Changes

Changelog

5,397 bytes removed, 10 April
= Upcoming =
'''Version 6.39.24''' - The 1000-Weapon Update, Part 2: Machine guns and one-handed swordsUnnamed update
12 new weapons added to the game (7 firearms, 5 melee), bringing the total to 720In progress...
New [[weapons]]:= April 10th 2024 =* Firearms:** [[Arsenal MG'''Version 6.9.3.2''' -M2]]** [[Enfield RSAF L86A2 LSW]]** [[IWI Negev NG7]]** [[Mendoza C1934]]** [[ST Kinetics Ultimax 100 Mk3]]** [[TsNIITochMash PU-21 Poplin]]** [[ZVI UK vz. 59]]* Melee weapons:** [[Butterfly sword]]** [[Ceremonial sword]]** [[Kora]]** [[Rending Scissor Blade]] (artifact)Helmet hotfix
New [[List of magazines|magazines]]:* [[Mendoza C1934 magazinesEffects]]: 30-round magRemoval 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.* [[Ultimax magazinesClothing and armor]]: 100-round drumAll clothes that had the Ballistic protective trait lose it.
New [[ammo belts]]:
* [[PU-21 ammo belts]]
* [[Vz. 59 ammo belts]]
Other:= March 24th 2024 =* Rule clarifications: On the rare weapons that possess a foregrip and a bipod at the same time ([[PKP Pecheneg|Pecheneg Zenit]], [[Ultimax]], [[UK vz'''Version 6. 59]]), the effects of only one accessory apply at a time9. If the bipod is deployed, only the bipod's effects are applied3. Otherwise, only the foregrip1's effects apply.'' - Say My Name update
* New Tsuchinoko command, '''&callsign'''. Generates one of about 200 different names (including variations).
* Callsigns are intended to give, well, callsigns, but also nicknames, war names, and other aliases. Primarily intended for [[mercenary|mercenaries]] but easily adaptable to anyone else; Maze Military personnel, raiders, adventurers, and so on.
* The command is designed to be expanded over time in even smaller, Tsuchi-only updates.
= August 15th 2021 =
'''Version 6.3.1''' - The 1000-Weapon Update, Part 1: First, The Ammo
[[Ammunition]] - New calibers:= March 18th 2024 =* [['''Version 6.327 Federal Magnum]]* [[9.41 Magnum]]* [[.50 Beowulf]]* [[5.8x21mm]]* [[6x45mm]]* [[7x57mm Mauser]] (suggested by: Jade, Andromis)* [[10x24mm Caseless]] (suggested by: Mad Max)3''' - The MazeOS Update
New * Added a fourth type of items requiring [[Handloading|handloadingidentification]] components:* Casings for each of the new calibers'''Data storage devices.''' Includes floppy disks, zip disks, except 10x24mm Caseless compact discs (obviouslyCD), and hard drive disks (HDD). Camera memory cards also become a type of data storage device.* New projectiles:When finding data storage devices in the UA, they may contain useful or valuable data.** .236Bring data storage devices to a [[library]] computer to identify them, 46 grain (5or use a [[Crafting items#Laptop|laptop]] to identify them on the field. Laptops are considered a new type of toolkit and are rechargeable with HITB batteries.8x21mm)** .243, 90 grain Laptops can also double as higher-capacity (6x45mmand rechargeable)hacking toolkits.** .284, 175 grain Blank versions of data storage devices are available for sale in workshops (7x57mm Mauseras [[crafting items]])** .312, 100 grain (Blank devices currently have no specific purpose but GMs are encouraged in any story or quest where writing or saving data could be useful.327 Federal Magnum)** .410, 210 grain New [[Tsuchinoko (.41 Magnumbot)|Tsuchinoko]] commands added to support this update: '''&data &data-floppy &data-zip &data-memcard &data-cd &data-hdd'''
= June 27th 2021 February 9th 2024 ='''Version 6.9.2''' - The Shields UpdateMushroom update
Written with suggestions from The functionality of [[mushrooms]] has been expanded, and a new essential shop can now be found in all towns. Mushrooms now become valuable loot ; low value individually, but due to their extremely low weight, worth hanging onto. Mushrooms can be sold or traded up directly for more valuable mushrooms at dedicated, brand-new locations. The mushroom identification costs have also been lowered to match the community cost of the lowest- thank you, everyone!value mushrooms.
* [[Class 5 Long weaponsIdentification]]:The cost of identifying mushrooms has been dropped to '''0.10 P$''' (previously 10 P$)** New weapon category and new game mechanics: [[ShieldsMushrooms]]** 14 shields added to the weapon roster : All mushrooms now have a monetary value (13 retail weapons, 1 artifactthey previously did not), all of which are Class 5 Longroughly consistent with their nutritional value and effects.** Retail shields: [[Round shield]]All towns now have a new location, the '''[[Leather shield]], [[Trash can lid]], [[Scutum]], [[Wicker shield]], [[Buckler shield]], [[Kame-tate]], [[Heater shield]], [[Ballistic shield - Soft]], [[Ballistic shield - Alpha]], [[Ballistic shield - Bravo]], [[Ballistic shield - Delta]], [[EOD portable blast shieldstreet kitchen]]'''** Artifact shield: The street kitchen works as both a restaurant and a shop. The manager is a random [[King's Roundelcitizen]]* with the [[DojoCharacter traits|Mycologist]]trait.** Shield training is now available, and round shields have been added to the list The restaurant part of rental weapons. Functionally the samestreet kitchen sells inexpensive, bur lorefilling, mushroom-wisebased dishes.** The shop part trades mushrooms. It sells a small selection of savory and magic mushrooms, dojos are now equipped with harmless dart launchers for shield practiceand it will buy back any mushroom '''at cost''', similarly to valuables.* [[SkillsTsuchinoko]]: Pull rates of mushroom types with the '''&marisa''' command have been adjusted to heavily favor normal mushrooms.** New combat skillNormal mushroom pull chance per command: 63.38% -> '''Shields71.81%'''* [[Creatures]]* Magic mushroom chance per command:32.39% -> '''12.23%'''** When butchering a [[giant tortoise]], it will drop a [[KameUnique mushroom chance per command: 4.23% -tate]]> '''15.96%'''
= May 29th 2021 December 27th 2023 ='''Version 6.9.1.1''' - Various changes and fixesMelee Repair Kit hotfix
* [[Class 4 weapons]]:** Mini-grenades no longer "count as 0.5 item in LBE" Changes to reduce confusion.* [[Ammunitiontoolkits]]:** The "rare calibers" ([[.260 Remington]], [[.300 AAC Blackout]], [[.338 Norma Magnum]], [[.460 Rowland]], [[9x25mm Dillon]]) Melee repair kits can now have retail ammunition availablerepair shields. The "rare caliber" moniker remains in use, formula to calculate shield HP repaired is equal to symbolize the fact no standard retail firearms are available in these chamberings.** .260 Remington: Standard Condition (FMJ, Match, JHP, JSPwith Repair skill bonus)** divided by 80 and rounded up.300 AAC Blackout: Standard (FMJ, Match, JHP, AP), Reduced Velocity (FMJ)** .338 Norma Magnum: Standard (FMJ, Match, JHP), Sniper Premium (FMJ, Match)** .460 Rowland: Standard (FMJ, JHP, Lead), Personal Defense (FMJ, JHP)** 9x25mm Dillon: Standard (FMJ, Match, Lead, LSWC, JHP)
= May 3rd 2021 December 25th 2023 ='''Version 6.9.1''' - Character Traits The Soldier of Fortune Update<br/>''This update was conceptualized and developed almost entirely by [[User:GenericArchangel|GenericArchangel]]; the author mostly took care of minor fixes and additions and the final implementation.''
* [[Character customization]]:** Direct modification of Primary stats has been removed.** Constitution is now part of your character's appearance and has no effect A minor update focused on stats anymore.** Pain Thresholds (PBT, PDT) have been removed from the game (due to redundancy with [[Pain Sensitivity]]. Now every creature passes fleshing out at 100% [[PainMAIM]] and dies at 150% without exception.** '''Introduction of [[Character traits]]''' - 50 traits giving players the option to customize your characters to your liking!** Trait assignment now happens after selecting species but before skill attributionhire mercenaries.* Other** Transition to Google Sheets for player inventory sheets is now underway (keep an eye on Discord for details)
Special thanks to everyone who contributed ideas and suggestions for character traits!New [[Occupations|occupation]]: [[Mercenary]]
New [[List of named MAIM personnel|named characters]] (14 mercenaries, with different skillsets and loadouts)
= April 9th 2021 ='''Version 6Minor lore tweaks to MAIM itself to make it a legitimate organization, now headquartered in [[Ferron City]].03''' - Simplification Update #9: Kiwami Edition
* [[Evasion]]: Dodge checks have been simplified and buffed significantly.
* [[Healing]]: The ''Addiction resistance'' effect was removed, and can therefore no longer be earned as a bonus for reaching Master in Healing skill.
* [[Negotiation]]: Critical successes and critical failures are no longer possible in Negotiation checks. Tables have been edited to reflect the possibility of rolling more than 12 in a negotiation check (due to Negotiation skill bonuses)
* [[Dojo#Training machines|Training machines]]: Agility training now levels natural [[Agility]] up by +1 every 1000 XP regardless of circumstances. (Previously: +1 every 1500 XP or 750 XP if natural Agility is under +0)
* [[Yousei]] now possess the = October 4th 2023 ='''Limitless PotentialVersion 6.9''' creature trait- The Nice, removing or increasing almost all of their [[Dojo#Training machines|training machine XP]].Big Re-Balance Update
* Backtracking is now an option when traveling in the New gameplay concept and ability: [[Uncivilized AreaHebizuka's Favors]], with certain caveats:.** If the player confirms they wish to backtrack, the traveling direction is reversed (town/intersection of origin and destination They are flipped), and the number MazeWorld's version of rooms Edge points. Burn to destination becomes equal to the number re-roll a variety of rooms passed + 5unfavorable rolls.** If the player has chosen A [[Character traits|trait]], '''Hebizuka's Favorite,''' allows you to backtrack once during their current UA trip, they cannot backtrack again in the same triphave a maximum of 4 Favors instead of 3.
Changes to [[Abilities]]: * All New technique, [[Food#Unsparable food items|restaurantsShaft Splitter]] now feature breakfast items. 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 [[Food#Cocktails|cocktail listmakaryuudo]] has have been updated with several new entriesgiven this technique, as they have canonically invented it.
* Major changes Changes to [[Weapon accessories]] and [[Ammunition]]:** The weight of a [[feeding systemRPG-7 rocket]] '''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.*** AKTBG-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-round7V rockets now cost 425 P$, Glock .380 30-round, Glock Mak 33-round, Glock Tok 30-round, MP5 .22 25-roundincreased from 265** '''Large''' size tier is now '''1.5 units''' instead of 1.2 units.** Five new [[LBERPG-29 rocket]] items introduced:*** Three tactical vests: SOTTBG-SMG tactical vest, SMG chest rig29V rockets now cost 500 P$, RPCC competition vestincreased from 300*** One utility belt: Spider battle belt*** One leg rig: SMG mag rig** The weight of all [[List of ammo belt Ammunition types|ammo belt boxes]] has been rebalanced: New ammo type for shotgun calibers, '''Dragon's Buckshot (D-Buck)'''.
= February 18th 2021 =Changes to [[Combat mode]]:'''Version 6* Escaping now causes [[UA]] trip length to increase automatically by 1, as if it was a Detour +1.02''' - Telephone Club Update (does not contain actual telephone clubs)
* Changes to [[Mobile phoneClothing and armor]] , [[youkai outfits]], and [[Crafting items|mobile phone batteriestrauma plates]] no longer :* Many pieces of armor have battery indicatorsreceived new effects (or had existing effects modified or deleted), mainly to hamper [[Agility]]. Making phone calls no longer drains arbitrary battery unitsThe general idea is that the heavier the armor, the bulkier and harder it is to move in. ** Battery charge is no longer relevantActivist Recon Outfit (ARO), spare batteries are essentially downgraded all five types: Agi+1 effect deleted** EOD Suit: Plate carrier effect added** Kawashiro Shinobi Outfit: Effect nerfed to just components for the phone bombAgi +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. Phones return ** Heavy steel helmet: Increase to their original purpose as storytelling tools with no need 250** T armor helmet: Increase to worry about charge500** 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.* New * Flak jacket: Decrease to 250** Kabuto-menpo: Decrease to 450* A new [[Effects|Effectyoukai outfit]]: has been added, the '''Travel fatigueCombat Outfit.'''It is a generic, non-faction combat outfit with similar looks and functionality as the Activist Combat Outfit. At Available for all five body types for the end of a trip in same price as the UA, upon reaching their destination, a character will gain an amount of ACO.* [[FatigueStyle shop]] corresponding to the number : New rules now heavily discourage creating armor with an AC of rooms traveledA4/A5, at a random rate varying between 0youkai outfit with AC tier +4 or higher, or anything granting Agility +2 or higher.1% and Anything combining Agility +0.8% multiplied by rooms traveled. ** Travel fatigue applies even if you '''Skip travel''', +1, or +2 with high AC or outfit AC tier boost must be justified or have other maluses.
Changes to [[Creatures]]:
* [[Kasha]]: Natural [[Agility]] is now '''+1''' instead of +0.
= February 7th 2021 =Changes to [[Effects]]:'''Version 6.01''' - Various minor changes * Travel Fatigue: Now burns 20 [[nutrition]] and improvements10 [[hydration]] per room traveled, on top of the Fatigue effects.
* Changes to [[LockpickingSkills]]: Lockpicking kits no longer have limited uses; they are now semi-durable items with a chance to break every X guesses. The gap between every lockpick break check varies depending on the Lockpicking skill level. A broken kit is removed from the inventory.** Every 5 guesses at Unskilled, 6 at Basic, 7 at Skilled, 8 at Expert, and 9 at Master.* [[Maze CustomsEvasion]]: New Customs packages for various G3 derivatives.** [[Heckler & Koch G3A3]]: G3A3 TacticalSuccessfully Dodging a critical hit now downgrades it to an inaccurate hit instead of turning it into a miss, PTR-32 Tactical, PTR-33 Tactical, G3A3 LBR Tacticalmeaning crits remain dangerous in both directions.** [[Heckler & Koch G41Handloading]]: G41 Tactical** [[Heckler & Koch HK21]]: HK21 TacticalPicking up spent casings now grants Skill Points, at a rate of '''1 SP per 20 cases/hulls salvaged''' (or '''0.05 SP per case/hull''')** [[Heckler & Koch HK33A2]]: HK33A2 TacticalDisassembling ammunition into components now grants Skill Points, at a rate of '''1 SP per 20 rounds disassembled''' (or '''0.05 SP per round''')** [[Heckler & Koch HK41A2]]: HK41A2 TacticalThe Skill Point bonus for handloading ammunition is doubled, PTR-32S Tactical, PTR-33S Tactical, HK41A2 LBR Tactical** [[Heckler & Koch MSG-90]]: MSG-90 Tactical** [[Heckler & Koch PSG-the rate is now '''1]]: PSG-1 TacticalSP per 10 rounds loaded''' (or '''0.10 SP per round''')** [[Heckler & Koch HK53A3Repair]]: HK53A3 Tactical** [[Vollmer HK51-B]]: Vollmer TacticalAll skill thresholds have been halved. It now requires '''25 SP for Basic, 100 SP for Skilled, 250 SP for Expert''', and '''500 SP for Master'''.
Changes to [[Weapons]]:
* [[Brick]], [[Broken bottle]], [[Iron ball]], [[Stone]]: New throw mode.
** Throwing the broken bottle will always destroy it, whether you hit or not. If you do hit, target receives 3 [[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 28th 2021 =
'''MazeWorld version 6''' - The Big One
Latest changes:= September 26th 2023 =* [[Food#Unsparable food items|Restaurant menus]] have been revamped, now offering many more choices.* '''Official reopening of the communityVersion 6.82'''- Explosives hotfix
Changes to [[Explosives]]:
* Pressure mine disposal:
** You can now shoot a mine to detonate it, but you must deliberately aim at one mine and score at least one inaccurate hit.
** You no longer need to roll for accuracy when using an explosive; the explosive blast will set primed pressure mines off automatically.
* Directional mine disposal:
** You can now shoot a directional mine to destroy it (will not detonate on a hit), but you must deliberately aim at one mine and score at least one inaccurate hit.
** If you use a weapon that causes a Standard explosion, it will destroy all mines on the same Side, not just the one you targeted.
** You can now deliberately approach a primed directional mine from a Targeted Side, but you must pass two successive Agility checks (8+ to pass) to avoid setting it off. If you pass both, you enter the Side without setting the mine off. If you fail one check, you still enter the Protected Side, but it sets the mine off at 0.5x damage. Failing both sets it off at full damage. Regardless of the result, carefully approaching a mine breaks Stealth. However, it can also be done outside of combat.
= January 24th 2021 =
'''Version 5.59''' - Expansion of [[Maze Customs]] Minor mods
This update adds many [[Customs:Minor|Minor]] conversions for several [[weapons]]. Many were suggestions by members of our community, listed in parentheses below= August 19th 2023 ='''Version 6.81''' - Mining hotfix
New Minor mods for the following weapons:* Changes to [[Armalite AR-10Mining]]: AR-10 Tactical, AR-10 LBR Tacticalhave been introduced to simplify it and make it easier.* [[Armalite ARMining now works according to a hit point system instead of a chance-18]]: ARto-18C succeed system. The objective is to make mining more of a straight trade of resources and favor strength-based builds (Mad Maxwhich would already benefit from using tools like pick-axes and mattocks as weapons).* [[Benelli M4 Super 90]]: M4 Super 90 EnhancedEach mining target (ore bundle, M4 Super 90 CS Enhancedobstructions) now has a set number of hit points.* [[Benelli Nova]]: Nova CS, Nova XM, Nova CSXM* [[Benelli SuperNova Tactical]]: SuperNova CS, SuperNova XM, SuperNova CSXM* [[Beretta AR70/90]]: SCP70/90* [[Beretta 93R]]: Auto-9, Auto-9 Carbine* [[Beretta 96FS]]: 96A1, 96CMS A1, 96A1 FA, 96CMS A1 FA* [[Beretta Cx4 Storm]]: Mx4 Storm, Mx4 Storm-9, Mx4 Storm-357* [[Beretta M9]]: M9A1, M9A1 FA* [[GIAT FAMAS G1]]: FAMAS L, FAMAS G2/L* [[FN Herstal F2000]]: F2000 Tactical* [[FN Herstal P90]]: P90 TR* [[FN Herstal/Browning Hi-Power]]: Hi-Power Auto, Hi-Power HPC, Hi-Power SMG, Hi-Power Auto HPC, Hi-Power Tacti-Carbine, Hi-Power Tac-SMG A pick or drill strike reduces the target's hit points; the check is based on the skill level (Jade)* [[Heckler & Koch HK416]]: HK416 CQC1d20 to 1d60, HK416 DMR* [[Heckler & Koch HK417]]: HK417 DMR, HK417 DMR-L* [[Heckler & Koch MP7A1]]: MP7A2* [[Heckler & Koch P2000]]: P2357* [[Heckler & Koch USP9]]: USP9 Elite* [[Heckler & Koch USP40]]: USP40 Elite, USP357 Elite* [[Heckler & Koch USP45]]: USP45 Elite, USP460, USP460 Elite* [[KAC M110 SASS]]: M110 K1, M110 K1 Light, M110 ASS-K1, M110 ASS-K1 Light* [[Kel-Tec RFB]]: L-RFB* [[Manurhin MR 73]]: Manurhin MR 73 Sniper* [[Mauser Karabiner 98k]]: Kar98k NATO, Kar98k SAR, Kar98k Trench, Kar98k NATO Trench, Kar98k SAR Trench (Jadein increments of 10)*[[MKEK MPT-76]]: MPT-76 LBR* [[Mossberg 500 Cruiser]]: M500C-TR, M500C Spec-F, M500C Spec-R, M500C Spec-S, M500C CSTR, M500C CS Spec-F, M500C CS Spec-R, M500C CS Spec-S, M500C-TR Spec-F, M500C-TR Spec-R, M500C-TR Spec-S, M500C CSTR Spec-F, M500C CSTR Spec-R, M500C CSTR Spec-S (Vershike)multiplied by Strength.* [[Mossberg 500 Persuader]]: M500P-TR, M500P Spec-F, M500P Spec-N, M500P Spec-R, M500P CSTR, M500P CS Spec-F, M500P CS Spec-N, M500P CS Spec-R, M500P-TR Spec-F, M500P-TR Spec-N, M500P-TR Spec-R, M500P CSTR Spec-F, M500P CSTR Spec-N, M500P CSTR Spec-R Explosives damage equal to their limb damage multiplied by a number that depends on skill level (Vershike)* [[Mossberg 500 Tactical]]: M500T Spec-Fx1 to x3, M500T Spec-N, M500T Spec-S, M500T-TR Spec-F, M500T-TR Spec-N, M500T-TR Spec-S (Vershikein 0.5 increments).* [[Savage Arms Axis]]: Axis IIThe length of a Mining Level has been shortened from 15 + Mine level to 8 + Mine level* [[Savage Arms Axis XP]]: Axis II XP* [[SIG P220]]: P220R, P220It is now possible to save your progress exploring a mine and leave without having to start over from Level -460, P220R-460 (Vershike)1. * [[SIG P226]]: P226R, P226R-40* [[SIG P226 Navy]]: P226R Navy* [[Walther Gewehr 43(W)]]: Gew43 Experimental (Jade)* [[ZiD Degtyaryov RPD]]: RPD SOGNew items at the mining supplies store now allow you to reset your progress in a mine and start over.
= June 19th 2023 =
'''Version 6.8''' - Deep Wound update
= January 20th 2021 =* '''Introduction of a new [[injury]] type called deep wound (DWs)'''** A deep wound is similar to a normal wound (to be renamed '''Version 5.58light wound (LWs)''' ), but causes four times the amount of bleeding per turn: - The late1.2 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, late [[LBE]] updatebut 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
This update introduces several new * New items:** '''[[LBEMeds]] items and changes many existing ones'''*** Tranexamic acid (TXA): Syringe, 400 P$, not addictive. Reduces bleed rate to 0.0/turn (effectively stops bleeding) for 10 turns** '''[[Mushrooms]]'''*** Extra wound healing (Extra vulnus medicae): Heals 3 wounds, prioritizing Deep Wounds first, then Light Wounds.*** Stop the bleed (Cessant sanguinem): Reduces bleed rate to 0.0/turn (effectively stops bleeding) for 10 turns
* Changes to [[ammunition]]** Flechette damage tables balanced on all calibers to behave more like armor-piercing ammunition. All flechette damage on Ax armor classes has been buffed, damage on Cx is unchanged. New tables are as follows:*** [[tactical vests12 gauge]]flechette:12/11 '''15/12/9/5/2'''* Micro chest rig** [[12 gauge CAWS]] flechette: 14/12 '''17/14/11/5/2'''* Wartech tactical vest** [[20 gauge]] flechette: 12/11 '''15/12/9/5/2'''*** [[.410 bore]] flechette: 12/11 '''14/12/9/5/2'''
New * Changes to [[backpackscrafting]]:* Tactical sling bag* Duffle backpack* Durabag* LAWgiver backpack* Mechanism pack* Phantom Sniper bag* Rocketeer backpack* SO Raid rucksack[[Crafting items]]: Rags have a chance to fix 1 LW.
New * Changes to [[utility beltscreatures]]:* Simplex pouch* Duplex pouchNumerous creatures have attacks that variously cause extra wounds (1d2, 1d3, 2d2, etc.) on a hit. Most of these now cause either LWs or DWs depending on damage type.* Triplex pouch* Handyman belt* Nade Drake belt* Viper battle beltMany creatures with healing spells will have their effects updated. They can now close both wound types, but will prioritize DWs first, LWs second, just like the Stop the bleed mushroom.
New * Changes to [[leg rigshospital|hospitals]]:* Hunger holster* Light Wounds cost 10 P$ apiece to heal. * Mushroom Collector rig* Deep Wounds cost 25 P$ apiece to heal.
Modifications * Changes to existing LBE[[Maze Customs]]** 26 weapons receive new [[Customs:Minor|Customs Minor modifications]]* Blackhawk LRAK Gunner kit** [[Accuracy International AW]]: Renamed to Gunner chest rig. Food pouch can now contain any food item.AW 243, AW-F 243* M1956 Webbing** [[CZ TSR]]: Food pouch can now contain any food item.TSR Ultra Magnum* ALICE Mark 2** [[DSA SA58 FAL SPR]]: Renamed to Alice backpackFAL 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. Capacity becomes 30 units. Previous special capacities are deleted. Gains 3 special capacities00]]: Extra storage 1 (any itemsFAL LRBR, 10 units)FAL UM, Extra storage 2 (any itemsFAL HBR*** [[FN Herstal FAL 50.61 Paratrooper]]: FAL Para LRBR, 10 units)FAL Para UM, and Extra storage 3 (any itemsFAL Para HBR*** [[FN Herstal FNAR Match]]: FNAR Hunter, 10 units)FNAR Tactical Hunter* Blackhawk 3** [[FN Herstal SCAR-Day assault packH CQC]]: Renamed to Assault pack. Capacity becomes 45 units. Gains 1 special capacitySCAR-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]]: Extra storage 1 (any itemsG3A3 Ultra Magnum, 30 units).G3A3 HBR, G3A3 UM Tactical, G3A3 HBR Tactical* Blackhawk Travel bag** [[Heckler & Koch HK41A2]]: Renamed to Travel bag. Capacity becomes 80 units. Gains 3 special capacitiesHK41A2 Ultra Magnum, HK41A2 HBR, HK41A2 UM Tactical, HK41A2 HBR Tactical*** [[Heckler & Koch HK417]]: Extra storage 1 (any itemsHK417 HBR, 25 units)HK417 UM, Extra storage 2 (any itemsHK417 Recce, 10 units)HK417 DMR-H, Extra storage 3 (any itemsHK417 DMR-U, 5 units)HK417 Recce-L, HK417 Recce-H, HK417 Recce-U* Blackhawk USAR bag** [[Heckler & Koch MSG-90]]: Renamed to LongMSG-distance backpack. Capacity becomes 100 units. Gains 3 special capacities90 Ultra Magnum, MSG-90 HBR, MSG-90 UM Tactical, MSG-90 HBR Tactical*** [[Heckler & Koch PSG-1]]: Extra storage PSG-1 (any itemsUltra Magnum, 25 units)PSG-1 HBR, Extra storage 2 (any itemsPSG-1 UM Tactical, 15 units), and Extra storage 3 (any itemsPSG-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, 10 units)Tavor 7 HBR Enhanced* Blackhawk Cyclone pack** [[IZHMASH Kalashnikov SVK-12]]: Renamed to Cyclonus backpack. Capacity becomes 50 units. Gains 2 special capacitiesSVK-12 HBR*** [[Kel-Tec RFB]]: Extra storage 1 (any itemsLR-RFB, 25 units)H-RFB, Extra storage 2 (any itemsU-RFB, 10 units)BG-RFB* Jaeger rucksack** [[McMillan ALIAS CS5-T]]: Renamed to Hunter rucksack. Capacity becomes 40 units. Gains 2 special capacitiesCS5-T Heavy*** [[MKEK MPT-76]]: Extra storage 1 (any itemsMPT-76 HBR*** [[Nemesis Arms Vanquish]]: Vanquish 243, 10 units)Vanquish Magnum, Extra storage 2 (any itemsVanquish 358*** [[Parker-Hale M82]]: M82 Super Varmint, 10 units)M82 Ultra Magnum, M82 Bear Eliminator* PLCE Bergen rucksack** [[Springfield M14]]: Renamed Model conversion to Combat rucksack. Capacity becomes 70 units. Gains 3 special capacities: Extra storage 1 (any itemsM1A, 15 units)M14 UM, Extra storage 2 (any itemsM14 HBR, 15 units)M14 EUBR Custom, and Extra storage 3 (any itemsM14 EHBR Custom*** [[Springfield M21]]: M21 UM, M21 HBR, M21 EUBR Custom, 5 units)M21 EHBR Custom* Gunfighter belt** [[Springfield M1A]]: Gains 1 special capacity: Dual holsters (Class 3 weapons onlyModel conversion to M14, max 2M1A UM, max weight per itemM1A HBR, M1A EUBR Custom, M1A EHBR Custom*** [[Steyr Scout]]: 9)Hunting Scout, Light Scout, Magnum Scout, Heavy Scout, Big Game Scout
* Changes to [[meds]]
** Gauze roll: One use fixes 1 LW.
** Individual Bandage: Fixes 1 LW.
** Hemostatic Agent Pack: One use fixes 1 DW.
= November 15th 2020 =* Changes to [[weapons]]'''Version 5.57''' ** [[Barbed nine- The '''Shotgun Blitz''' tails]], [[Broken bottle]], [[Long spiked chain whip]], [[Shuriken]], [[Spiked chain whip]], [[Barbed Lucille]]: Text updatereflecting they now cause Light Wounds.** [[Meat fork]], [[Pitchfork]], [[Trident]], [[War fork]]: Text update reflecting they now cause Deep Wounds.** [[Tekko-kagi]]: Slashes cause LWs, stab punches cause DWs** [[Last Blood]], [[Rending Scissor Blade]]: Slashes cause 4 LWs per hit, stabs cause 2 DWs per hit** [[Muramasa]]: Gains 1 Bloodthirst point for every LW caused, and 2 points for every DW caused. Max Bloodthirst points is still 14.
Changes to * Other changes** [[AmmunitionBasic mechanics]]:Sarah example updated to reflect LWs and DWs.* All shotgun calibers (* [[12 gaugeConvenience store]], : Updated the Meds aisle accordingly** [[12 gauge CAWSDamage types]], : Updated accordingly** [[20 gaugeExplosives]], [[: *** Injuries caused by explosions: No longer causes wounds of either type.410 bore]]Instead, 1 fracture goes to a random body part for every 6 Base Explosive Damage (BED) have had their buckshotcaused. e.g., slug, and flechette base damage reviseda MkIIIA2 grenade causes 1d8+18 BED, which results in compliance with newly obtained data; 20 gauge buckshot and flechette have been buffed3-4 fractures.*** Injuries caused by shrapnel: Shrapnel can only cause LWs, everything else received very minor adjustments.despite being Bullet-type.** [[12 gauge CAWSLimb health]]: Flechette shells now carry 30 projectiles instead of 20.Updated accordingly* New shotgun projectile type: '''AP-Slug''', an armor-piercing slug. No retail availability, these projectiles must be handloaded.* Establishment of '''barrel length groups for all shotgun calibers'''. All four receive 4 groups each[[Healing]] (non-combat skill): Hunting, Combat, Short, and Super-short. See each individual caliber page for damage multipliers.Updated accordingly
Changes to [[Civilized Areas]]:
* [[Towns]]: There is no longer any distinction between 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 restocked.
Changes to [[Crafting]]:= March 18th 2023 =* [[Specs docs]]: Docs no longer unlock Specs docs-only items for sale, requiring the tracking of a list of documents brought for each character. The Proving Grounds engineer now requires player characters to trade in the correct documents for ''each'Version 6.7.1' item, alongside money ''- The Mining Overhaul Update (and in some cases, specific items+ extra goodies). In exchange, these items cost significantly less than they used to - all prices were slashed to 1/4 their previous values.
Changes * [[Mining]] received a major overhaul** The exploration process was completely overhauled to reward progressing as deeply as possible.** Introduction of a minecart feature to transport ores in and out of the mining facility** Introduction of mine bosses, acting as guardians of specific depth levels** The end of a mining facility should contain a GM-defined treasure (our recommendation is to make it an artifact weapon)** Metal ore bundle generation is reduced from 1d800*5 to '''1d200*5''', reducing the maximum size of a single bundle from 4 kg to 1 kg.** Gemstone ore bundle generation is reduced from 1d800*5 to '''1d10*50''', reducing the maximum size of a single bundle from 2 kg to 500 grams.* New [[LockpickingList of UGL|underbarrel grenade launcher]]:[[ISL-201 UGL-I]] integrated underbarrel grenade launcher, exclusive to Customs MP5s with the ISL-201 handguard.* As part [[Maze Customs]]** [[Customs:Major#Blackhawk|Blackhawk]] and [[Customs:Major#Redhawk|Redhawk]] revolvers receive a new modification: Barrel porting, which acts as an integrated muzzle brake ([[Recoil]] -1).** [[Customs:Major#MP5|MP5]] receives a new handguard: ISL-201 handguard (Adds an [[ISL-201 UGL-I]] underbarrel grenade launcher). Not compatible with Short MP5K barrel or Long barrel.** Minor: RL optics for [[RPG-7]]** Minor: Tokarev magazine conversion for [[Thompson]]* [[Uncivilized Area]]: 5 new roomstyles, each designed to offer players opportunities to exercise non-combat skills.** '''Blocked pathway''': The front door leads to a Shortcut -1 but is blocked by the carcass of a rotting creature. The carcass must be [[Hunting|butchered]] to pass the ongoing work door.** '''Dismantled roadway''': The front door leads to update all locationsa Shortcut -2 but is locked and missing a doorset. You must [[Crafting|craft one]] with a Crafting toolkit to open the door. Crafting a doorset is treated as a Level 2 blueprint with no particular ingredients (50% base chance of success per kit use).** '''Caved-in causeway''': The front door leads to a Shortcut -3 but is caved-in by dirt, FL/HS locks are now deprecatedsand, or gravel. You must [[Mining|mine your way through it]] by successfully striking the obstruction 3 times. If you clear it, roll 1d20. On a 11-18, you receive one bundle of common ore. On a 19-20, you receive one bundle of rare ore.** '''Collapsed highway''': The only 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 types in , requiring the game are now mechanical locks right key, [[Lockpicking|lockpicking]], or brute-forcing to open. Roll '''&genbox''' to determine loot and electronic lock type. Opening the door adds extra loot to the next room, if applicable. (keycard2x '''&boxlootW''' or '''&boxlootM''' depending on the results of '''&genbox''') locks.
= October 15th 2020 January 23rd 2023 ='''Version 56.567''' - The Unintuitively Named Bestiary Update (that has nothing to do with 5.56mm firearms)
Changes to [[Weapons]]:* New concept introduced: '''Traditional inner tubes'''. Refers to certain firearms This update was co- specifically, lever-action rifles - that do not possess a side-loading gate, designed with GenericArchangel and are instead reloaded by using a traditional, Henry-style inner tube.** Reloading a traditional tube rifle is done the same way as a single-action revolver; a full reloading action is required aims to remove make the tubebestiary more interesting and varied, then more dangerous, yet make fighting worth the normal loose rounds rule applies (up to 3 rounds per turn). The tube is replaced automatically when the character is done reloading.* The [[Winchester Model 270]] stats have been modified to reflect that it is a rifle with a traditional inner tubeeffort more often than not.
* Changes to existing [[creatures]]
** [[Aquagon]]: Gains two new attacks: '''Electric bite''' and '''Mist ball.'''
** [[Electragon]]: Changed the type of the '''stun attack''' from '''Piercing''' to '''Spec-Elec''', increased base Pain to '''44%.'''
** [[Everdragon]]: Armor Class was increased from A4 to '''A5'''.
** [[Kappa]] and [[Kenmun]]: Each gains a new attack, the '''Mist ball.'''
** [[Jami]], [[Daijami]], [[Oujami]], Aquagon, Kappa, Kenmun: Changed the type of the '''mist ball''' from Special to '''Spec-Aqua,''' giving it the ability to cause [[Effects#Elemental|Water-Soaked]].
= September 8th 2020 =* Changes to [[effects]]** [[Effects#Elemental|Water-soaked]]: Is now a semi-permanent effect intended to represent the effects of being drenched in water. As long as the effect is active, it overrides '''Version On Fire''' (disables any fires on the creature's body and prevents new fires from starting), but makes '''Spec-Elec''' cause double damage. Additionally, while the effect is active, the creature '''+0.2% Fatigue per turn''' at the end of combat, and '''+0.1% Fatigue per room traveled''' at the end of a UA trip. This effect is separate from actual Travel Fatigue, meaning it is unaffected by the [[Traits|Wherever I May Roam trait]].** New item introduced: '''Dispoable bath towel,''' Weight 0.5.55This [[crafting items|item]] is a consumable with the sole purpose of removing an active Water-soaked effect. Once used, it is discarded. Available in [[Workshop|workshops]] for [[File:Parallar symbol.png|10px]]''' 7'''. ** '''''GM tip:''''' A non- 555-WE-SAFE updatespecified 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.
New * Changes to [[Creatures|creaturecontainers]]:* The * Mimics, in the form of [[horseContainers#Mimic traps|mimic traps]] returns , have been introduced. Upon being approached by an adventurer, they turn into creature-like constructs that must be fought to access the bestiaryloot inside.** Four types of mimic traps have been introduced: Biter, Basher, Melter, and Burner. Each has an appropriate attack.
Changes to * New [[Ammunitionstripper clips|stripper clip]]:* '''Sintered Frangible (SF)Arisaka 5-round stripper clip''' ammunition now has a different effect:** Against unarmored ACs: 1.2x Pain, 1.2x LD** Against armored ACs: 0.5x Paincompatible with the [[Type 38]], 0.5x LD** Every hit successfully causing an injury will open 3 Wounds instead of 1[[Type 44]], and [[Type 97]].
Changes to * 21 new [[Unarmed combatcreatures]]:* Two * Bugs:*** [[Black Widowmaker]]*** [[Phantom Spider]]** Canines:*** [[Fox]]** Dragons:*** [[Saken]]** Mamono:*** [[Kuda-gitsune]]** Science experiments:*** [[Uemag]]** Bears (new techniques, '''Steal''' and '''Monkey's Paw''', have been introduced.category):*** [[Panda]]*** [[Black bear]]*** [[Brown bear]]*** [[Grizzly bear]]*** [[Armored grizzly]]** Deer (new category):*** [[Key deer]]*** [[White-tailed deer]]*** [[Elk]]*** [[Snawfus]]*** [[Danger Deer]]** Rodents (new category):*** [[Giant rat]]*** [[Giant beaver]]*** [[Procyon]]*** [[Giant capybara]]*** [[ROUS]]
Changes to shops and services:* The style shop has been revamped completely and is now a custom clothing service.** Completely custom human/halfling clothing items and youkai outfits can be designed there. The basic principle is for the player to describe, in free-form, what the item is supposed to look like, then to purchase protection ratings, covered body parts, effects, and more in order to give the custom item a useful purpose. This service is intentionally ''very expensive''.* Dojos have been expanded, and now offer various machines and training programs designed to improve a character's natural statistics:** The stats that can be improved are '''Natural 1 new [[Pain Sensitivity]], Natural [[Strength]], Max [[Blood]], Max [[Limb healthoccupations|Limb HPoccupation]], 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.** [[LBEMakaryuudo]] items must be stored empty. LBE items that cannot be folded down (e.g. most backpacks) are not allowed inside the vault anymore.
* 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
** [[Meds]]: Poison glands (small, medium, large), chelicera, telson
** [[Valuables]]: New [[Valuables#Special valuables|Special valuables]]: Beast fang, blob matter residue, bone antler, borz subdermal scale, bronze feather, dragon scale, frost crystal, firelizard scale, giant rodent tooth, Golden Lion fang, hydra scale, keratin plate, LSS fluid canister, snawfus antler, spiny scale, steel antler, thorny scale, two-headed serpent scale
* [[Crafting]]:
** 7 new crafting [[blueprints]] and associated recipes: HmVnmS, HmVnmC, HmVnmM, HmVnmT, HmVnmL, DragonSP, HydraSP
* [[Trauma plates]]:
** 2 new crafting-only plates: Dragon scale plate and Hydra scale plate
= June 24th 2020 =* Numerous [[creatures]], both new and existing, have received changes to their attacks to make them more lethal and more specialized.'''Version 5** Bears*** [[Brown bear]]: Added new technique, FP Ripping claws.54''' *** [[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- Magazines wound effect to Peck and other knickTalon 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-knackscombat 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.
Changes introduced:
* [[Glock 18C]]: Event line and wiki page now correctly state that the weapon is fitted with the '''Ported barrel''' Maze Customs mod instead of an integrated muzzle brake.
* New [[Weapon accessories#Muzzle brakes|muzzle brake]]: '''Muzzle brake, Shotgun, standard, .410 bore'''
* New [[magazines]]:
** [[Delta Elite magazines|Delta Elite 11-round and 17-round extended magazines]]
** [[Nightmare magazines|Nightmare 11-round and 17-round extended magazines]]
** [[P-14 magazines|P-14 18-round extended magazine]]
** [[P-16 magazines|P-16 22-round extended magazine]]
* Removed a [[Maze Customs magazines|Maze Customs magazine]]: the '''1911DS Custom 10mm 16-round magazine''' was scrapped (P-16 magazines are now used to feed [[Maze Customs:Major mods#1911DS|1911DS 10mm]] pistols
* [[Maze Customs speed strips]]: [[9x19mm Parabellum]] speed strips are now also compatible with [[7.62x25mm Tokarev]]
= December 24th 2022 =
'''Version 6.6.3.1''' - Scary Snipers with Braking Power Mini-Update
= May 23rd 2020 ='''Version 5.53''' - Update This update was entirely designed by GenericArchangel to [[food]] and [[hunting]]fix a flaw related to muzzle brakes.
* Changes to [[HuntingWeapon accessories]]:* Game meat from certain creatures no longer provide [[Effects]] such as Alertness increase or Strength +10%/+20% for a few turns.* Instead, a system of '''[[HuntingWeapon accessories#High-value meatMuzzle brakes|high-value meatMuzzle brakes]]''' was created. Meat from certain creatures is now considered : If equipped to be either a '''Delicacy''' (Double value) or weapon that is also equipped with a scope, the brake limits that weapon's maximum Recoil to 6 on top of applying its normal Recoil -1 effect. In this case, if that weapon''Luxury''' (Triple value)s Recoil were to exceed 6 after applying all modifiers, it is treated as 6.
Changes to [[Creatures]]:
* The item lines of all relevant creatures now state if they produce delicacy meat, luxury meat, tainted meat, illegal meat, or if they produce no meat at all.
** An exception was made for humans, halflings and youkai - their item lines do not display meat status, as it is assumed that the meat of all playable species is already known to be illegal.
* All references to "Poisonous meat" have been changed to the correct term: [[Hunting#Tainted meat|Tainted meat]].
Changes to [[Food]]:= November 1st 2022 =* The '''Hot-gonVersion 6.6.3''' no longer has a Strength boosting effect, in accordance to the changes listed above. Instead, nutrition was increased from 296 to 592.- The Static MG Update
This update was co-designed with GenericArchangel and aims to adds more flavor and additional combat opportunities to the world.
= May 14th 2020 =* Changes to [[Cover]]:** New category of non-random cover (cannot appear in the UA): '''Version 5.52 part 2Machine gun emplacements''' (125 health, A4 armor)** Four types of MG emplacements: three based on existing weapons ([[M249|Static M249]], [[QJY- Bestiary update88|Static QJY-88]], [[M60|Static M60]]) and a unique new one, based on the Browning M2 .50 BMG machine gun: [[Static M2HB]]** Although static MGs function like weapons, they are non-equippable and not counted as new weapons (as they are elements of a piece of cover)** MG emplacements appear only in Towns at the [[Town Entrance|Town Gate]]. The type they receive depends on the town's population ("the larger the town, the bigger the bullets")* New [[weapon accessories]]:** [[M2 ammo belt|M2 ammo belts]] and belt links
Changes to [[Creatures]]:
* Old creature bestiary was completely removed and replaced with an all-new collection of monsters - in total, '''128 creatures''', including the 20 playable species.
* Human, halfling and youkai occupations have also been revamped - a total of '''34 occupations''' are now listed into the game.
** New occupations: '''Janitor, Head janitor, 8 different flavors of non-faction criminals, Youkai activist squadleader, and 3 different ranks of Yatela gangsters'''
Changes to [[Crafting]]:= October 30th 2022 =* New blueprint: '''Kama''' blueprint (Level 1)* New crafting ingredient item: '''Sickle bladeVersion 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).
= May 7th 2020 =
'''Version 5.52 part 1''' - Bestiary update: Preparatory changes
Changes to [[ammunition]]:= October 18th 2022 =* [[Small bolt]]: Base damage nerfed by 4% (46% '''Version 6.6.1''' -> 42%)The Str⑨ngest Balance Update
Changes to This update was co-designed with GenericArchangel and addresses minor balancing issues with specific [[weaponsCharacter traits]]:* , [[Pistol crossbowyousei]]: No longer has a damage multiplier (previously was x0.8)* and [[Lambda magazine crossbowkitsune]]: Now has a 1.2x damage multiplier
New * [[clothing and armorCharacter traits]]:* New human clothing and armor: * '''Hooded robeFast 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, Sleeveless jumpsuit, Janitor outfit shirtand the other 2 must be Melee and Misc.* [[Yousei]]: Due to Limitless Potential, Janitor outfit pants, Security guard hat, Armored trench-coatyousei now receive '''4x [[training machine]] XP'''. This effect stacks with the Fast learner and Slow learner traits.* New youkai outfits (for all 5 body types)[[Kitsune]]: Kitsune no longer start with '''Bandit outfit, Farmer outfit, Janitor outfit, Maid outfit, Prison outfit, Scientist outfit, Security outfit, Technician outfitMaster'''level in [[Negotiation]]. Instead, they start with the [[Character traits|Very Pretty trait]] for free. The trait is non-removable (similar to [[hakutaku]] and Mycologist).
New [[weapons]]:
* Class 5 Long: [[Scythe]]
* Class 5 Short: [[Hasami blade]]
Pending: The wiki will be edited to reflect the new changes as soon as possible= October 17th 2022 = '''Version 6.6''' - The Battle Rifle Update
This update was co-designed with GenericArchangel and aims to address power ranges across specific calibers, introduce a battle rifle family to Maze Customs, as well as new calibers, weapons, ammunition, and Customs mods.
= April 10th 2020 === [[Maze Customs]] ====* New [[Customs:Major|Major]] family: '''Version 5.51AR-10''' , which includes the existing [[ArmaLite AR- Changes to game mechanics10]] and [[KAC M110 SASS]], simplification a new weapon (the [[ArmaLite AR-10(T)]]), and a range of damage modelsnew calibers listed below** 6 rechambering options** 5 barrel lengths, from 12.5" to 24"** 5 fire control group options** 3 handguards** 4 stock options** 3 upper receiver options* All existing Minor mods for the AR-10 and M110 SASS will be deleted
Changes to core gameplay mechanics:==== [[Ammunition]] ====* The '''C22 existing calibers re-balanced''' ** [[Armor Class7.62x51mm NATO]] is entirely scrapped : '''Buffed to a base Pain of 161%''' (16 more). New ballistic model (more closely matches M80 ball), new reference barrel (20" barrel from the game[[ArmaLite AR-10|AR-10]] instead of the 17.7" [[Heckler & Koch G3A3|H&K G3A3]]) ** [[.260 Remington]]: '''Buffed to a base Pain of 133%''' (7 more). New reference barrel (20" instead of the previous 17.7")* '''5 new calibers'''** [[.243 Winchester]]: 115% Base Pain cartridge meant to be a low power, low recoil alternative to 7.62 NATO and .260 Remington. Available as it is considered unnecessarya rechambering option for the AR-10 and Rem 700 families. The AC previously called C3 is now known ** [[.300 RSAUM]] (Remington Short Action Ultra Magnum): 172% Base Pain cartridge, serves as C2an "optimized" alternative to 7. All 62 NATO. Rare caliber - no base weapons offered for it, but will be available as a rechambering option for the AR-10 and ammunition in Rem 700 families. (and some non-Customs weapon systems)** [[.338 Federal]]: 182% Base Pain hunting-oriented big-bore cartridge, serves as one of the game no longer have two "fat" alternatives to 7.62 NATO. Available as a damage value rechambering option for the scrapped AC. Most clothing AR-10 and armor that was classified Rem 700 families.** [[.358 Winchester]]: 200% Base Pain hunting-oriented big-bore cartridge, serves as C2 will be reclassified the other of the two "fat" alternatives to 7.62 NATO. Available as C1a rechambering option for the AR-10 and Rem 700 families.** [[8x50mm R Lebel]]: 164% Base Pain cartridge, selected for its historical significance. Available as a rechambering option for the Rem 700 family.
Changes to ==== [[ammunitionHandloading]]====* New casings:[[.243 Winchester]], [[.300 RSAUM]], [[.338 Federal]], [[.358 Winchester]], [[8x50mm R Lebel]]* New projectiles:** .327, 198 grain: [[8x50mm R Lebel]]** .338, 225 grain: [[.30-06 Springfield338 Federal]]** .358, 200 grain: Base damage buffed by 1% (166% -> 167%) so that the new C2 damage value (old C3) becomes 150% (previously 149%)[[.358 Winchester]]* Existing projectiles:** .243, 90 grain: Gains compatibility with [[9x25mm Dillon.243 Winchester]]** .308, 150 grain: Base damage buffed by 1% (54% -> 55%)Gains compatibility with [[.300 RSAUM]]* Primers:** Large Rifle: Gains compatibility with [[.243 Winchester]], so that the new C2 damage value (old C3) becomes 50% (previously 49%)[[.338 Federal]], [[.358 Winchester]], [[8x50mm R Lebel]]** Large Rifle Magnum: Gains compatibility with [[.300 RSAUM]]
Notes==== [[Weapons]] ====* 15 new firearms:* Creatures have not been modified yet* [[ArmaLite AR-10(T)]] - New AR-10 family member, as semi-automatic rifle, [[.338 Federal]]** [[Breda PG]] - burst-fire only machine gun, [[7x57mm Mauser]]** [[Browning BAR]] (not to be confused with [[Colt M1918 BAR|the bestiary update is still in progressother 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
= March 17th 2020 October 3rd 2022 ='''Version 56.5.4.1''' - Game mechanics changes, new ammo typesArchery rule patch
Changes to ==== [[RecoilWeapons]]:and [[Ammunition]] ====* Recoil calculation The rules now explicitly specify that [[Arrow|Arrows]], [[Large bolt|Large bolts]] and effects no longer rely on exact shot order[[Small bolt|Small bolts]] can be reused, but now instead only needs total shots fired, significantly cutting down on the amount of time that needs according to be spent counting and checking shotsspecific conditions.* The new Recoil system works as follows: Every Recoil level has a limit of shots (the Accuracy Drop Threshold* Under normal conditions, or ADT) all hits and misses produce arrows that can be fired - if a character shoots over ADT, accuracy and aim wandering effects are applied to the entirety of the shot string, and not just the shots that go over ADTretrieved. A second level with even more severe penalties is applied if the amount of shots fired is equal to more than double the limitOnly critical failures result in arrow or bolt breakage.** As before, going over ADT will If the arrowhead is XPL (Explosive): All hits and misses result in aim wandering (which sends shots to &bodyaim instead of the desired point of aim)detonation, however instead of being applied only starting from the shot that went over the limit, aim wandering applies to ALL shots if the total amount of shots fired goes over the limit. [[Weapon accessories#Laser sights|Laser sights]] still cancel out this aim wandering effectmaking explosive arrows 100% non-reusable.** Accuracy windows If the arrowhead is IMP (Improvised): Misses and effects of going over ADT once and twice will also be updatedcritical misses result in breakage. Only hits are reusable.
Changes to [[Combat mode]] and [[Weapons]]; specifically, '''[[Weapons#Firearm failure types|critical failure]]''' effects:
* Like with Recoil changes above, critical failure effects no longer rely on knowing exact shot order, but only the total shot count, and in particular the critical failure count.
** '''Failures to eject (stovepipes)''': For every stovepipe that occurs, the two highest scoring shots (excluding critical failures) are cancelled. If 3 stovepipes occur in a single string of fire, the 6 highest scoring shots are never fired. This has the potential of cancelling critical hits.
** '''Failures to fire (misfires)''': No changes.
** '''Failures to feed''':
*** If '''2 or less''' occurred during the same string of fire: Same as stovepipes.
*** If '''3 or more''' occurred during the same string of fire: All shots are cancelled and the weapon is considered to be '''jammed'''; this can be fixed by performing a reload action.
** '''Failures to burn''': No changes.
New [[ammunition types]] for pistol and rifle calibers:= September 18th 2022 =* '''Tracer (T)''': FMJ bullets with an illuminating compound at the base of the bullet, which lights up and displays bright, colored light when firedVersion 6. Tracer ammunition is used to visibly see the flight path of a bullet, and is useful for controlling long strings of fire, particularly full auto, as it allows a shooter to physically see where the bullets are going5.** Effects: Increases ADT by a certain amount of shots, which scales with Recoil level. However, it always breaks Stealth even when shot with a silenced firearm; the tracer light works both ways and can be seen by others, thus revealing your position.*** Recoil 1-2: ADT +4 shots*** Recoil 3-4: ADT +3 shots*** Recoil 5-6: ADT +2 shots*** Recoil 7-8: ADT +1 shots* '''Semi-Armor Piercing (SAP)''': Also known as metal-piercing bulletsGuns, they offer a lower cost alternative to full AP or APXBlood, but are less effective at defeating armored targets.** Effects: 0.8x damage against unarmored ACs, 1.3x damage against armored ACs.* Retail ammunition using these new projectiles is now also available:** [[.22 Long Rifle]]: Standard T** [[.30 Carbine]]: Standard T, Standard SAP, Milsurp T** [[.30-06 Springfield]]: Standard T, Milsurp T** [[.303 British]]: Standard T, Milsurp T** [[.32 ACP]]: Standard T, Standard SAP, Milsurp T, Milsurp SAP** [[.357 Magnum]]: Standard SAP** [[.357 SIG]]: Standard T, Standard SAP, Personal Defense SAP, Pocket Dragon SAP** [[.380 ACP]]: Standard T, Standard SAP, Milsurp T** [[.40 S&W]]: Standard T, Standard SAP, Personal Defense T, Personal Defense SAP, Pocket Dragon T, Pocket Dragon SAP** [[.45 ACP]]: Standard T, Standard SAP, Personal Defense T, Personal Defense SAP, Pocket Dragon T, Pocket Dragon SAP, Milsurp T** [[.50 BMG]]: Standard T, Milsurp T** [[4.6x30mm]]: Standard T, Milsurp T** [[5.45x39mm]]: Standard T, Standard SAP, Milsurp T, Milsurp SAP** [[5.56x45mm NATO]]: Standard T, Standard SAP, Milsurp T, Milsurp SAP** [[5.7x28mm]]: Standard T, Milsurp T** [[5.8x42mm]]: Standard T, Standard SAP, Milsurp T, Milsurp SAP** [[7.62x25mm Tokarev]]: Standard T, Standard SAP, Milsurp T, Milsurp SAP, Milsurp Cold T, Milsurp Cold SAP, Milsurp Hot T, Milsurp Hot SAP** [[7.62x39mm]]: Standard T, Standard SAP, Reduced Velocity SAP, Milsurp T, Milsurp SAP** [[7.62x54mm R]]: Standard T, Standard SAP, Milsurp T, Milsurp SAP** [[7.62x51mm NATO]]: Standard T, Milsurp T** [[7.92x33mm Kurz]]: Standard T, Milsurp T** [[7.92x57mm Mauser]]: Standard T, Milsurp T** [[9x18mm Makarov]]: Standard T, Standard SAP, High Impulse T, High Impulse SAP, Milsurp T, Milsurp SAP, Milsurp Hot T, Milsurp Hot SAP** [[9x19mm Parabellum]]: Standard T, Standard SAP, Personal Defense T, Personal Defense SAP, Pocket Dragon T, Pocket Dragon SAP, Milsurp T, Milsurp SAP, Milsurp Hot T, Milsurp Hot SAP** [[10x25mm Auto]]: Standard SAPand Drugs; A balancing update
==== [[Maze Customs]] ====
* The [[Heckler & Koch MP5K]] is added to the MP5 Customs family.
* Customs: New modifications for the MP5:
** Barrel length: Short MP5K barrel (4.5-inch barrel) - Muzzle: N/A, Underbarrel: Integrated foregrip - Cost: 150 P$
** The Short MP5K barrel is incompatible with the Surefire 628 and Quad rails
= January 12th 2020 === [[Limb health]] ====* [[Wounds]] now cause a bleeding rate of '''Version 5-0.3 Blood per wound per turn.49''' - Simplification update #8
Changes to ==== [[AddictionsMeds]]====* First aid kit (FAK):Weight reduced to 1 (previously 2)* Advancement of withdrawal levels is now tied Epoetin-alfa: Effect modified to [[Daily Reset]]Blood +0.2/turn, -30 ntri/turn, +0.4% Fatigue/turn for 20 turns
Changes to ==== [[InebriationAddictions]]:====* Inebriation no longer naturally decays at New addiction mechanics simplifying the previous system: As before, using a rate substance comes with a percentage chance of 0becoming 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 per turn, from the minimum of 0 (no effects) to the maximum of 3.* New [[Effect]]: Instead of disabling corresponding withdrawal effects when an addictive substance'''For every +0s effects are active, withdrawal effects are now truly permanent and continue being active even if the character uses the corresponding substance.1 Inebriation gainedIn other words, usage effects and withdrawal effects now stack.* [[StressHospital]] : Addiction removal is decreased by -0.4%; effectively turning alcohol into a reliable Stress relief method.* Inebriation decay now tier based and depends on the passage of time (current level. It now costs 250 P$ and not specifically Daily Reset either), based on the amount 2 day periods of mandatory rest per level, up to 750 P$ and 6 day periods that have passed since the last drink(1 full day) for treating a single Level 3 addiction.* Effects Addiction effects: To account for the possibility of [[Inebriation]] med effects and withdrawal effects being active simultaneously, the following withdrawal effects have been modified and simplified:** 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
Changes to ==== [[VenomEffects]]:====* Rebuilt Alcohol affinity ([[Oni]] creature trait): Effect simplified. Instead of both halving Inebriation received and doubling the effects Stress relief effect of Venom poisoning (modified [[Effects#Stress|Need a drink]] to compensate, this trait now simply doubles the thresholds 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 simplified Level 3. In essence, the effects)"Need a drink" effect progressively offers less and less Stress relief per Inebriation gained as your character's level of Alcohol addiction increases.
= January 6th 2020 =
'''Version 5.48''' - Simplification update #7
Changes to [[Stress]]:= August 24th 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 6.1xE5.3''', where T is the total amount of turns spent in combat, and E is the amount of enemies at the start of a fight.** Effectively, this means gaining between 0.1% and 0.4% Stress per turn spent, multiplied by the amount of starting enemies.* Stress gained from combat is now given at the end of combat, instead of gradually turn by turn.* The Stress Tolerance [[effect]] is scrapped.R&R Update
Related changes:==== [[Basic mechanics]] ====* '''Books''' now heal a flat amount of Stress, -2.0% per reading. Books provide their Stress reducing effect only once per ingame day; an already read book must be marked with a tag.** Suggested tag: ''"Read recently - provides no effects until next Daily Reset"''* Showers no longer provide negative effects, Created and defined the command is now always rolled when using a shower, regardless of the location. Each use will now spend 30 ingame minutes and has a chance to provide a positive effect (reduces Stress, Fatigue, or Pain) each time.* Computers now decrease Stress by (4d10)x0.1 at the cost of spending 2 ingame hours.* Radios now decrease Stress by (2d10)x0.1 at the cost concept of spending 1 ingame hour[[Downtime]].
= December 8th 2019 =
'''Version 5.47''' - Simplification update #6
* The [[Cover]] system has received multiple modifications aimed at simplifying their purpose and function:= July 20th 2022 =** Cover no longer have pass-through thresholds or corresponding Pain modifiers (like [[trauma plates]]).** Deleted the "full protection" trait (which protected against bouncing explosives - of which there is [[VOG-25P|only one type]] currently)** Modified the list of cover types (changed health and AC values on many of them)* [[Explosives]]:** Simplified the damage calculation method for pressure mines: full limb damage to legs/feet, 0.25x limb damage to everything else. (Previously, it also dealt 0.5x damage to torso/hips)** Simplified injury calculation from explosive weapons. It is now dependent on base explosive damage; specifically, equal to '''BED / 4 rounded down''' (or in other words, for every 4 full points of limb damage dealt by an explosive weapon, 1 wound is also dealt)Version 6.* [[Chlorine bomb]] and Chlorine gas clouds:** Removed the 25% chance to lose eyes per turn spent in a chlorine gas cloud5. It was replaced by an additional damage effect (2 limb damage to a random body part per turn spent in a cloud).* [[Crafting items]]** Gun Repair Kits can no longer be used to repair dud explosives; this ability was moved to the...** New toolkit: '''Explosives Toolkit (XTK)'''. Costs [[File:Parallar symbol.png|10px]]'''300''' and can be used up to 5 times. This kit allows users to repair dud explosives and defuse certain types of primed explosives more quickly than with bare hands; consumes 1 use per explosive repaired or defused.* [[Effects]]** '''Nausea''' is now a temporary effect which prevents using [[Food]] items. All items inducing Nausea are now given a turn duration, and no longer induces IR +1.** '''Anti-Oni Syndrome''' now causes creatures under this effect to get [[Pain]] instead of [[Venom]] from drinking alcohol (1% Pain per 0.1 Inebriation). The Pain gained this way is '''fixed''' and ignores [[Pain Sensitivity]] entirely.** '''Decompensation''' and '''Self-deterioration''' were simplified, introducing a system of points gained at Daily Reset. If these points reach a particular threshold, instant death occurs.** Various effects were simplified or scrapped entirely.Lockpicking minigame update
==== [[Skills]] ====
* The [[Lockpicking#Picking electronic locks|electronic lockpicking]] minigame has been updated with an easier and more balanced variant.
= November 14th 2019 =
'''Version 5.46''' - Simplification update #5
* [[Weapons]]:= April 20th 2022 =** 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 vzVersion 6. 26]], [[CZ Skorpion vz5. 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:** 1'''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 -Simplification Update #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.Completely Baked Edition
==== Basic game mechanics ====
* [[Recoil]] has been simplified; there is no point of aim shift after crossing ADT anymore (due to it being a remnant of when Recoil required checking for shot order).
= November 10th 2019 === [[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 '''Version 5.45IR -1''' - Simplification update #4: Ores, metals and mining.
* [[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 March 22nd 2022 ='''Version 56.445''' - Various changes in various domainsFurther Balance Updates
* '''Buff to the [[gohei]] and [[shaku]]''': Each weapon now gains a Charge point when killing a creature it is designed to deal double damage to, and for every Charge point it holds, the weapon deals an additional LDV+1. If at least 1 Charge point is in the weapon, the user can use a special attack ("Terminating Seal" for the gohei, "Cleansing Fire" for the shaku) which will allow the weapon to temporarily deal quadruple (4x) damage instead of just double against the species it is designed to hurt, for one turn only. On the following turn, the weapon loses all of its Charge points.* Introducing a new type of key item, the '''skeleton key'''; 10 different types exist, from Type 0 to Type 9. The purpose of a skeleton key is to open any mechanical lock, as long as the type matches the first digit of the lock's serial number (e.g. a Type 2 skeleton key will open any lock from 2000 to 2999).** Skeleton keys break after one use.** They can be sometimes found in '''&stuff'''.** They can also be crafted; two new crafting blueprints, '''SkelKeyA''' and '''SkelKeyB''' were introduced. In a first for the ==== Basic game, these recipes also require a certain skill level in Lockpicking in order to use (respectively, Lv2 - Basic, and Lv3 - Skilled).mechanics ====* 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 Changes to 10 times, then brick themselves.** It replaces the HX-1337 series of hacking augmentations, which have been scrapped from the following core game.mechanics:** Modifications Major change 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'''groups]] system: As a passive ability, kasha claws are tough enough hits to allow for Butchering without the need for a suitable tool. All Kasha also start with Lv2 - Basic in Hunting.** LIMB group now cause '''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.* 5x'''Nerfing [[Ammunition#Pistol and rifle caliber projectiles|UHS ammunition]]''': It now deals 1.3x damage (Pain and LD) instead of 1.4x.* '''Changes same as hits 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 EXTREMITIES) 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 Masterprevious 0. The bonus HP is free and costs no Nutrition or Fatigue4x.
==== [[Ammunition]] ====
Major rebalancing to the ammunition type cost multipliers:
= September 6th 2019 * Tracer: '''1.1x''' (2previously 1.5x) =* Match: '''Version 53.43 0x''' (part previously 4.0x)* LSWC: '''0.8x''' (previously 0.85x)* JHP: '''1.5x''' (previously 3.0x) - The SteveMRE Konbini update part 3/* 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: Convenience stores'''1.2x''' (previously 2.0x)* APX: '''2.5x''' (previously 5.0x)* API: '''2.5x''' (previously 4.0x)* SF: '''1.2x''' (previously 1.5x)* UHS: '''1.2x''' (previously 2.5x)
== Convenience stores ==* Convenience stores are a new shop type which replaces the previously existing takeout stands.* Convenience stores are a type of individual shop, sharing the same layout as other types of individual shops.* The purpose of convenience stores is to sell a fixed inventory of items considered to be basic necessities. Unlike most other shops in the Mazes, the majority of their inventory is not random.* Items sold at convenience stores are divided in four aisles: Food aisle, Ammo aisle, First Aid aisle, [[Character creation]] and Misc aisle.[[Character customization]] ====* Each convenience store belongs to one of five chains; [[Human]] characters now receive '''24-Seven, Fusco4 starting trait points's Bodega, Angelstop, Circle H''' and '''Tomato Konbini'''. Each chain has their own traits and extra featuresinstead of the normal 3, such as raffle tickets to compensate for every 250 P$ the lack of purchases, extra gear, or extra servicesracial benefits.
==== [[Convenience store|Convenience stores]] ====
* Convenience stores now sell [[M67]] frag grenades, [[M18 smoke grenade|M18]] smoke grenades and [[M84]] flashbang grenades (1d8 per store)
= September 6th 2019 (1) === [[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 '''Version 510 uses''' instead of 3.43 Price per unit is unchanged.** Gun Cleaning Kits: Now repairs '''200 Condition''' per use (part 2previously 100) - The SteveMRE Konbini update part 2/3: New .** Gun Repair Kits and improved rations, new food itemsMelee Repair Kits: Now repairs '''400 Condition''' per use (previously 250).
This ==== [[Traits]] ====New traits (<span style="color:#00CC00">'''Green: Positive'''</span> ; <span style="color:#CC0000">'''Red: Negative'''</span>):* <span style="color:#CC0000">'''Bad eyesight'''</span> (+2): Your character has a natural vision impairment that cannot be corrected with eyeglasses. You suffer from a permanent FT+1 effect.* <span style="color:#00CC00">'''Druggist'''</span> (-2): Ability to [[Identification|identify]] [[meds]] on sight* <span style="color:#00CC00">'''Fast learner'''</span> (-1): Your character earns Training Points at a faster rate.** When training at the [[shooting range]] or the [[dojo]], you divide the number of successes by '''4 instead of 5''' to obtain your Training Points (effectively corresponds to ~25% faster learning).** You earn [[training machine]] XP at a faster rate. When using a Dojo's training machines, you gain '''8d25 XP''' per use instead of the normal 4d25.** Not compatible with Slow Learner* <span style="color:#CC0000">'''Frigid'''</span> (+2): Your character '''heals no [[Stress]]''' in the following situations: [[Strip club]]: Pole-dancing shows, private dances, special services ; [[Sanctum]]: Stress-relief chamber ; [[Cubus]]: Sex services ; Reading [[book|erotic books]] ; Any sexual or intimate situation (at the GM's discretion)** Not compatible with Horny* <span style="color:#00CC00">'''Jeweler's Eye'''</span> (-2): Ability to [[Identification|identify]] [[gemstones]] on sight (although not appraise them)* <span style="color:#00CC00">'''Mycologist'''</span> (-2): Ability to [[Identification|identify]] [[mushrooms]] on sight** If your character is a [[hakutaku]], you have this trait by default, at no cost. (This trait cannot be removed.)* <span style="color:#CC0000">'''Slow learner'''</span> (+1): Your character earns Training Points at a slower rate.** When training at the second part out [[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 series faster rate. When using a Dojo's training machines, you gain '''3d25 XP''' per use instead of three updatesthe normal 4d25.** Not compatible with Fast Learner
== New food items ==Changes to existing character traits:* 11 new and improved rations have '''Galaxy Brain''' has been introduced, replacing the previous 3 completelyremoved.* New category of food item, '''powdered drinksPhobia''': Additional effect. Powdered drinks are inedible on their own, but can be combined with If you were in combat against a bottle of water to create creature or a drink.** 8 powdered drink packetscategory for while you have a phobia, and 8 corresponding crafting-only beverages introduced.* 20 new types you receive '''quadruple Stress''' at the end of regular food items introduced, many of which can be found in the new rationscombat.
All of the new items ==== [[Effects]] ====The following Effects have been added to the modified:* '''Combat Stress''': Base effect is '''doubled''', meaning that each turn of combat now causes +0.2% to +0.8% [[FoodStress]]per turn multiplied by the number of starting enemies.* ''' pageTravel Fatigue''': The base roll is a '''2d4''' instead of the previous 1d8, meaning that each room traveled adds +0.2% to +0.8% [[Fatigue]], with a bell curve effect biased towards the median of 5 (+0.5%).
== Other changes ==
* New crafting item, the '''Mini-bag of 5 safety matches''', which is found in many rations, but can also be found for sale at Workshops for [[File:Parallar symbol.png|10px]]'''0.10''' apiece.
= March 5th 2022 =
'''Version 6.4''' - The Love Hotel Grabbag of Optimizations Update
= September 5th 2019 === [[Weapons]] ===='''Version 5.43 (part 1) - The SteveMRE Konbini update part 1/3: Changes Several melee weapons have had their damage values and Weight changed to consumables'''improve balance.List of changes by melee weapon category
This is the first part out of a series of three updates.Axes* [[Fire axe]]: Increased base damage to 72% - 72/65 54/43/32/14/4
The effects of many consumables have been modified.Crude weapons* [[Meat fork]]: Increased base damage to 30% - 30/27 21/17/12/6/1
== General changes Knives* [[Dagger]]: Increased base damage to all consumables ==53% - 53/48 40/32/24/11/3* All consumables that previously listed a percentage chance [[Karambit]]: Decreased base damage to get an effect, now always give the listed effect. The percentage chance effects have been scrapped.28% - 28/25 20/15/11/6/1
== Changes One-handed clubs* [[Heavy spiked gada]]: Increased LDV to Effects ==+3* '''Nausea''' is now a permanent effect that gives the afflicted creature an '''IR [[Flanged mace]]: Increased LDV to +1''' effect and a nauseous sensation. This effect can, however, be eliminated by attempting 3* [[Pipe wrench]]: Increased weight to throw up. Even if the attempt fails, Nausea will always be eliminated this way9.Increased base damage to 70% - 70/67 56/46/35/18/5** All references [[Wrench]]: Decreased weight to Nausea having a turn duration have also been eliminated2.Decreased base damage to 33% - 33/30 25/20/15/7/2* '''Suppressed hunger''' has been completely rewritten, and now works as follows[[Hammer]]: If Hungry, Famished or Starving, this effect will treat the creature's Nutrition level as being OK (temporarily canceling any negative effects from low nutrition)Increased weight to 3.
== Changes to food ==* Can of cola drink: No longer provides Agility +1 and Alertness increase One- still affects Fatigue and Stresshanded swords* Can of lemonade[[Butterfly sword]]: 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 Decreased base damage to 20 turns, and now also reduces Fatigue by 5.045% 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 turns45/41 32/25/18/9/1
== Changes Two-handed club* [[Iron bat]]: Increased base damage to meds ==50% - 50/48 40/33/25/13/4
Many medical items have had their effects completely rewrittenWhip/Lash* [[Kusari-fundo]]: Increased LDV to +3. These are the new effects for the following itemsIncreased 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.
* Cannabis joint: Agility -1, Pain Regeneration Rate +2% /turn for 20 turns, Stress -1==== [[Food]] ====Food items other than packaged rations and canned goods now have different weight values.0%* Cigarette: Agility +Instead of being all 1unit, FT -1 for 10 turns* Nitrous oxidethey may be any one of the following: Pain Sensitivity -50%, Euphoria Rush for 10 turns* Amphetamines: Agility +2, Alertness increase, FT -1 for 20 turns, Stress +30.0%* Pentobarbital: Instant death in 20 turns* Steroids (anabolic): Strength +40% for 20 turns* FG-7142: Suppressed hunger for 40 turns25, Stress +8.0%* Desoxyn (meth pill): Alertness increase, Forced wakefulness for 20 turns, Fatigue -30.0%5, 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 -12or 3 units.0%, Stress +1.2%* Diazepam: Alertness increase, FT-2 for 20 turns* Ecstasy: Intense relaxation, Euphoria Rush for 40 turns
== Changes to mushrooms === New weight values =====Fruit* 0.25: Apricot, Grapes, Kumquat, Kiwifruit* 0.5: Apple, Pear, Orange, Pomegranate, Banana* 1: Watermelon wedge* 2: Pineapple* 3: Cantaloupe
Many mushrooms have had their effects completely rewrittenVegetable* 0. These are the new effects for the following items25:Carrot, Beet, Turnip, Leek, Wasabi root* 0.5: Tomato, Potato* 1: Artichoke, Cucumber* 2: Cabbage
* Oni's Bane mushroom: Anti-oni syndrome for 10 turnsMeat* Golden cap, Liberty cap: Hallucinations for 10 turns* Infirmitas: Strength -20% for 10 turns, Nausea* Turbatio: FT+1 for 10 turns* Oni Terror: Anti-Oni Syndrome for 30 turns, Nausea* Fatigatio: Fatigue +30.0%* Caecitas: FT +3 for 20 turns* Potentia: Strength +20% for 20 turns* Accuratio: FT -1 for 20 turns* Anxietas Medicus: Stress -10.0%* Strenuitas: Alertness increase for 20 turns* Velocitas: Agility +1 for 20 turns* Extra Velocitas: Agility +2 for 20 turns* Furor25: Rage for 20 turnsAll types of game meat
Seafood
* 0.25: Mussels, Clam, Sardines
* 0.5: Trout, Cod
* 1: Sea bass, Sole, Grilled eel, Lobster
* 2: Cuttlefish, Salmon, Carp, Tuna, Crab
= July 21st 2019 =Dessert'''Version 5* 0.42''' - Detective update25: Waffle, Madeleine, Crepe, Scone* 0.5: Yogurt, Brownie, Ice cream cone, Fruitcake slice, Millefeuille, Donut, Muffin, Cookies (6), Large cookie* 1: Black forest cake slice, Cream pie slice, Cookies (18)
An accompanying Tsuchinoko update Snacks* 0.25: Chocolate bar, Caramel, Bread slice, Cheddar slice, Fortune cookie, Energy bar, Granola bar, Whole wheat biscuits, Candy (version 138mint) will be released on the same day, Candy (strawberry), Fruit bar, Milk and cereal bar, Peanut caramel bar* 0.5: Candied fruit can, Peanut chocolates (27), Salt crackers (10), Breadsticks (10), Breakfast biscuits* 1: Peanut chocolates (168), Salt crackers (20), Breadsticks (20), Pretzels, Popcorn (plain), Popcorn (caramel), Honey-roasted nuts
== Changes to [[Creatures]] ==Fast-food* The Maze Police faction has a new rank, Guard Detective0. Ranks above Sergeant but below Chief5: Fries, they are investigators in plain clothesFried potatoes, in charge of cases and issues. They come with their own set of equipment.Nuggets (6), Pizza (1 slice), Sandwich, Cup noodles** They now appear as a separate type of creature that can be rolled by the '''&enc''' and '''&enc1: Cheeseburger, Double cheeseburger, Nuggets (20), Hamburger, Hot-LEO''' commands.* All Maze Guard flavors have received an equipment update; trauma platesdog, TasersChili-dog, better loadCorn-bearing equipment.dog, Hot-gon* 2: Potato chips* 3: Pizza (8 slices)
Beverages
* 0.5: Orange juice, Tea (black), Tea (green), Lemonade, Cola, Coffee (black), Apple juice, Grape juice, Energy drink, Coffee (cappucino), Hot cocoa
* 1: Mineral water, Milk, Beer (blonde), Beer (brown), Beer (stout), Craftable powdered drinks (all of them)
* 2: Champagne, Red wine, Vodka, Mead, Absinthe, Sake, Whiskey, Brandy, Cider
= July 13th 2019 ==== Changes to rations ====='''Version 5The contents of specific rations have been changed.41''' - Weapon accessory tweaks and simplifications
This update aims at trimming some more * Ration B1: Added 1 extra pack of the fat whole wheat biscuits and 1 can of spam* Ration B2: Removed 1 packet of powdered coffee* Ration L1: Removed 5 cigarettes and 5 safety matches* Ration L2: Added 1 can of pasta with game mechanicstomato sauce* Ration S1: All item quantities doubled, specifically mechanics related to weapon accessories.added 2 milk and cereal bars
An accompanying Tsuchinoko update (version 137) will be released on the same day.===== Other food related changes =====
== Changes to * [[weapon accessoriesLBE]] ==* Scopes: All scope effects have been re-balanced.** Low-power opticsLBE with a Food holster: No longer have a special the effect boosting accuracy only when aiming at small body parts, and instead provides a flat FT-1 bonus.** Medium-power opticsis replaced to "max weight: Now provides a FT-2 bonus 3" instead of FT-1.** High-power optics"max items: Now provides a IR-2 bonus instead of IR-1."** Extreme-power optics[[Style shop]]: Now provides a IRCustom food holsters are now weight-2 bonus based instead of IRitem count-1.* Weapon lights:** The dazzling effect mechanic has been entirely scrapped.** When someone with a weaponlight aims at a creature with night vision or NVGs active, it no longer causes a blindness effect. (Flashbangs are unaffected, they still cause enhanced blindness to creatures with night vision).** Weaponlights switched on now '''automatically break stealth'''based, as they are sources of bright light that can be seen by everyone.* WL2 batteries have been '''entirely scrapped''', alongside three models of weapon light (Inforce APL, Inforce WML, and P3X Fury Tactical) due to redundancy.* One new type of dual modules introduced: the '''Streamlight TLR-4''', which can be fitted on Short interfaces.* All accessories that used to require WL2 batteries, no longer need them, and can function indefinitely. Integrated lights and lasers also no longer show a turn counter to represent battery life.* All character sheets must have the following modifications made: All Inforce APL lights are replaced by Surefire X300U lights, and all Inforce WML and P3X Fury Tactical lights are replaced by Surefire M620 lightsabove.
== Other general changes ==* [[CoverMeds]] mechanics simplified ====First Aid Kits (effectively returned to a previous stateFAKs); the Exposure system and Field Surgery Kits (exposed/hiddenFSKs) is scrapped, cover now returns receive simplifications to make them easier to protecting the full bodies of everyone that is behind cover.use and manage:
* FAKs and FSKs no longer serve as mini containers capable of carrying extra meds (IBs, paracetamol, HAP, epinephrine, etc.)
* Instead, FAKs and FSKs are now multiple-use. FAKs have 3 uses before depletion, FSKs have 5 uses (1d3 and 1d5 on randomly found ones)
* No changes to pricing or limb healing effects, all 3 uses of an FAK can therefore heal up to 21 HP, and all 5 uses of an FSK, 60 HP.
= May 18th 2019 === [[Hotel|Hotels]] ====A new hotel classification has been added: Love Hotels.* Falls outside of the luxury level (star system) by offering a unique service, represented by a heart symbol (♡)* Love hotel rooms possess a single king-size bed intended mainly for couples, similar to ★★★★ hotels.* Love hotels only allow you to book a room if you have at least one partner, and booking only lasts 4 hours, not 24. The intention is to provide couples (or groups) with the privacy needed for intimacy.* In exchange, the stay is cheap - just [[File:Parallar symbol.png|10px]]'''Version 5.450''' - Simplification update #3 : Stress and inaccurate hitsto get in.
This update aims at further simplifying certain game mechanicsSeveral towns received new hotels:* Neutral towns** Calfair Sector - ★★ Rudolf's Lodge** Littleton - ★★ Little Inn** Nanton - ★★★ Slow Wave Hotel** Ovis City - ★ The Roadside Resort** Saker - ♡ The Serial Inn* Angelic towns** Alba Radium - ★ Guiding Light Inn** Beatus - ★★★ Dreamers House** Divus Nitor - ★★ The Celestial Auberge** Semitas - ★★ Quietus Inn* Demonic towns** Flaxton - ★ The Hotelion** Novysera - ★ The Bonfire** Rog - ♡ Heat Wave Hotel** Temno - ♡ Jam and Cream** Utroba - ♡ The Deep Dive* Military towns** Camp Charger - ★ Chamber-Inn** Fort Cobalt - ★★★ First Force Hotel** Fort Scarlet - ★ Scenic Route Lodge** Fort Wight - ★★★★ Fortress R&R** Station Delta - ★ Last Stop Hotel** Station Lasker - ★ Southern Comfort** Station Sigma - ♡ Six Appeal* Police towns** Beadsor - ★★ The Hog and Barrel Hostel** Elusec - ★★★ Kilburn's** Murberry - ★ Layd Backe** Wayward - ★★ Thornton Hostel* Syndicate towns** Baden Town - ★★ The Run-Inn** Viris Area - ♡ Lovelight* Youkai towns** Aosaidan - ★★ Kaneda (金田)** Masatomo - ★★★ Lodge of the Fork** Kazama - ★★ Amane Hotel (天音 HOTEL, lit."Divine Sound Hotel")** Kijirou - ★★★ Dou to Gin (銅と銀, lit. "Copper and Silver")
== General changes ==A few existing hotels changed classification:* Stress: All stress levels from Moderate and up no longer cause incremental fatigue effects.Ellen Sector - Warm Case Hotel - Was ★★, becomes ♡* Inaccurate hits with ranged weapons no longer call for a 1d2Abakash -1 check to determine if the shot hits. From now onBrim Inn - Was ★★, all inaccurate hits are hits.becomes ♡* All inaccurate hits now deal 0.7x Pain and Limb DamageGarica Block - Marion's Inn - Was ★★, including in melee (down from 0.8x)becomes ♡
==== [[Creatures]] and [[Occupations]] ====
The following creatures and occupations received changes to their loadouts and skills:
= April 23rd 2019 =* [[Escort]]: [[Glock 26]] loadout replaced with [[Glock 19]] and 15-round mags'''Version 5.3''' * [[Escort boss]]: [[Para P- Simplification update #14]] loadout replaced with [[Para P-18]], two magazines, and 9x19mm Standard JHP ammo* [[Janitor]], [[Head janitor]]: [[Broom]] replaced with [[Mop]]* [[Acolyte]]: New Primary 2 weapon: Blood[[Round shield]]. New [[skills|skill]]: Shields (Basic)* [[Knight]]: [[Arming sword]] replaced with [[Heater shield]]. New [[skills|skill]]: Shields (Skilled)* [[SRT Officer]]: New Primary 2 weapon: [[Ballistic shield - Alpha]]. New [[skills|skill]]: Shields (Expert)* [[Vampire]]: [[AI AWSM]] loadout replaced with [[AI AW]], two magazines, and 7.62x51mm NATO Standard FMJ ammo
This update aims at simplifying some ==== Other changes ====* [[M1 Garand]]: Missing Customs combinations have been added* [[Hospital]]: Cost of the mechanics related healing limb damage dropped from [[File:Parallar symbol.png|10px]]'''25''' to the Blood statistic[[File:Parallar symbol.png|10px]]'''15'''.
== General changes ==
* Blood no longer naturally heals at a rate of 0.1 per turn, making Pain the only statistic that naturally regenerates every turn no matter what. If you have no wounds, your current Blood level stabilizes at its current level.
* Natural blood regeneration is now tied to the daily reset; on top of the nutrition/hydration that is normally lost at midnight ingame, your body will attempt to regenerate 1 unit of Blood on its own every day (as long as there are no open wounds at that moment). Upon hitting the daily resert, you will lose 150 ntri and 2% Fatigue, and regenerate 1 Blood instantly. This is intended to incite finding BTKs or pay for a medic. If neither is possible, the tried and tested "buy food and let it heal over a few days" also works, however it may take several in-game days for large amounts of lost Blood.
* Blood Transfusion Kits now carry 3 units of Blood each instead of 5. Full BTKs now cost 350 P$ instead of 550 P$.
* A new type of medical item ('''Epoetin-alfa''', syringe) can be consumed to start a 20-turn effect resembling the old natural regeneration effect: +0.1 Blood per turn, in exchange for -15 ntri and +0.2% Fatigue per turn. In total, the item would help your body regenerate up to 2 Blood but burn up to 300 ntri and 4% Fatigue. Syringes of Epoetin-alfa cost 100 P$, making them the cheapest syringe-type medical item.
* Changes to '''Augmentations''': The Guardian LSS no longer increases the amount of Blood regenerated per turn, since that mechanic is gone. Instead, each level increases the amount of Blood regenerated every day by 1, at no extra cost of nutrition and fatigue. Level 1 therefore lets you heal 2 Blood per day, Level 2 is 3 Blood per day, and Level 3 is 4 Blood per day, all for the same cost of 150 ntri/2% Fatigue per turn, making it viable to heal large amounts of Blood loss over the space of a few days.
* Changes to '''Clothing protections''': Buffs to protection ratings. ''-Resistant'' will prevent injuries on hits dealing up to 4 limb damage (previously, 2), and ''-PROOF'' will prevent injuries on hits dealing up to 8 limb damage (previously, 4).
= February 10th 2022 =
'''Version 6.3.13''' - The 1000-Weapon Update, Part 13: Submachine guns and Two-handed swords
= February 20th 2019 =15 new weapons added to the game (14 firearms, 1 melee weapon), bringing the total to the covered '''Version 5.21,000''' - Extra game modes update!
This update introduces two new methods of playing MazeWorld: '''Survival''' and '''Freeform''', and retroactively renames the 'main' mode into '''Contestant Story''' or just '''Story'''. These new game modes, so to speak, aim at providing more flavors for players and future GMs to enjoy.==== New weapons ====
== General changes ==* Firearms:* The * [https[Class 2 weapons]]:*** [[Angstadt Arms UDP9 PDW]]*** [[Beretta PM12S]]*** [[Blyskawica]]*** [[Changfeng CS//docs.google.com/forms/d/1fLN_YUoVStGt0ElBtVpyMg1bIvn1Eqxc3BuDJrdIkBk/ character signLS06]]*** [[Enfield RSAF Sten Mk II]]*** [[Franchi LF-up form57]]*** [[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]] has been updated to account for the changes below.
== Survival == Other changes ====In this * [[Style shop]]: Now offers a custom LBE service* [[Maze Customs]]: AR-15s equipped with both a flat-top receiver and quad-rails get a NATO mount instead of a NATO-S mount (the top rail acts as an extension)* Updated the [[List of silencers|silencer]] roster for compatibility with the new modecalibers:** Pistol, players adopt 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 role [[List of a Survivormuzzle brakes|muzzle brake]] roster for compatibility with the new calibers:** Pistol, whose only objective is to kill anyone that looks at them wrongstandard, and survive as long as possible. Survival is mainly inspired from old-school MazeWorld45: Now compatible with [[.41 Magnum]]** Rifle, it is essentially an endless Uncivilized Area runstandard, just as it once was.260 / 6.7mm: Now compatible with [[6x45mm]]** Rifle, standard, .30 / 7.62mm: Now compatible with [[7x57mm Mauser]]
When playing Survival, players have the option to choose between two modes: '''Tier X''' (The game ends after completing X Challenges) or '''Endless''' (The game only ends with the Survivor's death, or at player request).
The main differences introduced by Survival are as follows:= February 9th 2022 =* 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)''Version 6.* 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, 3013...), 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 author12''s recommendation is to keep it between 1 and 10, and any longer games should be Endless instead.** ' - The author personally recommends first1000-time players and GMs to try Survival Tier 4Weapon Update, for a 401-room adventure.* Mercenaries function differentlyPart 12:** The time-based hiring rates do not apply, Conventional rifles 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.Handgear
The only objective in Survival is to survive. Each Survivor will be entered into a leaderboard for creatures killed 37 new weapons and KV score obtained at 1 new caliber added to the end of their rungame (30 firearms, as well as rooms visited in Survival Endless7 melee weapons, including 1 integrated bayonet), bringing the total to 985.
== Freeform play == New caliber ====This is essentially the normal game, but without main story quests or sidequests and with certain shops, services and other conveniences immediately available. This mode aims at a more relaxed experience, without the pressure of the pre-made main story, as well as offering an opportunity to design your own stories and plots* [[7. 92x107mm]]
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 1 weapons]]:
*** [[Alexander Arms AWS]]
*** [[FK Maroszek Kb Ur wz. 35]]
*** [[General Motors M1A1 Carbine]]
*** [[Henry Brass Lever Action 30-30]]
*** [[Henry Brass Lever Action 45-70]]
*** [[Henry Big Boy Carbine]]
*** [[Henry Big Boy Classic]]
*** [[Henry Big Boy Silver]]
*** [[Henry Big Boy Steel]]
*** [[Henry New Original]]
*** [[Johnson Automatics M1941]]
*** [[Koishikawa Arsenal Type 44 Arisaka]]
*** [[Kokura Arsenal Type Kou]]
*** [[Maadi Hakim]]
*** [[Marlin Model 1894CL]]
*** [[Marlin Model 1894S]]
*** [[Mauser Gewehr 1898]]
*** [[Mauser Model 1893]]
*** [[Mauser Model 1895 Carbine]]
*** [[Mauser Model 1895 Short Rifle]]
*** [[Nittetsu Type Hei]]
*** [[Ruger 77/44]]
*** [[Ruger 77/357]]
*** [[SIG Arms SG751 SAPR]]
*** [[SIG Arms Mondragon M1908]]
*** [[Zbrojovka Brno ZH-29]]
** [[Class 2 weapons]]:
*** [[Armalite AR-7 Explorer]]
*** [[Mauser M1917 Trench Carbine]]
*** [[Taurus CT-30]]
*** [[TNW Firearms ASR 9]]
* Melee weapons:
** [[Class Handgear weapons]]:
*** [[Brass knuckles]]
*** [[Chainmail gauntlets]]
*** [[Push knives]]
*** [[Spiked knuckles]]
*** [[Tekko-kagi]]
*** [[Tenderizer knuckles]]
** [[List of bayonets|Bayonets]]:
*** [[Type 44 bayonet]] (integrated to the [[Type 44 Arisaka]])
= January 17th 2019 === Other changes ===='''Version 5.1''' - KISS Update (Keep It Simple, Stupid!)* New ability: [[Steady aiming]]
This update aims at simplifying several game mechanics deemed too granular or generally not fun enough.
== Simplified nutrition and hydration =February 1st 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 6.3.11''' 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 human1000-Weapon Update, 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 Part 11: Precision rifles and hydration each have new value ranges and corresponding effects; they are generally simpler and more clearTwo-cut effects.** Nutrition going too high will increase minimum Fatigue, and eventually reduce Agility.** Nutrition going too low will decrease Strength, and eventually disable the ability to heal Pain, Blood or Limb Damage (due to the body not having the "fuel" to do so).** Hydration going too low will decrease Strength, then Accuracy, then cause Hallucinations, until eventually causing death.handed clubs
== Simplified fatigue ==* Fatigue no longer gradually increases every turn 13 new weapons added to the game (what was called "natural fatigue"7 firearms, 6 melee weapons). 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 948.
== Simplified clothing and armor ==* Firearms:* Clothing and armor can no longer sustain damage, period. The only exceptions are* [[Class 1 weapons]]:** Trauma plates - which still continue to work as they normally do* [[Accuracy International AW]]** Powered armor * [[CZ TSR]]*** [[KBP VSK- which require a condition meter to determine protection level. When wearing power armor, damage calculation is greatly simplified - 1 limb damage sustained = 1 armor condition lost.94]]* 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** [[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]]
== Simplified weapon maintenance ==
* The Reliability/Max Cleanliness stat is scrapped.
* Durability is renamed Max Condition, and all firearms' Max Condition values have been rewritten.
* Critical failures have been completely revamped and simplified. Condition is now meant to be lost on a critical failure, and for each 2 rolled, the new command '''@critfail''' must be used.
** @critfail contains 80 possible effects, half of which are simple condition loss effects (ranging from 100 to 2000). The other half are condition loss effects (ranging from 50 to 1000) with a weapon failure (failure to fire, eject, etc.) effect on top. If the relevant weapon is a melee weapon or does not have a corresponding weapon failure type, the condition loss effect is doubled instead.
Changes to handloading:= January 23rd 2022 =* Load level (hotness) of ammunition affects the severity of the Condition loss on a critical failure'''Version 6. -P/Cold: Condition loss x03.5. +P/Hot: Condition loss x2. +P+/Super: Condition loss x4.* Powder quality of ammunition also affects the severity of the Condition loss on a critical failure. Surplus: Condition loss x3. Premium: Condition loss x0.5.* These effects may stack. Round up any results.* If shooting ammunition of mixed hotness or powder quality in the same turn (10''not recommended!'')- The 1000-Weapon Update, the hottest Part 10: Pistols and dirtiest ammunition fired that turn is used as a reference for ''all'' rounds fired that turn.One-handed clubs
Changes 47 new weapons added to weapon accessories:* Since Cleanliness no longer existsthe game (32 firearms, silencers no longer apply a malus on 15 melee weapons), bringing the equipped firearmtotal to 935.
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.==== New weapons ====
Changes to Maze Customs* Firearms:* Improved barrels now have different effects* [[Class 3 weapons]]:*** [[Beretta APX]]*** [[Beretta M9-22LR]]*** [[BSA Welrod Mk I]]*** [[Colt Model 1903]]*** [[DW Ortgies 7.65]]** 4150CS barrel: Max Condition x1.25* [[FB Radom P-64]]*** [[FB Radom wz.35 Vis]]** 4150CS + Titanium Nitride (TiN) coating: Max Condition x1* [[FEG Frommer Stop]]*** [[Glock 19]]*** [[Glock 23]]*** [[Glock 32]]*** [[Glock 44]]*** [[Heckler & Koch P7M7]]*** [[IMI Desert Eagle Mark VII]]*** [[IMI Jericho 941 R]]*** [[MAB Model D]]*** [[Mauser C96 Broomhandle]]*** [[Mauser M2]]*** [[Norinco NP762]]*** [[Norinco QSZ-92]]*** [[Kel-Tec CP33]]*** [[Kel-Tec P17]]*** [[Kel-Tec P50]]*** [[Para Ordnance P-18.59]]** 4150CS + Titanium Carbonitride (TiCN) coating* [[RPC Fort Fort-17]]*** [[Ruger LCP VE]]*** [[Semmerling LM4]]*** [[SIG P210]]*** [[Smith & Wesson CS45]]*** [[Springfield 1911RO Target]]*** [[Star Megastar 10]]*** [[Steyr M1912]]* Melee weapons: Max Condition x2** 4150CS + NP3 coating[[Class 5 Long weapons]]: Max Condition x1.25, Condition loss on critical failure x0.*** [[Heavy gada]]*** [[Heavy spiked gada]]** [[Class 5Short weapons]]:** Rechambering a firearm with an improved barrel no longer causes the improved barrel to be replaced by a normal one (forcing the user to re* [[ASP Agent A30]]*** [[ASP Talon T60]]*** [[Blackjack]]*** [[Boomerang]]*** [[Entrenching tool]]*** [[Gunbai]]*** [[Light gada]]*** [[Maglite ML300L]]*** [[Raider mace]]*** [[Sai]]*** [[SF-purchase the barrel improvements again34000]] (Artifact). Making engineers slightly less evil!...** Maze Customs now also offers the possibility to return to a non-improved, stock barrel, for 100 P$.* [[Trench mace]]*** [[Wrench]]
== Extras ==* New command: '''@asktsuchi'''. Ask a yes/no question and use that command. Results may vary.Other changes ====
Changes to [[magazines]]:
* All Desert Eagle magazines now possess a "Deagle" tag for searching purposes
* Mauser C96 Red 9 stripper clip: Renamed to "Mauser C96 stripper clip", compatible with both [[Mauser C96 Broomhandle]] and [[Mauser C96 Red 9]] depending on loaded ammunition
= November 27th 2018 =Changes to [[Maze Customs magazines]]:'''Version 5 update''' * Glock- The Finished State updateSF .22 and Glock-LF .22 magazines: Capacity increased from 10 rounds to 12* 1911SS 9mm and 1911DS 9mm magazines deleted (replaced with [[1911RO magazines]] and [[P-18 magazines]], respectively)
== Quests ==
* '''Story Arc #3: The Human-Youkai War''' released! Features 33 quests, 1 sidequest, and 1 emergency quest.
* '''Endgame content''' now available! The Contestant story may now come to an end as soon as all four Amulets are gathered
=January 9th 2022 = Content ==Abilities:* Several special abilities were renamed to '''techniques''', due to their similarity with martial arts techniquesVersion 6. Techniques are actions that can be performed instead of a regular combat action, and which, if the prerequisites are met, may allow their users to perform special moves that wouldn't otherwise be possible3.* Introduction of several new combat techniques:** Techniques that are learned upon reaching 9'''Expert skill level''' with a corresponding combat skill:*** Firearm techniques: Failure Drill (DA revolver, Semi-auto pistol/rifle/shotgun), Fanning (SA revolver), Mad Minute (BoltThe 1000-action)Weapon Update, Recoil Control Stance (Automatic pistol/rifle/shotgun), Rifleman Trick (Lever-action), Zero's Trick (Pump-action)*** Melee techniquesPart 9: Any-Bash (One- Grenade launchers and Two-handed clubs), Any-throw (Thrown weapons), Backlash (Whip/Lash weapons), Desperate Smash (Crude weapons), Double Cleave (Axes, One- and Two-handed swords), Stabbing Rush (Knives)** Techniques that can be '''purchased''': Lightning Reload (available for 3000 P$ at any shooting range)
Maze Customs:* Customs:Minor - 1 12 new tactical conversion weapons added to the game ('''Pecheneg Zenit'''2 firearms, 10 melee weapons), 4 new minor barrel configurations ('''SCAR-H STD, SCAR-L STD, SCAR-L LB, SG551-LB''')bringing the total to 888.
Startgame:* '''Tsuchinoko''' updateFirearms: Rarity is finally weaved into the drop rates for the weapon commands (@wpn @wpnc1 @wpnc2 @wpnc3 @wpnc4 @wpnc5L @wpnc5S @wpncHG). The original commands (with equal chances for each weapon) have been given the '''-e''' suffix (@wpn-e, @wpnc1-e, etc...); '''e''' stands for "'''equivalent'''" (in the sense that each weapon has the same chance to be rolled as any other).** Four new '''Tsuchinoko''' commands, '''@wpn-firearm''', '''@wpn-melee''', '''@wpn-firearm-e''' and '''@wpn-melee-e'''. The first two respectively roll only firearms (Classes [[Class 1-4) and melee weapons (Classes 5L, 5S, HG), and the last two are the equivalent chances versions of the first two.]]:* Kitsune and alligator halflings are now playable (discontinuation of the RePoints system)** [[NAWS China Lake]]* Equipment points to allocate have been increased from 5 to 10.** [[Springfield T148E1]]* Unspent equipment points are now worth 200 P$ each instead of 150 P$, and are now paid entirely in copper coins.Melee weapons:* Starting * [[Class 5 Short 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 ** [[Bou-shuriken]]*** [[Gerber Mark II]]*** [[Handmade knife]]*** [[Heavy throwing knife]]*** [[Kamisori]]*** [[Karambit]]*** [[Last Blood]] (Hard: 1, Easy: 3, Messiah: Infiniteartifact) is fixed.*** [[Smatchet]]*** [[Stun knife]]*** [[Throwing knife]]
 =January 2nd 2022 = Meta '''Version 6.3.8''' - The 1000-Weapon Update, Part 8: Hand grenades and Axes ==== New weapons ==== 11 new weapons added to the game (6 firearms, 5 melee weapons), bringing the total to 876. * GM side changesFirearms: Planned migration away from Excel and fully towards Google Docs ** [[Class 4 weapons]]:*** [[Model 9210]]*** [[Model 9430 Tear- from now on GMs and players should be using the same files; any 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 and updates should be done through direct edition of the player==== Changes to existing weapons:* [[M84]]: Weight changed to 's GDocs sheet. Any information that is hidden ''2''' (from the player should be kept on a separate, GM1)  = January 1st 2022 ='''Version 6.3.7''' -only file The 1000-Weapon Update, Part 7: Underbarrel weapons and Crude weapons 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 865. * Migration to the new wiki will begin shortly after the release Firearms:** [[List of this update.underbarrel shotguns|Underbarrel shotguns]]:* The RePoints system is discontinued (please check the corresponding Patreon post for more information).** [[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].
Bureaucrat, administrator
15,672
edits