:
** Cover no longer have pass-through thresholds or corresponding Pain modifiers (like [[trauma plates]]).
** Deleted the "full protection" trait (which protected against bouncing explosives - of which there is [[VOG-25P|only one type]] currently)
** Modified the list of cover types (changed health and AC values on many of them)
* [[Explosives]]:
** Simplified the damage calculation method for pressure mines: full limb damage to legs/feet, 0.25x limb damage to everything else. (Previously, it also dealt 0.5x damage to torso/hips)
** Simplified injury calculation from explosive weapons. It is now dependent on base explosive damage; specifically, equal to '''BED / 4 rounded down''' (or in other words, for every 4 full points of limb damage dealt by an explosive weapon, 1 wound is also dealt).
* [[Chlorine bomb]] and Chlorine gas clouds:
** Removed the 25% chance to lose eyes per turn spent in a chlorine gas cloud. It was replaced by an additional damage effect (2 limb damage to a random body part per turn spent in a cloud).
* [[Crafting items]]
** Gun Repair Kits can no longer be used to repair dud explosives; this ability was moved to the...
** New toolkit: '''Explosives Toolkit (XTK)'''. Costs [[File:Parallar symbol.png|10px]]'''300''' and can be used up to 5 times. This kit allows users to repair dud explosives and defuse certain types of primed explosives more quickly than with bare hands; consumes 1 use per explosive repaired or defused.
* [[Effects]]
** '''Nausea''' is now a temporary effect which prevents using [[Food]] items. All items inducing Nausea are now given a turn duration, and no longer induces IR +1.
** '''Anti-Oni Syndrome''' now causes creatures under this effect to get [[Pain]] instead of [[Venom]] from drinking alcohol (1% Pain per 0.1 Inebriation). The Pain gained this way is '''fixed''' and ignores [[Pain Sensitivity]] entirely.
** '''Decompensation''' and '''Self-deterioration''' were simplified, introducing a system of points gained at Daily Reset. If these points reach a particular threshold, instant death occurs.
** Various effects were simplified or scrapped entirely.
= September 18th 2022 =
'''Version 6.5.4''' - Guns, Blood, and Drugs; A balancing update
= November 14th 2019 === [[Maze Customs]] ===='''Version 5* The [[Heckler & Koch MP5K]] is added to the MP5 Customs family.* Customs: New modifications for the MP5:** Barrel length: Short MP5K barrel (4.46''' - Simplification update #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
* ==== [[WeaponsLimb health]]:====** In a manner similar to the [[MAC-10]] and [[MAC-11Wounds]], these weapons are now considered to be '''auto pistols''' if their stock is folded: [[B+T MP9-N]], [[CZ Sa vz. 26]], [[CZ Skorpion vz. 61]], [[CZ Skorpion vz. 83]], [[IMI UZI]], [[KBP PP-2000]], [[Ruger MP9]], [[Steyr MPi 81]]** These weapons have changed categories entirely: [[Danuvia VD-01]] (Submachine gun -> Auto pistol), [[H&K MP5K]] (Submachine gun -> Auto pistol)** Artifact weapons; [[Bat out of Hell]], [[Doomslayer]]: No longer dependent on the Contestant story for acquisition. Their effects and special abilities have also been modified - see each page for further details.* [[Statistics]]:** [[Pain]]: No longer naturally regenerates at cause a bleeding rate of -2% per turn; in fact, the entire concept of "Pain regeneration per turn" is removed. Instead, 40% Pain is healed every day during the Daily Reset (10% in Survival Mode at every Trading Post instead)* [[Meds]]:** Cannabis no longer increases pain regeneration per turn, but instead decreases Pain by a flat amount; -25%.* Other changes:** '''Augmentations''': Guardian LSS modified so it doesn't improve pain regeneration per turn anymore, but instead reduces Pain Sensitivity and improves the effectiveness of Pain healing at the Daily Reset (Level 2: Pain Sensitivity -10%, Daily Reset Pain healed by 70%0. Level 3: Pain Sensitivity -20%, Daily Reset Pain healed by 100%Blood per wound per turn.)** '''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.
==== [[Meds]] ====
* First aid kit (FAK): Weight reduced to 1 (previously 2)
* Epoetin-alfa: Effect modified to Blood +0.2/turn, -30 ntri/turn, +0.4% Fatigue/turn for 20 turns
= November 10th 2019 === [[Addictions]] ===='''Version 5* New addiction mechanics simplifying the previous system: As before, using a substance comes with a percentage chance of becoming addicted.45However, 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''' - Simplification update #4s 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]]: OresAddiction 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, metals up to 750 P$ and mining6 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
* ==== [[ValuablesEffects]]: ====** Scandium and palladium ingots have been scrapped ** Introduction of new types of ingots: Zinc, Iron, and Tungsten** All ingots are now available in four sizes: 100g Alcohol affinity (0.2 Weight units), 250g (0.5 units), 500g (1 unit) and 1000g (2 units)** "Hardened steel" was renamed to just "Steel"** Value per kilogram of brass is now 240 P$ (previously 224 P$)** Value per kilogram of electrum is now 1400 P$ (previously 1340 P$)* [[OresOni]] creature trait): Effect simplified. Instead of both halving Inebriation received and doubling the Stress relief effect of [[miningEffects#Stress|Need a drink]]:** All metal ores have been completely scrapped and rebuilt from the ground up. All types of metal ores now contain a percentage of ONE useful metal or "quick cash" elementto compensate, and are this trait now based on more realistic types simply doubles the Stress relief effect but gives the normal amount of mineralsInebriation. ** The list of "PrimaryNeed a drink" mining elements (which can be exchanged for ingots) effect has been rewrittendelineated into 4 variants; Level 0, and now includes (from least to most valuable): ZincLevel 1, LeadLevel 2, Ironand Level 3. In essence, Copper, Tungsten, Silver, Gold, Platinum.** The list of the "SecondaryNeed a drink" mining elements (which can be exchanged for cash) has been rewritten, effect progressively offers less and now includes (from least to most valuable): Coal, Sulfur, Nickel, Mercury, Magnesium, Tin, Cobalt, Aluminium, Molybdenum, Titanium, and Chromium.** There isnless Stress relief per Inebriation gained as your character't a tertiary "garbage" category s level 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 changesAlcohol addiction increases.
= 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.= August 24th 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 3'''&stuff'''.** They can also be crafted; two new crafting blueprints, '''SkelKeyA''' and '''SkelKeyB''' were introduced. In a first for the game, these recipes also require a certain skill level in Lockpicking in order to use (respectively, Lv2 - Basic, and Lv3 - Skilled).* Introducing a new type of toolkit, the '''hacking tool''', which is essentially an electronic lockpick. Hacking tools are disposable devices with electronic spoofing software; they can be used up to 10 times, then brick themselves.** It replaces the HX-1337 series of hacking augmentations, which have been scrapped from the game.** Modifications to the hacking mini-games were made to accomodate for the new hacking tool.** The '''R&loginwords''' command was renamed to '''&words''', and its dictionary of words was increased from 810 to 8738 words.* '''Kasha buffs''': Kasha base stats have been improved (Base limb health: 43 -> 60, Max Blood 12 -> 17, Pain sensitivity 163% -> 117%), and their old "Savage" ability was removed, and replaced with two new abilities, '''Natural Hunter''' and '''Savage Mode''':** '''Natural Hunter''': As a passive ability, kasha claws are tough enough to allow for Butchering without the need for a suitable tool. All Kasha also start with Lv2 - Basic in Hunting.** '''Savage Mode''': Kasha can, at will, give themselves +10.0% Stress in exchange for +40% Strength and -40% Pain Sensitivity for 20 turns. If Savage Mode is already active, Kasha can activate the ability again to extend the remaining duration by another 20 turns.* '''Nerfing [[Ammunition#Pistol and rifle caliber projectiles|UHS ammunition]]''': It now deals 1.3x damage (Pain and LD) instead of 1.4x.* '''Changes to MAIM''': Rie "Fireball" Kirari, being a kasha, now benefits from the new abilities introduced above. Her natural Pain Sensitivity was also lowered to 87%.* '''Changes to healing''': First Aid Kits and Field Surgery Kits now instantly heal HP instead of HP over time (Light: +7 HP; Strong: +12 HP). The bonuses introduced by the Healing skill now give additional HP to all of the limbs not targeted by the FAK/FSK - +1 HP at Basic, +2 HP at Skilled, +3 HP at Expert, and +4 HP at Master. The bonus HP is free and costs no Nutrition or Fatigue.R Update
==== [[Basic mechanics]] ====
* Created and defined the concept of [[Downtime]].
= September 6th 2019 (2) =
'''Version 5.43 (part 3) - The SteveMRE Konbini update part 3/3: Convenience stores'''
== Convenience stores =July 20th 2022 =* Convenience stores are a new shop type which replaces the previously existing takeout stands'''Version 6.* Convenience stores are a type of individual shop, sharing the same layout as other types of individual shops5.* The purpose of convenience stores is to sell a fixed inventory of items considered to be basic necessities. Unlike most other shops in the Mazes, the majority of their inventory is not random.* Items sold at convenience stores are divided in four aisles: Food aisle, Ammo aisle, First Aid aisle, and Misc aisle.* Each convenience store belongs to one of five chains; 2'''24-Seven, Fusco's Bodega, Angelstop, Circle H''' and '''Tomato Konbini'''. Each chain has their own traits and extra features, such as raffle tickets for every 250 P$ of purchases, extra gear, or extra services.Lockpicking minigame update
==== [[Skills]] ====
* The [[Lockpicking#Picking electronic locks|electronic lockpicking]] minigame has been updated with an easier and more balanced variant.
= September 6th 2019 (1) =
'''Version 5.43 (part 2) - The SteveMRE Konbini update part 2/3: New and improved rations, new food items'''
This is the second part out of a series of three updates= April 20th 2022 ='''Version 6.5.1''' - Simplification Update #10: Completely Baked Edition
== New food items == Basic game mechanics ====* 11 new and improved rations have [[Recoil]] has been introduced, replacing the previous 3 completely.* New category simplified; there is no point of food item, '''powdered drinks'''. Powdered drinks are inedible on their own, but can be combined with a bottle of water aim shift after crossing ADT anymore (due to create it being a drink.** 8 powdered drink packets, and 8 corresponding crafting-only beverages introduced.* 20 new types of regular food items introduced, many remnant of which can be found in the new rationswhen Recoil required checking for shot order).
All of the new items have been added ==== [[Weapon accessories]] ====Effect changes to the following accessories:* Laser sights: No longer cancel the point of aim shift (as that mechanic has been deleted), now gives '''[[Food]]IR -1''' 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.
= March 22nd 2022 =
'''Version 6.5''' - Further Balance Updates
= September 5th 2019 === Basic game mechanics ====Changes to the following core game mechanics:* Major change to the [[limb groups]] system: hits to the LIMB group now cause '''Version 50.43 (part 1) - The SteveMRE Konbini update part 1/3: Changes to consumables5x'''damage (same as hits to the EXTREMITIES) instead of the previous 0.4x.
This is ==== [[Ammunition]] ====Major rebalancing to the first part out of a series of three updates.ammunition type cost multipliers:
The effects of many consumables have been modified* 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)
== General changes to all consumables == [[Character creation]] and [[Character customization]] ====* All consumables that previously listed a percentage chance to get an effect, [[Human]] characters now always give receive '''4 starting trait points''' instead of the normal 3, to compensate for the listed effect. The percentage chance effects have been scrappedlack of racial benefits.
== Changes to Effects == [[Convenience store|Convenience stores]] ====* '''Nausea''' is Convenience stores 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 rewrittensell [[M67]] frag grenades, [[M18 smoke grenade|M18]] smoke grenades and now works as follows: If Hungry, Famished or Starving, this effect will treat the creature's Nutrition level as being OK [[M84]] flashbang grenades (temporarily canceling any negative effects from low nutrition1d8 per store).
== Changes to food == [[Crafting]] ====* Can of cola drinkChanges to [[Toolkits]]: 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%Gun Cleaning Kits (GCK), but the effect is lengthened from 15 to 20 turnsGun Repair Kits (GRK), and now also reduces Fatigue by 5.0% and increases Stress by 0.5%.* Cup of teaMelee Repair Kits (MRK), greenExplosives Toolkit (XTK): Effect now increases alertness instead of Agility, effect now lasts Maximum uses per kit buffed to '''10 turns* Cup of tea, black: Effect now increases alertness uses''' instead of Agility, effect now lasts 10 turns3. Price per unit is unchanged.* All game meat boosting Strength or Alertness* Gun Cleaning Kits: All effects now last 20 turns instead of 2 or 3 turnsNow repairs '''200 Condition''' per use (previously 100).* Hot-gon * Gun Repair Kits and Melee Repair Kits: Now repairs '''400 Condition''' per use (exclusive to Diamond Hot-Dogspreviously 250): Effect now lasts 20 turns.
== Changes == [[Traits]] ====New traits (<span style="color:#00CC00">'''Green: Positive'''</span> ; <span style="color:#CC0000">'''Red: Negative'''</span>):* <span style="color:#CC0000">'''Bad eyesight'''</span> (+2): Your character has a natural vision impairment that cannot be corrected with eyeglasses. You suffer from a permanent FT+1 effect.* <span style="color:#00CC00">'''Druggist'''</span> (-2): Ability to [[Identification|identify]] [[meds ]] on sight* <span style="color:#00CC00">'''Fast learner'''</span> (-1): Your character earns Training Points at a faster rate.** When training at the [[shooting range]] or the [[dojo]], you divide the number of successes by '''4 instead of 5''' to obtain your Training Points (effectively corresponds to ~25% faster learning).** You earn [[training machine]] XP at a faster rate. When using a Dojo's training machines, you gain '''8d25 XP''' per use instead of the normal 4d25.** Not compatible with Slow Learner* <span style="color:#CC0000">'''Frigid'''</span> (+2): Your character '''heals no [[Stress]]''' in the following situations: [[Strip club]]: Pole-dancing shows, private dances, special services ; [[Sanctum]]: Stress-relief chamber ; [[Cubus]]: Sex services ; Reading [[book|erotic books]] ; Any sexual or intimate situation (at the GM's discretion)** Not compatible with Horny* <span style="color:#00CC00">'''Jeweler's Eye'''</span> (-2): Ability to [[Identification|identify]] [[gemstones]] on sight (although not appraise them)* <span style="color:#00CC00">'''Mycologist'''</span> (-2): Ability to [[Identification|identify]] [[mushrooms]] on sight** If your character is a [[hakutaku]], you have this trait by default, at no cost. (This trait cannot be removed.)* <span style="color:#CC0000">'''Slow learner'''</span> (+1): Your character earns Training Points at a slower rate.** When training at the [[shooting range]] or the [[dojo]], you divide the number of successes by '''6 instead of 5''' to obtain your Training Points (effectively corresponds to ~16.67% faster learning).** You earn [[training machine]] XP at a faster rate. When using a Dojo's training machines, you gain '''3d25 XP''' per use instead of the normal 4d25.** Not compatible with Fast Learner
Many medical items have had their effects completely rewrittenChanges to existing character traits:* '''Galaxy Brain''' has been removed. These are the new effects * '''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 following items:end of combat.
* Cannabis joint: Agility -1, Pain Regeneration Rate +2% /turn for 20 turns, Stress -1.0%==== [[Effects]] ====* CigaretteThe following Effects have been modified: Agility +1, FT -1 for 10 turns* Nitrous oxide'''Combat Stress''': Pain Sensitivity -50%Base effect is '''doubled''', Euphoria Rush for 10 turns* Amphetamines: Agility meaning that each turn of combat now causes +0.2, Alertness increase, FT -1 for 20 turns, Stress +3.0%* Pentobarbital: Instant death in 20 turns* Steroids (anabolic): Strength to +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 -30.08%, [[Stress +10]] per turn multiplied by the number of starting enemies.0%* Oxycodone'''Travel Fatigue''': FT+1 for 10 turnsThe base roll is a '''2d4''' instead of the previous 1d8, Pain -50%* Epinephrine: Agility meaning that each room traveled adds +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 to +1 for 10 turns, Fatigue -120.08%[[Fatigue]], Stress with a bell curve effect biased towards the median of 5 (+10.25%* Diazepam: Alertness increase, FT-2 for 20 turns* Ecstasy: Intense relaxation, Euphoria Rush for 40 turns).
== Changes to mushrooms ==
Many mushrooms have had their effects completely rewritten= March 5th 2022 ='''Version 6. These are the new effects for the following items:4''' - The Love Hotel Grabbag of Optimizations Update
* Oni's Bane mushroom: Anti-oni syndrome for 10 turns==== [[Weapons]] ====* Golden cap, 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 +30Several melee weapons have had their damage values and Weight changed to improve balance.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 turnsList of changes by melee weapon category
Axes
* [[Fire axe]]: Increased base damage to 72% - 72/65 54/43/32/14/4
= July 21st 2019 =Crude weapons'''Version 5.42''' * [[Meat fork]]: Increased base damage to 30% - Detective update30/27 21/17/12/6/1
An accompanying Tsuchinoko update (version 138) will be released on the same day.Knives* [[Dagger]]: Increased base damage to 53% - 53/48 40/32/24/11/3* [[Karambit]]: Decreased base damage to 28% - 28/25 20/15/11/6/1
== Changes One-handed clubs* [[Heavy spiked gada]]: Increased LDV to +3* [[CreaturesFlanged mace]] ==: Increased LDV to +3* The Maze Police faction has a new rank, Guard Detective. Ranks above Sergeant but below Chief, they are investigators in plain clothes, in charge of cases and issues. They come with their own set of equipment[[Pipe wrench]]: Increased weight to 9.Increased base damage to 70% - 70/67 56/46/35/18/5** They now appear as a separate type of creature that can be rolled by the '''&enc''' and '''&enc-LEO''' commands[[Wrench]]: Decreased weight to 2.Decreased base damage to 33% - 33/30 25/20/15/7/2* All Maze Guard flavors have received an equipment update; trauma plates, Tasers, better load-bearing equipment[[Hammer]]: Increased weight to 3.
One-handed swords
* [[Butterfly sword]]: Decreased base damage to 45% - 45/41 32/25/18/9/1
= July 13th 2019 =Two-handed club'''Version 5.41''' * [[Iron bat]]: Increased base damage to 50% - Weapon accessory tweaks and simplifications50/48 40/33/25/13/4
This update aims at trimming some more of the fat with game mechanics, specifically mechanics related Whip/Lash* [[Kusari-fundo]]: Increased LDV to weapon accessories+3. Increased base damage to 55% - 55/52 44/36/28/14/4* [[Straight whip]]: Decreased base damage to 45% - 45/43 36/29/23/11/3* [[Bullwhip]]: Increased LDV to +2. Increased base damage to 49% - 49/47 39/32/25/12/4* [[Light bullwhip]]: Increased LDV to +1. Increased base damage to 37% - 37/33 28/22/17/7/2* [[Riding crop]]: Decreased weight to 3. Decreased base damage to 30% - 30/29/24/20/15/8/2* [[Nine-tails]]: Decreased weight to 2.
An accompanying Tsuchinoko update (version 137) will ==== [[Food]] ====Food items other than packaged rations and canned goods now have different weight values. Instead of being all 1 unit, they may be released on any one of the same dayfollowing: 0.25, 0.5, 1, 2, or 3 units.
== Changes to [[weapon accessories]] === New weight values =====Fruit* Scopes: All scope effects have been re-balanced0.** Low-power optics25: No longer have a special effect boosting accuracy only when aiming at small body partsApricot, Grapes, and instead provides a flat FT-1 bonus.Kumquat, Kiwifruit** Medium-power optics: Now provides a FT-2 bonus instead of FT-10.** High-power optics5: 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 activeApple, it no longer causes a blindness effect. (Flashbangs are unaffectedPear, they still cause enhanced blindness to creatures with night vision).** Weaponlights switched on now '''automatically break stealth'''Orange, as they are sources of bright light that can be seen by everyone.* WL2 batteries have been '''entirely scrapped'''Pomegranate, alongside three models of weapon light (Inforce APL, Inforce WML, and P3X Fury Tactical) due to redundancy.Banana* One new type of dual modules introduced1: the '''Streamlight TLR-4''', which can be fitted on Short interfaces.Watermelon wedge* 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.2: Pineapple* All character sheets must have the following modifications made3: 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.Cantaloupe
== Other general changes ==Vegetable* [[Cover]] mechanics simplified (effectively returned to a previous state); the Exposure system (exposed/hidden) is scrapped0.25: Carrot, cover now returns to protecting the full bodies of everyone that is behind coverBeet, Turnip, Leek, Wasabi root* 0.5: Tomato, Potato* 1: Artichoke, Cucumber* 2: Cabbage
Meat
* 0.25: All types of game meat
= May 18th 2019 =Seafood'''Version 5* 0.4''' - Simplification update #3 25: Mussels, Clam, Sardines* 0.5: Trout, Cod* 1: Sea bass, Sole, Grilled eel, Lobster* 2: Stress and inaccurate hitsCuttlefish, Salmon, Carp, Tuna, Crab
This update aims at further simplifying certain game mechanicsDessert* 0.25: Waffle, Madeleine, Crepe, Scone* 0.5: Yogurt, Brownie, Ice cream cone, Fruitcake slice, Millefeuille, Donut, Muffin, Cookies (6), Large cookie* 1: Black forest cake slice, Cream pie slice, Cookies (18)
== General changes ==Snacks* Stress0.25: All stress levels from Moderate Chocolate bar, Caramel, Bread slice, Cheddar slice, Fortune cookie, Energy bar, Granola bar, Whole wheat biscuits, Candy (mint), Candy (strawberry), Fruit bar, Milk and up no longer cause incremental fatigue effects.cereal bar, Peanut caramel bar* Inaccurate hits with ranged weapons no longer call for a 1d2-1 check to determine if the shot hits0. From now on5: Candied fruit can, all inaccurate hits are hits.Peanut chocolates (27), Salt crackers (10), Breadsticks (10), Breakfast biscuits* All inaccurate hits now deal 0.7x Pain and Limb Damage1: Peanut chocolates (168), including in melee Salt crackers (down from 0.8x20), Breadsticks (20), Pretzels, Popcorn (plain), Popcorn (caramel), Honey-roasted nuts
Fast-food
* 0.5: Fries, Fried potatoes, Nuggets (6), Pizza (1 slice), Sandwich, Cup noodles
* 1: Cheeseburger, Double cheeseburger, Nuggets (20), Hamburger, Hot-dog, Chili-dog, Corn-dog, Hot-gon
* 2: Potato chips
* 3: Pizza (8 slices)
= April 23rd 2019 =Beverages'''Version 5* 0.3''' - Simplification update #5: Orange juice, Tea (black), Tea (green), Lemonade, Cola, Coffee (black), Apple juice, Grape juice, Energy drink, Coffee (cappucino), Hot cocoa* 1: Mineral water, Milk, Beer (blonde), Beer (brown), Beer (stout), Craftable powdered drinks (all of them)* 2 : BloodChampagne, Red wine, Vodka, Mead, Absinthe, Sake, Whiskey, Brandy, Cider
This update aims at simplifying some of the mechanics related ===== Changes to the Blood statisticrations =====The contents of specific rations have been changed.
== General changes ==* Blood no longer naturally heals at a rate of 0.Ration B1: Added 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 extra pack 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 whole wheat biscuits 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 can of lost Blood. spam* Blood Transfusion Kits now carry 3 units Ration B2: Removed 1 packet of Blood each instead of 5. Full BTKs now cost 350 P$ instead of 550 P$.powdered coffee* A new type of medical item ('''Epoetin-alfa''', syringe) can be consumed to start a 20-turn effect resembling the old natural regeneration effectRation L1: +0.1 Blood per turn, in exchange for -15 ntri Removed 5 cigarettes and +0.2% Fatigue per turn. In total, the item would help your body regenerate up to 2 Blood but burn up to 300 ntri and 4% Fatigue. Syringes of Epoetin-alfa cost 100 P$, making them the cheapest syringe-type medical item.5 safety matches* Changes to '''Augmentations'''Ration L2: 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 Added 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 can of a few days.pasta with tomato sauce* Changes to '''Clothing protections'''Ration S1: Buffs to protection ratings. ''-Resistant'' will prevent injuries on hits dealing up to 4 limb damage (previouslyAll item quantities doubled, added 2), milk and ''-PROOF'' will prevent injuries on hits dealing up to 8 limb damage (previously, 4).cereal bars
===== Other food related changes =====
= February 20th 2019 ='''Version 5.* [[LBE]]: All LBE with a Food holster: the effect is replaced to "max weight: 3" instead of "max items: 2''' "* [[Style shop]]: Custom food holsters are now weight- Extra game modes updatebased instead of item count-based, as above.
This update introduces two new methods of playing MazeWorld: '''Survival''' ==== [[Meds]] ====First Aid Kits (FAKs) and '''Freeform''', and retroactively renames the 'main' mode into '''Contestant Story''' or just '''Story'''. These new game modes, so Field Surgery Kits (FSKs) receive simplifications to speak, aim at providing more flavors for players make them easier to use and future GMs to enjoy.manage:
== General changes ==* The [https://docsFAKs and FSKs no longer serve as mini containers capable of carrying extra meds (IBs, paracetamol, HAP, epinephrine, etc.google.com/forms/d/1fLN_YUoVStGt0ElBtVpyMg1bIvn1Eqxc3BuDJrdIkBk/ character sign)* 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 form] has been updated to account for the changes below21 HP, and all 5 uses of an FSK, 60 HP.
== Survival == [[Hotel|Hotels]] ====In this A new mode, players adopt the role hotel classification has been added: Love Hotels.* Falls outside of the luxury level (star system) by offering a Survivorunique service, whose represented by a heart symbol (♡)* Love hotel rooms possess a single king-size bed intended mainly for couples, similar to ★★★★ hotels.* Love hotels only objective is allow you to kill anyone that looks book a room if you have at them wrongleast one partner, and survive as long as possiblebooking only lasts 4 hours, not 24. Survival The intention is mainly inspired from old-school MazeWorldto provide couples (or groups) with the privacy needed for intimacy.* In exchange, it the stay is essentially an endless Uncivilized Area run, cheap - just as it once was[[File:Parallar symbol.png|10px]]'''50''' to get in.
When playing Survival, players have the option to choose between two modesSeveral 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''Tier X''' s** Murberry - ★ Layd Backe** Wayward - ★★ Thornton Hostel* Syndicate towns** Baden Town - ★★ The Run-Inn** Viris Area - ♡ Lovelight* Youkai towns** Aosaidan - ★★ Kaneda (The game ends after completing X Challenges金田) or '''Endless''' ** Masatomo - ★★★ Lodge of the Fork** Kazama - ★★ Amane Hotel (The game only ends with the Survivor's death天音 HOTEL, or at player requestlit. "Divine Sound Hotel")** Kijirou - ★★★ Dou to Gin (銅と銀, lit."Copper and Silver")
The main differences introduced by Survival are as followsA few existing hotels changed classification:* No towns or intersections as players know them Ellen Sector - Survival is an endless Uncivilized Area streakWarm Case Hotel - Was ★★, equivalent to a Deep route. Explorable areas can even still be found and completed for their rewards!becomes ♡* Nutrition and Hydration Reset occur every time the Survivor reaches a Trading Post (TP reset). In turnAbakash - Brim Inn - Was ★★, the reset is much lower than normal. The base values are 420 ntri and 140 wtr (0.2x a normal daily reset).becomes ♡* Date and time are not tracked.* No Faction Reputation and no Renown to worry about.* All skills are unlocked: Survivors start with Unskilled in all nonGarica Block -combat skills (unless skill levels were purchased at Startgame)* The Survivor starts with a MAIM account, with all generic and regular named mercenaries available (Special mercs are not available as they're tied to the story).* Every 50 rooms, the Survivor will find a Trading Post, which is nothing more than an intersection with a fixed amount of shops and services (see below for details)* On the room following every second Trading Post (101, 201, 301...), the Survivor will find a Challenge. Completing the Challenge is necessary to progress forwards!* If playing on Tier X, X corresponds to the amount of Challenges the player must complete in order to reach the end.** There is no upper limit on the Tier number (and subsequent amount of Challenges), though in order to keep games from being unreasonably long, the authorMarion's recommendation is to keep it between 1 and 10, and any longer games should be Endless instead.** The author personally recommends firstInn -time players and GMs to try Survival Tier 4Was ★★, for a 401-room adventure.* Mercenaries function differently:** The time-based hiring rates do not apply, and are instead replaced by a 50-room hiring rate (corresponds to the distance between Trading Posts). That special rate is equivalent to 2x the 24-hour rate.** Upon being hired, a mercenary will immediately join the Contestant with no waiting time.** Merc deaths do not need to be reported.** All mercenaries show up with their gear. There are no gear costs - their equipment is essentially free.** All special parameters are ignored.becomes ♡
==== [[Creatures]] and [[Occupations]] ====The only objective in Survival is to survive. Each Survivor will be entered into a leaderboard for following creatures killed and KV score obtained at the end of occupations received changes to their run, as well as rooms visited in Survival Endless.loadouts and skills:
== Freeform play ==This is essentially the normal game, but without main story quests or sidequests * [[Escort]]: [[Glock 26]] loadout replaced with [[Glock 19]] and 15-round mags* [[Escort boss]]: [[Para P-14]] loadout replaced with certain shops[[Para P-18]], two magazines, services and other conveniences immediately available. This mode aims at a more relaxed experience9x19mm Standard JHP ammo* [[Janitor]], without the pressure of the pre[[Head janitor]]: [[Broom]] replaced with [[Mop]]* [[Acolyte]]: New Primary 2 weapon: [[Round shield]]. New [[skills|skill]]: Shields (Basic)* [[Knight]]: [[Arming sword]] replaced with [[Heater shield]]. New [[skills|skill]]: Shields (Skilled)* [[SRT Officer]]: New Primary 2 weapon: [[Ballistic shield -made main storyAlpha]]. New [[skills|skill]]: Shields (Expert)* [[Vampire]]: [[AI AWSM]] loadout replaced with [[AI AW]], two magazines, as well as offering an opportunity to design your own stories and plots7. 62x51mm NATO Standard FMJ ammo
The main differences introduced by Freeform are as follows:==== Other changes ====* All skills are unlocked. Freeform characters start with Unskilled in all non-combat skills, as well as a MAIM account.* The Freeform character starts with a MAIM account, with all generic and regular named mercenaries available (Special mercs are not available as they're tied to the story).** Reputation and Renown requirements from certain mercenaries are disabled.* Roazon is collapsed, exactly as it would after the Contestant completes Sidequest S3-2.[[M1 Garand]]: Missing Customs combinations have been added* All repeatable activities are available[[Hospital]]: Trading Missions, Mercenary Contracts, Mining, and Bounty Hunter* Several shops and services that are normally only obtained as sidequest rewards are available Cost of healing limb damage dropped from the start[[File:** The Power Armor Shop (Ferland Sector) is available and fully upgradedParallar symbol.** 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, png|10px]]'''25''' to allow GMs more flexibility[[File:Parallar symbol.** It is recommended to replace any rewards in Renown/Rep with money, where applicable and where it would make sense. (e.gpng|10px]]'''15'''. Vigilante work)
= January 17th 2019 February 10th 2022 ='''Version 56.13.13''' - KISS The 1000-Weapon Update (Keep It Simple, Stupid!)Part 13: Submachine guns and Two-handed swords
This update aims at simplifying several 15 new weapons added to the game mechanics deemed too granular or generally not fun enough.(14 firearms, 1 melee weapon), bringing the total to the covered '''1,000'''!
== Simplified nutrition and hydration ==* Nutrition and hydration no longer decay at a rate of 1 per turn. Instead, these stats are slashed by a set amount at a fixed rate and frequency, to symbolize meeting daily recommended needs; these are called the '''Nutrition Reset''' and '''Hydration Reset''', respectively.** Nutrition is reset every day at midnight. The reset will reduce the current Nutrition by an amount equivalent to (meat worth x 30). For a human, that amount is 2100 ntri. ** Hydration is reset every day at midnight. The reset will reduce the current Hydration by an amount equivalent to (meat worth x 10). For a human, that amount is 700 wtr.* Nutrition and hydration each have new value ranges and corresponding effects; they are generally simpler and more clear-cut effects.** Nutrition going too high will increase minimum Fatigue, and eventually reduce Agility.** Nutrition going too low will decrease Strength, and eventually disable the ability to heal Pain, Blood or Limb Damage (due to the body not having the "fuel" to do so).** Hydration going too low will decrease Strength, then Accuracy, then cause Hallucinations, until eventually causing death.New weapons ====
== Simplified fatigue ==* Firearms:* 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.* [[Class 2 weapons]]:* The "Energized" tier is deleted.** [[Angstadt Arms UDP9 PDW]]* Reaching an amount of Fatigue equal to 2x Endurance will result in death.** [[Beretta PM12S]]* All effects of high fatigue now decrease Agility, and eventually decrease accuracy and cause Hallucinations.** [[Blyskawica]]*** [[Changfeng CS/LS06]]*** [[Enfield RSAF Sten Mk II]]*** [[Franchi LF-57]]*** [[IMI Mini UZI]]*** [[IZHMASH PP-19 Bizon-2-01]]*** [[IZHMASH PP-19 Bizon-2-02]]*** [[IZHMASH PP-19-01 Vityaz]]*** [[Lysaght Works Owen Mark I]]*** [[Mendoza Bulldog]]*** [[Norinco QCW-05]]*** [[TAO Jatimatic]]* Melee weapons:** [[Class 5 Long weapons]]:*** [[Sickle-sword]]
== Simplified clothing and armor == Other changes ====* Clothing [[Style shop]]: Now offers a custom LBE service* [[Maze Customs]]: AR-15s equipped with both a flat-top receiver and armor can no longer sustain damagequad-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, period. The only exceptions are32:Now compatible with [[.327 Federal Magnum]]** Trauma plates - which still continue to work as they normally doPistol, standard, .45: Now compatible with [[.41 Magnum]]** Powered armor - which require a condition meter to determine protection levelRifle, standard, 5. When wearing power armor8mm: Now compatible with [[5.8x21mm]]** Rifle, standard, damage calculation is greatly simplified - 1 limb damage sustained = 1 armor condition lost.260 / 6.7mm: Now compatible with [[6x45mm]]* Cutting clothes into rags (as long as they have the RagOK tag) now always succeeds and results in obtaining 1d4 Rags (at least 1 is now guaranteed)* Rifle, standard, . Multipliers (030 / 7.5x or 2x) affect 62mm: Now compatible with [[7x57mm Mauser]]* Updated the result [[List of that 1d4muzzle brakes|muzzle brake]] roster for compatibility with the new calibers:** Pistol, standard, and it is always rounded up.45: Now compatible with [[.41 Magnum]]** Rifle, standard, .260 / 6.7mm: Now compatible with [[6x45mm]]** Rifle, standard, .30 / 7.62mm: Now compatible with [[7x57mm Mauser]]
== Simplified weapon maintenance ==
* The Reliability/Max Cleanliness stat is scrapped.
* Durability is renamed Max Condition, and all firearms' Max Condition values have been rewritten.
* Critical failures have been completely revamped and simplified. Condition is now meant to be lost on a critical failure, and for each 2 rolled, the new command '''@critfail''' must be used.
** @critfail contains 80 possible effects, half of which are simple condition loss effects (ranging from 100 to 2000). The other half are condition loss effects (ranging from 50 to 1000) with a weapon failure (failure to fire, eject, etc.) effect on top. If the relevant weapon is a melee weapon or does not have a corresponding weapon failure type, the condition loss effect is doubled instead.
Changes to handloading:= February 9th 2022 =* Load level (hotness) of ammunition affects the severity of the Condition loss on a critical failure'''Version 6. -P/Cold: Condition loss x03.5. +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 (12''not recommended!'')- The 1000-Weapon Update, the hottest Part 12: Conventional rifles and dirtiest ammunition fired that turn is used as a reference for ''all'' rounds fired that turn.Handgear
Changes 37 new weapons and 1 new caliber added to weapon accessories:* Since Cleanliness no longer existsthe game (30 firearms, silencers no longer apply a malus on 7 melee weapons, including 1 integrated bayonet), bringing the equipped firearmtotal to 985.
Changes to crafting:==== New caliber ====* Gun Cleaning Kits: They are now used to restore a firearm's Condition, as long as it's 60% or higher. Gun Repair Kits can still be used at any Condition percentage[[7.92x107mm]]
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 1 weapons]]: '''@asktsuchi'''*** [[Alexander Arms AWS]]*** [[FK Maroszek Kb Ur wz. Ask a yes35]]*** [[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/no question and use that command. Results may vary.44]]*** [[Ruger 77/357]]*** [[SIG Arms SG751 SAPR]]*** [[SIG Arms Mondragon M1908]]*** [[Zbrojovka Brno ZH-29]]** [[Class 2 weapons]]:*** [[Armalite AR-7 Explorer]]*** [[Mauser M1917 Trench Carbine]]*** [[Taurus CT-30]]*** [[TNW Firearms ASR 9]]* Melee weapons:** [[Class Handgear weapons]]:*** [[Brass knuckles]]*** [[Chainmail gauntlets]]*** [[Push knives]]*** [[Spiked knuckles]]*** [[Tekko-kagi]]*** [[Tenderizer knuckles]]** [[List of bayonets|Bayonets]]:*** [[Type 44 bayonet]] (integrated to the [[Type 44 Arisaka]])
==== Other changes ====
* New ability: [[Steady aiming]]
= November 27th 2018 =
'''Version 5 update''' - The Finished State update
== Quests =February 1st 2022 =* '''Story Arc #Version 6.3: The Human-Youkai War.11''' released! Features 33 quests, 1 sidequest- The 1000-Weapon Update, Part 11: Precision 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 gatheredTwo-handed clubs
== Content ==Abilities:* Several special abilities were renamed 13 new weapons 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 revolver7 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 6 melee weapons), Backlash (Whip/Lash weapons), Desperate Smash (Crude weapons), Double Cleave (Axes, One- and Two-handed swords), Stabbing Rush (Knives)** Techniques that can be '''purchased''': Lightning Reload (available for 3000 P$ at any shooting range)bringing the total to 948.
Maze Customs* Firearms:* Customs* [[Class 1 weapons]]:Minor *** [[Accuracy International AW]]*** [[CZ TSR]]*** [[KBP VSK- 1 new tactical conversion ('''Pecheneg Zenit'''), 4 new minor barrel configurations ('''SCAR-H STD, SCAR-L STD, SCAR-L LB, SG551-LB''')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]]
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 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.
= January 23rd 2022 ='''Version 6.3.10''' - The 1000-Weapon Update, Part 10: Pistols and One-handed clubs 47 new weapons added to the game (32 firearms, 15 melee weapons), bringing the total to 935. ==== New weapons == Meta == * GM side Firearms:** [[Class 3 weapons]]:*** [[Beretta APX]]*** [[Beretta M9-22LR]]*** [[BSA Welrod Mk I]]*** [[Colt Model 1903]]*** [[DW Ortgies 7.65]]*** [[FB Radom P-64]]*** [[FB Radom wz. 35 Vis]]*** [[FEG Frommer Stop]]*** [[Glock 19]]*** [[Glock 23]]*** [[Glock 32]]*** [[Glock 44]]*** [[Heckler & Koch P7M7]]*** [[IMI Desert Eagle Mark VII]]*** [[IMI Jericho 941 R]]*** [[MAB Model D]]*** [[Mauser C96 Broomhandle]]*** [[Mauser M2]]*** [[Norinco NP762]]*** [[Norinco QSZ-92]]*** [[Kel-Tec CP33]]*** [[Kel-Tec P17]]*** [[Kel-Tec P50]]*** [[Para Ordnance P-18.9]]*** [[RPC Fort Fort-17]]*** [[Ruger LCP VE]]*** [[Semmerling LM4]]*** [[SIG P210]]*** [[Smith & Wesson CS45]]*** [[Springfield 1911RO Target]]*** [[Star Megastar 10]]*** [[Steyr M1912]]* Melee weapons:** [[Class 5 Long weapons]]:*** [[Heavy gada]]*** [[Heavy spiked gada]]** [[Class 5 Short weapons]]:*** [[ASP Agent A30]]*** [[ASP Talon T60]]*** [[Blackjack]]*** [[Boomerang]]*** [[Entrenching tool]]*** [[Gunbai]]*** [[Light gada]]*** [[Maglite ML300L]]*** [[Raider mace]]*** [[Sai]]*** [[SF-34000]] (Artifact)*** [[Trench mace]]*** [[Wrench]] ==== Other changes==== Changes to [[magazines]]: Planned migration away from Excel * All Desert Eagle magazines now possess a "Deagle" tag for searching purposes* Mauser C96 Red 9 stripper clip: Renamed to "Mauser C96 stripper clip", compatible with both [[Mauser C96 Broomhandle]] and fully towards Google Docs [[Mauser C96 Red 9]] depending on loaded ammunition Changes to [[Maze Customs magazines]]:* Glock- SF .22 and Glock-LF .22 magazines: Capacity increased from now on GMs 10 rounds to 12* 1911SS 9mm and players should be using the same files; any changes 1911DS 9mm magazines deleted (replaced with [[1911RO magazines]] and updates should be done through direct edition of the player[[P-18 magazines]], respectively)  = January 9th 2022 ='s GDocs sheet''Version 6. Any information that is hidden from the player should be kept on a separate, GM3.9''' -only file The 1000-Weapon Update, Part 9: Grenade launchers and Knives 12 new weapons added to the game (preferably also on GDocs2 firearms, 10 melee weapons) which lists only , bringing the hidden information and nothing elsetotal to 888. * Migration Firearms:** [[Class 1 weapons]]:*** [[NAWS China Lake]]*** [[Springfield T148E1]]* Melee weapons:** [[Class 5 Short weapons]]:*** [[Bou-shuriken]]*** [[Gerber Mark II]]*** [[Handmade knife]]*** [[Heavy throwing knife]]*** [[Kamisori]]*** [[Karambit]]*** [[Last Blood]] (artifact) *** [[Smatchet]]*** [[Stun knife]]*** [[Throwing knife]]  = January 2nd 2022 ='''Version 6.3.8''' - The 1000-Weapon Update, Part 8: Hand grenades and Axes ==== New weapons ==== 11 new weapons added to the new wiki will begin shortly after game (6 firearms, 5 melee weapons), bringing the release of this updatetotal to 876. * The RePoints system is discontinued Firearms:** [[Class 4 weapons]]:*** [[Model 9210]]*** [[Model 9430 Tear-ball]]*** [[Model 9590 Sting-ball]]*** [[No. 77]]*** [[Stinger]]*** [[Zarya-3]]* Melee weapons:** [[Class 5 Long weapons]]:*** [[Hookaroon]]*** [[Ice axe]]** [[Class 5 Short weapons]]:*** [[Falx]]*** [[Gerber Downrange Tomahawk]]*** [[Tomahawk]] ==== Other changes ==== Changes to existing weapons:* [[M84]]: Weight changed to '''2''' (please check from 1)  = January 1st 2022 ='''Version 6.3.7''' - The 1000-Weapon Update, Part 7: Underbarrel weapons and Crude weapons 12 new weapons added to the corresponding Patreon post for more informationgame (2 firearms, 10 melee weapons), bringing the total to 865* Firearms:** [[List of underbarrel shotguns|Underbarrel shotguns]]:*** [[Lockhart UBS-12]]*** [[Ten-X Tactical TX-12 STW]]* Melee weapons:** [[Class 5 Long weapons]]:*** [[Guitar]]*** [[Mop]]*** [[Signboard]]*** [[Skull staff]]*** [[Ted]]** [[Class 5 Short weapons]]:*** [[Crysknife]]*** [[Dart]]*** [[Ibuki Gourd]]*** [[Ice pick]]*** [[Worm tooth]] New [[crafting]] items:* [[Blueprints]]: Skull blueprint, Fremen blueprint* [[Crafting items#Ingredient items|Ingredient items]]: Preserved skull
= Prior versions =
 * [[Changelog/2021]]: All 2021 updates.* [[Changelog/2020]]: All 2020 updates.* [[Changelog/2018-2019]]: All 2019 updates.* Older updates: You can find all of the previous updates up to version 5 on the [http://old.mazeworld.net/wiki/Guide:Changelog old wiki's changelog].
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