Changes

Changelog

4,301 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.
= In progress Upcoming ='''Version 6.29.14''' - The 1000-Weapon Update, Part 1: First, The AmmoUnnamed update
[[Ammunition]] - New calibers:* [[In progress.327 Federal Magnum]]* [[.41 Magnum]]* [[.50 Beowulf]]* [[5.8x21mm]]* [[6x45mm]]* [[7x57mm Mauser]]* [[10x24mm Caseless]]
New [[Handloading|handloading]] components:= April 10th 2024 =* Casings for each of the new calibers, except 10x24mm Caseless (obviously)* New projectiles:** '''Version 6.236, 46 grain (5.8x21mm)** .243, 90 grain (6x45mm)** .284, 175 grain (7x57mm Mauser)** .312, 100 grain (.327 Federal Magnum)** 9.410, 210 grain (3.41 Magnum)2''' - Helmet hotfix
* [[Effects]]: Removal of the Ballistic protective trait, now considered obsolete. Due to it being a carryover from eras of the game where headshot Pain multipliers used to be much higher than the current 1.5x (3x or higher), the effect remained unchanged and accidentally overbuffed the protective capabilities of helmets with the trait.
* [[Clothing and armor]]: All clothes that had the Ballistic protective trait lose it.
= June 27th 2021 =
'''Version 6.2''' - The Shields Update
Written with suggestions from the community = March 24th 2024 ='''Version 6.9.3.1''' - thank you, everyone!Say My Name update
* [[Class 5 Long weapons]]:** New weapon category and new game mechanics: [[Shields]]** 14 shields added to the weapon roster Tsuchinoko command, '''&callsign'''. Generates one of about 200 different names (13 retail weapons, 1 artifactincluding variations), all of which are Class 5 Long.** Retail shields: [[Round shield]]Callsigns are intended to give, [[Leather shield]]well, [[Trash can lid]]callsigns, [[Scutum]]but also nicknames, [[Wicker shield]]war names, and other aliases. Primarily intended for [[Buckler shieldmercenary|mercenaries]]but easily adaptable to anyone else; Maze Military personnel, [[Kame-tate]]raiders, [[Heater shield]]adventurers, [[Ballistic shield - Soft]], [[Ballistic shield - Alpha]], [[Ballistic shield - Bravo]], [[Ballistic shield - Delta]], [[EOD portable blast shield]]and so on.** Artifact shield: [[King's Roundel]]* [[Dojo]]** Shield training The command is now available, and round shields have been added designed to the list of rental weapons. Functionally the samebe expanded over time in even smaller, bur loreTsuchi-wise, dojos are now equipped with harmless dart launchers for shield practice.* [[Skills]]** New combat skill: '''Shields'''* [[Creatures]]:** When butchering a [[giant tortoise]], it will drop a [[Kame-tate]]only updates.
= May 29th 2021 March 18th 2024 ='''Version 6.119.3''' - Various changes and fixesThe MazeOS Update
* Added a fourth type of items requiring [[Class 4 weaponsidentification]]:'''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.** Mini-grenades no longer "count as 0.5 item When finding data storage devices in LBE" to reduce confusionthe UA, they may contain useful or valuable data.* Bring data storage devices to a [[Ammunition]]:** The "rare calibers" ([[.260 Remingtonlibrary]]computer to identify them, or use a [[.300 AAC BlackoutCrafting items#Laptop|laptop]], [[.338 Norma Magnum]], [[.460 Rowland]], [[9x25mm Dillon]]) now have retail ammunition available. The "rare caliber" moniker remains in use, to symbolize identify them on the fact no standard retail firearms field. Laptops are available in these chamberingsconsidered a new type of toolkit and are rechargeable with HITB batteries.** .260 Remington: Standard Laptops can also double as higher-capacity (FMJ, Match, JHP, JSPand rechargeable)hacking toolkits.** .300 AAC Blackout: Standard Blank versions of data storage devices are available for sale in workshops (FMJ, Match, JHP, APas [[crafting items]]), Reduced Velocity (FMJ)** .338 Norma Magnum: Standard (FMJ, Match, JHP), Sniper Premium (FMJ, Match)Blank devices currently have no specific purpose but GMs are encouraged in any story or quest where writing or saving data could be useful.** .460 Rowland: Standard New [[Tsuchinoko (FMJ, JHP, Leadbot), Personal Defense (FMJ, JHP)** 9x25mm Dillon|Tsuchinoko]] commands added to support this update: Standard (FMJ, Match, Lead, LSWC, JHP)'''&data &data-floppy &data-zip &data-memcard &data-cd &data-hdd'''
= May 3rd 2021 February 9th 2024 ='''Version 6.19.2''' - Character Traits UpdateMushroom update
* The functionality of [[Character customizationmushrooms]]:** Direct modification of Primary stats has been removedexpanded, and a new essential shop can now be found in all towns.** Constitution is Mushrooms now part of your character's appearance and has no effect on stats anymore.** Pain Thresholds (PBTbecome valuable loot ; low value individually, PDT) have been removed from the game (but due to redundancy with [[Pain Sensitivity]]their extremely low weight, worth hanging onto. Now every creature passes out Mushrooms can be sold or traded up directly for more valuable mushrooms at 100% [[Pain]] and dies at 150% without exceptiondedicated, brand-new locations.** '''Introduction The mushroom identification costs have also been lowered to match the cost of [[Character traits]]''' the lowest- 50 traits to customize your characters to your liking!** Trait assignment now happens after selecting species but before skill attributionvalue mushrooms.* Other** Transition to Google Sheets for player inventory sheets is now underway (keep an eye on Discord for details)
Special thanks * [[Identification]]: The cost of identifying mushrooms has been dropped to everyone who contributed ideas '''0.10 P$''' (previously 10 P$)* [[Mushrooms]]: All mushrooms now have a monetary value (they previously did not) roughly consistent with their nutritional value and suggestions for character effects.* All towns now have a new location, the '''[[street kitchen]]'''** The street kitchen works as both a restaurant and a shop. The manager is a random [[citizen]] with the [[Character traits!|Mycologist]] trait.** The restaurant part of the street kitchen sells inexpensive, filling, mushroom-based dishes.** The shop part trades mushrooms. It sells a small selection of savory and magic mushrooms, and it will buy back any mushroom '''at cost''', similarly to valuables.* [[Tsuchinoko]]: Pull rates of mushroom types with the '''&marisa''' command have been adjusted to heavily favor normal mushrooms.** Normal mushroom pull chance per command: 63.38% -> '''71.81%'''** Magic mushroom chance per command: 32.39% -> '''12.23%'''** Unique mushroom chance per command: 4.23% -> '''15.96%'''
= April 9th 2021 December 27th 2023 ='''Version 6.039.1.1''' - Simplification Update #9: Kiwami EditionMelee Repair Kit hotfix
* Changes to [[Evasiontoolkits]]: Dodge checks have been simplified and buffed significantly.* [[Healing]]: The ''Addiction resistance'' effect was removed, and Melee repair kits can therefore no longer be earned as a bonus for reaching Master in Healing skillnow repair shields.* [[Negotiation]]: Critical successes and critical failures are no longer possible in Negotiation checks. Tables have been edited The formula to calculate shield HP repaired is equal to reflect the possibility of rolling more than 12 in a negotiation check Condition (due to Negotiation with Repair skill bonusesbonus)* [[Dojo#Training machines|Training machines]]: Agility training now levels natural [[Agility]] divided by 80 and rounded up by +1 every 1000 XP regardless of circumstances. (Previously: +1 every 1500 XP or 750 XP if natural Agility is under +0)
* [[Yousei]] now possess the '''Limitless Potential''' creature trait, removing or increasing almost all of their [[Dojo#Training machines|training machine XP]].
* Backtracking is now an option when traveling in the = December 25th 2023 ='''Version 6.9.1''' - The Soldier of Fortune Update<br/>''This update was conceptualized and developed almost entirely by [[Uncivilized AreaUser:GenericArchangel|GenericArchangel]], with certain caveats:** If ; the player confirms they wish to backtrack, the traveling direction is reversed (town/intersection author mostly took care of origin minor fixes and destination are flipped), additions and the number of rooms to destination becomes equal to the number of rooms passed + 5.** If the player has chosen to backtrack once during their current UA trip, they cannot backtrack again in the same tripfinal implementation.''
* All A minor update focused on fleshing out [[Food#Unsparable food items|restaurantsMAIM]] now feature breakfast items.* The [[Food#Cocktails|cocktail list]] has been updated with several new entriesand giving players the option to hire mercenaries.
* Major changes to New [[Weapon accessories]] and [[AmmunitionOccupations|occupation]]:** The weight of a [[feeding system]] '''no longer changes''' depending on the ammunition loaded, remaining at their base weight. 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 .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 boxesMercenary]] has been rebalanced.
= February 18th 2021 ='''Version 6.02''' - Telephone Club Update New [[List of named MAIM personnel|named characters]] (does not contain actual telephone clubs14 mercenaries, with different skillsets and loadouts)
* [[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 Minor lore tweaks to just components for the phone bomb. Phones return MAIM itself to their original purpose as storytelling tools with no need to worry about charge.* New [[Effects|Effect]]: '''Travel fatigue'''. At the end of make it a trip legitimate organization, now headquartered in the UA, upon reaching their destination, a character will gain an amount of [[FatigueFerron City]] 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'''.
= February 7th 2021 October 4th 2023 ='''Version 6.019''' - Various minor changes and improvements.The Nice, Big Re-Balance Update
* New gameplay concept and ability: [[LockpickingHebizuka's Favors]]: 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 MasterThey are MazeWorld's version of Edge points.* [[Maze Customs]]: New Customs packages for various G3 derivativesBurn to re-roll a variety of unfavorable rolls.** A [[Heckler & Koch G3A3Character traits|trait]]: G3A3 Tactical, PTR-32 Tactical'''Hebizuka's Favorite, PTR-33 Tactical, G3A3 LBR Tactical** [[Heckler & Koch G41]]: G41 Tactical** [[Heckler & Koch HK21]]: HK21 Tactical** [[Heckler & Koch HK33A2]]: HK33A2 Tactical** [[Heckler & Koch HK41A2]]: HK41A2 Tactical, PTR-32S Tactical, PTR-33S Tactical, HK41A2 LBR Tactical** [[Heckler & Koch MSG-90]]: MSG-90 Tactical** [[Heckler & Koch PSG-1]]: PSG-1 Tactical** [[Heckler & Koch HK53A3]]: HK53A3 Tactical** [[Vollmer HK51-B]]: Vollmer Tactical''' allows you to have a maximum of 4 Favors instead of 3.
Changes to [[Abilities]]:
* New technique, [[Shaft Splitter]]. Lessons to learn this technique can be purchased at a [[dojo]] for 2000 P$.
* New technique, [[Two Become One]]. Lessons to learn this technique can be purchased at a [[dojo]] for 3000 P$.
** The [[makaryuudo]] have been given this technique, as they have canonically invented it.
= January 28th 2021 =Changes to [[Ammunition]]:* [[RPG-7 rocket]]: TBG-7V rockets now cost 425 P$, increased from 265* [[RPG-29 rocket]]: TBG-29V rockets now cost 500 P$, increased from 300* [[Ammunition types]]: New ammo type for shotgun calibers, '''MazeWorld version 6Dragon's Buckshot (D-Buck)'' - The Big One'.
Latest changesChanges to [[Combat mode]]:* Escaping now causes [[Food#Unsparable food items|Restaurant menusUA]] have been revampedtrip length to increase automatically by 1, now offering many more choicesas if it was a Detour +1.* '''Official reopening of the community'''
Changes to [[Clothing and armor]], [[youkai outfits]], and [[trauma plates]]:
* Many pieces of armor have received new effects (or had existing effects modified or deleted), mainly to hamper [[Agility]]. The general idea is that the heavier the armor, the bulkier and harder it is to move in.
** Activist Recon Outfit (ARO), all five types: Agi+1 effect deleted
** EOD Suit: Plate carrier effect added
** Kawashiro Shinobi Outfit: Effect nerfed to Agi +1
** Armored trench-coat, Composite armor vest, Composite armor full leggings, D armor full leggings, Dou-sode armor, Heavy D armor vest, Heavy K armor vest, Heavy T armor vest, K armor full leggings, Powered Combat Vest, SRA Riot Vest, SRA full leggings, T armor full leggings, [[trauma plate|Light steel trauma plate, Composite armor trauma plate]]: All of these received an Agi-1 effect
** EOD Suit, Medieval cuirass, Heavy steel trauma plate: All of these received an Agi-2 effect
* Many pieces of armor have been made more expensive.
** Heavy steel helmet: Increase to 250
** T armor helmet: Increase to 500
** K armor helmet: Increase to 750
** D armor helmet: Increase to 900
** Cerashield helmet: Increase to 1250
** Titanium/Steel helmet: Increase to 1300
** EOD helmet: Increase to 2000
** MASKA helmet: Increase to 2500
** Armored dress: Increase to 400
** Armored tuxedo: Increase to 400
** Light stab vest: Increase to 400
** Light K armor: Increase to 750
** Light T armor: Increase to 800
** Heavy K armor: Increase to 1500
** Heavy T armor: Increase to 1600
** Light D armor: Increase to 1800
** SRA riot vest: Increase to 2000
** Heavy D armor: Increase to 4500
** EOD Suit: Increase to 5000
** Powered Combat Vest: Increase to 7500
* Some pieces of armor have been made cheaper.
** Flak jacket: Decrease to 250
** Kabuto-menpo: Decrease to 450
* A new [[youkai outfit]] has been added, the '''Combat Outfit.''' It is a generic, non-faction combat outfit with similar looks and functionality as the Activist Combat Outfit. Available for all five body types for the same price as the ACO.
* [[Style shop]]: New rules now heavily discourage creating armor with an AC of A4/A5, a youkai outfit with AC tier +4 or higher, or anything granting Agility +2 or higher. Anything combining Agility +0, +1, or +2 with high AC or outfit AC tier boost must be justified or have other maluses.
= January 24th 2021 =Changes to [[Creatures]]:* [[Kasha]]: Natural [[Agility]] is now '''Version 5.59+1''' - Expansion instead of [[Maze Customs]] Minor mods+0.
This update adds many Changes to [[CustomsEffects]]:Minor|Minor* Travel Fatigue: Now burns 20 [[nutrition]] conversions for several and 10 [[weaponshydration]]. Many were suggestions by members of our communityper room traveled, listed in parentheses belowon top of the Fatigue effects.
New Minor mods for the following weapons:* Changes to [[Armalite AR-10Skills]]: AR-10 Tactical, AR-10 LBR Tactical* [[Armalite AR-18Evasion]]: AR-18C (Mad Max)* [[Benelli M4 Super 90]]: M4 Super 90 Enhanced, M4 Super 90 CS Enhanced* [[Benelli Nova]]: Nova CS, Nova XMSuccessfully Dodging a critical hit now downgrades it to an inaccurate hit instead of turning it into a miss, Nova CSXMmeaning crits remain dangerous in both directions.* [[Benelli SuperNova TacticalHandloading]]: SuperNova CS, SuperNova XM, SuperNova CSXM* [[Beretta AR70/90]]: SCP70/90* [[Beretta 93R]]: Auto-9Picking up spent casings now grants Skill Points, Auto-9 Carbine* [[Beretta 96FS]]: 96A1, 96CMS A1, 96A1 FA, 96CMS A1 FA* [[Beretta Cx4 Storm]]: Mx4 Storm, Mx4 Storm-9, Mx4 Storm-357* [[Beretta M9]]: M9A1, M9A1 FA* [[GIAT FAMAS G1]]: FAMAS L, FAMAS G2at a rate of '''1 SP per 20 cases/L* [[FN Herstal F2000]]: F2000 Tactical* [[FN Herstal P90]]: P90 TR* [[FN Herstalhulls salvaged''' (or '''0.05 SP per case/Browning Hi-Power]]: Hi-Power Auto, Hi-Power HPC, Hi-Power SMG, Hi-Power Auto HPC, Hi-Power Tacti-Carbine, Hi-Power Tac-SMG (Jadehull''')* [[Heckler & Koch HK416]]: HK416 CQC, HK416 DMR* [[Heckler & Koch HK417]]: HK417 DMRDisassembling ammunition into components now grants Skill Points, 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 at a rate of '''1 SP per 20 rounds disassembled''' (Jadeor '''0.05 SP per round''')*[[MKEK MPT-76]]: MPT-76 LBR* [[Mossberg 500 Cruiser]]: M500C-TRThe Skill Point bonus for handloading ammunition is doubled, 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 the rate is now '''1 SP per 10 rounds loaded''' (Vershikeor '''0.10 SP per round''')* [[Mossberg 500 PersuaderRepair]]: M500P-TR, M500P Spec-F, M500P Spec-N, M500P Spec-R, M500P CSTR, M500P CS Spec-F, M500P CS Spec-N, M500P CS Spec-R, M500P-TR Spec-F, M500P-TR Spec-N, M500P-TR Spec-R, M500P CSTR Spec-F, M500P CSTR Spec-N, M500P CSTR Spec-R (Vershike)* [[Mossberg 500 Tactical]]: M500T Spec-F, M500T Spec-N, M500T Spec-S, M500T-TR Spec-F, M500T-TR Spec-N, M500T-TR Spec-S (Vershike)* [[Savage Arms Axis]]: Axis II* [[Savage Arms Axis XP]]: Axis II XP* [[SIG P220]]: P220RAll skill thresholds have been halved. It now requires '''25 SP for Basic, P220-460100 SP for Skilled, P220R-460 (Vershike)* [[SIG P226]]: P226R250 SP for Expert''', P226R-40* [[SIG P226 Navy]]: P226R Navy* [[Walther Gewehr 43(W)]]: Gew43 Experimental (Jade)* [[ZiD Degtyaryov RPD]]: RPD SOGand '''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 [[light wounds]].
* [[Mini C4 charge]]: Price reduced to 100 P$, from 750. Rarity adjusted to 1, from 2.
* [[Small C4 charge]]: Price reduced to 300 P$, from 1500. Rarity adjusted to 1, from 4.
* [[Large C4 charge]]: Price reduced to 500 P$, from 2500. Rarity adjusted to 1, from 5.
* [[Taser X26c]]: Stun effect buffed to 2 turns instead of 1
* [[Stun baton]]: Stun effect buffed to 3 turns instead of 1d2
* [[Stun knife]]: Stun effect buffed to 2 turns instead of 1d2
* [[Shock gloves]]: Stun effect buffed to 3 turns instead of 1d2
= January 20th 2021 =
'''Version 5.58''' - The late, late [[LBE]] update
This update introduces several new [[LBE]] items and changes many existing ones= September 26th 2023 ='''Version 6.82''' - Explosives hotfix
New Changes to [[tactical vestsExplosives]]:* Micro chest rigPressure mine disposal: * Wartech tactical vest* 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.
New [[backpacks]]:
* Tactical sling bag
* Duffle backpack
* Durabag
* LAWgiver backpack
* Mechanism pack
* Phantom Sniper bag
* Rocketeer backpack
* SO Raid rucksack
New [[utility belts]]:= August 19th 2023 =* Simplex pouch* Duplex pouch* Triplex pouch* Handyman belt* Nade Drake belt* Viper battle belt'''Version 6.81''' - Mining hotfix
New Changes to [[leg rigsMining]]:have been introduced to simplify it and make it easier.* Hunger holsterMining now works according to a hit point system instead of a chance-to-succeed system. The objective is to make mining more of a straight trade of resources and favor strength-based builds (which would already benefit from using tools like pick-axes and mattocks as weapons).* Mushroom Collector rigEach mining target (ore bundle, obstructions) now has a set number of hit points.* A pick or drill strike reduces the target's hit points; the check is based on the skill level (1d20 to 1d60, in increments of 10), multiplied by Strength.* Explosives damage equal to their limb damage multiplied by a number that depends on skill level (x1 to x3, in 0.5 increments).* The length of a Mining Level has been shortened from 15 + Mine level to 8 + Mine level* It is now possible to save your progress exploring a mine and leave without having to start over from Level -1. * New items at the mining supplies store now allow you to reset your progress in a mine and start over.
Modifications to existing LBE:= June 19th 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 38''' -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)Deep Wound update
* '''Introduction of a new [[injury]] type called deep wound (DWs)'''
** A deep wound is similar to a normal wound (to be renamed '''light wound (LWs)'''), but causes four times the amount of bleeding per turn: -1.2 Blood per turn instead of -0.3.
** Piercing-type damage now causes deep wounds
** Bullet-type damage now causes light wounds on inaccurate hits and deep wounds on solid hits and criticals (except as otherwise dictated by ammo type)
*** Rubber buckshot and rubber slugs continue causing fractures instead of LWs (no change to behavior)
*** Flechette can now only cause LWs
*** Sintered Frangible (SF) can only cause 2 wounds per successful hit, but the wound type is accuracy dependent; 2 LWs on an inaccurate hit, 2 DWs on a solid or critical hit.
*** Broadhead arrows (BRD) can now cause 2 wounds per successful hit instead of just 1
= November 15th 2020 =* New items:** '''Version 5.57[[Meds]]''' - The *** Tranexamic acid (TXA): Syringe, 400 P$, not addictive. Reduces bleed rate to 0.0/turn (effectively stops bleeding) for 10 turns** '''Shotgun Blitz[[Mushrooms]]''' update*** Extra wound healing (Extra vulnus medicae): Heals 3 wounds, prioritizing Deep Wounds first, then Light Wounds.*** Stop the bleed (Cessant sanguinem): Reduces bleed rate to 0.0/turn (effectively stops bleeding) for 10 turns
* Changes to [[Ammunitionammunition]]:* All shotgun * Flechette damage tables balanced on all calibers (to behave more like armor-piercing ammunition. All flechette damage on Ax armor classes has been buffed, damage on Cx is unchanged. New tables are as follows:*** [[12 gauge]], flechette: 12/11 '''15/12/9/5/2'''*** [[12 gauge CAWS]], [[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..: 14/12 '''17/14/11/5/2'''*** [[12 20 gauge CAWS]]flechette: Flechette shells now carry 30 projectiles instead of 20.* New shotgun projectile type: 12/11 '''AP-Slug15/12/9/5/2''', an armor-piercing slug. No retail availability, these projectiles must be handloaded.* Establishment of ** [[.410 bore]] flechette: 12/11 '''barrel length groups for all shotgun calibers14/12/9/5/2'''. All four receive 4 groups each: Hunting, Combat, Short, and Super-short. See each individual caliber page for damage multipliers.
* Changes to [[Civilized Areascrafting]]:** [[TownsCrafting items]]: There is no longer any distinction between Rags have a "shop hub" with few emplacements and a "mall" with many. All town shop hubs now possess 5 streets and 10 shop emplacements; 8 [[individual shop|individual shops]], a [[restaurant]] and a [[bar]].* Certain types of [[individual shop]] may be closed on certain [[Calendar#Days|days of the week]]; these are known as inventory days, during which the shop is being restockedchance to fix 1 LW.
* Changes to [[Craftingcreatures]]:* [[Specs docs]]: Docs no longer unlock Specs docs-only items for sale* Numerous creatures have attacks that variously cause extra wounds (1d2, requiring the tracking of 1d3, 2d2, etc.) on a list hit. Most of documents brought for each characterthese now cause either LWs or DWs depending on damage type. The Proving Grounds engineer ** Many creatures with healing spells will have their effects updated. They can now requires player characters to trade in the correct documents for ''each'' itemclose both wound types, alongside money (and in some casesbut will prioritize DWs first, specific items). In exchangeLWs second, these items cost significantly less than they used to - all prices were slashed to 1/4 their previous valuesjust like the Stop the bleed mushroom.
* Changes to [[Lockpickinghospital|hospitals]]:* As part of the ongoing work * Light Wounds cost 10 P$ apiece to update all locations, FL/HS locks are now deprecatedheal. The only lock types in the game are now mechanical locks and electronic (keycard) locks** Deep Wounds cost 25 P$ apiece to heal.
* Changes to [[Maze Customs]]
** 26 weapons receive new [[Customs:Minor|Customs Minor modifications]]
*** [[Accuracy International AW]]: AW 243, AW-F 243
*** [[CZ TSR]]: TSR Ultra Magnum
*** [[DSA SA58 FAL SPR]]: FAL SPR-243, FAL SPR-243 FA, FAL SPR-300 UM, FAL SPR-300 UM FA, FAL SPR-338, FAL SPR-338 FA
*** [[DSA SA58 FAL OSW]]: FAL OSW Superlight, FAL OSW Magnum, FAL OSW Heavy
*** [[FN Herstal FAL 50.00]]: FAL LRBR, FAL UM, FAL HBR
*** [[FN Herstal FAL 50.61 Paratrooper]]: FAL Para LRBR, FAL Para UM, FAL Para HBR
*** [[FN Herstal FNAR Match]]: FNAR Hunter, FNAR Tactical Hunter
*** [[FN Herstal SCAR-H CQC]]: SCAR-H CQC UM, SCAR-H CQC HBR, SCAR-H LB, SCAR-H STD UM, SCAR-H STD HBR, SCAR-H LB LBR, SCAR-H LB OPFOR, SCAR-H LB UM, SCAR-H LB HBR
*** [[Heckler & Koch G3A3]]: G3A3 Ultra Magnum, G3A3 HBR, G3A3 UM Tactical, G3A3 HBR Tactical
*** [[Heckler & Koch HK41A2]]: HK41A2 Ultra Magnum, HK41A2 HBR, HK41A2 UM Tactical, HK41A2 HBR Tactical
*** [[Heckler & Koch HK417]]: HK417 HBR, HK417 UM, HK417 Recce, HK417 DMR-H, HK417 DMR-U, HK417 Recce-L, HK417 Recce-H, HK417 Recce-U
*** [[Heckler & Koch MSG-90]]: MSG-90 Ultra Magnum, MSG-90 HBR, MSG-90 UM Tactical, MSG-90 HBR Tactical
*** [[Heckler & Koch PSG-1]]: PSG-1 Ultra Magnum, PSG-1 HBR, PSG-1 UM Tactical, PSG-1 HBR Tactical
*** [[IWI Galil ACE 52]]: Galil ACE-H 52
*** [[IWI Galil ACE 53]]: Galil ACE-H 53
*** [[IWI Tavor 7]]: Tavor 7 HBR, Tavor 7 HBR Enhanced
*** [[IZHMASH Kalashnikov SVK-12]]: SVK-12 HBR
*** [[Kel-Tec RFB]]: LR-RFB, H-RFB, U-RFB, BG-RFB
*** [[McMillan ALIAS CS5-T]]: CS5-T Heavy
*** [[MKEK MPT-76]]: MPT-76 HBR
*** [[Nemesis Arms Vanquish]]: Vanquish 243, Vanquish Magnum, Vanquish 358
*** [[Parker-Hale M82]]: M82 Super Varmint, M82 Ultra Magnum, M82 Bear Eliminator
*** [[Springfield M14]]: Model conversion to M1A, M14 UM, M14 HBR, M14 EUBR Custom, M14 EHBR Custom
*** [[Springfield M21]]: M21 UM, M21 HBR, M21 EUBR Custom, M21 EHBR Custom
*** [[Springfield M1A]]: Model conversion to M14, M1A UM, M1A HBR, M1A EUBR Custom, M1A EHBR Custom
*** [[Steyr Scout]]: Hunting Scout, Light Scout, Magnum Scout, Heavy Scout, Big Game Scout
= October 15th 2020 =* Changes to [[meds]]'''Version 5** Gauze roll: One use fixes 1 LW.56''' - The Unintuitively Named Update (that has nothing to do with 5** Individual Bandage: Fixes 1 LW.** Hemostatic Agent Pack: One use fixes 1 DW.56mm firearms)
* Changes to [[Weaponsweapons]]:* New concept introduced* [[Barbed nine-tails]], [[Broken bottle]], [[Long spiked chain whip]], [[Shuriken]], [[Spiked chain whip]], [[Barbed Lucille]]: '''Traditional inner tubes'''Text update reflecting they now cause Light Wounds. Refers to certain firearms - specifically** [[Meat fork]], lever-action rifles - that do not possess a side-loading gate[[Pitchfork]], and are instead reloaded by using a traditional[[Trident]], Henry-style inner tube[[War fork]]: Text update reflecting they now cause Deep Wounds.** Reloading a traditional tube rifle is done the same way as a single[[Tekko-action revolver; a full reloading action is required to remove the tubekagi]]: Slashes cause LWs, then the normal loose rounds rule applies (up to 3 rounds stab punches cause DWs** [[Last Blood]], [[Rending Scissor Blade]]: Slashes cause 4 LWs per turn). The tube is replaced automatically when the character is done reloading.hit, stabs cause 2 DWs per hit* The * [[Winchester Model 270Muramasa]] stats have been modified to reflect that it : Gains 1 Bloodthirst point for every LW caused, and 2 points for every DW caused. Max Bloodthirst points is a rifle with a traditional inner tubestill 14.
* Other changes
** [[Basic mechanics]]: Sarah example updated to reflect LWs and DWs.
** [[Convenience store]]: Updated the Meds aisle accordingly
** [[Damage types]]: Updated accordingly
** [[Explosives]]:
*** Injuries caused by explosions: No longer causes wounds of either type. Instead, 1 fracture goes to a random body part for every 6 Base Explosive Damage (BED) caused. e.g., a MkIIIA2 grenade causes 1d8+18 BED, which results in 3-4 fractures.
*** Injuries caused by shrapnel: Shrapnel can only cause LWs, despite being Bullet-type.
** [[Limb health]]: Updated accordingly
** [[Healing]] (non-combat skill): Updated accordingly
= September 8th 2020 =
'''Version 5.55''' - 555-WE-SAFE update
New [[Creatures|creature]]:= March 18th 2023 =* The [[horse]] returns to the bestiary'''Version 6.7.1'''- The Mining Overhaul Update (+ extra goodies)
Changes to * [[AmmunitionMining]]:received a major overhaul* * The exploration process was completely overhauled to reward progressing as deeply as possible.** Introduction of a minecart feature to transport ores in and out of the mining facility** Introduction of mine bosses, acting as guardians of specific depth levels** The end of a mining facility should contain a GM-defined treasure (our recommendation is to make it an artifact weapon)** Metal ore bundle generation is reduced from 1d800*5 to '''Sintered Frangible (SF)1d200*5''' ammunition now has , reducing the maximum size of a different effectsingle bundle from 4 kg to 1 kg.** Gemstone ore bundle generation is reduced from 1d800*5 to '''1d10*50''', reducing the maximum size of a single bundle from 2 kg to 500 grams.* New [[List of UGL|underbarrel grenade launcher]]:[[ISL-201 UGL-I]] integrated underbarrel grenade launcher, exclusive to Customs MP5s with the ISL-201 handguard.*[[Maze Customs]]* Against unarmored ACs* [[Customs: Major#Blackhawk|Blackhawk]] and [[Customs:Major#Redhawk|Redhawk]] revolvers receive a new modification: Barrel porting, which acts as an integrated muzzle brake ([[Recoil]] -1).2x Pain** [[Customs:Major#MP5|MP5]] receives a new handguard: ISL-201 handguard (Adds an [[ISL-201 UGL-I]] underbarrel grenade launcher). Not compatible with Short MP5K barrel or Long barrel.** Minor: RL optics for [[RPG-7]]** Minor: Tokarev magazine conversion for [[Thompson]]* [[Uncivilized Area]]: 5 new roomstyles, each designed to offer players opportunities to exercise non-combat skills.** '''Blocked pathway''': The front door leads to a Shortcut -1but is blocked by the carcass of a rotting creature. The carcass must be [[Hunting|butchered]] to pass the door.2x LD** Against armored ACs'''Dismantled roadway''': 0The front door leads to a Shortcut -2 but is locked and missing a doorset.5x Pain, 0You must [[Crafting|craft one]] with a Crafting toolkit to open the door. Crafting a doorset is treated as a Level 2 blueprint with no particular ingredients (50% base chance of success per kit use).5x LD** Every hit '''Caved-in causeway''': The front door leads to a Shortcut -3 but is caved-in by dirt, sand, or gravel. You must [[Mining|mine your way through it]] by successfully causing an injury will open striking the obstruction 3 Wounds instead times. If you clear it, roll 1d20. On a 11-18, you receive one bundle of 1common ore. On a 19-20, you receive one bundle of rare ore.** '''Collapsed highway''': The front door leads to a Shortcut -4, but was destroyed to the point of impossibility. You must use a [[Repairing|Gun Repair Kit (GRK), Melee weapon Repair Kit (MRK), or Explosives Toolkit (XTK)]] to repair it. Each usage of any of these kits repairs the door by 1d50%. Skill level bonus is +10% for every level above Unskilled.** '''Padlocked cache''': The front door has been fitted with a lock, requiring the right key, [[Lockpicking|lockpicking]], or brute-forcing to open. Roll '''&genbox''' to determine loot and lock type. Opening the door adds extra loot to the next room, if applicable. (2x '''&boxlootW''' or '''&boxlootM''' depending on the results of '''&genbox''').
Changes to [[Unarmed combat]]:
* Two new techniques, '''Steal''' and '''Monkey's Paw''', have been introduced.
Changes to shops and services:= January 23rd 2023 =* The style shop has been revamped completely and is now a custom clothing service.** Completely custom human/halfling clothing items and youkai outfits can be designed there. The basic principle is for the player to describe, in free-form, what the item is supposed to look like, then to purchase protection ratings, covered body parts, effects, and more in order to give the custom item a useful purpose. This service is intentionally ''very expensive''Version 6.* Dojos have been expanded, and now offer various machines and training programs designed to improve a character7's natural statistics:** The stats that can be improved are '''Natural [[Pain Sensitivity]], Natural [[Strength]], Max [[Blood]], Max [[Limb health|Limb HP]], Natural [[Endurance]], and Natural [[Agility]]'''** Each training program has an XP counter. Spending time (and effort) on a training nets XP, which can be spent to increase one natural stat, up to certain limits (some stats cannot be trained further once they reach a certain value, others have a maximum XP limit)** Training program XP is now tracked on inventory sheets.* - The bank's item vault service has been modified:** Item vaults are no longer free and unlimited. A player character must first purchase an item vault before it can be used; this costs [[File:Parallar symbol.png|10px]]'''1000''' and allows the player access to a 50-unit vault. This vault can be upgraded in 50-unit increments, up to the maximum size of 400 units; upgrading costs [[File:Parallar symbol.png|10px]]'''(size x 15)'''** Withdrawing items from a vault now costs [[File:Parallar symbol.png|10px]]'''500 + (weight of items withdrawn x 10)''', and it is not possible to withdraw more than 150 units of items at once.** Withdrawing items from a vault now requires waiting for 1d3 day periods (between 4 and 12 hours), as delivery time.** [[LBE]] items must be stored empty. LBE items that cannot be folded down (e.g. most backpacks) are not allowed inside the vault anymore.Bestiary Update
This update was co-designed with GenericArchangel and aims to make the bestiary more interesting and varied, more dangerous, yet make fighting worth the effort more often than not.
= June 24th 2020 =* Changes to existing [[creatures]]** [[Aquagon]]: Gains two new attacks: '''Version 5Electric bite''' and '''Mist ball.54''' ** [[Electragon]]: Changed the type of the '''stun attack''' from '''Piercing''' to '''Spec- Magazines Elec''', increased base Pain to '''44%.'''** [[Everdragon]]: Armor Class was increased from A4 to '''A5'''.** [[Kappa]] and other knick[[Kenmun]]: Each gains a new attack, the '''Mist ball.'''** [[Jami]], [[Daijami]], [[Oujami]], Aquagon, Kappa, Kenmun: Changed the type of the '''mist ball''' from Special to '''Spec-knacksAqua,''' giving it the ability to cause [[Effects#Elemental|Water-Soaked]].
* Changes introduced:to [[effects]]** [[Glock 18CEffects#Elemental|Water-soaked]]: Event line and wiki page Is now correctly state that a semi-permanent effect intended to represent the weapon effects of being drenched in water. As long as the effect is fitted with active, it overrides '''On Fire''' (disables any fires on the creature's body and prevents new fires from starting), but makes ''Ported barrel'Spec-Elec'' Maze Customs mod instead of an integrated muzzle brake' cause double damage.* New [[Weapon accessories#Muzzle brakes|muzzle brake]]: Additionally, while the effect is active, the creature '''Muzzle brake, Shotgun, standard+0.2% Fatigue per turn''' at the end of combat, and '''+0.410 bore1% Fatigue per room traveled'''* New at the end of a UA trip. This effect is separate from actual Travel Fatigue, meaning it is unaffected by the [[magazines]]:** [[Delta Elite magazinesTraits|Delta Elite 11-round and 17-round extended magazinesWherever I May Roam trait]].** New item introduced: '''Dispoable bath towel,''' Weight 0.5. This [[Nightmare magazinescrafting items|Nightmare 11-round and 17-round extended magazinesitem]]** [[Pis a consumable with the sole purpose of removing an active Water-14 magazines|P-14 18-round extended magazine]]** soaked effect. Once used, it is discarded. Available in [[P-16 magazinesWorkshop|P-16 22-round extended magazineworkshops]]* Removed a for [[Maze Customs magazinesFile:Parallar symbol.png|Maze Customs magazine10px]]: the '''1911DS Custom 10mm 16-round magazine7''' was scrapped (P-16 magazines are now used to feed [[Maze Customs:Major mods#1911DS|1911DS 10mm]] pistols. * [[Maze Customs speed strips]]* '''''GM tip: [[9x19mm Parabellum]] speed strips are now also compatible with [[7''''' A non-specified supply of bath towels is assumed to always be available in bathrooms, shower rooms, laundry rooms, and anywhere it would make sense to find them.62x25mm Tokarev]]
* 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 23rd 2020 =* New [[stripper clips|stripper clip]]: '''Version Arisaka 5.53-round stripper clip''' - Update to , compatible with the [[Type 38]], [[foodType 44]] , and [[huntingType 97]].
Changes to * 21 new [[Huntingcreatures]]:* Game meat from certain creatures no longer provide * Bugs:*** [[EffectsBlack Widowmaker]] such as Alertness increase or Strength +10%/+20% for a few turns.* Instead, a system of '''** [[Hunting#High-value meat|highPhantom Spider]]** Canines:*** [[Fox]]** Dragons:*** [[Saken]]** Mamono:*** [[Kuda-value meatgitsune]]''' was created. Meat from certain creatures is now considered to be either a '''Delicacy''' ** Science experiments:*** [[Uemag]]** Bears (Double valuenew category) or a '''Luxury''' :*** [[Panda]]*** [[Black bear]]*** [[Brown bear]]*** [[Grizzly bear]]*** [[Armored grizzly]]** Deer (Triple valuenew category).:*** [[Key deer]]*** [[White-tailed deer]]*** [[Elk]]*** [[Snawfus]]*** [[Danger Deer]]** Rodents (new category):*** [[Giant rat]]*** [[Giant beaver]]*** [[Procyon]]*** [[Giant capybara]]*** [[ROUS]]
Changes to * 1 new [[Creaturesoccupations|occupation]]:* The item lines of all relevant creatures now state if they produce delicacy meat, luxury meat, tainted meat, illegal meat, or if they produce no meat at all.** An exception was made for humans, halflings and youkai - their item lines do not display meat status, as it is assumed that the meat of all playable species is already known to be illegal.* All references to "Poisonous meat" have been changed to the correct term: [[Hunting#Tainted meat|Tainted meatMakaryuudo]].
Changes to * Numerous [[creatures]], both new and existing, receive new drops that can be either obtained on death or harvested through [[Hunting|butchering]]. The full list is below:** [[Food]]:Raw and fried chicken egg, raw and fried turkey egg, vinepear* The '''Hot* [[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-gon''' no longer has a Strength boosting effectheaded serpent scale* [[Crafting]]:** 7 new crafting [[blueprints]] and associated recipes: HmVnmS, in accordance to the changes listed above. InsteadHmVnmC, nutrition was increased from 296 to 592.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 14th 2020 =
'''Version 5.52 part 2''' - Bestiary update
Changes to [[Creatures]]:= December 24th 2022 =* Old creature bestiary was completely removed and replaced with an all-new collection of monsters - in total, '''128 creatures''', including the 20 playable speciesVersion 6.* Human, halfling and youkai occupations have also been revamped - a total of '''34 occupations''' are now listed into the game6.** New occupations: 3.1'''Janitor, Head janitor, 8 different flavors of non-faction criminals, Youkai activist squadleader, and 3 different ranks of Yatela gangsters'''Scary Snipers with Braking Power Mini-Update
Changes This update was entirely designed by GenericArchangel to [[Crafting]]:* New blueprint: '''Kama''' blueprint (Level 1)* New crafting ingredient item: '''Sickle blade'''fix a flaw related to muzzle brakes.
Pending* Changes to [[Weapon accessories]]** [[Weapon accessories#Muzzle brakes|Muzzle brakes]]: The wiki will be edited If equipped to reflect a weapon that is also equipped with a scope, the new changes as soon brake limits that weapon's maximum Recoil to 6 on top of applying its normal Recoil -1 effect. In this case, if that weapon's Recoil were to exceed 6 after applying all modifiers, it is treated as possible6.
= May 7th 2020 November 1st 2022 ='''Version 56.52 part 16.3''' - Bestiary update: Preparatory changesThe Static MG Update
Changes to [[ammunition]]:* [[Small bolt]]: Base damage nerfed by 4% (46% This update was co-> 42%)designed with GenericArchangel and aims to adds more flavor and additional combat opportunities to the world.
* Changes to [[weaponsCover]]:* * New category of non-random cover (cannot appear in the UA): '''Machine gun emplacements''' (125 health, A4 armor)** Four types of MG emplacements: three based on existing weapons ([[Pistol crossbowM249|Static M249]]: No longer has , [[QJY-88|Static QJY-88]], [[M60|Static M60]]) and a damage multiplier 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 (previously was x0as they are elements of a piece of cover)** MG emplacements appear only in Towns at the [[Town Entrance|Town Gate]].8The type they receive depends on the town's population ("the larger the town, the bigger the bullets")* New [[Lambda magazine crossbowweapon accessories]]: Now has a 1.2x damage multiplier** [[M2 ammo belt|M2 ammo belts]] and belt links
New [[clothing and armor]]:
* New human clothing and armor: '''Hooded robe, Sleeveless jumpsuit, Janitor outfit shirt, Janitor outfit pants, Security guard hat, Armored trench-coat'''.
* New youkai outfits (for all 5 body types): '''Bandit outfit, Farmer outfit, Janitor outfit, Maid outfit, Prison outfit, Scientist outfit, Security outfit, Technician outfit'''
New [[weapons]]:= October 30th 2022 =* Class 5 Long: [[Scythe]]* Class 5 Short: [[Hasami blade]]'''Version 6.6.2''' - The Redrawn Map Update
Pending: This update was co-designed with GenericArchangel and aims to make traveling across the Mazes more immersive. The wiki changes made in this update will also be edited used to reflect the new changes as soon as possiblesupport 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).
= April 10th 2020 =
'''Version 5.51''' - Changes to game mechanics, simplification of damage models
Changes to core gameplay mechanics:= October 18th 2022 =* The '''C2Version 6.6.1''' [[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.Str⑨ngest Balance Update
Changes to This update was co-designed with GenericArchangel and addresses minor balancing issues with specific [[ammunitionCharacter traits]]:* , [[.30-06 Springfieldyousei]]: Base damage buffed by 1% (166% -> 167%) so that the new C2 damage value (old C3) becomes 150% (previously 149%).* and [[9x25mm Dillonkitsune]]: Base damage buffed by 1% (54% -> 55%), so that the new C2 damage value (old C3) becomes 50% (previously 49%).
Notes* [[Character traits]]:* Creatures have not been modified yet* '''Fast learner''' now grants '''5d25 XP''' instead of 8d25 XP.** '''Just Can't Use This''' now requires you to restrict '''4 [[combat skills]]''' instead of just 2. 2 of the skills restricted must be either Firearms or Heavy Weapons, as and the bestiary update is still other 2 must be Melee and Misc.* [[Yousei]]: Due to Limitless Potential, yousei now receive '''4x [[training machine]] XP'''. This effect stacks with the Fast learner and Slow learner traits.* [[Kitsune]]: Kitsune no longer start with '''Master''' level in progress[[Negotiation]]. Instead, they start with the [[Character traits|Very Pretty trait]] for free. The trait is non-removable (similar to [[hakutaku]] and Mycologist).
= March October 17th 2020 2022 ='''Version 56.56''' - Game mechanics changes, new ammo typesThe Battle Rifle Update
Changes to [[Recoil]]:* Recoil calculation This update was co-designed with GenericArchangel 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 aims to be spent counting and checking shots.* The new Recoil system works as follows: Every Recoil level has a limit of shots (the Accuracy Drop Thresholdaddress power ranges across specific calibers, or ADT) that can be fired - if introduce a character shoots over ADT, accuracy and aim wandering effects are applied battle rifle family to the entirety of the shot stringMaze Customs, 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 beforeas well as new calibers, going over ADT will result in aim wandering (which sends shots to &bodyaim instead of the desired point of aim)weapons, however instead of being applied only starting from the shot that went over the limitammunition, 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 updatedCustoms mods.
Changes to ==== [[Combat modeMaze Customs]] and ====* New [[WeaponsCustoms:Major|Major]]; specifically, family: '''[[Weapons#Firearm failure types|critical failure]]AR-10''' effects:* Like with Recoil changes above, critical failure effects no longer rely on knowing exact shot order, but only which includes the total shot countexisting [[ArmaLite AR-10]] and [[KAC M110 SASS]], and in particular a new weapon (the critical failure count.** '''Failures to eject [[ArmaLite AR-10(stovepipesT)]])''': For every stovepipe that occurs, the two highest scoring shots (excluding critical failures) are cancelled. If 3 stovepipes occur in and a single string range of firenew calibers listed below** 6 rechambering options** 5 barrel lengths, the 6 highest scoring shots are never fired. This has the potential of cancelling critical hitsfrom 12.5" to 24"** '''Failures to 5 fire (misfires)''': No changes.control group options** '''Failures to feed''': 3 handguards*** If '''2 or less''' occurred during the same string of fire: Same as stovepipes.4 stock options**3 upper receiver options* If '''3 or more''' occurred during All existing Minor mods for the same string of fire: All shots are cancelled AR-10 and the weapon is considered to M110 SASS will be '''jammed'''; this can be fixed by performing a reload action.** '''Failures to burn''': No changes.deleted
New ==== [[ammunition typesAmmunition]] for pistol and rifle calibers:====* '''Tracer (T)2 existing calibers re-balanced''': FMJ bullets with an illuminating compound at the base of the bullet, which lights up and displays bright, colored light when fired. Tracer ammunition is used to visibly see the flight path of a bullet, and is useful for controlling long strings of fire, particularly full auto, as it allows a shooter to physically see where the bullets are going.** Effects[[7.62x51mm NATO]]: Increases ADT by '''Buffed to a certain amount base Pain 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* 161%'''Semi-Armor Piercing (SAP16 more)''': Also known as metal-piercing bullets, they offer a lower cost alternative to full AP or APX, but are less effective at defeating armored targets.** Effects: 0.8x damage against unarmored ACsNew ballistic model (more closely matches M80 ball), 1.3x damage against armored ACs.* Retail ammunition using these new projectiles is now also available:** reference barrel (20" barrel from the [[.22 Long RifleArmaLite AR-10|AR-10]]: Standard T** [[instead of the 17.30 Carbine]]: Standard T, Standard SAP, Milsurp T** 7" [[.30-06 SpringfieldHeckler & Koch G3A3|H&K G3A3]]: Standard T, Milsurp T) ** [[.303 British260 Remington]]: Standard T, Milsurp T** [['''Buffed to a base Pain of 133%''' (7 more).32 ACP]]: Standard T, Standard SAP, Milsurp T, Milsurp SAP** [[New reference barrel (20" instead of the previous 17.357 Magnum]]: Standard SAP7")** [[.357 SIG]]: Standard T, Standard SAP, Personal Defense SAP, Pocket Dragon SAP'''5 new calibers'''** [[.380 ACP243 Winchester]]: Standard T115% Base Pain cartridge meant to be a low power, Standard SAP, Milsurp T** [[low recoil alternative to 7.40 S&W]]: Standard T, Standard SAP, Personal Defense T, Personal Defense SAP, Pocket Dragon T, Pocket Dragon SAP** [[62 NATO and .45 ACP]]: Standard T, Standard SAP, Personal Defense T, Personal Defense SAP, Pocket Dragon T, Pocket Dragon SAP, Milsurp T** [[260 Remington.50 BMG]]: Standard T, Milsurp T** [[4Available as a rechambering option for the AR-10 and Rem 700 families.6x30mm]]: Standard T, Milsurp T** [[5.45x39mm300 RSAUM]](Remington Short Action Ultra Magnum): Standard T172% Base Pain cartridge, Standard SAP, Milsurp T, Milsurp SAP** [[5serves as an "optimized" alternative to 7.56x45mm 62 NATO]]: Standard T, Standard SAP, Milsurp T, Milsurp SAP** [[5.7x28mm]]: Standard TRare caliber - no base weapons offered for it, Milsurp T** [[5but will be available as a rechambering option for the AR-10 and Rem 700 families.8x42mm]]: Standard T, Standard SAP, Milsurp T, Milsurp SAP(and some non-Customs weapon systems)** [[7.62x25mm Tokarev338 Federal]]: Standard T182% Base Pain hunting-oriented big-bore cartridge, Standard SAP, Milsurp T, Milsurp SAP, Milsurp Cold T, Milsurp Cold SAP, Milsurp Hot T, Milsurp Hot SAP** [[serves as one of the two "fat" alternatives to 7.62x39mm]]: Standard T, Standard SAP, Reduced Velocity SAP, Milsurp T, Milsurp SAP62 NATO. Available as a rechambering option for the AR-10 and Rem 700 families.** [[7.62x54mm R358 Winchester]]: Standard T200% Base Pain hunting-oriented big-bore cartridge, Standard SAP, Milsurp T, Milsurp SAP** [[serves as the other of the two "fat" alternatives to 7.62x51mm 62 NATO]]: Standard T, Milsurp T** [[7.92x33mm Kurz]]: Standard T, Milsurp T** [[7Available as a rechambering option for the AR-10 and Rem 700 families.92x57mm Mauser]]: Standard T, Milsurp T** [[9x18mm Makarov8x50mm R Lebel]]: Standard T164% Base Pain cartridge, 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 SAPselected for its historical significance. Available as a rechambering option for the Rem 700 family.
==== [[Handloading]] ====
* New casings: [[.243 Winchester]], [[.300 RSAUM]], [[.338 Federal]], [[.358 Winchester]], [[8x50mm R Lebel]]
* New projectiles:
** .327, 198 grain: [[8x50mm R Lebel]]
** .338, 225 grain: [[.338 Federal]]
** .358, 200 grain: [[.358 Winchester]]
* Existing projectiles:
** .243, 90 grain: Gains compatibility with [[.243 Winchester]]
** .308, 150 grain: Gains compatibility with [[.300 RSAUM]]
* Primers:
** Large Rifle: Gains compatibility with [[.243 Winchester]], [[.338 Federal]], [[.358 Winchester]], [[8x50mm R Lebel]]
** Large Rifle Magnum: Gains compatibility with [[.300 RSAUM]]
= January 12th 2020 === [[Weapons]] ===='''Version 5* 15 new firearms:** [[ArmaLite AR-10(T)]] - New AR-10 family member, semi-automatic rifle, [[.49''' 338 Federal]]** [[Breda PG]] - Simplification update #8burst-fire only machine gun, [[7x57mm Mauser]]** [[Browning BAR]] (not to be confused with [[Colt M1918 BAR|the other BAR]]) - semi-automatic rifle, [[.243 Winchester]]** [[Browning BPR]] - pump-action rifle, [[.243 Winchester]]** [[Remington Model 700 ADL]] - New Rem 700 family member, bolt-action rifle, [[.243 Winchester]]** [[MAS Berthier Model 1892 Artillery Carbine]] - bolt-action rifle, [[8x50mm R Lebel]]** [[MAS Lebel Model 1886/M93]] - bolt-action rifle, [[8x50mm R Lebel]]** [[MAS RSC Model 1918]] - semi-automatic rifle, [[8x50mm R Lebel]]** [[Rossi Circuit Judge]] - semi-automatic rifle/shotgun, [[.45 Colt]] (3-inch chamber)** [[SAKO Tikka T3 Lite]] - bolt-action rifle, [[.338 Federal]]** [[Savage Arms Model 99R]] - lever-action rifle, [[.358 Winchester]]** [[SIDARME Model 1915 CSRG Chauchat]] - machine gun, [[8x50mm R Lebel]]** [[Winchester Model 70 Featherweight]] - bolt-action rifle, [[.358 Winchester]]** [[Winchester Model 88]] - lever-action rifle, [[.243 Winchester]]** [[Winchester XPR Compact]] - bolt-action rifle, [[.243 Winchester]]* 5 new melee weapons:** [[Iron ball]] - Crude weapon** [[M1886 Rosalie]] - Bayonet for the [[MAS Lebel Model 1886/M93]]** [[M1905 sword-bayonet]] - Bayonet for the [[Springfield M1903A3]]** [[Service cutlass]] - One-handed sword** [[Sten Mk I]] - Bayonet for the [[Enfield RSAF Sten Mk II]]* Other changes:** [[Armat M41A Pulse Rifle]]: Removed from retail, becomes an artifact weapon
Changes to [[Addictions]]:
* Advancement of withdrawal levels is now tied to [[Daily Reset]].
Changes to [[Inebriation]]:= October 3rd 2022 =* Inebriation no longer naturally decays at a rate of 0.1 per turn.* New [[Effect]]: '''For every +0Version 6.1 Inebriation gained, [[Stress]] is decreased by -05.4%; effectively turning alcohol into a reliable Stress relief method.* Inebriation decay now depends on the passage of time (and not specifically Daily Reset either), based on the amount of day periods that have passed since the last drink.* Effects of [[Inebriation]] have been modified and simplified.1''' - Archery rule patch
Changes to ==== [[VenomWeapons]]:and [[Ammunition]] ====* Rebuilt The rules now explicitly specify that [[Arrow|Arrows]], [[Large bolt|Large bolts]] and [[Small bolt|Small bolts]] can be reused, according to specific conditions.** Under normal conditions, all hits and misses produce arrows that can be retrieved. Only critical failures result in arrow or bolt breakage.** If the effects of Venom poisoning arrowhead is XPL (modified the thresholds Explosive): All hits and simplified misses result in detonation, making explosive arrows 100% non-reusable.** If the effectsarrowhead is IMP (Improvised): Misses and critical misses result in breakage. Only hits are reusable.
= January 6th 2020 =
'''Version 5.48''' - Simplification update #7
Changes to [[Stress]]:= September 18th 2022 =* Stress thresholds for Low and Moderate have been adjusted (respectively 0.0% : 19.9% and 20.0% : 49.9%)* Stress is no longer gained from taking damage ([[Pain]], [[Limb Damage]]...) or from sustained injuries.* [[Effect#Stress|Stress gained from combat (now clarified as an effect called Combat Stress)]] is now calculated differently; the total amount is now equal to '''(Td4)x0Version 6.1xE5.4'''- Guns, where T is the total amount of turns spent in combatBlood, and E is the amount of enemies at the start of a fight.** Effectively, this means gaining between 0.1% and 0.4% Stress per turn spent, multiplied by the amount of starting enemies.* Stress gained from combat is now given at the end of combat, instead of gradually turn by turn.* The Stress Tolerance [[effect]] is scrapped.Drugs; A balancing update
Related changes:==== [[Maze Customs]] ====* '''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 tagThe [[Heckler & Koch MP5K]] is added to the MP5 Customs family.** Suggested tagCustoms: New modifications for the MP5: ''"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 * Barrel length: Short MP5K barrel (reduces Stress, Fatigue, or Pain) each time4.* Computers now decrease Stress by (4d105-inch barrel)x0.1 at the cost of spending 2 ingame hours.- Muzzle: N/A, Underbarrel: Integrated foregrip - Cost: 150 P$* Radios now decrease Stress by (2d10)x0.1 at * The Short MP5K barrel is incompatible with the cost of spending 1 ingame hour.Surefire 628 and Quad rails
= December 8th 2019 === [[Limb health]] ====* [[Wounds]] now cause a bleeding rate of '''Version 5-0.3 Blood per wound per turn.47''' - Simplification update #6
* The ==== [[CoverMeds]] system has received multiple modifications aimed at simplifying their purpose and function:====** Cover no longer have pass-through thresholds or corresponding Pain modifiers First aid kit (like [[trauma plates]]FAK).** Deleted the "full protection" trait (which protected against bouncing explosives - of which there is [[VOG-25P|only one type]] currently)** Modified the list of cover types (changed health and AC values on many of them)* [[Explosives]]:** Simplified the damage calculation method for pressure mines: full limb damage Weight reduced to legs/feet, 0.25x limb damage to everything else. (Previously, it also dealt 0.5x damage to torso/hips)** Simplified injury calculation from explosive weapons. It is now dependent on base explosive damage; specifically, equal to '''BED / 4 rounded down''' (or in other words, for every 4 full points of limb damage dealt by an explosive weapon, 1 wound is also dealt).* [[Chlorine bomb]] and Chlorine gas clouds:** Removed the 25% chance to lose eyes per turn spent in a chlorine gas cloud. It was replaced by an additional damage effect (previously 2 limb damage to a random body part per turn spent in a cloud).* [[Crafting items]]** Gun Repair Kits can no longer be used to repair dud explosives; this ability was moved to the...** New toolkitEpoetin-alfa: '''Explosives Toolkit (XTK)'''. Costs [[File:Parallar symbol.png|10px]]'''300''' and can be used up Effect modified to 5 timesBlood +0. This kit allows users to repair dud explosives and defuse certain types of primed explosives more quickly than with bare hands; consumes 1 use per explosive repaired or defused.* [[Effects]]** '''Nausea''' is now a temporary effect which prevents using [[Food]] items. All items inducing Nausea are now given a 2/turn, -30 ntri/turn duration, and no longer induces IR +10.** '''Anti-Oni Syndrome''' now causes creatures under this effect to get [[Pain]] instead of [[Venom]] from drinking alcohol (14% Pain per 0.1 Inebriation). The Pain gained this way is '''fixed''' and ignores [[Pain Sensitivity]] entirely.** '''Decompensation''' and '''Self-deterioration''' were simplified, introducing a system of points gained at Daily Reset. If these points reach a particular threshold, instant death occurs.** Various effects were simplified or scrapped entirely.Fatigue/turn for 20 turns
==== [[Addictions]] ====
* New addiction mechanics simplifying the previous system: As before, using a substance comes with a percentage chance of becoming addicted. However, the withdrawal tiers now function differently and more simply. Now, every use of an addictive substance is a chance to increase the current addiction level by 1, from the minimum of 0 (no effects) to the maximum of 3.
* Instead of disabling corresponding withdrawal effects when an addictive substance's effects are active, withdrawal effects are now truly permanent and continue being active even if the character uses the corresponding substance. In other words, usage effects and withdrawal effects now stack.
* [[Hospital]]: Addiction removal is now tier based and depends on the current level. It now costs 250 P$ and 2 day periods of mandatory rest per level, up to 750 P$ and 6 day periods (1 full day) for treating a single Level 3 addiction.
* Addiction effects: To account for the possibility of med effects and withdrawal effects being active simultaneously, the following withdrawal effects have been modified:
** Nicotine withdrawal
*** Level 1: Minimum Stress set to 15.0%
** Alcohol withdrawal
*** Level 1: Need a drink (level 1) applies to this character (see below),
*** Level 2: Need a drink (level 2) applies to this character (see below), Agility -1
*** Level 3: Need a drink (level 3) applies to this character (see below), Agility -2, IS tier +1, Hallucinations
** Cannabis withdrawal
*** Level 1: Mild munchies
*** Level 2: Minimum Stress set to 15.0%, Mild munchies, Mild thirst
*** Level 3: Minimum Stress set to 30.0%, Intense munchies, Mild thirst
** Anabolic steroid withdrawal
*** Level 1: Minimum Stress set to 30.0%
*** Level 2: Minimum Stress set to 60.0%
*** Level 3: Minimum Stress set to 90.0%, Rage
** Sick hakutaku syndrome
*** Level 1: IR +1
*** Level 2: FT +1, IR +1
*** Level 3: FT +1, IR +1, Hallucinations
= November 14th 2019 === [[Effects]] ===='''Version 5* Alcohol affinity ([[Oni]] creature trait): Effect simplified.46''' - Simplification update Instead of both halving Inebriation received and doubling the Stress relief effect of [[Effects#5Stress|Need a drink]] to compensate, this trait now simply doubles the Stress relief effect but gives the normal amount of Inebriation.* The "Need a drink" effect has been delineated into 4 variants; Level 0, Level 1, Level 2, and Level 3. In essence, the "Need a drink" effect progressively offers less and less Stress relief per Inebriation gained as your character's level of Alcohol addiction increases.
* [[Weapons]]:
** 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), [[H&K MP5K]] (Submachine gun -> Auto pistol)
** Artifact weapons; [[Bat out of Hell]], [[Doomslayer]]: No longer dependent on the Contestant story for acquisition. Their effects and special abilities have also been modified - see each page for further details.
* [[Statistics]]:
** [[Pain]]: No longer naturally regenerates at a rate of -2% per turn; in fact, the entire concept of "Pain regeneration per turn" is removed. Instead, 40% Pain is healed every day during the Daily Reset (10% in Survival Mode at every Trading Post instead)
* [[Meds]]:
** Cannabis no longer increases pain regeneration per turn, but instead decreases Pain by a flat amount; -25%.
* Other changes:
** '''Augmentations''': Guardian LSS modified so it doesn't improve pain regeneration per turn anymore, but instead reduces Pain Sensitivity and improves the effectiveness of Pain healing at the Daily Reset (Level 2: Pain Sensitivity -10%, Daily Reset Pain healed by 70%. Level 3: Pain Sensitivity -20%, Daily Reset Pain healed by 100%.)
** '''Tanuki special abilities''': A new 9 TB ability called '''Still Hard''' is added. Applies Strong limb healing to any of the tanuki's limbs. Regeneration is now more expensive, bumped up to 5 TB. Many abilities have had their effects simplified as well.
= August 24th 2022 =
'''Version 6.5.3''' The R&R Update
= November 10th 2019 === [[Basic mechanics]] ===='''Version 5.45''' - Simplification update #4: Ores, metals * Created and miningdefined the concept of [[Downtime]].
* [[Valuables]]:
** Scandium and palladium ingots have been scrapped
** Introduction of new types of ingots: Zinc, Iron, and Tungsten
** All ingots are now available in four sizes: 100g (0.2 Weight units), 250g (0.5 units), 500g (1 unit) and 1000g (2 units)
** "Hardened steel" was renamed to just "Steel"
** Value per kilogram of brass is now 240 P$ (previously 224 P$)
** Value per kilogram of electrum is now 1400 P$ (previously 1340 P$)
* [[Ores]] and [[mining]]:
** 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 minerals.
** The list of "Primary" mining elements (which can be exchanged for ingots) has been rewritten, and now includes (from least to most valuable): Zinc, Lead, Iron, Copper, Tungsten, Silver, Gold, Platinum.
** The list of "Secondary" mining elements (which can be exchanged for cash) has been rewritten, and now includes (from least to most valuable): Coal, Sulfur, Nickel, Mercury, Magnesium, Tin, Cobalt, Aluminium, Molybdenum, Titanium, and Chromium.
** There isn't a tertiary "garbage" category of ore materials anymore.
** Object line nomenclature for all metal and gemstone ores has been redone for clarity.
* Other changes:
** Dimensions of [[Parallar|brass and electrum]] coins were modified slightly to account for the changes.
= September 24th 2019 July 20th 2022 ='''Version 6.5.442''' - Various changes in various domainsLockpicking minigame update
* '''Buff to the ==== [[goheiSkills]] 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 [[AmmunitionLockpicking#Pistol and rifle caliber projectilesPicking electronic locks|UHS ammunitionelectronic lockpicking]]''': 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 minigame has been updated with an easier and costs no Nutrition or Fatiguemore balanced variant.
= September 6th 2019 (2) April 20th 2022 ='''Version 6.5.43 (part 3) - The SteveMRE Konbini update part 3/3: Convenience stores1'''- Simplification Update #10: Completely Baked Edition
== Convenience stores == Basic game mechanics ====* Convenience stores are a new shop type which replaces the previously existing takeout stands.* Convenience stores are a type [[Recoil]] has been simplified; there is no point of individual shop, sharing the same layout as other types of individual shops.* The purpose of convenience stores is aim shift after crossing ADT anymore (due to sell it being a fixed inventory remnant 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 when Recoil required checking for every 250 P$ of purchases, extra gear, or extra servicesshot order).
==== [[Weapon accessories]] ====
Effect changes to the following accessories:
* Laser sights: No longer cancel the point of aim shift (as that mechanic has been deleted), now gives '''IR -1'''.
= September 6th 2019 (1) =
'''Version 5.43 (part 2) - The SteveMRE Konbini update part 2/3: New and improved rations, new food items'''
This is the second part out of a series of three updates= March 22nd 2022 ='''Version 6.5''' - Further Balance Updates
== New food items == Basic game mechanics ====* 11 new and improved rations have been introduced, replacing Changes to the previous 3 completely.following core game mechanics:* New category of food item, Major change to the [[limb groups]] system: hits to the LIMB group now cause '''powdered drinks0.5x'''. Powdered drinks are inedible on their own, but can be combined with a bottle of water damage (same as hits to create a drink.** 8 powdered drink packets, and 8 corresponding crafting-only beverages introduced.* 20 new types the EXTREMITIES) instead of regular food items introduced, many of which can be found in the new rationsprevious 0.4x.
All of the new items have been added to the '''==== [[FoodAmmunition]]''' page.====Major rebalancing to the ammunition type cost multipliers:
== Other changes ==* Tracer: '''1.1x''' (previously 1.5x)* New crafting item, the Match: '''Mini-bag of 5 safety matches3.0x''', which is found in many rations, but can also be found for sale at Workshops for [[File(previously 4.0x)* LSWC:Parallar symbol'''0.png|10px]]8x'''(previously 0.1085x)* 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''' apiece(previously 2.5x)
==== [[Character creation]] and [[Character customization]] ====
* [[Human]] characters now receive '''4 starting trait points''' instead of the normal 3, to compensate for the lack of racial benefits.
= September 5th 2019 === [[Convenience store|Convenience stores]] ===='''Version 5.43 * Convenience stores now sell [[M67]] frag grenades, [[M18 smoke grenade|M18]] smoke grenades and [[M84]] flashbang grenades (part 11d8 per store) - The SteveMRE Konbini update part 1/3: Changes to consumables'''
This ==== [[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 the first part out of a series of three updatesunchanged.** 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).
The effects ==== [[Traits]] ====New traits (<span style="color:#00CC00">'''Green: Positive'''</span> ; <span style="color:#CC0000">'''Red: Negative'''</span>):* <span style="color:#CC0000">'''Bad eyesight'''</span> (+2): Your character has a natural vision impairment that cannot be corrected with eyeglasses. You suffer from a permanent FT+1 effect.* <span style="color:#00CC00">'''Druggist'''</span> (-2): Ability to [[Identification|identify]] [[meds]] on sight* <span style="color:#00CC00">'''Fast learner'''</span> (-1): Your character earns Training Points at a faster rate.** When training at the [[shooting range]] or the [[dojo]], you divide the number of many consumables successes by '''4 instead of 5''' to obtain your Training Points (effectively corresponds to ~25% faster learning).** You earn [[training machine]] XP at a faster rate. When using a Dojo's training machines, you gain '''8d25 XP''' per use instead of the normal 4d25.** Not compatible with Slow Learner* <span style="color:#CC0000">'''Frigid'''</span> (+2): Your character '''heals no [[Stress]]''' in the following situations: [[Strip club]]: Pole-dancing shows, private dances, special services ; [[Sanctum]]: Stress-relief chamber ; [[Cubus]]: Sex services ; Reading [[book|erotic books]] ; Any sexual or intimate situation (at the GM's discretion)** Not compatible with Horny* <span style="color:#00CC00">'''Jeweler's Eye'''</span> (-2): Ability to [[Identification|identify]] [[gemstones]] on sight (although not appraise them)* <span style="color:#00CC00">'''Mycologist'''</span> (-2): Ability to [[Identification|identify]] [[mushrooms]] on sight** If your character is a [[hakutaku]], you have been modifiedthis 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
== General changes Changes to all consumables ==existing character traits:* All consumables that previously listed a percentage chance to get an effect, now always give the listed '''Galaxy Brain''' has been removed.* '''Phobia''': Additional effect. The percentage chance effects If you were in combat against a creature or a category for while you have been scrappeda phobia, you receive '''quadruple Stress''' at the end of combat.
== Changes to == [[Effects ]] ====The following Effects have been modified:* '''NauseaCombat Stress''' is now a permanent : Base effect that gives the afflicted creature an is '''IR +1doubled''' effect and a nauseous sensation. This effect can, however, be eliminated by attempting meaning that each turn of combat now causes +0.2% to throw up+0. Even if 8% [[Stress]] per turn multiplied by the attempt fails, Nausea will always be eliminated this waynumber of starting enemies.** All references to Nausea having '''Travel Fatigue''': The base roll is a turn duration have also been eliminated.* '''Suppressed hunger2d4''' has been completely rewritteninstead of the previous 1d8, and now works as follows: If Hungrymeaning that each room traveled adds +0.2% to +0.8% [[Fatigue]], Famished or Starving, this with a bell curve effect will treat biased towards the creature's Nutrition level as being OK median of 5 (temporarily canceling any negative effects from low nutrition+0.5%).
== Changes to food ==
* Can of cola drink: No longer provides Agility +1 and Alertness increase - still affects Fatigue and Stress
* Can of lemonade: No longer provides any effects besides nutrition and hydration
* Can of energy drink: No longer provides Strength +10%, but the effect is lengthened from 15 to 20 turns, and now also reduces Fatigue by 5.0% and increases Stress by 0.5%.
* Cup of tea, green: Effect now increases alertness instead of Agility, effect now lasts 10 turns
* Cup of tea, black: Effect now increases alertness instead of Agility, effect now lasts 10 turns
* All game meat boosting Strength or Alertness: All effects now last 20 turns instead of 2 or 3 turns.
* Hot-gon (exclusive to Diamond Hot-Dogs): Effect now lasts 20 turns
=March 5th 2022 = Changes to meds =='''Version 6.4''' - The Love Hotel Grabbag of Optimizations Update
Many medical items ==== [[Weapons]] ====Several melee weapons have had their effects completely rewrittendamage values and Weight changed to improve balance. These are the new effects for the following items:List of changes by melee weapon category
* Cannabis joint: Agility -1, Pain Regeneration Rate +2% /turn for 20 turns, Stress -1.0%Axes* Cigarette[[Fire axe]]: Agility +1, FT -1 for 10 turns* Nitrous oxide: Pain Sensitivity -50Increased base damage to 72%, Euphoria Rush for 10 turns* Amphetamines: Agility +2, Alertness increase, FT -1 for 20 turns, Stress +3.0%* Pentobarbital: Instant death in 20 turns* Steroids (anabolic): Strength +40% for 20 turns* FG-7142: Suppressed hunger for 40 turns, Stress +8.0%* Desoxyn (meth pill): Alertness increase, Forced wakefulness for 20 turns, Fatigue -30.0%, Stress +10.0%* Oxycodone: FT+1 for 10 turns, Pain -50%* Epinephrine: Agility +3, Fatigue -10.0%, Stress +8.0%* Heroin: Pain sensitivity -100%, FT+2 for 30 turns, Pain -90%* Lorazepam: Forced sleep for 30 turns* Morphine: Pain sensitivity -75%, Agility -2 for 30 turns, Pain -70%* Cocaine: Pain sensitivity -100%, Alertness increase, Hallucinations for 20 turns* PCP: Pain sensitivity -50%, Alertness increase for 20 turns* Codeine: Nausea, Pain -40%* Concentrated caffeine: Alertness increase, Agility +1 for 10 turns, Fatigue -12.0%, Stress +1.2%* Diazepam: Alertness increase, FT-2 for 20 turns* Ecstasy: Intense relaxation, Euphoria Rush for 40 turns72/65 54/43/32/14/4
== Changes Crude weapons* [[Meat fork]]: Increased base damage to mushrooms ==30% - 30/27 21/17/12/6/1
Many mushrooms have had their effects completely rewritten. These are the new effects for the following itemsKnives* [[Dagger]]:Increased base damage to 53% - 53/48 40/32/24/11/3* [[Karambit]]: Decreased base damage to 28% - 28/25 20/15/11/6/1
* Oni's Bane mushroom: AntiOne-oni syndrome for 10 turnshanded clubs* Golden cap, Liberty cap[[Heavy spiked gada]]: Hallucinations for 10 turns* Infirmitas: Strength -20% for 10 turns, Nausea* Turbatio: FTIncreased LDV to +1 for 10 turns3* Oni Terror[[Flanged mace]]: Anti-Oni Syndrome for 30 turns, Nausea* Fatigatio: Fatigue +30.0%* Caecitas: FT Increased LDV to +3 for 20 turns* Potentia[[Pipe wrench]]: Strength +20Increased weight to 9. Increased base damage to 70% for 20 turns* Accuratio: FT -1 for 20 turns70/67 56/46/35/18/5* Anxietas Medicus[[Wrench]]: Stress -10Decreased weight to 2.0Decreased base damage to 33%* Strenuitas: Alertness increase for - 33/30 25/20 turns* Velocitas: Agility +1 for 20 turns* Extra Velocitas: Agility +/15/7/2 for 20 turns* Furor[[Hammer]]: Rage for 20 turnsIncreased weight to 3.
One-handed swords
* [[Butterfly sword]]: Decreased base damage to 45% - 45/41 32/25/18/9/1
= July 21st 2019 =Two-handed club'''Version 5.42''' * [[Iron bat]]: Increased base damage to 50% - Detective update50/48 40/33/25/13/4
An accompanying Tsuchinoko update (version 138) 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 == [[CreaturesFood]] ====* The Maze Police faction has a new rank, Guard DetectiveFood items other than packaged rations and canned goods now have different weight values. Ranks above Sergeant but below ChiefInstead of being all 1 unit, they are investigators in plain clothes, in charge may be any one of cases and issuesthe following: 0. They come with their own set of equipment25, 0.** They now appear as a separate type of creature that can be rolled by the '''&enc''' and '''&enc-LEO''' commands.* All Maze Guard flavors have received an equipment update; trauma plates5, 1, Tasers2, better load-bearing equipmentor 3 units.
===== New weight values =====
Fruit
* 0.25: Apricot, Grapes, Kumquat, Kiwifruit
* 0.5: Apple, Pear, Orange, Pomegranate, Banana
* 1: Watermelon wedge
* 2: Pineapple
* 3: Cantaloupe
= July 13th 2019 =Vegetable'''Version 5* 0.41''' - Weapon accessory tweaks and simplifications25: Carrot, Beet, Turnip, Leek, Wasabi root* 0.5: Tomato, Potato* 1: Artichoke, Cucumber* 2: Cabbage
This update aims at trimming some more Meat* 0.25: All types of the fat with game mechanics, specifically mechanics related to weapon accessories.meat
An accompanying Tsuchinoko update (version 137) will be released on the same daySeafood* 0.25: Mussels, Clam, Sardines* 0.5: Trout, Cod* 1: Sea bass, Sole, Grilled eel, Lobster* 2: Cuttlefish, Salmon, Carp, Tuna, Crab
== Changes to [[weapon accessories]] ==Dessert* Scopes: All scope effects have been re-balanced0.** Low-power optics25: No longer have a special effect boosting accuracy only when aiming at small body partsWaffle, Madeleine, and instead provides a flat FT-1 bonus.Crepe, Scone** Medium-power optics: Now provides a FT-2 bonus instead of FT-10.** High-power optics5: Now provides a IR-2 bonus instead of IR-1.** Extreme-power optics: Now provides a IR-2 bonus instead of IR-1.* Weapon lights:** The dazzling effect mechanic has been entirely scrapped.** When someone with a weaponlight aims at a creature with night vision or NVGs activeYogurt, it no longer causes a blindness effect. (Flashbangs are unaffectedBrownie, they still cause enhanced blindness to creatures with night vision).** Weaponlights switched on now '''automatically break stealth'''Ice cream cone, as they are sources of bright light that can be seen by everyone.* WL2 batteries have been '''entirely scrapped'''Fruitcake slice, alongside three models of weapon light (Inforce APLMillefeuille, Inforce WMLDonut, and P3X Fury TacticalMuffin, Cookies (6) due to redundancy., Large cookie* One new type of dual modules introduced1: the '''Streamlight TLR-4'''Black forest cake slice, which can be fitted on Short interfaces.* All accessories that used to require WL2 batteriesCream pie slice, no longer need them, and can function indefinitely. Integrated lights and lasers also no longer show a turn counter to represent battery life.* All character sheets must have the following modifications made: All Inforce APL lights are replaced by Surefire X300U lights, and all Inforce WML and P3X Fury Tactical lights are replaced by Surefire M620 lights.Cookies (18)
== Other general changes ==Snacks* [[Cover]] mechanics simplified 0.25: Chocolate bar, Caramel, Bread slice, Cheddar slice, Fortune cookie, Energy bar, Granola bar, Whole wheat biscuits, Candy (effectively returned to a previous statemint); the Exposure system , Candy (exposed/hiddenstrawberry) is scrapped, cover now returns to protecting the full bodies of everyone that is behind coverFruit bar, Milk and cereal bar, Peanut caramel bar* 0.5: Candied fruit can, Peanut chocolates (27), Salt crackers (10), Breadsticks (10), Breakfast biscuits* 1: Peanut chocolates (168), Salt crackers (20), Breadsticks (20), Pretzels, Popcorn (plain), Popcorn (caramel), Honey-roasted nuts
Fast-food
* 0.5: Fries, Fried potatoes, Nuggets (6), Pizza (1 slice), Sandwich, Cup noodles
* 1: Cheeseburger, Double cheeseburger, Nuggets (20), Hamburger, Hot-dog, Chili-dog, Corn-dog, Hot-gon
* 2: Potato chips
* 3: Pizza (8 slices)
= May 18th 2019 =Beverages'''Version 5* 0.4''' - Simplification update #3 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: Stress and inaccurate hitsChampagne, Red wine, Vodka, Mead, Absinthe, Sake, Whiskey, Brandy, Cider
This update aims at further simplifying certain game mechanics===== Changes to rations =====The contents of specific rations have been changed.
== General changes ==* Ration B1: Added 1 extra pack of whole wheat biscuits and 1 can of spam* StressRation B2: All stress levels from Moderate Removed 1 packet of powdered coffee* Ration L1: Removed 5 cigarettes and up no longer cause incremental fatigue effects.5 safety matches* Inaccurate hits with ranged weapons no longer call for a 1d2-Ration L2: Added 1 check to determine if the shot hits. From now on, all inaccurate hits are hits.can of pasta with tomato sauce* Ration S1: All inaccurate hits now deal 0.7x Pain and Limb Damageitem quantities doubled, including in melee (down from 0.8x)added 2 milk and cereal bars
===== Other food related changes =====
= April 23rd 2019 ='''Version 5.* [[LBE]]: All LBE with a Food holster: the effect is replaced to "max weight: 3''' - Simplification update #" instead of "max items: 2 "* [[Style shop]]: BloodCustom food holsters are now weight-based instead of item count-based, as above.
This update aims at simplifying some of the mechanics related ==== [[Meds]] ====First Aid Kits (FAKs) and Field Surgery Kits (FSKs) receive simplifications to the Blood statistic.make them easier to use and manage:
== General changes ==* Blood FAKs and FSKs no longer naturally heals at a rate serve as mini containers capable of 0.1 per turncarrying extra meds (IBs, making Pain the only statistic that naturally regenerates every turn no matter what. If you have no woundsparacetamol, your current Blood level stabilizes at its current levelHAP, epinephrine, etc.)* Natural blood regeneration is now tied to the daily reset; on top of the nutrition/hydration that is normally lost at midnight ingameInstead, your body will attempt to regenerate 1 unit of Blood on its own every day (as long as there FAKs and FSKs 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 innow multiple-game days for large amounts of lost Blooduse. * Blood Transfusion Kits now carry FAKs have 3 units of Blood each instead of uses before depletion, FSKs have 5. Full BTKs now cost 350 P$ instead of 550 P$.* A new type of medical item uses ('''Epoetin-alfa''', syringe1d3 and 1d5 on randomly found ones) can be consumed to start a 20-turn effect resembling the old natural regeneration effect: +0.1 Blood per turn, in exchange for -15 ntri and +0.2% Fatigue per turn. In total, the item would help your body regenerate up to 2 Blood but burn up to 300 ntri and 4% Fatigue. Syringes of Epoetin-alfa cost 100 P$, making them the cheapest syringe-type medical item.* Changes No changes to '''Augmentations''': The Guardian LSS no longer increases the amount of Blood regenerated per turnpricing or limb healing effects, since that mechanic is gone. Instead, each level increases the amount all 3 uses of Blood regenerated every day by 1, at no extra cost of nutrition and fatigue. Level 1 an FAK can therefore lets you heal 2 Blood per day, Level 2 is 3 Blood per dayup to 21 HP, and Level 3 is 4 Blood per day, all for the same cost 5 uses of 150 ntri/2% Fatigue per turnan FSK, 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)60 HP.
==== [[Hotel|Hotels]] ====
A new hotel classification has been added: Love Hotels.
* Falls outside of the luxury level (star system) by offering a unique service, represented by a heart symbol (♡)
* Love hotel rooms possess a single king-size bed intended mainly for couples, similar to ★★★★ hotels.
* Love hotels only allow you to book a room if you have at least one partner, and booking only lasts 4 hours, not 24. The intention is to provide couples (or groups) with the privacy needed for intimacy.
* In exchange, the stay is cheap - just [[File:Parallar symbol.png|10px]]'''50''' to get in.
= February 20th 2019 =Several towns received new hotels:* Neutral towns** Calfair Sector - ★★ Rudolf's Lodge** Littleton - ★★ Little Inn** Nanton - ★★★ Slow Wave Hotel** Ovis City - ★ The Roadside Resort** Saker - ♡ The Serial Inn* Angelic towns** Alba Radium - ★ Guiding Light Inn** Beatus - ★★★ Dreamers House** Divus Nitor - ★★ The Celestial Auberge** Semitas - ★★ Quietus Inn* Demonic towns** Flaxton - ★ The Hotelion** Novysera - ★ The Bonfire** Rog - ♡ Heat Wave Hotel** Temno - ♡ Jam and Cream** Utroba - ♡ The Deep Dive* Military towns** Camp Charger - ★ Chamber-Inn** Fort Cobalt - ★★★ First Force Hotel** Fort Scarlet - ★ Scenic Route Lodge** Fort Wight - ★★★★ Fortress R&R** Station Delta - ★ Last Stop Hotel** Station Lasker - ★ Southern Comfort** Station Sigma - ♡ Six Appeal* Police towns** Beadsor - ★★ The Hog and Barrel Hostel** Elusec - ★★★ Kilburn''Version 5s** Murberry - ★ Layd Backe** Wayward - ★★ Thornton Hostel* Syndicate towns** Baden Town - ★★ The Run-Inn** Viris Area - ♡ Lovelight* Youkai towns** Aosaidan - ★★ Kaneda (金田)** Masatomo - ★★★ Lodge of the Fork** Kazama - ★★ Amane Hotel (天音 HOTEL, lit.2''' "Divine Sound Hotel")** Kijirou - Extra game modes update★★★ Dou to Gin (銅と銀, lit. "Copper and Silver")
This update introduces two new methods of playing MazeWorldA few existing hotels changed classification: '''Survival''' and '''Freeform'''* Ellen Sector - Warm Case Hotel - Was ★★, and retroactively renames the becomes ♡* Abakash - Brim Inn - Was ★★, becomes ♡* Garica Block - Marion'main' mode into '''Contestant Story''' or just '''Story'''. These new game modes, so to speaks Inn - Was ★★, aim at providing more flavors for players and future GMs to enjoy.becomes ♡
== General changes ==* The [https://docs.google.com/forms/d/1fLN_YUoVStGt0ElBtVpyMg1bIvn1Eqxc3BuDJrdIkBk/ character sign-up form[Creatures] has been updated to account for the ] and [[Occupations]] ====The following creatures and occupations received changes below.to their loadouts and skills:
== Survival ==* [[Escort]]: [[Glock 26]] loadout replaced with [[Glock 19]] and 15-round magsIn this new mode* [[Escort boss]]: [[Para P-14]] loadout replaced with [[Para P-18]], players adopt the role of a Survivor, whose only objective is to kill anyone that looks at them wrongtwo magazines, and survive as long as possible9x19mm Standard JHP ammo* [[Janitor]], [[Head janitor]]: [[Broom]] replaced with [[Mop]]* [[Acolyte]]: New Primary 2 weapon: [[Round shield]]. Survival is mainly inspired from oldNew [[skills|skill]]: Shields (Basic)* [[Knight]]: [[Arming sword]] replaced with [[Heater shield]]. New [[skills|skill]]: Shields (Skilled)* [[SRT Officer]]: New Primary 2 weapon: [[Ballistic shield -school MazeWorldAlpha]]. New [[skills|skill]]: Shields (Expert)* [[Vampire]]: [[AI AWSM]] loadout replaced with [[AI AW]], it is essentially an endless Uncivilized Area runtwo magazines, just as it once wasand 7.62x51mm NATO Standard FMJ ammo
When playing Survival, players ==== Other changes ====* [[M1 Garand]]: Missing Customs combinations have the option to choose between two modesbeen added* [[Hospital]]: Cost of healing limb damage dropped from [[File:Parallar symbol.png|10px]]'''Tier X25''' (The game ends after completing X Challenges) or 'to [[File:Parallar symbol.png|10px]]''Endless'15'' (The game only ends with the Survivor's death, or at player request).
The main differences introduced by Survival are as follows:
* No towns or intersections as players know them - Survival is an endless Uncivilized Area streak, equivalent to a Deep route. Explorable areas can even still be found and completed for their rewards!
* Nutrition and Hydration Reset occur every time the Survivor reaches a Trading Post (TP reset). In turn, the reset is much lower than normal. The base values are 420 ntri and 140 wtr (0.2x a normal daily reset).
* Date and time are not tracked.
* No Faction Reputation and no Renown to worry about.
* All skills are unlocked: Survivors start with Unskilled in all non-combat skills (unless skill levels were purchased at Startgame)
* The Survivor starts with a MAIM account, with all generic and regular named mercenaries available (Special mercs are not available as they're tied to the story).
* Every 50 rooms, the Survivor will find a Trading Post, which is nothing more than an intersection with a fixed amount of shops and services (see below for details)
* On the room following every second Trading Post (101, 201, 301...), the Survivor will find a Challenge. Completing the Challenge is necessary to progress forwards!
* If playing on Tier X, X corresponds to the amount of Challenges the player must complete in order to reach the end.
** There is no upper limit on the Tier number (and subsequent amount of Challenges), though in order to keep games from being unreasonably long, the author's recommendation is to keep it between 1 and 10, and any longer games should be Endless instead.
** The author personally recommends first-time players and GMs to try Survival Tier 4, for a 401-room adventure.
* Mercenaries function differently:
** The time-based hiring rates do not apply, and are instead replaced by a 50-room hiring rate (corresponds to the distance between Trading Posts). That special rate is equivalent to 2x the 24-hour rate.
** Upon being hired, a mercenary will immediately join the Contestant with no waiting time.
** Merc deaths do not need to be reported.
** All mercenaries show up with their gear. There are no gear costs - their equipment is essentially free.
** All special parameters are ignored.
The only objective in Survival is to survive= February 10th 2022 ='''Version 6. Each Survivor will be entered into a leaderboard for creatures killed and KV score obtained at the end of their run, as well as rooms visited in Survival Endless3.13''' - The 1000-Weapon Update, Part 13: Submachine guns and Two-handed swords
== Freeform play ==This is essentially 15 new weapons added to the normal game(14 firearms, but without main story quests or sidequests and with certain shops1 melee weapon), services and other conveniences immediately available. This mode aims at a more relaxed experience, without bringing the pressure of total to the pre-made main storycovered '''1, as well as offering an opportunity to design your own stories and plots. 000'''!
The main differences introduced by Freeform are as follows:* All skills are unlocked. Freeform characters start with Unskilled in all non-combat skills, as well as a MAIM account.* The Freeform character starts with a MAIM account, with all generic and regular named mercenaries available (Special mercs are not available as they're tied to the story).** Reputation and Renown requirements from certain mercenaries are disabled.* Roazon is collapsed, exactly as it would after the Contestant completes Sidequest S3-2.* All repeatable activities are available: Trading Missions, Mercenary Contracts, Mining, and Bounty Hunter* Several shops and services that are normally only obtained as sidequest rewards are available from the start:** The Power Armor Shop (Ferland Sector) is available and fully upgraded.** The Advanced Handloading Services are available at the Ellen Sector factory.** The Powder & Primer Shop is available at the Littleton factory.* Renown and Reputation are disabled, to allow GMs more flexibility.** It is recommended to replace any rewards in Renown/Rep with money, where applicable and where it would make sense. (e.g. Vigilante work)==== New weapons ====
* Firearms:
** [[Class 2 weapons]]:
*** [[Angstadt Arms UDP9 PDW]]
*** [[Beretta PM12S]]
*** [[Blyskawica]]
*** [[Changfeng CS/LS06]]
*** [[Enfield RSAF Sten Mk II]]
*** [[Franchi LF-57]]
*** [[IMI Mini UZI]]
*** [[IZHMASH PP-19 Bizon-2-01]]
*** [[IZHMASH PP-19 Bizon-2-02]]
*** [[IZHMASH PP-19-01 Vityaz]]
*** [[Lysaght Works Owen Mark I]]
*** [[Mendoza Bulldog]]
*** [[Norinco QCW-05]]
*** [[TAO Jatimatic]]
* Melee weapons:
** [[Class 5 Long weapons]]:
*** [[Sickle-sword]]
= January 17th 2019 === Other changes ===='''Version 5.1''' * [[Style shop]]: Now offers a custom LBE service* [[Maze Customs]]: AR- KISS Update 15s equipped with both a flat-top receiver and quad-rails get a NATO mount instead of a NATO-S mount (Keep It Simple, Stupid!the top rail acts as an extension)* Updated the [[List of silencers|silencer]] roster for compatibility with the new calibers:** Pistol, standard, .32: Now compatible with [[.327 Federal Magnum]]** Pistol, standard, .45: Now compatible with [[.41 Magnum]]** Rifle, standard, 5.8mm: Now compatible with [[5.8x21mm]]** Rifle, standard, .260 / 6.7mm: Now compatible with [[6x45mm]]** Rifle, standard, .30 / 7.62mm: Now compatible with [[7x57mm Mauser]]* Updated the [[List of muzzle brakes|muzzle brake]] roster for compatibility with the new calibers:** Pistol, standard, .45: Now compatible with [[.41 Magnum]]** Rifle, standard, .260 / 6.7mm: Now compatible with [[6x45mm]]** Rifle, standard, .30 / 7.62mm: Now compatible with [[7x57mm Mauser]]
This update aims at simplifying several game mechanics deemed too granular or generally not fun enough.
== Simplified nutrition and hydration =February 9th 2022 =* Nutrition and hydration no longer decay at a rate of 1 per turn. Instead, these stats are slashed by a set amount at a fixed rate and frequency, to symbolize meeting daily recommended needs; these are called the '''Nutrition ResetVersion 6.3.12''' 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 clear1000-cut effects.** Nutrition going too high will increase minimum FatigueWeapon Update, Part 12: Conventional rifles 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.Handgear
== Simplified fatigue ==* Fatigue no longer gradually increases every turn 37 new weapons and 1 new caliber added to the game (what was called "natural fatigue"30 firearms, 7 melee weapons, including 1 integrated bayonet). 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 Hallucinationsbringing the total to 985.
== Simplified clothing and armor ==* Clothing and armor can no longer sustain damage, period. The only exceptions are:** Trauma plates - which still continue to work as they normally do** Powered armor - which require a condition meter to determine protection level. When wearing power armor, damage calculation is greatly simplified - 1 limb damage sustained New caliber ==== 1 armor condition lost.* Cutting clothes into rags (as long as they have the RagOK tag) now always succeeds and results in obtaining 1d4 Rags (at least 1 is now guaranteed). Multipliers (0.5x or 2x) affect the result of that 1d4, and it is always rounded up[[7.92x107mm]]
== Simplified weapon maintenance ==* The Reliability/Max Cleanliness stat is scrapped.* Durability is renamed Max Condition, and all firearms' Max Condition values have been rewritten.* Critical failures have been completely revamped and simplified. Condition is now meant to be lost on a critical failure, and for each 2 rolled, the new command '''@critfail''' must be used.** @critfail contains 80 possible effects, half of which are simple condition loss effects (ranging from 100 to 2000). The other half are condition loss effects (ranging from 50 to 1000) with a weapon failure (failure to fire, eject, etc.) effect on top. If the relevant weapon is a melee weapon or does not have a corresponding weapon failure type, the condition loss effect is doubled instead.New weapons ====
Changes to handloading* Firearms:* Load level (hotness) of ammunition affects the severity of the Condition loss on a critical failure* [[Class 1 weapons]]:*** [[Alexander Arms AWS]]*** [[FK Maroszek Kb Ur wz. 35]]*** [[General Motors M1A1 Carbine]]*** [[Henry Brass Lever Action 30-P30]]*** [[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/Cold: Condition loss x0.5. +P44]]*** [[Ruger 77/Hot357]]*** [[SIG Arms SG751 SAPR]]*** [[SIG Arms Mondragon M1908]]*** [[Zbrojovka Brno ZH-29]]** [[Class 2 weapons]]: Condition loss x2. +P+/Super*** [[Armalite AR-7 Explorer]]*** [[Mauser M1917 Trench Carbine]]*** [[Taurus CT-30]]*** [[TNW Firearms ASR 9]]* Melee weapons: Condition loss x4.* Powder quality of ammunition also affects the severity of the Condition loss on a critical failure. Surplus* [[Class Handgear weapons]]: Condition loss x3. Premium: Condition loss x0.5.* These effects may stack. Round up any results.** [[Brass knuckles]]* If shooting ammunition ** [[Chainmail gauntlets]]*** [[Push knives]]*** [[Spiked knuckles]]*** [[Tekko-kagi]]*** [[Tenderizer knuckles]]** [[List of mixed hotness or powder quality in the same turn bayonets|Bayonets]]:*** [[Type 44 bayonet]] (''not recommended!''), integrated to the hottest and dirtiest ammunition fired that turn is used as a reference for ''all'' rounds fired that turn.[[Type 44 Arisaka]])
Changes to weapon accessories:==== Other changes ====* Since Cleanliness no longer exists, silencers no longer apply a malus on the equipped firearm.New ability: [[Steady aiming]]
Changes to crafting:
* Gun Cleaning Kits: They are now used to restore a firearm's Condition, as long as it's 60% or higher. Gun Repair Kits can still be used at any Condition percentage.
Changes to Maze Customs:= February 1st 2022 =* Improved barrels now have different effects'''Version 6.** 4150CS barrel: Max Condition x13.25.** 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 re11''' -purchase the barrel improvements again). Making engineers slightly less evil!...** Maze Customs now also offers the possibility to return to a nonThe 1000-improvedWeapon Update, stock barrel, for 100 P$.Part 11: Precision rifles and Two-handed clubs
== Extras ==* New command: '''@asktsuchi'''. Ask a yes/no question and use that command. Results may vary13 new weapons added to the game (7 firearms, 6 melee weapons), bringing the total to 948.
* Firearms:
** [[Class 1 weapons]]:
*** [[Accuracy International AW]]
*** [[CZ TSR]]
*** [[KBP VSK-94]]
*** [[Norinco JS]]
*** [[St. George Arms Leader 50 A1]]
*** [[Winchester Model 70]]
*** [[ZVI Falcon OP96]]
** [[Class 5 Long weapons]]:
*** [[Eku]]
*** [[Flat bat]]
*** [[Forging sledgehammer]]
*** [[Spade]]
*** [[Tamping bar]]
*** [[Toothbat]]
= November 27th 2018 =
'''Version 5 update''' - The Finished State update
== Quests =January 23rd 2022 =* '''Story Arc #Version 6.3: The Human-Youkai War.10''' released! Features 33 quests, 1 sidequest- The 1000-Weapon Update, Part 10: Pistols and 1 emergency quest.* '''Endgame content''' now available! The Contestant story may now come to an end as soon as all four Amulets are gatheredOne-handed clubs
== Content ==Abilities:* Several special abilities were renamed 47 new weapons added to '''techniques''', due to their similarity with martial arts techniques. Techniques are actions that can be performed instead of a regular combat action, and which, if the prerequisites are met, may allow their users to perform special moves that wouldn't otherwise be possible.* Introduction of several new combat techniques:** Techniques that are learned upon reaching '''Expert skill level''' with a corresponding combat skill:*** Firearm techniques: Failure Drill game (DA revolver32 firearms, Semi-auto pistol/rifle/shotgun), Fanning (SA revolver), Mad Minute (Bolt-action), Recoil Control Stance (Automatic pistol/rifle/shotgun), Rifleman Trick (Lever-action), Zero's Trick (Pump-action)*** Melee techniques: Any-Bash (One- and Two-handed clubs), Any-throw (Thrown 15 melee weapons), Backlash (Whip/Lash weapons), Desperate Smash (Crude weapons), Double Cleave (Axes, One- and Two-handed swords), Stabbing Rush (Knives)** Techniques that can be '''purchased''': Lightning Reload (available for 3000 P$ at any shooting range)bringing the total to 935.
Maze Customs:* Customs:Minor - 1 new tactical conversion ('''Pecheneg Zenit'''), 4 new minor barrel configurations ('''SCAR-H STD, SCAR-L STD, SCAR-L LB, SG551-LB''')==== New weapons ====
Startgame* Firearms:* '''Tsuchinoko''' update* [[Class 3 weapons]]: Rarity is finally weaved into the drop rates for the weapon commands (@wpn @wpnc1 @wpnc2 @wpnc3 @wpnc4 @wpnc5L @wpnc5S @wpncHG)*** [[Beretta APX]]*** [[Beretta M9-22LR]]*** [[BSA Welrod Mk I]]*** [[Colt Model 1903]]*** [[DW Ortgies 7. The original commands (with equal chances for each weapon) have been given the '''65]]*** [[FB Radom P-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)64]]*** [[FB Radom wz.35 Vis]]** Four new '''Tsuchinoko''' commands, '''@wpn* [[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-firearm''', '''@wpn92]]*** [[Kel-melee''', '''@wpnTec CP33]]*** [[Kel-firearmTec P17]]*** [[Kel-e''' and '''@wpnTec P50]]*** [[Para Ordnance P-melee-e'''18. The first two respectively roll only firearms (Classes 19]]*** [[RPC Fort Fort-4) and melee weapons (Classes 5L, 5S, HG), and the last two are the equivalent chances versions of the first two.17]]* Kitsune and alligator halflings are now playable (discontinuation of the RePoints system)** [[Ruger LCP VE]]* Equipment points to allocate have been increased from 5 to ** [[Semmerling LM4]]*** [[SIG P210]]*** [[Smith & Wesson CS45]]*** [[Springfield 1911RO Target]]*** [[Star Megastar 10.]]* Unspent equipment points are now worth 200 P$ each instead of 150 P$, and are now paid entirely in copper coins.** [[Steyr M1912]]* Starting Melee weapons are no longer dependent on the combat skills selected at the start. All of the packages are now available, and extra packages now only cost 2 equipment points instead of 3.:* Difficulty modes are no longer tied to RePoints. The starting amount of lives (Hard* [[Class 5 Long weapons]]: 1, Easy*** [[Heavy gada]]*** [[Heavy spiked gada]]** [[Class 5 Short weapons]]: 3, Messiah: Infinite*** [[ASP Agent A30]]*** [[ASP Talon T60]]*** [[Blackjack]]*** [[Boomerang]]*** [[Entrenching tool]]*** [[Gunbai]]*** [[Light gada]]*** [[Maglite ML300L]]*** [[Raider mace]]*** [[Sai]]*** [[SF-34000]] (Artifact) is fixed.*** [[Trench mace]]*** [[Wrench]]
== Meta == Other changes ==== Changes to [[magazines]]:* GM side changesAll Desert Eagle magazines now possess a "Deagle" tag for searching purposes* Mauser C96 Red 9 stripper clip: Planned migration away from Excel 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 sheetVersion 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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