Changes

Changelog

3,431 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.** Retail shields: [[Round shield]], [[Leather shield]], [[Trash can lid]], [[Scutum]], [[Wicker shield]], [[Buckler shield]], [[Kame-tate]], [[Heater shield]], [[Ballistic shield - Soft]], [[Ballistic shield - Alpha]], [[Ballistic shield - Bravo]], [[Ballistic shield - Delta]], [[EOD portable blast shield]]** Artifact shield: [[King's Roundel]]* [[Skills]]** New combat skill: '''ShieldsVersion 6.9.3.2'''- Helmet hotfix
= May 29th 2021 ='''Version 6* [[Effects]]: Removal of the Ballistic protective trait, now considered obsolete.11''' - Various changes 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 fixesaccidentally overbuffed the protective capabilities of helmets with the trait.* [[Clothing and armor]]: All clothes that had the Ballistic protective trait lose it.
* [[Class 4 weapons]]:
** Mini-grenades no longer "count as 0.5 item in LBE" to reduce confusion.
* [[Ammunition]]:
** The "rare calibers" ([[.260 Remington]], [[.300 AAC Blackout]], [[.338 Norma Magnum]], [[.460 Rowland]], [[9x25mm Dillon]]) now have retail ammunition available. The "rare caliber" moniker remains in use, to symbolize the fact no standard retail firearms are available in these chamberings.
** .260 Remington: Standard (FMJ, Match, JHP, JSP)
** .300 AAC Blackout: Standard (FMJ, Match, JHP, AP), Reduced Velocity (FMJ)
** .338 Norma Magnum: Standard (FMJ, Match, JHP), Sniper Premium (FMJ, Match)
** .460 Rowland: Standard (FMJ, JHP, Lead), Personal Defense (FMJ, JHP)
** 9x25mm Dillon: Standard (FMJ, Match, Lead, LSWC, JHP)
= March 24th 2024 =
'''Version 6.9.3.1''' - Say My Name update
= May 3rd 2021 =* New Tsuchinoko command, '''Version 6.1&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- Character Traits Updateonly updates.
* [[Character customization]]:
** Direct modification of Primary stats has been removed.
** Constitution is now part of your character's appearance and has no effect on stats anymore.
** Pain Thresholds (PBT, PDT) have been removed from the game (due to redundancy with [[Pain Sensitivity]]. Now every creature passes out at 100% [[Pain]] and dies at 150% without exception.
** '''Introduction of [[Character traits]]''' - 50 traits to customize your characters to your liking!
** Trait assignment now happens after selecting species but before skill attribution.
* Other
** Transition to Google Sheets for player inventory sheets is now underway (keep an eye on Discord for details)
Special thanks to everyone who contributed ideas and suggestions for character traits!= March 18th 2024 ='''Version 6.9.3''' - The MazeOS Update
* 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 a [[library]] computer to identify them, or use a [[Crafting items#Laptop|laptop]] to identify them on the field. Laptops are considered a new type of toolkit and are rechargeable with HITB batteries.
** Laptops can also double as higher-capacity (and rechargeable) hacking toolkits.
* Blank versions of data storage devices are available for sale in workshops (as [[crafting items]]). Blank devices currently have no specific purpose but GMs are encouraged in any story or quest where writing or saving data could be useful.
* New [[Tsuchinoko (bot)|Tsuchinoko]] commands added to support this update: '''&data &data-floppy &data-zip &data-memcard &data-cd &data-hdd'''
= April 9th 2021 =
'''Version 6.03''' - Simplification Update #9: Kiwami Edition
* [[Evasion]]: Dodge checks have been simplified and buffed significantly.= February 9th 2024 =* [[Healing]]: The ''Addiction resistance'' effect was removed, and can therefore no longer be earned as a bonus for reaching Master in Healing skillVersion 6.* [[Negotiation]]: Critical successes and critical failures are no longer possible in Negotiation checks9. Tables have been edited to reflect the possibility of rolling more than 12 in a negotiation check (due to Negotiation skill bonuses)* [[Dojo#Training machines|Training machines]]: Agility training now levels natural [[Agility]] up by +1 every 1000 XP regardless of circumstances. (Previously: +1 every 1500 XP or 750 XP if natural Agility is under +0)2''' - Mushroom update
* The functionality of [[Youseimushrooms]] has been expanded, and a new essential shop can now possess the '''Limitless Potential''' creature traitbe found in all towns. Mushrooms now become valuable loot ; low value individually, but due to their extremely low weight, removing worth hanging onto. Mushrooms can be sold or increasing almost all traded up directly for more valuable mushrooms at dedicated, brand-new locations. The mushroom identification costs have also been lowered to match the cost of their [[Dojo#Training machines|training machine XP]]the lowest-value mushrooms.
* Backtracking is [[Identification]]: The cost of identifying mushrooms has been dropped to '''0.10 P$''' (previously 10 P$)* [[Mushrooms]]: All mushrooms now an option when traveling in have a monetary value (they previously did not) roughly consistent with their nutritional value and effects.* All towns now have a new location, the '''[[Uncivilized Areastreet kitchen]]'''** The street kitchen works as both a restaurant and a shop. The manager is a random [[citizen]], with certain caveats:the [[Character traits|Mycologist]] trait.** If The restaurant part of the player confirms they wish to backtrackstreet kitchen sells inexpensive, the traveling direction is reversed (town/intersection filling, mushroom-based dishes.** The shop part trades mushrooms. It sells a small selection of origin savory and destination are flipped)magic mushrooms, and the number of rooms it will buy back any mushroom '''at cost''', similarly to destination becomes equal to the number of rooms passed + 5valuables.** If [[Tsuchinoko]]: Pull rates of mushroom types with the player has chosen '''&marisa''' command have been adjusted to backtrack once during their current UA trip, they cannot backtrack again in the same tripheavily 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%'''
* All [[Food#Unsparable food items|restaurants]] now feature breakfast items.
* The [[Food#Cocktails|cocktail list]] has been updated with several new entries.
* Major changes to [[Weapon accessories]] and [[Ammunition]]:= December 27th 2023 =** The weight of a [[feeding system]] '''no longer changes''' depending on the ammunition loaded, remaining at their base weightVersion 6. Therefore, it is '''more space efficient''' to keep your magazines loaded.** A new size tier is introduced: '''Lean''', 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 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 1.45 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 rebalanced.Melee Repair Kit hotfix
= February 18th 2021 =Changes to [[toolkits]]:'''Version 6* Melee repair kits can now repair shields.02''' - Telephone Club Update The formula to calculate shield HP repaired is equal to the Condition (does not contain actual telephone clubswith Repair skill bonus)divided by 80 and rounded up.
* [[Mobile phone]] and [[Crafting items|mobile phone batteries]] no longer have battery indicators. Making phone calls no longer drains arbitrary battery units.
** Battery charge is no longer relevant, spare batteries are essentially downgraded to just components for the phone bomb. Phones return to their original purpose as storytelling tools with no need to worry about charge.
* New [[Effects|Effect]]: '''Travel fatigue'''. At the end of a trip in the UA, upon reaching their destination, a character will gain an amount of [[Fatigue]] corresponding to the number of rooms traveled, at a random rate varying between 0.1% and 0.8% multiplied by rooms traveled.
** Travel fatigue applies even if you '''Skip travel'''.
= December 25th 2023 =
'''Version 6.9.1''' - The Soldier of Fortune Update<br/>
''This update was conceptualized and developed almost entirely by [[User:GenericArchangel|GenericArchangel]]; the author mostly took care of minor fixes and additions and the final implementation.''
= February 7th 2021 ='''Version 6.01''' - Various A minor changes update focused on fleshing out [[MAIM]] and improvementsgiving players the option to hire mercenaries.
* [[Lockpicking]]: Lockpicking kits no longer have limited uses; they are now semi-durable items with a chance to break every X guesses. The gap between every lockpick break check varies depending on the Lockpicking skill level. A broken kit is removed from the inventory.** Every 5 guesses at Unskilled, 6 at Basic, 7 at Skilled, 8 at Expert, and 9 at Master.* [[Maze Customs]]: New Customs packages for various G3 derivatives.** [[Heckler & Koch G3A3Occupations|occupation]]: G3A3 Tactical, PTR-32 Tactical, PTR-33 Tactical, G3A3 LBR Tactical** [[Heckler & Koch G41Mercenary]]: G41 Tactical** [[Heckler & Koch HK21]]: HK21 Tactical** [[Heckler & Koch HK33A2]]: HK33A2 Tactical** [[Heckler & Koch HK41A2]]: HK41A2 Tactical, PTR-32S Tactical, PTR-33S Tactical, HK41A2 LBR Tactical** [[Heckler & Koch MSG-90]]: MSG-90 Tactical** [[Heckler & Koch PSG-1]]: PSG-1 Tactical** [[Heckler & Koch HK53A3]]: HK53A3 Tactical** [[Vollmer HK51-B]]: Vollmer Tactical
New [[List of named MAIM personnel|named characters]] (14 mercenaries, with different skillsets and loadouts)
= January 28th 2021 ='''MazeWorld version 6''' - The Big OneMinor lore tweaks to MAIM itself to make it a legitimate organization, now headquartered in [[Ferron City]].
Latest changes:
* [[Food#Unsparable food items|Restaurant menus]] have been revamped, now offering many more choices.
* '''Official reopening of the community'''
= October 4th 2023 =
'''Version 6.9''' - The Nice, Big Re-Balance Update
= January 24th 2021 =New gameplay concept and ability: [[Hebizuka'''Version 5s Favors]].59''* They are MazeWorld' s version of Edge points. Burn to re- Expansion roll a variety of unfavorable rolls.* A [[Maze CustomsCharacter traits|trait]] Minor mods, '''Hebizuka's Favorite,''' allows you to have a maximum of 4 Favors instead of 3.
This update adds many Changes to [[CustomsAbilities]]:Minor|Minor* New technique, [[Shaft Splitter]]. Lessons to learn this technique can be purchased at a [[dojo]] conversions for several 2000 P$.* New technique, [[weaponsTwo Become One]]. Many were suggestions by members of our communityLessons to learn this technique can be purchased at a [[dojo]] for 3000 P$.** The [[makaryuudo]] have been given this technique, listed in parentheses belowas they have canonically invented it.
New Minor mods for the following weapons:* Changes to [[Armalite AR-10Ammunition]]: AR-10 Tactical, AR-10 LBR Tactical* [[Armalite ARRPG-187 rocket]]: ARTBG-18C (Mad Max)* [[Benelli M4 Super 90]]: M4 Super 90 Enhanced7V rockets now cost 425 P$, M4 Super 90 CS Enhancedincreased from 265* [[Benelli Nova]]: Nova CS, Nova XM, Nova CSXM* [[Benelli SuperNova Tactical]]: SuperNova CS, SuperNova XM, SuperNova CSXM* [[Beretta AR70/90]]: SCP70/90* [[Beretta 93R]]: AutoRPG-9, Auto-9 Carbine* [[Beretta 96FS29 rocket]]: 96A1, 96CMS A1, 96A1 FA, 96CMS A1 FA* [[Beretta Cx4 Storm]]: Mx4 Storm, Mx4 StormTBG-9, Mx4 Storm-357* [[Beretta M9]]: M9A1, M9A1 FA* [[GIAT FAMAS G1]]: FAMAS L, FAMAS G2/L* [[FN Herstal F2000]]: F2000 Tactical* [[FN Herstal P90]]: P90 TR* [[FN Herstal/Browning Hi-Power]]: Hi-Power Auto, Hi-Power HPC, Hi-Power SMG, Hi-Power Auto HPC, Hi-Power Tacti-Carbine, Hi-Power Tac-SMG (Jade)* [[Heckler & Koch HK416]]: HK416 CQC, HK416 DMR* [[Heckler & Koch HK417]]: HK417 DMR, HK417 DMR-L* [[Heckler & Koch MP7A1]]: MP7A2* [[Heckler & Koch P2000]]: P2357* [[Heckler & Koch USP9]]: USP9 Elite* [[Heckler & Koch USP40]]: USP40 Elite, USP357 Elite* [[Heckler & Koch USP45]]: USP45 Elite, USP460, USP460 Elite* [[KAC M110 SASS]]: M110 K1, M110 K1 Light, M110 ASS-K1, M110 ASS-K1 Light* [[Kel-Tec RFB]]: L-RFB* [[Manurhin MR 73]]: Manurhin MR 73 Sniper* [[Mauser Karabiner 98k]]: Kar98k NATO, Kar98k SAR, Kar98k Trench, Kar98k NATO Trench, Kar98k SAR Trench (Jade)*[[MKEK MPT-76]]: MPT-76 LBR* [[Mossberg 29V rockets now cost 500 Cruiser]]: M500C-TRP$, 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)increased from 300* [[Mossberg 500 PersuaderAmmunition types]]: M500P-TRNew ammo type for shotgun calibers, 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 '''Dragon's Buckshot (Vershike)* [[Mossberg 500 Tactical]]: M500T SpecD-F, M500T Spec-N, M500T Spec-S, M500T-TR Spec-F, M500T-TR Spec-N, M500T-TR Spec-S (VershikeBuck)* [[Savage Arms Axis]]: Axis II* [[Savage Arms Axis XP]]: Axis II XP* [[SIG P220]]: P220R, P220-460, P220R-460 (Vershike)* [[SIG P226]]: P226R, P226R-40* [[SIG P226 Navy]]: P226R Navy* [[Walther Gewehr 43(W)]]: Gew43 Experimental (Jade)* [[ZiD Degtyaryov RPD]]: RPD SOG'''.
Changes to [[Combat mode]]:
* Escaping now causes [[UA]] trip length to increase automatically by 1, as if it was a Detour +1.
= January 20th 2021 =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 '''Version 5Combat Outfit.58''' - The lateIt is a generic, late 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.* [[LBEStyle shop]] update: 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.
This update introduces several new Changes to [[LBECreatures]] items and changes many existing ones:* [[Kasha]]: Natural [[Agility]] is now '''+1''' instead of +0.
New Changes to [[tactical vestsEffects]]:* Micro chest rig* Wartech tactical vestTravel Fatigue: Now burns 20 [[nutrition]] and 10 [[hydration]] per room traveled, on top of the Fatigue effects.
New Changes to [[backpacksSkills]]:* Tactical sling bag[[Evasion]]:* Duffle backpack* 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.* Durabag[[Handloading]]:* LAWgiver backpack* 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''')* Mechanism pack* Disassembling ammunition into components now grants Skill Points, at a rate of '''1 SP per 20 rounds disassembled''' (or '''0.05 SP per round''')* Phantom Sniper bag* 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''')* Rocketeer backpack[[Repair]]:* SO Raid rucksack* 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'''.
Changes to [[Weapons]]:* [[Brick]], [[Broken bottle]], [[Iron ball]], [[Stone]]: New throw mode. ** Throwing the broken bottle will always destroy it, whether you hit or not. If you do hit, target receives 3 [[utility beltslight wounds]].* [[Mini C4 charge]]:Price reduced to 100 P$, from 750. Rarity adjusted to 1, from 2.* Simplex pouch[[Small C4 charge]]: Price reduced to 300 P$, from 1500. Rarity adjusted to 1, from 4.* Duplex pouch[[Large C4 charge]]: Price reduced to 500 P$, from 2500. Rarity adjusted to 1, from 5.* Triplex pouch[[Taser X26c]]: Stun effect buffed to 2 turns instead of 1* Handyman belt[[Stun baton]]: Stun effect buffed to 3 turns instead of 1d2* Nade Drake belt[[Stun knife]]: Stun effect buffed to 2 turns instead of 1d2* Viper battle belt[[Shock gloves]]: Stun effect buffed to 3 turns instead of 1d2
New [[leg rigs]]:
* Hunger holster
* Mushroom Collector rig
Modifications to existing LBE:= September 26th 2023 =* Blackhawk LRAK Gunner kit: Renamed to Gunner chest rig'''Version 6. Food pouch can now contain any food item.* M1956 Webbing: Food pouch can now contain any food item.* ALICE Mark 2: Renamed to Alice backpack. Capacity becomes 30 units. Previous special capacities are deleted. Gains 3 special capacities: Extra storage 1 (any items, 10 units), Extra storage 2 (any items, 10 units), and Extra storage 3 (any items, 10 units)* Blackhawk 382''' -Day assault pack: Renamed to Assault pack. Capacity becomes 45 units. Gains 1 special capacity: Extra storage 1 (any items, 30 units).* Blackhawk Travel bag: Renamed to Travel bag. Capacity becomes 80 units. Gains 3 special capacities: Extra storage 1 (any items, 25 units), Extra storage 2 (any items, 10 units), Extra storage 3 (any items, 5 units)* Blackhawk USAR bag: Renamed to Long-distance backpack. Capacity becomes 100 units. Gains 3 special capacities: Extra storage 1 (any items, 25 units), Extra storage 2 (any items, 15 units), and Extra storage 3 (any items, 10 units)* Blackhawk Cyclone pack: Renamed to Cyclonus backpack. Capacity becomes 50 units. Gains 2 special capacities: Extra storage 1 (any items, 25 units), Extra storage 2 (any items, 10 units)* Jaeger rucksack: Renamed to Hunter rucksack. Capacity becomes 40 units. Gains 2 special capacities: Extra storage 1 (any items, 10 units), Extra storage 2 (any items, 10 units)* PLCE Bergen rucksack: Renamed to Combat rucksack. Capacity becomes 70 units. Gains 3 special capacities: Extra storage 1 (any items, 15 units), Extra storage 2 (any items, 15 units), and Extra storage 3 (any items, 5 units)* Gunfighter belt: Gains 1 special capacity: Dual holsters (Class 3 weapons only, max 2, max weight per item: 9)Explosives hotfix
Changes to [[Explosives]]:
* Pressure mine disposal:
** You can now shoot a mine to detonate it, but you must deliberately aim at one mine and score at least one inaccurate hit.
** You no longer need to roll for accuracy when using an explosive; the explosive blast will set primed pressure mines off automatically.
* Directional mine disposal:
** You can now shoot a directional mine to destroy it (will not detonate on a hit), but you must deliberately aim at one mine and score at least one inaccurate hit.
** If you use a weapon that causes a Standard explosion, it will destroy all mines on the same Side, not just the one you targeted.
** You can now deliberately approach a primed directional mine from a Targeted Side, but you must pass two successive Agility checks (8+ to pass) to avoid setting it off. If you pass both, you enter the Side without setting the mine off. If you fail one check, you still enter the Protected Side, but it sets the mine off at 0.5x damage. Failing both sets it off at full damage. Regardless of the result, carefully approaching a mine breaks Stealth. However, it can also be done outside of combat.
= November 15th 2020 =
'''Version 5.57''' - The '''Shotgun Blitz''' update
Changes to [[Ammunition]]:= August 19th 2023 =* All shotgun calibers ([[12 gauge]], [[12 gauge CAWS]], [[20 gauge]], [[.410 bore]]) have had their buckshot, slug, and flechette base damage revised, in compliance with newly obtained data; 20 gauge buckshot and flechette have been buffed, everything else received very minor adjustments..* [[12 gauge CAWS]]: Flechette shells now carry 30 projectiles instead of 20.* New shotgun projectile type: '''AP-Slug''', an armor-piercing slugVersion 6. No retail availability, these projectiles must be handloaded.* Establishment of 81'''barrel length groups for all shotgun calibers'''. All four receive 4 groups each: Hunting, Combat, Short, and Super-short. See each individual caliber page for damage multipliers.Mining hotfix
Changes to [[Civilized AreasMining]]:have been introduced to simplify it and make it easier.* [[Towns]]: There is no longer any distinction between Mining now works according to a "shop hub" with few emplacements and hit point system instead of a "mall" with manychance-to-succeed system. All town shop hubs now possess 5 streets and 10 shop emplacements; 8 [[individual shop|individual shops]], The objective is to make mining more of a [[restaurant]] straight trade of resources and a [[bar]]favor strength-based builds (which would already benefit from using tools like pick-axes and mattocks as weapons).* Certain types of [[individual shop]] may be closed on certain [[Calendar#Days|days Each mining target (ore bundle, obstructions) now has a set number of hit points.* A pick or drill strike reduces the week]]target's hit points; these are known as inventory days, during which the shop check is being restockedbased on the skill level (1d20 to 1d60, in increments of 10), multiplied by Strength.* Explosives damage equal to their limb damage multiplied by a number that depends on skill level (x1 to x3, in 0.5 increments).* The length of a Mining Level has been shortened from 15 + Mine level to 8 + Mine level* It is now possible to save your progress exploring a mine and leave without having to start over from Level -1. * New items at the mining supplies store now allow you to reset your progress in a mine and start over.
Changes to [[Crafting]]:= June 19th 2023 =* [[Specs docs]]: Docs no longer unlock Specs docs-only items for sale, requiring the tracking of a list of documents brought for each character'''Version 6. The Proving Grounds engineer now requires player characters to trade in the correct documents for 8''each'' item, alongside money (and in some cases, specific items). In exchange, these items cost significantly less than they used to - all prices were slashed to 1/4 their previous values.Deep Wound update
Changes to * '''Introduction of a new [[Lockpickinginjury]]:type called deep wound (DWs)'''* As part of the ongoing work * A deep wound is similar to update all locationsa normal wound (to be renamed '''light wound (LWs)'''), FL/HS locks are now deprecated. The only lock types in but causes four times the game are amount of bleeding per turn: -1.2 Blood per turn instead of -0.3.** Piercing-type damage now mechanical locks causes deep wounds** Bullet-type damage now causes light wounds on inaccurate hits and deep wounds on solid hits and electronic criticals (keycardexcept as otherwise dictated by ammo type) locks*** Rubber buckshot and rubber slugs continue causing fractures instead of LWs (no change to behavior)*** Flechette can now only cause LWs*** Sintered Frangible (SF) can only cause 2 wounds per successful hit, but the wound type is accuracy dependent; 2 LWs on an inaccurate hit, 2 DWs on a solid or critical hit.*** Broadhead arrows (BRD) can now cause 2 wounds per successful hit instead of just 1
* New items:
** '''[[Meds]]'''
*** Tranexamic acid (TXA): Syringe, 400 P$, not addictive. Reduces bleed rate to 0.0/turn (effectively stops bleeding) for 10 turns
** '''[[Mushrooms]]'''
*** Extra wound healing (Extra vulnus medicae): Heals 3 wounds, prioritizing Deep Wounds first, then Light Wounds.
*** Stop the bleed (Cessant sanguinem): Reduces bleed rate to 0.0/turn (effectively stops bleeding) for 10 turns
= October 15th 2020 =* 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 '''Version 15/12/9/5.56/2''' - The Unintuitively Named Update (that has nothing to do with *** [[12 gauge CAWS]] flechette: 14/12 '''17/14/11/5/2'''*** [[20 gauge]] flechette: 12/11 '''15/12/9/5/2'''*** [[.56mm firearms)410 bore]] flechette: 12/11 '''14/12/9/5/2'''
* Changes to [[Weaponscrafting]]:* New concept introduced: '''Traditional inner tubes'''. Refers to certain firearms - specifically, lever-action rifles - that do not possess a side-loading gate, and are instead reloaded by using a traditional, Henry-style inner tube.** Reloading a traditional tube rifle is done the same way as a single-action revolver; a full reloading action is required to remove the tube, then the normal loose rounds rule applies (up to 3 rounds per turn). The tube is replaced automatically when the character is done reloading.* The [[Winchester Model 270Crafting items]] stats : Rags have been modified a chance to reflect that it is a rifle with a traditional inner tubefix 1 LW.
* Changes to [[creatures]]
** Numerous creatures have attacks that variously cause extra wounds (1d2, 1d3, 2d2, etc.) on a hit. Most of these now cause either LWs or DWs depending on damage type.
** Many creatures with healing spells will have their effects updated. They can now close both wound types, but will prioritize DWs first, LWs second, just like the Stop the bleed mushroom.
= September 8th 2020 =* Changes to [[hospital|hospitals]]'''Version 5** Light Wounds cost 10 P$ apiece to heal. ** Deep Wounds cost 25 P$ apiece to heal.55''' - 555-WE-SAFE update
New * Changes to [[CreaturesMaze Customs]]** 26 weapons receive new [[Customs:Minor|creatureCustoms Minor modifications]]*** [[Accuracy International AW]]:AW 243, AW-F 243* The ** [[horseCZ TSR]] returns to the bestiary: TSR Ultra Magnum*** [[DSA SA58 FAL SPR]]: FAL SPR-243, FAL SPR-243 FA, FAL SPR-300 UM, FAL SPR-300 UM FA, FAL SPR-338, FAL SPR-338 FA*** [[DSA SA58 FAL OSW]]: FAL OSW Superlight, FAL OSW Magnum, FAL OSW Heavy*** [[FN Herstal FAL 50.00]]: FAL LRBR, FAL UM, FAL HBR*** [[FN Herstal FAL 50.61 Paratrooper]]: FAL Para LRBR, FAL Para UM, FAL Para HBR*** [[FN Herstal FNAR Match]]: FNAR Hunter, FNAR Tactical Hunter*** [[FN Herstal SCAR-H CQC]]: SCAR-H CQC UM, SCAR-H CQC HBR, SCAR-H LB, SCAR-H STD UM, SCAR-H STD HBR, SCAR-H LB LBR, SCAR-H LB OPFOR, SCAR-H LB UM, SCAR-H LB HBR*** [[Heckler & Koch G3A3]]: G3A3 Ultra Magnum, G3A3 HBR, G3A3 UM Tactical, G3A3 HBR Tactical*** [[Heckler & Koch HK41A2]]: HK41A2 Ultra Magnum, HK41A2 HBR, HK41A2 UM Tactical, HK41A2 HBR Tactical*** [[Heckler & Koch HK417]]: HK417 HBR, HK417 UM, HK417 Recce, HK417 DMR-H, HK417 DMR-U, HK417 Recce-L, HK417 Recce-H, HK417 Recce-U*** [[Heckler & Koch MSG-90]]: MSG-90 Ultra Magnum, MSG-90 HBR, MSG-90 UM Tactical, MSG-90 HBR Tactical*** [[Heckler & Koch PSG-1]]: PSG-1 Ultra Magnum, PSG-1 HBR, PSG-1 UM Tactical, PSG-1 HBR Tactical*** [[IWI Galil ACE 52]]: Galil ACE-H 52*** [[IWI Galil ACE 53]]: Galil ACE-H 53*** [[IWI Tavor 7]]: Tavor 7 HBR, Tavor 7 HBR Enhanced*** [[IZHMASH Kalashnikov SVK-12]]: SVK-12 HBR*** [[Kel-Tec RFB]]: LR-RFB, H-RFB, U-RFB, BG-RFB*** [[McMillan ALIAS CS5-T]]: CS5-T Heavy*** [[MKEK MPT-76]]: MPT-76 HBR*** [[Nemesis Arms Vanquish]]: Vanquish 243, Vanquish Magnum, Vanquish 358*** [[Parker-Hale M82]]: M82 Super Varmint, M82 Ultra Magnum, M82 Bear Eliminator*** [[Springfield M14]]: Model conversion to M1A, M14 UM, M14 HBR, M14 EUBR Custom, M14 EHBR Custom*** [[Springfield M21]]: M21 UM, M21 HBR, M21 EUBR Custom, M21 EHBR Custom*** [[Springfield M1A]]: Model conversion to M14, M1A UM, M1A HBR, M1A EUBR Custom, M1A EHBR Custom*** [[Steyr Scout]]: Hunting Scout, Light Scout, Magnum Scout, Heavy Scout, Big Game Scout
* Changes to [[Ammunitionmeds]]:* '''Sintered Frangible (SF)''' ammunition now has a different effect:** Against unarmored ACsGauze roll: One use fixes 1LW.2x Pain, 1.2x LD** Against armored ACsIndividual Bandage: 0Fixes 1 LW.5x Pain, 0.5x LD** Every hit successfully causing an injury will open 3 Wounds instead of Hemostatic Agent Pack: One use fixes 1DW.
* Changes to [[Unarmed combatweapons]]** [[Barbed nine-tails]], [[Broken bottle]], [[Long spiked chain whip]], [[Shuriken]], [[Spiked chain whip]], [[Barbed Lucille]]:Text update reflecting they now cause Light Wounds.* Two new techniques* [[Meat fork]], '''Steal''' and '''Monkey's Paw'''[[Pitchfork]], have been introduced[[Trident]], [[War fork]]: Text update reflecting they now cause Deep Wounds.** [[Tekko-kagi]]: Slashes cause LWs, stab punches cause DWs** [[Last Blood]], [[Rending Scissor Blade]]: Slashes cause 4 LWs per hit, stabs cause 2 DWs per hit** [[Muramasa]]: Gains 1 Bloodthirst point for every LW caused, and 2 points for every DW caused. Max Bloodthirst points is still 14.
Changes to shops and services:* The style shop has been revamped completely and is now a custom clothing service.Other changes** Completely custom human/halfling clothing items and youkai outfits can be designed there. The basic principle is for the player [[Basic mechanics]]: Sarah example updated to describe, in free-form, what the item is supposed to look like, then to purchase protection ratings, covered body parts, effects, reflect LWs and more in order to give the custom item a useful purpose. This service is intentionally ''very expensive''DWs.* 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 SensitivityConvenience store]], Natural : Updated the Meds aisle accordingly** [[StrengthDamage types]], Max : Updated accordingly** [[BloodExplosives]], Max [[Limb health|Limb HP]], Natural [[Endurance]], and Natural [[Agility]]''': ** Each training program has an XP counter* Injuries caused by explosions: No longer causes wounds of either type. Spending time Instead, 1 fracture goes to a random body part for every 6 Base Explosive Damage (and effortBED) on caused. e.g., a training nets XPMkIIIA2 grenade causes 1d8+18 BED, 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 sheetsresults in 3-4 fractures.* 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 [[FileInjuries caused by shrapnel:Parallar symbol.png|10px]]'''1000''' and allows the player access to a 50-unit vault. This vault Shrapnel can be upgraded in 50only cause LWs, despite being Bullet-unit increments, up to the maximum size of 400 units; upgrading costs [[File:Parallar symboltype.png|10px]]'''(size x 15)'''** Withdrawing items from a vault now costs [[File:Parallar symbol.png|10pxLimb health]]'''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.: Updated accordingly** [[LBEHealing]] items must be stored empty. LBE items that cannot be folded down (e.g. most backpacksnon-combat skill) are not allowed inside the vault anymore.: Updated accordingly
= June 24th 2020 March 18th 2023 ='''Version 56.547.1''' - Magazines and other knick-knacksThe Mining Overhaul Update (+ extra goodies)
Changes introduced:* [[Glock 18CMining]]: Event line 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 wiki page now correctly state that 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 fitted with reduced from 1d800*5 to '''1d200*5''', reducing the maximum size of a single bundle from 4 kg to 1 kg.** Gemstone ore bundle generation is reduced from 1d800*5 to '''Ported barrel1d10*50''' Maze Customs mod instead , reducing the maximum size of an integrated muzzle brakea single bundle from 2 kg to 500 grams.* New [[Weapon accessories#Muzzle brakesList of UGL|muzzle brakeunderbarrel grenade launcher]]: '''Muzzle brake, Shotgun, standard[[ISL-201 UGL-I]] integrated underbarrel grenade launcher, exclusive to Customs MP5s with the ISL-201 handguard.410 bore'''* New [[magazinesMaze Customs]]:** [[Delta Elite magazinesCustoms:Major#Blackhawk|Delta Elite 11-round Blackhawk]] and 17-round extended magazines[[Customs:Major#Redhawk|Redhawk]]revolvers receive a new modification: Barrel porting, which acts as an integrated muzzle brake ([[Recoil]] -1).** [[Nightmare magazinesCustoms:Major#MP5|Nightmare 11MP5]] receives a new handguard: ISL-round and 17201 handguard (Adds an [[ISL-201 UGL-round extended magazinesI]]underbarrel grenade launcher). Not compatible with Short MP5K barrel or Long barrel.** Minor: RL optics for [[PRPG-14 magazines|P-14 18-round extended magazine7]]** Minor: Tokarev magazine conversion for [[P-16 magazines|P-16 22-round extended magazineThompson]]* Removed [[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 [[Maze Customs magazinesHunting|Maze Customs magazinebutchered]]: to pass the door.** '''1911DS Custom 10mm 16-round magazineDismantled roadway''' was scrapped (P-16 magazines are now used : The front door leads to feed a Shortcut -2 but is locked and missing a doorset. You must [[Maze Customs:Major mods#1911DSCrafting|1911DS 10mmcraft one]] pistolswith 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 [[Maze Customs speed stripsMining|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 [[9x19mm ParabellumRepairing|Gun Repair Kit (GRK), Melee weapon Repair Kit (MRK), or Explosives Toolkit (XTK)]] speed strips are now also compatible 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, [[7.62x25mm TokarevLockpicking|lockpicking]], or brute-forcing to open. Roll '''&genbox''' to determine loot and lock type. Opening the door adds extra loot to the next room, if applicable. (2x '''&boxlootW''' or '''&boxlootM''' depending on the results of '''&genbox''').
= May January 23rd 2020 2023 ='''Version 56.537''' - The Bestiary Update to [[food]] and [[hunting]].
Changes This update was co-designed with GenericArchangel and aims to [[Hunting]]:* Game meat from certain creatures no longer provide [[Effects]] such as Alertness increase or Strength +10%/+20% for a few turns.* Insteadmake the bestiary more interesting and varied, a system of '''[[Hunting#High-value meat|high-value meat]]''' was created. Meat from certain creatures is now considered to be either a '''Delicacy''' (Double value) or a '''Luxury''' (Triple value)more dangerous, yet make fighting worth the effort more often than not.
* Changes to existing [[Creaturescreatures]]** [[Aquagon]]:Gains two new attacks: '''Electric bite''' and '''Mist ball.'''* The item lines * [[Electragon]]: Changed the type of all relevant creatures now state if they produce delicacy meat, luxury meat, tainted meat, illegal meatthe '''stun attack''' from '''Piercing''' to '''Spec-Elec''', or if they produce no meat at allincreased base Pain to '''44%.'''** An exception [[Everdragon]]: Armor Class was made for humans, halflings increased from A4 to '''A5'''.** [[Kappa]] and youkai - their item lines do not display meat status[[Kenmun]]: Each gains a new attack, as it is assumed that the meat of all playable species is already known to be illegal'''Mist ball.'''* All references to "Poisonous meat" have been changed * [[Jami]], [[Daijami]], [[Oujami]], Aquagon, Kappa, Kenmun: Changed the type of the '''mist ball''' from Special to '''Spec-Aqua,''' giving it the correct term: ability to cause [[HuntingEffects#Tainted meatElemental|Tainted meatWater-Soaked]].
* Changes to [[Foodeffects]]:* The * [[Effects#Elemental|Water-soaked]]: Is now a semi-permanent effect intended to represent the effects of being drenched in water. As long as the effect is active, it overrides '''HotOn Fire''' (disables any fires on the creature's body and prevents new fires from starting), but makes '''Spec-gonElec''' no longer has a Strength boosting cause double damage. Additionally, while the effectis active, in accordance to the changes listed abovecreature '''+0. Instead2% Fatigue per turn''' at the end of combat, nutrition was increased and '''+0.1% Fatigue per room traveled''' at the end of a UA trip. This effect is separate from 296 actual Travel Fatigue, meaning it is unaffected by the [[Traits|Wherever I May Roam trait]].** New item introduced: '''Dispoable bath towel,''' Weight 0.5. This [[crafting items|item]] is a consumable with the sole purpose of removing an active Water-soaked effect. Once used, it is discarded. Available in [[Workshop|workshops]] for [[File:Parallar symbol.png|10px]]'''7'''. ** '''''GM tip:''''' A non-specified supply of bath towels is assumed to always be available in bathrooms, shower rooms, laundry rooms, and anywhere it would make sense to 592find them.
* Changes to [[containers]]
** Mimics, in the form of [[Containers#Mimic traps|mimic traps]], have been introduced. Upon being approached by an adventurer, they turn into creature-like constructs that must be fought to access the loot inside.
** Four types of mimic traps have been introduced: Biter, Basher, Melter, and Burner. Each has an appropriate attack.
= May 14th 2020 =* New [[stripper clips|stripper clip]]: '''Version Arisaka 5.52 part 2-round stripper clip''' - Bestiary update, compatible with the [[Type 38]], [[Type 44]], and [[Type 97]].
Changes to * 21 new [[Creaturescreatures]]:* Old creature bestiary was completely removed and replaced with an all* Bugs:*** [[Black Widowmaker]]*** [[Phantom Spider]]** Canines:*** [[Fox]]** Dragons:*** [[Saken]]** Mamono:*** [[Kuda-gitsune]]** Science experiments:*** [[Uemag]]** Bears (new collection of monsters - in total, '''128 creatures''', including the 20 playable species.category):* Human, halfling and youkai occupations have also been revamped - a total of '''34 occupations''' are now listed into the game.** [[Panda]]** New occupations* [[Black bear]]*** [[Brown bear]]*** [[Grizzly bear]]*** [[Armored grizzly]]** Deer (new category): '''Janitor, Head janitor, 8 different flavors of non*** [[Key deer]]*** [[White-faction criminals, Youkai activist squadleader, and 3 different ranks of Yatela gangsters'''tailed deer]]*** [[Elk]]*** [[Snawfus]]*** [[Danger Deer]]** Rodents (new category):*** [[Giant rat]]*** [[Giant beaver]]*** [[Procyon]]*** [[Giant capybara]]*** [[ROUS]]
Changes to * 1 new [[Craftingoccupations|occupation]]:* New blueprint: '''Kama''' blueprint (Level 1)* New crafting ingredient item: '''Sickle blade'''[[Makaryuudo]]
Pending: The wiki will be edited to reflect the * Numerous [[creatures]], both new changes as soon as possibleand existing, receive new drops that can be either obtained on death or harvested through [[Hunting|butchering]].The full list is below:** [[Food]]: Raw and fried chicken egg, raw and fried turkey egg, vinepear** [[Meds]]: Poison glands (small, medium, large), chelicera, telson** [[Valuables]]: New [[Valuables#Special valuables|Special valuables]]: Beast fang, blob matter residue, bone antler, borz subdermal scale, bronze feather, dragon scale, frost crystal, firelizard scale, giant rodent tooth, Golden Lion fang, hydra scale, keratin plate, LSS fluid canister, snawfus antler, spiny scale, steel antler, thorny scale, two-headed serpent scale* [[Crafting]]:** 7 new crafting [[blueprints]] and associated recipes: HmVnmS, HmVnmC, HmVnmM, HmVnmT, HmVnmL, DragonSP, HydraSP* [[Trauma plates]]:** 2 new crafting-only plates: Dragon scale plate and Hydra scale plate
* Numerous [[creatures]], both new and existing, have received changes to their attacks to make them more lethal and more specialized.
** Bears
*** [[Brown bear]]: Added new technique, FP Ripping claws.
*** [[Grizzly bear]], [[Armored grizzly]]: Added new techniques, FP Ripping claws and FP Tearing bite.
** Birds
*** [[Bearded vulture]]: Increased MAPT of all attacks
*** [[Emu]]: Increased MAPT of Peck
*** [[Black vulture]]: Increased MAPT of Talon attack
*** [[Elephant bird]]: Added multi-wound effect to Peck and Talon attack
*** [[Bronze bird]]: Modified the property of Metal feather shot into an AP attack. Increased MAPT of all attacks.
*** [[Lightning bird]]: Added new attack, Spark. Increased MAPT of Peck and Talon attack. Added non-combat skill: Evasion (Skilled).
*** [[Basilisk]]: Increased MAPT of Peck and Poison spit.
** Bugs
*** [[Giant scorpion]]: Modified the property of the poison sting into an AP attack.
** Canines
*** [[Fox]], [[Wolf]], [[Warg]], [[Lupian]], [[Kallwolf]]: Added new technique, Scent detect.
** Deer
*** [[Elk]]: Added non-combat skill: Evasion (Basic)
*** [[Snawfus]]: Added non-combat skill: Evasion (Skilled)
*** [[Danger Deer]]: Added non-combat skill: Evasion (Expert)
** Felines
*** [[Jaguar]]: Added multi-wound effect to Bite and Claws
*** [[Pantherian]]: Added multi-wound effect to Bite and Claws
*** [[Splintercat]]: Added multi-wound effect to Bite and Claws
*** [[Golden Lion]]: Added multi-wound effect to AP bite and AP claws
** Golems
*** [[Steel golem]]: Added trait: Blast-resistant
** Humanoids
*** [[Psionic fighter]], [[Psionic warrior]]: Added new technique, Psi-scan.
** Mamono
*** [[Shinigami]]: Raised MAPT of Force Bullet. Added new technique, AP Force Bullet.
** Reptiles
*** [[Firelizard]]: Added new technique, FP Tearing poison bite
*** [[Two-headed serpent]]: Added new technique, FP Tearing poison bite
*** [[Hydra]]: Added new techniques, Machine gun bite, FP Ripping claws and FP Tearing poison bite
** Science experiments
*** [[Vinebeast]]: Added new technique, FP Deep thorns
*** [[Scaleworm]]: Modified the property of the Bite into an FP attack.
** [[Halflings]]
*** [[Canine halfling]]: Added new technique, Scent detect.
*** [[Feline halfling]]: Added multi-wound effect to Claws
** [[Youkai]]
*** [[Guhin]]: Added new technique, Scent detect.
*** [[Kasha]]: Added multi-wound effect to Bite and Claws
*** [[Satori]]: Added new technique, Psi-scan.
= May 7th 2020 =
'''Version 5.52 part 1''' - Bestiary update: Preparatory changes
Changes to [[ammunition]]:= December 24th 2022 =* [[Small bolt]]: Base damage nerfed by 4% (46% '''Version 6.6.3.1''' -> 42%)Scary Snipers with Braking Power Mini-Update
Changes This update was entirely designed by GenericArchangel to [[weapons]]:* [[Pistol crossbow]]: No longer has fix a damage multiplier (previously was x0.8)* [[Lambda magazine crossbow]]: Now has a 1flaw related to muzzle brakes.2x damage multiplier
New * Changes to [[clothing and armorWeapon accessories]]:* New human clothing and armor* [[Weapon accessories#Muzzle brakes|Muzzle brakes]]: If equipped to a weapon that is also equipped with a scope, the brake limits that weapon'''Hooded robes maximum Recoil to 6 on top of applying its normal Recoil -1 effect. In this case, Sleeveless jumpsuit, Janitor outfit shirt, Janitor outfit pants, Security guard hat, Armored trench-coatif that weapon'''.* New youkai outfits (for s Recoil were to exceed 6 after applying all 5 body types): '''Farmer outfitmodifiers, Janitor outfit, Maid outfit, Prison outfit, Scientist outfit, Security outfit, Technician outfit'''it is treated as 6.
New [[weapons]]:
* Class 5 Long: [[Scythe]]
* Class 5 Short: [[Hasami blade]]
Pending: The wiki will be edited to reflect the new changes as soon as possible= November 1st 2022 ='''Version 6.6.3''' - The Static MG Update
This update was co-designed with GenericArchangel and aims to adds more flavor and additional combat opportunities to the world.
= April 10th 2020 =* Changes to [[Cover]]:** New category of non-random cover (cannot appear in the UA): '''Version 5.51Machine gun emplacements''' (125 health, A4 armor)** Four types of MG emplacements: three based on existing weapons ([[M249|Static M249]], [[QJY- Changes to game mechanics88|Static QJY-88]], simplification [[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 damage modelsa 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
Changes to core gameplay mechanics:
* The '''C2''' [[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.
Changes to [[ammunition]]:= October 30th 2022 =* [['''Version 6.30-06 Springfield]]: Base damage buffed by 1% (166% -> 167%) so that the new C2 damage value (old C3) becomes 150% (previously 149%)6.* [[9x25mm Dillon]]: Base damage buffed by 1% (54% 2''' -> 55%), so that the new C2 damage value (old C3) becomes 50% (previously 49%).The Redrawn Map Update
Notes:* Creatures have not been modified yet, as the bestiary This update is still was co-designed with GenericArchangel and aims to make traveling across the Mazes more immersive. The changes made in progressthis update will also be used to support further future map and location-related updates.
* Changes to [[Uncivilized Area]] and [[Civilized Areas]]:
** Fast, Safe, and Deep routes are no longer available between all locations. While most locations are connected by a Deep route, the availability of a Safe or Fast route depends on the existence of a major trade route or traveling axis.
** All wiki pages for each town, alongside the [[Intersection]] page, now feature route notation to inform players of each available route between each location.
** A new [https://cdn.discordapp.com/attachments/379673260302008320/1036360652719149116/MzW_World_Map_11-2022.jpg world map] has been produced. It now shows a visual representation of each available route (green for Safe, blue for Fast, red for Deep).
= March 17th 2020 =
'''Version 5.5''' - Game mechanics changes, new ammo types
Changes to [[Recoil]]:= October 18th 2022 =* Recoil calculation and effects no longer rely on exact shot order, but now instead only needs total shots fired, significantly cutting down on the amount of time that needs to be spent counting and checking shots'''Version 6.* 6.1''' - The new Recoil system works as follows: Every Recoil level has a limit of shots (the Accuracy Drop Threshold, or ADT) that can be fired - if a character shoots over ADT, accuracy and aim wandering effects are applied to the entirety of the shot string, and not just the shots that go over ADT. A second level with even more severe penalties is applied if the amount of shots fired is equal to more than double the limit.** As before, going over ADT will result in aim wandering (which sends shots to &bodyaim instead of the desired point of aim), however instead of being applied only starting from the shot that went over the limit, aim wandering applies to ALL shots if the total amount of shots fired goes over the limit. [[Weapon accessories#Laser sights|Laser sights]] still cancel out this aim wandering effect.** Accuracy windows and effects of going over ADT once and twice will also be updated.Str⑨ngest Balance Update
Changes to This update was co-designed with GenericArchangel and addresses minor balancing issues with specific [[Combat modeCharacter traits]] and , [[Weaponsyousei]]; specifically, '''and [[Weapons#Firearm failure types|critical failurekitsune]]''' effects:* Like with Recoil changes above, critical failure effects no longer rely on knowing exact shot order, but only the total shot count, and in particular the critical failure count.** '''Failures to eject (stovepipes)''': For every stovepipe that occurs, the two highest scoring shots (excluding critical failures) are cancelled. If 3 stovepipes occur in a single string of fire, the 6 highest scoring shots are never fired. This has the potential of cancelling critical hits.** '''Failures to fire (misfires)''': No changes.** '''Failures to feed''': *** If '''2 or less''' occurred during the same string of fire: Same as stovepipes.*** If '''3 or more''' occurred during the same string of fire: All shots are cancelled and the weapon is considered to be '''jammed'''; this can be fixed by performing a reload action.** '''Failures to burn''': No changes.
New * [[ammunition typesCharacter traits]] for pistol and rifle calibers:** '''Tracer (T)Fast learner''': FMJ bullets with an illuminating compound at the base now grants '''5d25 XP''' instead 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 going8d25 XP.** 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)Just Can't Use This'': Also known as metal-piercing bullets, they offer a lower cost alternative ' now requires you 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:** restrict '''4 [[.22 Long Riflecombat skills]]: Standard T** [[''' instead of just 2.30 Carbine]]: Standard T2 of the skills restricted must be either Firearms or Heavy Weapons, Standard SAP, Milsurp T** [[and the other 2 must be Melee and Misc.30-06 Springfield]]: Standard T, Milsurp T** [[.303 BritishYousei]]: Standard TDue to Limitless Potential, Milsurp T** yousei now receive '''4x [[.32 ACPtraining machine]]: Standard T, Standard SAP, Milsurp T, Milsurp SAP** [[XP'''.357 Magnum]]: Standard SAP** [[This effect stacks with the Fast learner and Slow learner traits.357 SIG]]: Standard T, Standard SAP, Personal Defense SAP, Pocket Dragon SAP** [[.380 ACPKitsune]]: Standard T, Standard SAP, Milsurp T** Kitsune no longer start with '''Master''' level in [[.40 S&WNegotiation]]: Standard T, Standard SAP, Personal Defense T, Personal Defense SAP, Pocket Dragon T, Pocket Dragon SAP** [[.45 ACP]]: Standard TInstead, Standard SAP, Personal Defense T, Personal Defense SAP, Pocket Dragon T, Pocket Dragon SAP, Milsurp T** they start with the [[.50 BMGCharacter traits|Very Pretty trait]]: Standard T, Milsurp T** [[4for free.6x30mm]]: Standard T, Milsurp T** The trait is non-removable (similar to [[5.45x39mmhakutaku]]: Standard T, Standard SAP, Milsurp T, Milsurp SAP** [[5and Mycologist).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
= January 12th 2020 October 17th 2022 ='''Version 56.496''' - Simplification update #8The Battle Rifle Update
Changes This update was co-designed with GenericArchangel and aims to [[Addictions]]:* Advancement of withdrawal levels is now tied address power ranges across specific calibers, introduce a battle rifle family to [[Daily Reset]]Maze Customs, as well as new calibers, weapons, ammunition, and Customs mods.
Changes to ==== [[InebriationMaze Customs]]:* Inebriation no longer naturally decays at a rate of 0.1 per turn.====* New [[EffectCustoms:Major|Major]]family: '''For every +0.1 Inebriation gainedAR-10''', which includes the existing [[StressArmaLite AR-10]] is decreased by -0.4%; effectively turning alcohol into and [[KAC M110 SASS]], a reliable Stress relief method.* Inebriation decay now depends on new weapon (the passage of time [[ArmaLite AR-10(and not specifically Daily Reset eitherT)]]), based on the amount and a range of day periods that have passed since the last drinknew calibers listed below** 6 rechambering options** 5 barrel lengths, from 12.5" to 24"* Effects of [[Inebriation]] have been modified * 5 fire control group options** 3 handguards** 4 stock options** 3 upper receiver options* All existing Minor mods for the AR-10 and simplified.M110 SASS will be deleted
Changes to ==== [[VenomAmmunition]]:====* Rebuilt '''2 existing calibers re-balanced'''** [[7.62x51mm NATO]]: '''Buffed to a base Pain of 161%''' (16 more). New ballistic model (more closely matches M80 ball), new reference barrel (20" barrel from the effects [[ArmaLite AR-10|AR-10]] instead of Venom poisoning the 17.7" [[Heckler & Koch G3A3|H&K G3A3]]) ** [[.260 Remington]]: '''Buffed to a base Pain of 133%''' (modified 7 more). New reference barrel (20" instead of the thresholds previous 17.7")* '''5 new calibers'''** [[.243 Winchester]]: 115% Base Pain cartridge meant to be a low power, low recoil alternative to 7.62 NATO and simplified .260 Remington. Available as a rechambering option for the effectsAR-10 and Rem 700 families.** [[.300 RSAUM]] (Remington Short Action Ultra Magnum): 172% Base Pain cartridge, serves as an "optimized" alternative to 7.62 NATO. Rare caliber - no base weapons offered for it, but will be available as a rechambering option for the AR-10 and Rem 700 families. (and some non-Customs weapon systems)** [[.338 Federal]]: 182% Base Pain hunting-oriented big-bore cartridge, serves as one of the two "fat" alternatives to 7.62 NATO. Available as a rechambering option for the AR-10 and Rem 700 families.** [[.358 Winchester]]: 200% Base Pain hunting-oriented big-bore cartridge, serves as the other of the two "fat" alternatives to 7.62 NATO. Available as a rechambering option for the AR-10 and Rem 700 families.** [[8x50mm R Lebel]]: 164% Base Pain cartridge, selected for its historical significance. Available as a rechambering option for the Rem 700 family.
= January 6th 2020 === [[Handloading]] ====* New casings: [[.243 Winchester]], [[.300 RSAUM]], [[.338 Federal]], [[.358 Winchester]], [[8x50mm R Lebel]]* New projectiles:** .327, 198 grain: [[8x50mm R Lebel]]** .338, 225 grain: [[.338 Federal]]** .358, 200 grain: [[.358 Winchester]]* Existing projectiles:** .243, 90 grain: Gains compatibility with [[.243 Winchester]]** .308, 150 grain: Gains compatibility with [[.300 RSAUM]]* Primers:** Large Rifle: Gains compatibility with [[.243 Winchester]], [[.338 Federal]], [[.358 Winchester]], [[8x50mm R Lebel]]'''Version 5** Large Rifle Magnum: Gains compatibility with [[.48''' - Simplification update #7300 RSAUM]]
Changes to ==== [[StressWeapons]]====* 15 new firearms:* Stress thresholds for Low and Moderate have been adjusted * [[ArmaLite AR-10(respectively 0T)]] - New AR-10 family member, semi-automatic rifle, [[.0% : 19338 Federal]]** [[Breda PG]] - burst-fire only machine gun, [[7x57mm Mauser]]** [[Browning BAR]] (not to be confused with [[Colt M1918 BAR|the other BAR]]) - semi-automatic rifle, [[.9% and 20243 Winchester]]** [[Browning BPR]] - pump-action rifle, [[.0% : 49243 Winchester]]** [[Remington Model 700 ADL]] - New Rem 700 family member, bolt-action rifle, [[.9%)243 Winchester]]* Stress is no longer gained from taking damage (* [[PainMAS Berthier Model 1892 Artillery Carbine]]- bolt-action rifle, [[Limb Damage8x50mm 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) or from sustained injuries** [[SAKO Tikka T3 Lite]] - bolt-action rifle, [[.338 Federal]]** [[Effect#Stress|Stress gained from combat (now clarified as an effect called Combat Stress)Savage Arms Model 99R]] is now calculated differently; the total amount is now equal to '''(Td4)x0- lever-action rifle, [[.1xE'''358 Winchester]]** [[SIDARME Model 1915 CSRG Chauchat]] - machine gun, where T is the total amount of turns spent in combat[[8x50mm R Lebel]]** [[Winchester Model 70 Featherweight]] - bolt-action rifle, and E is the amount of enemies at the start of a fight[[.358 Winchester]]** Effectively[[Winchester Model 88]] - lever-action rifle, this means gaining between 0[[.1% and 0.4% Stress per turn spent243 Winchester]]** [[Winchester XPR Compact]] - bolt-action rifle, multiplied by the amount of starting enemies[[.243 Winchester]]* Stress gained from combat is now given at 5 new melee weapons:** [[Iron ball]] - Crude weapon** [[M1886 Rosalie]] - Bayonet for the end of combat, instead of gradually turn by turn.[[MAS Lebel Model 1886/M93]]* The Stress Tolerance * [[effectM1905 sword-bayonet]] is scrapped.- 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
Related changes:
* '''Books''' now heal a flat amount of Stress, -2.0% per reading. Books provide their Stress reducing effect only once per ingame day; an already read book must be marked with a tag.
** Suggested tag: ''"Read recently - provides no effects until next Daily Reset"''
* Showers no longer provide negative effects, and the command is now always rolled when using a shower, regardless of the location. Each use will now spend 30 ingame minutes and has a chance to provide a positive effect (reduces Stress, Fatigue, or Pain) each time.
* Computers now decrease Stress by (4d10)x0.1 at the cost of spending 2 ingame hours.
* Radios now decrease Stress by (2d10)x0.1 at the cost of spending 1 ingame hour.
= December 8th 2019 October 3rd 2022 ='''Version 6.5.474.1''' - Simplification update #6Archery rule patch
* The ==== [[CoverWeapons]] 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 platesAmmunition]]).====** Deleted the "full protection" trait (which protected against bouncing explosives - of which there is The rules now explicitly specify that [[VOG-25PArrow|only one typeArrows]] 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 bombLarge bolt|Large bolts]] 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 itemsSmall bolt|Small bolts]]** Gun Repair Kits can no longer be used reused, according to repair dud explosives; this ability was moved to the..specific conditions.** New toolkit: '''Explosives Toolkit (XTK)'''. Costs [[File:Parallar symbol.png|10px]]'''300''' Under normal conditions, all hits and misses produce arrows that can be used up to 5 timesretrieved. 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 Only critical failures result in arrow or defusedbolt breakage.* [[Effects]]** '''Nausea''' If the arrowhead is now a temporary effect which prevents using [[Food]] items. XPL (Explosive): All items inducing Nausea are now given a turn durationhits and misses result in detonation, and no longer induces IR +1making explosive arrows 100% non-reusable.** '''Anti-Oni Syndrome''' now causes creatures under this effect to get [[Pain]] instead of [[Venom]] from drinking alcohol If the arrowhead is IMP (1% Pain per 0.1 InebriationImprovised). The Pain gained this way is '''fixed''' : Misses and ignores [[Pain Sensitivity]] entirelycritical misses result in breakage.** '''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 entirelyOnly hits are reusable.
= November 14th 2019 September 18th 2022 ='''Version 6.5.464''' - Simplification Guns, Blood, and Drugs; A balancing update #5
* ==== [[WeaponsMaze Customs]]:====** In a manner similar to the [[MAC-10]] and [[MAC-11]], 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), The [[HHeckler &K Koch MP5K]] (Submachine gun -> Auto pistol)** Artifact weapons; [[Bat out of Hell]], [[Doomslayer]]: No longer dependent on is added to the Contestant story for acquisition. Their effects and special abilities have also been modified - see each page for further detailsMP5 Customs family.* [[Statistics]]Customs: New modifications for the MP5:** [[Pain]]Barrel length: No longer naturally regenerates at a rate of Short MP5K barrel (4.5-2% 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 insteadinch barrel)* [[Meds]]:** Cannabis no longer increases pain regeneration per turn, but instead decreases Pain by a flat amount; -25%.* Other changesMuzzle:** '''Augmentations''': Guardian LSS modified so it doesn't improve pain regeneration per turn anymoreN/A, but instead reduces Pain Sensitivity and improves the effectiveness of Pain healing at the Daily Reset (Level 2Underbarrel: Pain Sensitivity Integrated foregrip -10%, Daily Reset Pain healed by 70%. Level 3Cost: Pain Sensitivity -20%, Daily Reset Pain healed by 100%.)150 P$** '''Tanuki special abilities''': A new 9 TB ability called '''Still Hard''' The Short MP5K barrel is added. Applies Strong limb healing to any of incompatible with the tanuki's limbs. Regeneration is now more expensive, bumped up to 5 TB. Many abilities have had their effects simplified as well.Surefire 628 and Quad rails
==== [[Limb health]] ====
* [[Wounds]] now cause a bleeding rate of '''-0.3 Blood per wound per turn.'''
= November 10th 2019 === [[Meds]] ===='''Version 5.45''' * First aid kit (FAK): Weight reduced to 1 (previously 2)* Epoetin- Simplification update #4alfa: OresEffect modified to Blood +0.2/turn, metals and mining-30 ntri/turn, +0.4% Fatigue/turn for 20 turns
* ==== [[ValuablesAddictions]]: ====** Scandium and palladium ingots have been scrapped ** Introduction of new types of ingotsNew addiction mechanics simplifying the previous system: ZincAs before, Ironusing a substance comes with a percentage chance of becoming addicted. However, and Tungsten** All ingots are the withdrawal tiers now available in four sizes: 100g (0function differently and more simply.2 Weight units)Now, 250g (every use of an addictive substance is a chance to increase the current addiction level by 1, from the minimum of 0.5 units), 500g (1 unitno effects) and 1000g (2 units)** "Hardened steel" was renamed to just "Steel"the maximum of 3.** Value per kilogram Instead of brass is disabling corresponding withdrawal effects when an addictive substance's effects are active, withdrawal effects are now 240 P$ (previously 224 P$)truly permanent and continue being active even if the character uses the corresponding substance. In other words, usage effects and withdrawal effects now stack.** Value per kilogram of electrum [[Hospital]]: Addiction removal is now 1400 tier based and depends on the current level. It now costs 250 P$ (previously 1340 and 2 day periods of mandatory rest per level, up to 750 P$and 6 day periods (1 full day)for treating a single Level 3 addiction.* [[Ores]] Addiction effects: To account for the possibility of med effects and [[mining]]withdrawal effects being active simultaneously, the following withdrawal effects have been modified:** All metal ores have been completely scrapped and rebuilt from the ground up. All types of metal ores now contain a percentage of ONE useful metal or "quick cash" element, and are now based on more realistic types of mineralsNicotine withdrawal*** Level 1: Minimum Stress set to 15. 0%** The list of "Primary" mining elements Alcohol withdrawal*** Level 1: Need a drink (which can be exchanged for ingotslevel 1) has been rewritten, and now includes (from least applies to most valuablethis character (see below): Zinc, Lead, Iron, Copper, Tungsten, Silver, Gold, Platinum.** The list of "Secondary" mining elements * Level 2: Need a drink (which can be exchanged for cashlevel 2) applies to this character (see below) has been rewritten, and now includes Agility -1*** Level 3: Need a drink (from least level 3) applies to most valuablethis character (see below): Coal, SulfurAgility -2, NickelIS tier +1, MercuryHallucinations** Cannabis withdrawal*** Level 1: Mild munchies*** Level 2: Minimum Stress set to 15.0%, MagnesiumMild munchies, Tin, CobaltMild thirst*** Level 3: Minimum Stress set to 30.0%, AluminiumIntense munchies, Molybdenum, Titanium, and Chromium.Mild thirst** There isn't a tertiary "garbage" category of ore materials anymore.Anabolic steroid withdrawal** Object line nomenclature for all metal and gemstone ores has been redone for clarity* Level 1: Minimum Stress set to 30.0%* Other changes** Level 2:Minimum Stress set to 60.0%** Dimensions of [[Parallar|brass and electrum]] coins were modified slightly * Level 3: Minimum Stress set to account for the changes90.0%, Rage** Sick hakutaku syndrome*** Level 1: IR +1*** Level 2: FT +1, IR +1*** Level 3: FT +1, IR +1, Hallucinations
= September 24th 2019 === [[Effects]] ===='''Version 5* Alcohol affinity ([[Oni]] creature trait): Effect simplified.44Instead of both halving Inebriation received and doubling the Stress relief effect of [[Effects#Stress|Need a drink]] to compensate, this trait now simply doubles the Stress relief effect but gives the normal amount of Inebriation.* The "Need a drink" effect has been delineated into 4 variants; Level 0, Level 1, Level 2, and Level 3. In essence, the "Need a drink" effect progressively offers less and less Stress relief per Inebriation gained as your character''' - Various changes in various domainss level of Alcohol addiction increases.
* '''Buff to the [[gohei]] and [[shaku]]''': Each weapon now gains a Charge point when killing a creature it is designed to deal double damage to, and for every Charge point it holds, the weapon deals an additional LDV+1. If at least 1 Charge point is in the weapon, the user can use a special attack ("Terminating Seal" for the gohei, "Cleansing Fire" for the shaku) which will allow the weapon to temporarily deal quadruple (4x) damage instead of just double against the species it is designed to hurt, for one turn only. On the following turn, the weapon loses all of its Charge points.
* Introducing a new type of key item, the '''skeleton key'''; 10 different types exist, from Type 0 to Type 9. The purpose of a skeleton key is to open any mechanical lock, as long as the type matches the first digit of the lock's serial number (e.g. a Type 2 skeleton key will open any lock from 2000 to 2999).
** Skeleton keys break after one use.
** They can be sometimes found in '''&stuff'''.
** They can also be crafted; two new crafting blueprints, '''SkelKeyA''' and '''SkelKeyB''' were introduced. In a first for the game, these recipes also require a certain skill level in Lockpicking in order to use (respectively, Lv2 - Basic, and Lv3 - Skilled).
* Introducing a new type of toolkit, the '''hacking tool''', which is essentially an electronic lockpick. Hacking tools are disposable devices with electronic spoofing software; they can be used up to 10 times, then brick themselves.
** It replaces the HX-1337 series of hacking augmentations, which have been scrapped from the game.
** Modifications to the hacking mini-games were made to accomodate for the new hacking tool.
** The '''&loginwords''' command was renamed to '''&words''', and its dictionary of words was increased from 810 to 8738 words.
* '''Kasha buffs''': Kasha base stats have been improved (Base limb health: 43 -> 60, Max Blood 12 -> 17, Pain sensitivity 163% -> 117%), and their old "Savage" ability was removed, and replaced with two new abilities, '''Natural Hunter''' and '''Savage Mode''':
** '''Natural Hunter''': As a passive ability, kasha claws are tough enough to allow for Butchering without the need for a suitable tool. All Kasha also start with Lv2 - Basic in Hunting.
** '''Savage Mode''': Kasha can, at will, give themselves +10.0% Stress in exchange for +40% Strength and -40% Pain Sensitivity for 20 turns. If Savage Mode is already active, Kasha can activate the ability again to extend the remaining duration by another 20 turns.
* '''Nerfing [[Ammunition#Pistol and rifle caliber projectiles|UHS ammunition]]''': It now deals 1.3x damage (Pain and LD) instead of 1.4x.
* '''Changes to MAIM''': Rie "Fireball" Kirari, being a kasha, now benefits from the new abilities introduced above. Her natural Pain Sensitivity was also lowered to 87%.
* '''Changes to healing''': First Aid Kits and Field Surgery Kits now instantly heal HP instead of HP over time (Light: +7 HP; Strong: +12 HP). The bonuses introduced by the Healing skill now give additional HP to all of the limbs not targeted by the FAK/FSK - +1 HP at Basic, +2 HP at Skilled, +3 HP at Expert, and +4 HP at Master. The bonus HP is free and costs no Nutrition or Fatigue.
= August 24th 2022 =
'''Version 6.5.3''' The R&R Update
= September 6th 2019 (2) === [[Basic mechanics]] ===='''Version 5* Created and defined the concept of [[Downtime]].43 (part 3) - The SteveMRE Konbini update part 3/3: Convenience stores'''
== Convenience stores ==
* Convenience stores are a new shop type which replaces the previously existing takeout stands.
* Convenience stores are a type of individual shop, sharing the same layout as other types of individual shops.
* The purpose of convenience stores is to sell a fixed inventory of items considered to be basic necessities. Unlike most other shops in the Mazes, the majority of their inventory is not random.
* Items sold at convenience stores are divided in four aisles: Food aisle, Ammo aisle, First Aid aisle, and Misc aisle.
* Each convenience store belongs to one of five chains; '''24-Seven, Fusco's Bodega, Angelstop, Circle H''' and '''Tomato Konbini'''. Each chain has their own traits and extra features, such as raffle tickets for every 250 P$ of purchases, extra gear, or extra services.
= July 20th 2022 =
'''Version 6.5.2''' - Lockpicking minigame update
= September 6th 2019 (1) === [[Skills]] ===='''Version 5.43 (part 2) - * The SteveMRE Konbini update part 2/3: New [[Lockpicking#Picking electronic locks|electronic lockpicking]] minigame has been updated with an easier and improved rations, new food items'''more balanced variant.
This is the second part out of a series of three updates.
=April 20th 2022 = New food items ==* 11 new and improved rations have been introduced, replacing the previous 3 completely.* New category of food item, '''powdered drinksVersion 6.5.1'''. Powdered drinks are inedible on their own, but can be combined with a bottle of water to create a drink.** 8 powdered drink packets, and 8 corresponding crafting-only beverages introduced.* 20 new types of regular food items introduced, many of which can be found in the new rations.Simplification Update #10: Completely Baked Edition
All of the new items have been added to the '''==== Basic game mechanics ====* [[FoodRecoil]]''' pagehas been simplified; there is no point of aim shift after crossing ADT anymore (due to it being a remnant of when Recoil required checking for shot order).
== Other changes == [[Weapon accessories]] ====Effect changes to the following accessories:* New crafting item, Laser sights: No longer cancel the '''Mini-bag point of 5 safety matches'''aim shift (as that mechanic has been deleted), which is found in many rations, but can also be found for sale at Workshops for [[File:Parallar symbol.png|10px]]now gives '''0.10IR -1''' apiece.
= September 5th 2019 March 22nd 2022 ='''Version 56.43 (part 1) - The SteveMRE Konbini update part 1/3: Changes to consumables5'''- Further Balance Updates
This is ==== Basic game mechanics ====Changes to the first part out following core game mechanics:* Major change to the [[limb groups]] system: hits to the LIMB group now cause '''0.5x''' damage (same as hits to the EXTREMITIES) instead of a series of three updatesthe previous 0.4x.
The effects of many consumables have been modified.==== [[Ammunition]] ====Major rebalancing to the ammunition type cost multipliers:
== General changes to all consumables ==* Tracer: '''1.1x''' (previously 1.5x)* All consumables that Match: '''3.0x''' (previously listed a percentage chance to get an effect, now always give the listed effect4. The percentage chance effects have been scrapped0x)* 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)
== Changes to Effects == [[Character creation]] and [[Character customization]] ====* '''Nausea''' is [[Human]] characters now a permanent effect that gives the afflicted creature an receive '''IR +14 starting trait points''' effect and a nauseous sensation. This effect can, however, be eliminated by attempting to throw up. Even if instead of the attempt failsnormal 3, Nausea will always be eliminated this way.** All references to Nausea having a turn duration have also been eliminated.* '''Suppressed hunger''' has been completely rewritten, and now works as follows: If Hungry, Famished or Starving, this effect will treat compensate for the creature's Nutrition level as being OK (temporarily canceling any negative effects from low nutrition)lack of racial benefits.
== Changes to food == [[Convenience store|Convenience stores]] ====* Can of cola drink: No longer provides Agility +1 and Alertness increase - still affects Fatigue and Stress* Can of lemonade: No longer provides any effects besides nutrition and hydration* Can of energy drink: No longer provides Strength +10%, but the effect is lengthened from 15 to 20 turnsConvenience stores now sell [[M67]] frag grenades, [[M18 smoke grenade|M18]] smoke grenades and now also reduces Fatigue by 5.0% and increases Stress by 0.5%.* Cup of tea, green: Effect now increases alertness instead of Agility, effect now lasts 10 turns* Cup of tea, black: Effect now increases alertness instead of Agility, effect now lasts 10 turns* All game meat boosting Strength or Alertness: All effects now last 20 turns instead of 2 or 3 turns.* Hot-gon [[M84]] flashbang grenades (exclusive to Diamond Hot-Dogs1d8 per store): Effect now lasts 20 turns
== Changes to meds ==[[Crafting]] ====* Changes to [[Toolkits]]:** Gun Cleaning Kits (GCK), Gun Repair Kits (GRK), Melee Repair Kits (MRK), Explosives Toolkit (XTK): Maximum uses per kit buffed to '''10 uses''' instead of 3. Price per unit is unchanged.** Gun Cleaning Kits: Now repairs '''200 Condition''' per use (previously 100).** Gun Repair Kits and Melee Repair Kits: Now repairs '''400 Condition''' per use (previously 250).
Many medical items have had their effects completely rewritten==== [[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. These are 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 new effects for [[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 itemssituations:[[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
* Cannabis jointChanges to existing character traits: Agility -1, Pain Regeneration Rate +2% /turn for 20 turns, Stress -1.0%* Cigarette: Agility +1, FT -1 for 10 turns'''Galaxy Brain''' has been removed.* Nitrous oxide'''Phobia''': Pain Sensitivity -50%, Euphoria Rush for 10 turns* Amphetamines: Agility +2, Alertness increase, FT -1 for 20 turns, Stress +3Additional effect.0%* Pentobarbital: Instant death If you were in 20 turns* Steroids (anabolic): Strength +40% combat against a creature or a category for 20 turns* FG-7142: Suppressed hunger for 40 turnswhile you have a phobia, you receive '''quadruple Stress +8''' at the end of combat.0%* Desoxyn (meth pill): Alertness increase, Forced wakefulness for 20 turns, Fatigue -30.0%, Stress +10.0%* Oxycodone: FT+1 for 10 turns, Pain -50%* Epinephrine: Agility +3, Fatigue -10.0%, Stress +8.0%* Heroin: Pain sensitivity -100%, FT+2 for 30 turns, Pain -90%* Lorazepam: Forced sleep for 30 turns* Morphine: Pain sensitivity -75%, Agility -2 for 30 turns, Pain -70%* Cocaine: Pain sensitivity -100%, Alertness increase, Hallucinations for 20 turns* PCP: Pain sensitivity -50%, Alertness increase for 20 turns* Codeine: Nausea, Pain -40%* Concentrated caffeine: Alertness increase, Agility +1 for 10 turns, Fatigue -12.0%, Stress +1.2%* Diazepam: Alertness increase, FT-2 for 20 turns* Ecstasy: Intense relaxation, Euphoria Rush for 40 turns
== Changes to mushrooms ==[[Effects]] ====The following Effects have been modified:* '''Combat Stress''': Base effect is '''doubled''', meaning that each turn of combat now causes +0.2% to +0.8% [[Stress]] per turn multiplied by the number of starting enemies.* '''Travel Fatigue''': The base roll is a '''2d4''' instead of the previous 1d8, meaning that each room traveled adds +0.2% to +0.8% [[Fatigue]], with a bell curve effect biased towards the median of 5 (+0.5%).
Many mushrooms have had their effects completely rewritten. These are the new effects for the following items:
* Oni= March 5th 2022 ='s Bane mushroom: Anti-oni syndrome for 10 turns* 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 +30''Version 6.0%* Caecitas: FT +3 for 20 turns* Potentia: Strength +20% for 20 turns* Accuratio: FT 4''' -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 turnsThe Love Hotel Grabbag of Optimizations Update
==== [[Weapons]] ====
Several melee weapons have had their damage values and Weight changed to improve balance.
List of changes by melee weapon category
= July 21st 2019 =Axes'''Version 5.42''' * [[Fire axe]]: Increased base damage to 72% - Detective update72/65 54/43/32/14/4
An accompanying Tsuchinoko update (version 138) will be released on the same day.Crude weapons* [[Meat fork]]: Increased base damage to 30% - 30/27 21/17/12/6/1
== Changes to Knives* [[CreaturesDagger]] ==* The Maze Police faction has a new rank, Guard Detective. Ranks above Sergeant but below Chief, they are investigators in plain clothes, in charge of cases and issues. They come with their own set of equipment.** They now appear as a separate type of creature that can be rolled by the '''&enc''' and '''&enc: Increased base damage to 53% -LEO''' commands.53/48 40/32/24/11/3* All Maze Guard flavors have received an equipment update; trauma plates, Tasers, better load[[Karambit]]: Decreased base damage to 28% -bearing equipment.28/25 20/15/11/6/1
One-handed clubs
* [[Heavy spiked gada]]: Increased LDV to +3
* [[Flanged mace]]: Increased LDV to +3
* [[Pipe wrench]]: Increased weight to 9. Increased base damage to 70% - 70/67 56/46/35/18/5
* [[Wrench]]: Decreased weight to 2. Decreased base damage to 33% - 33/30 25/20/15/7/2
* [[Hammer]]: Increased weight to 3.
= July 13th 2019 =One-handed swords'''Version 5.41''' * [[Butterfly sword]]: Decreased base damage to 45% - Weapon accessory tweaks and simplifications45/41 32/25/18/9/1
This update aims at trimming some more of the fat with game mechanics, specifically mechanics related Two-handed club* [[Iron bat]]: Increased base damage to weapon accessories.50% - 50/48 40/33/25/13/4
An accompanying Tsuchinoko update (version 137) will be released on the same dayWhip/Lash* [[Kusari-fundo]]: Increased LDV to +3. Increased base damage to 55% - 55/52 44/36/28/14/4* [[Straight whip]]: Decreased base damage to 45% - 45/43 36/29/23/11/3* [[Bullwhip]]: Increased LDV to +2. Increased base damage to 49% - 49/47 39/32/25/12/4* [[Light bullwhip]]: Increased LDV to +1. Increased base damage to 37% - 37/33 28/22/17/7/2* [[Riding crop]]: Decreased weight to 3. Decreased base damage to 30% - 30/29/24/20/15/8/2* [[Nine-tails]]: Decreased weight to 2.
== Changes to == [[weapon accessoriesFood]] ====* Scopes: All scope effects Food items other than packaged rations and canned goods now have been re-balanceddifferent weight values.** Low-power optics: No longer have a special effect boosting accuracy only when aiming at small body parts, and instead provides a flat FT-1 bonus.** Medium-power optics: Now provides a FT-2 bonus instead Instead of FT-being all 1.** High-power optics: Now provides a IR-2 bonus instead of IR-1.** Extreme-power optics: Now provides a IR-2 bonus instead of IR-1.* Weapon lights:** The dazzling effect mechanic has been entirely scrapped.** When someone with a weaponlight aims at a creature with night vision or NVGs active, it no longer causes a blindness effect. (Flashbangs are unaffectedunit, they still cause enhanced blindness to creatures with night vision).** Weaponlights switched on now '''automatically break stealth''', as they are sources of bright light that can may be seen by everyone.* WL2 batteries have been '''entirely scrapped''', alongside three models any one of weapon light (Inforce APL, Inforce WML, and P3X Fury Tactical) due to redundancythe following: 0.* One new type of dual modules introduced: the '''Streamlight TLR-4'''25, which can be fitted on Short interfaces0.* All accessories that used to require WL2 batteries5, no longer need them1, and can function indefinitely. Integrated lights and lasers also no longer show a turn counter to represent battery life.* All character sheets must have the following modifications made: All Inforce APL lights are replaced by Surefire X300U lights2, and all Inforce WML and P3X Fury Tactical lights are replaced by Surefire M620 lightsor 3 units.
== Other general changes === New weight values =====Fruit* [[Cover]] mechanics simplified (effectively returned to a previous state); the Exposure system (exposed/hidden) is scrapped0.25: Apricot, cover now returns to protecting the full bodies of everyone that is behind coverGrapes, Kumquat, Kiwifruit* 0.5: Apple, Pear, Orange, Pomegranate, Banana* 1: Watermelon wedge* 2: Pineapple* 3: Cantaloupe
Vegetable
* 0.25: Carrot, Beet, Turnip, Leek, Wasabi root
* 0.5: Tomato, Potato
* 1: Artichoke, Cucumber
* 2: Cabbage
= May 18th 2019 =Meat'''Version 5* 0.4''' - Simplification update #3 25: Stress and inaccurate hitsAll types of game meat
This update aims at further simplifying certain game mechanicsSeafood* 0.25: Mussels, Clam, Sardines* 0.5: Trout, Cod* 1: Sea bass, Sole, Grilled eel, Lobster* 2: Cuttlefish, Salmon, Carp, Tuna, Crab
== General changes ==Dessert* Stress: All stress levels from Moderate and up no longer cause incremental fatigue effects0.25: Waffle, Madeleine, Crepe, Scone* Inaccurate hits with ranged weapons no longer call for a 1d2-1 check to determine if the shot hits0. From now on5: Yogurt, all inaccurate hits are hits.Brownie, Ice cream cone, Fruitcake slice, Millefeuille, Donut, Muffin, Cookies (6), Large cookie* All inaccurate hits now deal 0.7x Pain and Limb Damage1: Black forest cake slice, Cream pie slice, including in melee Cookies (down from 0.8x18)
Snacks
* 0.25: Chocolate bar, Caramel, Bread slice, Cheddar slice, Fortune cookie, Energy bar, Granola bar, Whole wheat biscuits, Candy (mint), Candy (strawberry), Fruit bar, Milk and cereal bar, Peanut caramel bar
* 0.5: Candied fruit can, Peanut chocolates (27), Salt crackers (10), Breadsticks (10), Breakfast biscuits
* 1: Peanut chocolates (168), Salt crackers (20), Breadsticks (20), Pretzels, Popcorn (plain), Popcorn (caramel), Honey-roasted nuts
= April 23rd 2019 =Fast-food'''Version 5* 0.3''' 5: Fries, Fried potatoes, Nuggets (6), Pizza (1 slice), Sandwich, Cup noodles* 1: Cheeseburger, Double cheeseburger, Nuggets (20), Hamburger, Hot- Simplification update #dog, Chili-dog, Corn-dog, Hot-gon* 2 : BloodPotato chips* 3: Pizza (8 slices)
This update aims at simplifying some of the mechanics related to the Blood statisticBeverages* 0.5: Orange juice, Tea (black), Tea (green), Lemonade, Cola, Coffee (black), Apple juice, Grape juice, Energy drink, Coffee (cappucino), Hot cocoa* 1: Mineral water, Milk, Beer (blonde), Beer (brown), Beer (stout), Craftable powdered drinks (all of them)* 2: Champagne, Red wine, Vodka, Mead, Absinthe, Sake, Whiskey, Brandy, Cider
== General changes ==* Blood no longer naturally heals at a rate of 0.1 per turn, making Pain the only statistic that naturally regenerates every turn no matter what. If you have no wounds, your current Blood level stabilizes at its current level.* Natural blood regeneration is now tied = Changes to the daily reset; on top of the nutrition/hydration that is normally lost at midnight ingame, your body will attempt to regenerate 1 unit of Blood on its own every day (as long as there are no open wounds at that moment). Upon hitting the daily resert, you will lose 150 ntri and 2% Fatigue, and regenerate 1 Blood instantly. This is intended to incite finding BTKs or pay for a medic. If neither is possible, the tried and tested "buy food and let it heal over a few days" also works, however it may take several in-game days for large amounts of lost Blood. rations =====* Blood Transfusion Kits now carry 3 units of Blood each instead of 5. Full BTKs now cost 350 P$ instead of 550 P$.* A new type of medical item ('''Epoetin-alfa''', syringe) can be consumed to start a 20-turn effect resembling the old natural regeneration effect: +0.1 Blood per turn, in exchange for -15 ntri and +0.2% Fatigue per turn. In total, the item would help your body regenerate up to 2 Blood but burn up to 300 ntri and 4% Fatigue. Syringes of Epoetin-alfa cost 100 P$, making them the cheapest syringe-type medical item.* Changes to '''Augmentations''': The Guardian LSS no longer increases the amount contents of Blood regenerated per turn, since that mechanic is gone. Instead, each level increases the amount of Blood regenerated every day by 1, at no extra cost of nutrition and fatigue. Level 1 therefore lets you heal 2 Blood per day, Level 2 is 3 Blood per day, and Level 3 is 4 Blood per day, all for the same cost of 150 ntri/2% Fatigue per turn, making it viable to heal large amounts of Blood loss over the space of a few days.* Changes to '''Clothing protections''': Buffs to protection ratings. ''-Resistant'' will prevent injuries on hits dealing up to 4 limb damage (previously, 2), and ''-PROOF'' will prevent injuries on hits dealing up to 8 limb damage (previously, 4)specific rations have been changed.
* Ration B1: Added 1 extra pack of whole wheat biscuits and 1 can of spam
* Ration B2: Removed 1 packet of powdered coffee
* Ration L1: Removed 5 cigarettes and 5 safety matches
* Ration L2: Added 1 can of pasta with tomato sauce
* Ration S1: All item quantities doubled, added 2 milk and cereal bars
= February 20th 2019 ='''Version 5.2''' - Extra game modes update=== Other food related changes =====
This update introduces two new methods of playing MazeWorld* [[LBE]]: All LBE with a Food holster: '''Survival''' and '''Freeform''', and retroactively renames the 'main' mode into '''Contestant Story''' or just '''Story'''. These new game modes, so effect is replaced to speak"max weight: 3" instead of "max items: 2"* [[Style shop]]: Custom food holsters are now weight-based instead of item count-based, aim at providing more flavors for players and future GMs to enjoyas above.
== General changes ==* The [https://docs.google.com/forms/d/1fLN_YUoVStGt0ElBtVpyMg1bIvn1Eqxc3BuDJrdIkBk/ character sign-up form[Meds] has been updated ] ====First Aid Kits (FAKs) and Field Surgery Kits (FSKs) receive simplifications to account for the changes below.make them easier to use and manage:
== Survival ==In this new mode, players adopt the role * FAKs and FSKs no longer serve as mini containers capable of a Survivorcarrying extra meds (IBs, whose only objective is to kill anyone that looks at them wrongparacetamol, and survive as long as possibleHAP, epinephrine, etc. Survival is mainly inspired from old)* Instead, FAKs and FSKs are now multiple-school MazeWorlduse. FAKs have 3 uses before depletion, it is essentially FSKs have 5 uses (1d3 and 1d5 on randomly found ones)* No changes to pricing or limb healing effects, all 3 uses of an endless Uncivilized Area runFAK can therefore heal up to 21 HP, just as it once wasand all 5 uses of an FSK, 60 HP.
When playing Survival==== [[Hotel|Hotels]] ====A new hotel classification has been added: Love Hotels.* Falls outside of the luxury level (star system) by offering a unique service, players represented by a heart symbol (♡)* Love hotel rooms possess a single king-size bed intended mainly for couples, similar to ★★★★ hotels.* Love hotels only allow you to book a room if you have the option at least one partner, and booking only lasts 4 hours, not 24. The intention is to choose between two modes: '''Tier X''' provide couples (The game ends after completing X Challenges) or groups) with the privacy needed for intimacy.* In exchange, the stay is cheap - just [[File:Parallar symbol.png|10px]]'''Endless50''' (The game only ends with the Survivor's death, or at player request)to get in.
The main differences introduced by Survival are as followsSeveral towns received new hotels:* No Neutral towns or intersections as players know them ** Calfair Sector - Survival is an endless Uncivilized Area streak, equivalent to a Deep route. Explorable areas can even still be found and completed for their rewards!★★ Rudolf's Lodge* Nutrition and Hydration Reset occur every time the Survivor reaches a Trading Post (TP reset). In turn, the reset is much lower than normal. * Littleton - ★★ Little Inn** Nanton - ★★★ Slow Wave Hotel** Ovis City - ★ The base values are 420 ntri and 140 wtr (0.2x a normal daily reset).Roadside Resort* Date and time are not tracked.* Saker - ♡ The Serial Inn* No Faction Reputation and no Renown to worry about.Angelic towns* All skills are unlocked: Survivors start with Unskilled in all non* Alba Radium -combat skills (unless skill levels were purchased at Startgame)★ Guiding Light Inn* * Beatus - ★★★ Dreamers House** Divus Nitor - ★★ 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).Celestial Auberge* Every 50 rooms, the Survivor will find a Trading Post, which is nothing more than an intersection with a fixed amount of shops * Semitas - ★★ Quietus Inn* Demonic towns** Flaxton - ★ The Hotelion** Novysera - ★ The Bonfire** Rog - ♡ Heat Wave Hotel** Temno - ♡ Jam and services (see below for details)Cream* 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!* Utroba - ♡ The Deep Dive* If playing on Tier X, X corresponds to the amount of Challenges the player must complete in order to reach the end.Military towns** There is no upper limit on the Tier number (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 subsequent amount of Challenges), though in order to keep games from being unreasonably long, the authorBarrel Hostel** Elusec - ★★★ Kilburn's recommendation is to keep it between 1 and 10, and any longer games should be Endless instead.** The author personally recommends firstMurberry -time players and GMs to try Survival Tier 4, for a 401★ Layd Backe** Wayward -room adventure.★★ Thornton Hostel* Mercenaries function differently:Syndicate towns** Baden Town - ★★ The timeRun-based hiring rates do not apply, and are instead replaced by a 50Inn** Viris Area -room hiring rate ♡ Lovelight* Youkai towns** Aosaidan - ★★ Kaneda (corresponds to the distance between Trading Posts金田). That special rate is equivalent to 2x the 24-hour rate.** Upon being hired, a mercenary will immediately join Masatomo - ★★★ Lodge of the Contestant with no waiting time.Fork** Merc deaths do not need to be reportedKazama - ★★ Amane Hotel (天音 HOTEL, lit."Divine Sound Hotel")** All mercenaries show up with their gear. There are no gear costs Kijirou - their equipment is essentially free.** All special parameters are ignored★★★ Dou to Gin (銅と銀, lit."Copper and Silver")
The only objective in Survival is to survive. Each Survivor will be entered into a leaderboard for creatures killed and KV score obtained at the end of their runA few existing hotels changed classification:* Ellen Sector - Warm Case Hotel - Was ★★, as well as rooms visited in Survival Endless.becomes ♡* Abakash - Brim Inn - Was ★★, becomes ♡* Garica Block - Marion's Inn - Was ★★, becomes ♡
== Freeform play ==This is essentially the normal game, but without main story quests or sidequests [[Creatures]] and with certain shops, services [[Occupations]] ====The following creatures and other conveniences immediately available. This mode aims at a more relaxed experience, without the pressure of the pre-made main story, as well as offering an opportunity occupations received changes to design your own stories their loadouts and plots. skills:
The main differences introduced by Freeform are as follows* [[Escort]]:[[Glock 26]] loadout replaced with [[Glock 19]] and 15-round mags* All skills are unlocked. Freeform characters start [[Escort boss]]: [[Para P-14]] loadout replaced with Unskilled in all non[[Para P-combat skills18]], as well as a MAIM account.two magazines, and 9x19mm Standard JHP ammo* The Freeform character starts with a MAIM account[[Janitor]], [[Head janitor]]: [[Broom]] replaced with all generic and regular named mercenaries available (Special mercs are not available as they're tied to the story).[[Mop]]** Reputation and Renown requirements from certain mercenaries are disabled.* Roazon is collapsed, exactly as it would after the Contestant completes Sidequest S3-[[Acolyte]]: New Primary 2weapon: [[Round shield]].* All repeatable activities are availableNew [[skills|skill]]: Trading Missions, Mercenary Contracts, Mining, and Bounty HunterShields (Basic)* Several shops and services that are normally only obtained as sidequest rewards are available from the start[[Knight]]: [[Arming sword]] replaced with [[Heater shield]]. New [[skills|skill]]:** The Power Armor Shop Shields (Ferland SectorSkilled) is available and fully upgraded.** The Advanced Handloading Services are available at the Ellen Sector factory[[SRT Officer]]: New Primary 2 weapon: [[Ballistic shield - Alpha]].New [[skills|skill]]: Shields (Expert)** The Powder & Primer Shop is available at the Littleton factory.* Renown and Reputation are disabled, to allow GMs more flexibility.** It is recommended to replace any rewards in Renown/Rep [[Vampire]]: [[AI AWSM]] loadout replaced with money[[AI AW]], two magazines, where applicable and where it would make sense7. (e.g. Vigilante work)62x51mm NATO Standard FMJ ammo
==== Other changes ====
* [[M1 Garand]]: Missing Customs combinations have been added
* [[Hospital]]: Cost of healing limb damage dropped from [[File:Parallar symbol.png|10px]]'''25''' to [[File:Parallar symbol.png|10px]]'''15'''.
= January 17th 2019 =
'''Version 5.1''' - KISS Update (Keep It Simple, Stupid!)
This update aims at simplifying several game mechanics deemed too granular or generally not fun enough= February 10th 2022 ='''Version 6.3.13''' - The 1000-Weapon Update, Part 13: Submachine guns and Two-handed swords
== Simplified nutrition and hydration ==* Nutrition and hydration no longer decay at a rate of 15 new weapons added to the game (14 firearms, 1 per turn. Instead, these stats are slashed by a set amount at a fixed rate and frequencymelee weapon), bringing the total to symbolize meeting daily recommended needs; these are called the covered '''Nutrition Reset1,000''' and '''Hydration Reset''', respectively.** Nutrition is reset every day at midnight. The reset will reduce the current Nutrition by an amount equivalent to (meat worth x 30). For a human, that amount is 2100 ntri. ** Hydration is reset every day at midnight. The reset will reduce the current Hydration by an amount equivalent to (meat worth x 10). For a human, that amount is 700 wtr.* Nutrition and hydration each have new value ranges and corresponding effects; they are generally simpler and more clear-cut effects.** Nutrition going too high will increase minimum Fatigue, and eventually reduce Agility.** Nutrition going too low will decrease Strength, and eventually disable the ability to heal Pain, Blood or Limb Damage (due to the body not having the "fuel" to do so).** Hydration going too low will decrease Strength, then Accuracy, then cause Hallucinations, until eventually causing death.!
== Simplified fatigue ==* Fatigue no longer gradually increases every turn (what was called "natural fatigue"). Effects that can increase Fatigue bit by bit every turn still do exist.* The "Energized" tier is deleted.* Reaching an amount of Fatigue equal to 2x Endurance will result in death.* All effects of high fatigue now decrease Agility, and eventually decrease accuracy and cause Hallucinations.New weapons ====
== Simplified clothing and armor ==* Firearms:* Clothing and armor can no longer sustain damage, period. The only exceptions are* [[Class 2 weapons]]:** Trauma plates * [[Angstadt Arms UDP9 PDW]]*** [[Beretta PM12S]]*** [[Blyskawica]]*** [[Changfeng CS/LS06]]*** [[Enfield RSAF Sten Mk II]]*** [[Franchi LF- which still continue to work as they normally do57]]** Powered armor * [[IMI Mini UZI]]*** [[IZHMASH PP- which require a condition meter to determine protection level. When wearing power armor, damage calculation is greatly simplified 19 Bizon- 1 limb damage sustained = 1 armor condition lost.2-01]]* Cutting clothes into rags (as long as they have the RagOK tag) now always succeeds and results in obtaining 1d4 Rags (at least 1 is now guaranteed). Multipliers (0.5x or 2x) affect the result of that 1d4, and it is always rounded up.** [[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 weapon maintenance == Other changes ====* The Reliability/Max Cleanliness stat is scrapped[[Style shop]]: Now offers a custom LBE service* [[Maze Customs]]: AR-15s equipped with both a flat-top receiver and quad-rails get a NATO mount instead of a NATO-S mount (the top rail acts as an extension)* Updated the [[List of silencers|silencer]] roster for compatibility with the new calibers:** Pistol, standard, .32: Now compatible with [[.327 Federal Magnum]]* Durability is renamed Max Condition* Pistol, standard, and all firearms' Max Condition values have been rewritten.45: Now compatible with [[.41 Magnum]]* Critical failures have been completely revamped and simplified* Rifle, standard, 5. Condition is now meant to be lost on a critical failure8mm: Now compatible with [[5.8x21mm]]** Rifle, and for each 2 rolledstandard, the new command '''@critfail''' must be used.260 / 6.7mm: Now compatible with [[6x45mm]]** @critfail contains 80 possible effectsRifle, half standard, .30 / 7.62mm: Now compatible with [[7x57mm Mauser]]* Updated the [[List of which are simple condition loss effects (ranging from 100 to 2000)muzzle brakes|muzzle brake]] roster for compatibility with the new calibers:** Pistol, standard, . The other half are condition loss effects (ranging from 50 to 1000) 45: Now compatible with a weapon failure (failure to fire[[.41 Magnum]]** Rifle, ejectstandard, etc.) effect on top260 / 6. If the relevant weapon is a melee weapon or does not have a corresponding weapon failure type7mm: Now compatible with [[6x45mm]]** Rifle, standard, the condition loss effect is doubled instead.30 / 7.62mm: Now compatible with [[7x57mm Mauser]]
Changes to handloading:
* Load level (hotness) of ammunition affects the severity of the Condition loss on a critical failure. -P/Cold: Condition loss x0.5. +P/Hot: Condition loss x2. +P+/Super: Condition loss x4.
* Powder quality of ammunition also affects the severity of the Condition loss on a critical failure. Surplus: Condition loss x3. Premium: Condition loss x0.5.
* These effects may stack. Round up any results.
* If shooting ammunition of mixed hotness or powder quality in the same turn (''not recommended!''), the hottest and dirtiest ammunition fired that turn is used as a reference for ''all'' rounds fired that turn.
Changes to weapon accessories:= February 9th 2022 =* Since Cleanliness no longer exists, silencers no longer apply a malus on the equipped firearm'''Version 6.3.12''' - The 1000-Weapon Update, Part 12: Conventional rifles and Handgear
Changes 37 new weapons and 1 new caliber added to crafting:* Gun Cleaning Kits: They are now used to restore a firearm's Conditionthe game (30 firearms, as long as it's 60% or higher. Gun Repair Kits can still be used at any Condition percentage7 melee weapons, including 1 integrated bayonet), bringing the total to 985.
Changes to Maze Customs:==== New caliber ====* 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$[[7.92x107mm]]
== Extras ==* New command: '''@asktsuchi'''. Ask a yes/no question and use that command. Results may vary.weapons ====
* Firearms:
** [[Class 1 weapons]]:
*** [[Alexander Arms AWS]]
*** [[FK Maroszek Kb Ur wz. 35]]
*** [[General Motors M1A1 Carbine]]
*** [[Henry Brass Lever Action 30-30]]
*** [[Henry Brass Lever Action 45-70]]
*** [[Henry Big Boy Carbine]]
*** [[Henry Big Boy Classic]]
*** [[Henry Big Boy Silver]]
*** [[Henry Big Boy Steel]]
*** [[Henry New Original]]
*** [[Johnson Automatics M1941]]
*** [[Koishikawa Arsenal Type 44 Arisaka]]
*** [[Kokura Arsenal Type Kou]]
*** [[Maadi Hakim]]
*** [[Marlin Model 1894CL]]
*** [[Marlin Model 1894S]]
*** [[Mauser Gewehr 1898]]
*** [[Mauser Model 1893]]
*** [[Mauser Model 1895 Carbine]]
*** [[Mauser Model 1895 Short Rifle]]
*** [[Nittetsu Type Hei]]
*** [[Ruger 77/44]]
*** [[Ruger 77/357]]
*** [[SIG Arms SG751 SAPR]]
*** [[SIG Arms Mondragon M1908]]
*** [[Zbrojovka Brno ZH-29]]
** [[Class 2 weapons]]:
*** [[Armalite AR-7 Explorer]]
*** [[Mauser M1917 Trench Carbine]]
*** [[Taurus CT-30]]
*** [[TNW Firearms ASR 9]]
* Melee weapons:
** [[Class Handgear weapons]]:
*** [[Brass knuckles]]
*** [[Chainmail gauntlets]]
*** [[Push knives]]
*** [[Spiked knuckles]]
*** [[Tekko-kagi]]
*** [[Tenderizer knuckles]]
** [[List of bayonets|Bayonets]]:
*** [[Type 44 bayonet]] (integrated to the [[Type 44 Arisaka]])
= November 27th 2018 === Other changes ===='''Version 5 update''' - The Finished State update* New ability: [[Steady aiming]]
== Quests ==
* '''Story Arc #3: The Human-Youkai War''' released! Features 33 quests, 1 sidequest, and 1 emergency quest.
* '''Endgame content''' now available! The Contestant story may now come to an end as soon as all four Amulets are gathered
=February 1st 2022 = Content ==Abilities:* Several special abilities were renamed to '''techniques''', due to their similarity with martial arts techniquesVersion 6. 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 possible3.* Introduction of several new combat techniques:** Techniques that are learned upon reaching 11'''Expert skill level''' with a corresponding combat skill:*** Firearm techniques: Failure Drill (DA revolver, Semi-auto pistol/rifle/shotgun), Fanning (SA revolver), Mad Minute (BoltThe 1000-action)Weapon Update, Recoil Control Stance (Automatic pistol/rifle/shotgun), Rifleman Trick (Lever-action), Zero's Trick (Pump-action)*** Melee techniquesPart 11: Any-Bash (One- Precision rifles and Two-handed clubs), Any-throw (Thrown weapons), Backlash (Whip/Lash weapons), Desperate Smash (Crude weapons), Double Cleave (Axes, One- and Two-handed swords), Stabbing Rush (Knives)** Techniques that can be '''purchased''': Lightning Reload (available for 3000 P$ at any shooting range)
Maze Customs:* Customs:Minor - 1 13 new tactical conversion weapons added to the game ('''Pecheneg Zenit'''7 firearms, 6 melee weapons), 4 new minor barrel configurations ('''SCAR-H STD, SCAR-L STD, SCAR-L LB, SG551-LB''')bringing the total to 948.
Startgame* Firearms:* '''Tsuchinoko''' update* [[Class 1 weapons]]: 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* [[Accuracy International AW]]*** [[CZ TSR]]*** [[KBP VSK-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.94]]* Kitsune and alligator halflings are now playable (discontinuation of the RePoints system)** [[Norinco JS]]* Equipment points to allocate have been increased from 5 to 10** [[St.George Arms Leader 50 A1]]* Unspent equipment points are now worth 200 P$ each instead of 150 P$, and are now paid entirely in copper coins.** [[Winchester Model 70]]* 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.** [[ZVI Falcon OP96]]* Difficulty modes are no longer tied to RePoints. The starting amount of lives (Hard* [[Class 5 Long weapons]]: 1, Easy: 3, Messiah: Infinite) is fixed.*** [[Eku]]*** [[Flat bat]]*** [[Forging sledgehammer]]*** [[Spade]]*** [[Tamping bar]]*** [[Toothbat]]
 = January 23rd 2022 ='''Version 6.3.10''' - The 1000-Weapon Update, Part 10: Pistols and One-handed clubs 47 new weapons added to the game (32 firearms, 15 melee weapons), bringing the total to 935. ==== New weapons == 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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