Changes

Changelog

5,513 bytes removed, 10 April
= Upcoming =
'''Version 6.39.34''' - The 1000-Weapon Update, Part 3Unnamed update
Details coming laterIn progress...
= April 10th 2024 =
'''Version 6.9.3.2''' - Helmet hotfix
= September 6th 2021 ='''Version 6* [[Effects]]: Removal of the Ballistic protective trait, now considered obsolete.3Due to it being a carryover from eras of the game where headshot Pain multipliers used to be much higher than the current 1.2''' - The 1000-Weapon Update5x (3x or higher), Part 2: Machine guns the effect remained unchanged and one-handed swordsaccidentally overbuffed the protective capabilities of helmets with the trait.* [[Clothing and armor]]: All clothes that had the Ballistic protective trait lose it.
12 new weapons added to the game (7 firearms, 5 melee), bringing the total to 720.
New [[weapons]]:= March 24th 2024 =* Firearms:** [[Arsenal MG-M2]]** [[Enfield RSAF L86A2 LSW]]** [[IWI Negev NG7]]** [[Mendoza C1934]]** [[ST Kinetics Ultimax 100 Mk3]]** [[TsNIITochMash PU-21 Poplin]]** [[ZVI UK vz'''Version 6. 59]]* Melee weapons:** [[Butterfly sword]]** [[Ceremonial sword]]** [[Kora]]** [[Rending Scissor Blade]] (artifact)** [[Sword9.3.1''' -cane]]Say My Name update
* New [[List Tsuchinoko command, '''&callsign'''. Generates one of magazines|magazines]]:about 200 different names (including variations).* Callsigns are intended to give, well, callsigns, but also nicknames, war names, and other aliases. Primarily intended for [[Mendoza C1934 magazinesmercenary|mercenaries]]: 30-round magbut easily adaptable to anyone else; Maze Military personnel, raiders, adventurers, and so on.* [[Ultimax magazines]]: 100The command is designed to be expanded over time in even smaller, Tsuchi-round drumonly updates.
New [[ammo belts]]:
* [[PU-21 ammo belt]]
* [[Vz. 59 ammo belt]]
Other:= March 18th 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 bipod3's effects are applied. Otherwise, only the foregrip's effects apply.' - The MazeOS Update
* Added a fourth type of items requiring [[identification]]: '''Data storage devices.''' Includes floppy disks, zip disks, compact discs (CD), and hard drive disks (HDD). Camera memory cards also become a type of data storage device.
* When finding data storage devices in the UA, they may contain useful or valuable data.
* Bring data storage devices to a [[library]] computer to identify them, or use a [[Crafting items#Laptop|laptop]] to identify them on the field. Laptops are considered a new type of toolkit and are rechargeable with HITB batteries.
** Laptops can also double as higher-capacity (and rechargeable) hacking toolkits.
* Blank versions of data storage devices are available for sale in workshops (as [[crafting items]]). Blank devices currently have no specific purpose but GMs are encouraged in any story or quest where writing or saving data could be useful.
* New [[Tsuchinoko (bot)|Tsuchinoko]] commands added to support this update: '''&data &data-floppy &data-zip &data-memcard &data-cd &data-hdd'''
= August 15th 2021 =
'''Version 6.3.1''' - The 1000-Weapon Update, Part 1: First, The Ammo
[[Ammunition]] - New calibers:= February 9th 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)2''' - Mushroom update
New The functionality of [[Handloading|handloadingmushrooms]] components:* Casings for each of the has been expanded, and a new calibers, except 10x24mm Caseless (obviously)* New projectiles:** essential shop can now be found in all towns.236Mushrooms now become valuable loot ; low value individually, 46 grain (5.8x21mm)** .243but due to their extremely low weight, 90 grain (6x45mm)** worth hanging onto.284Mushrooms can be sold or traded up directly for more valuable mushrooms at dedicated, 175 grain (7x57mm Mauser)** brand-new locations.312, 100 grain (.327 Federal Magnum)** .410, 210 grain (The mushroom identification costs have also been lowered to match the cost of the lowest-value mushrooms.41 Magnum)
* [[Identification]]: The cost of identifying mushrooms has been dropped to '''0.10 P$''' (previously 10 P$)
* [[Mushrooms]]: All mushrooms now have a monetary value (they previously did not) roughly consistent with their nutritional value and effects.
* All towns now have a new location, the '''[[street kitchen]]'''
** The street kitchen works as both a restaurant and a shop. The manager is a random [[citizen]] with the [[Character traits|Mycologist]] trait.
** The restaurant part of the street kitchen sells inexpensive, filling, mushroom-based dishes.
** The shop part trades mushrooms. It sells a small selection of savory and magic mushrooms, and it will buy back any mushroom '''at cost''', similarly to valuables.
* [[Tsuchinoko]]: Pull rates of mushroom types with the '''&marisa''' command have been adjusted to heavily favor normal mushrooms.
** Normal mushroom pull chance per command: 63.38% -> '''71.81%'''
** Magic mushroom chance per command: 32.39% -> '''12.23%'''
** Unique mushroom chance per command: 4.23% -> '''15.96%'''
= June 27th 2021 =
'''Version 6.2''' - The Shields Update
Written with suggestions from the community = December 27th 2023 ='''Version 6.9.1.1''' - thank you, everyone!Melee Repair Kit hotfix
* Changes to [[Class 5 Long weaponstoolkits]]:** New weapon category and new game mechanics: [[Shields]]** 14 Melee repair kits can now repair shields added . The formula to the weapon roster (13 retail weapons, 1 artifact), all of which are Class 5 Long.** Retail shields: [[Round calculate shield]], [[Leather shield]], [[Trash can lid]], [[Scutum]], [[Wicker shield]], [[Buckler shield]], [[Kame-tate]], [[Heater shield]], [[Ballistic shield - Soft]], [[Ballistic shield - Alpha]], [[Ballistic shield - Bravo]], [[Ballistic shield - Delta]], [[EOD portable blast shield]]** Artifact shield: [[King's Roundel]]* [[Dojo]]** Shield training HP repaired is now available, and round shields have been added equal to the list of rental weapons. Functionally the same, bur lore-wise, dojos are now equipped Condition (with harmless dart launchers for shield practice.* [[Skills]]** New combat Repair skill: '''Shields'''* [[Creatures]]:** When butchering a [[giant tortoise]], it will drop a [[Kame-tate]]bonus) divided by 80 and rounded up.
= May 29th 2021 December 25th 2023 ='''Version 6.19.1''' - Various changes 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 fixesand additions and the final implementation.''
* A minor update focused on fleshing out [[Class 4 weaponsMAIM]]:** Mini-grenades no longer "count as 0.5 item in LBE" and giving players the option to reduce confusion.* [[Ammunition]]:** The "rare calibers" ([[.260 Remington]], [[.300 AAC Blackout]], [[.338 Norma Magnum]], [[.460 Rowland]], [[9x25mm Dillon]]) now have retail ammunition available. The "rare caliber" moniker remains in use, to symbolize the fact no standard retail firearms are available in these chamberings.** .260 Remington: Standard (FMJ, Match, JHP, JSP)** .300 AAC Blackout: Standard (FMJ, Match, JHP, AP), Reduced Velocity (FMJ)** .338 Norma Magnum: Standard (FMJ, Match, JHP), Sniper Premium (FMJ, Match)** hire mercenaries.460 Rowland: Standard (FMJ, JHP, Lead), Personal Defense (FMJ, JHP)** 9x25mm Dillon: Standard (FMJ, Match, Lead, LSWC, JHP)
New [[Occupations|occupation]]: [[Mercenary]]
= May 3rd 2021 ='''Version 6.1''' - Character Traits UpdateNew [[List of named MAIM personnel|named characters]] (14 mercenaries, with different skillsets and loadouts)
* [[Character customization]]:** Direct modification of Primary stats has been removed.** Constitution is Minor lore tweaks to MAIM itself to make it a legitimate organization, now part of your character's appearance and has no effect on stats anymore.** Pain Thresholds (PBT, PDT) have been removed from the game (due to redundancy with headquartered in [[Pain SensitivityFerron City]]. Now every creature passes out at 100% [[Pain]] and dies at 150% without exception.** '''Introduction of [[Character traits]]''' - 50 traits to customize your characters to your liking!** Trait assignment now happens after selecting species but before skill attribution.* Other** Transition to Google Sheets for player inventory sheets is now underway (keep an eye on Discord for details)
Special thanks to everyone who contributed ideas and suggestions for character traits!
= October 4th 2023 =
'''Version 6.9''' - The Nice, Big Re-Balance Update
= April 9th 2021 =New gameplay concept and ability: [[Hebizuka's Favors]].* They are MazeWorld's version of Edge points. Burn to re-roll a variety of unfavorable rolls.* A [[Character traits|trait]], ''Version 6.03'Hebizuka's Favorite,' - Simplification Update #9: Kiwami Edition'' allows you to have a maximum of 4 Favors instead of 3.
* Changes to [[EvasionAbilities]]: Dodge checks have been simplified and buffed significantly.* New technique, [[HealingShaft Splitter]]: The ''Addiction resistance'' effect was removed, and . Lessons to learn this technique can therefore no longer be earned as purchased at a bonus [[dojo]] for reaching Master in Healing skill2000 P$.* New technique, [[NegotiationTwo Become One]]: Critical successes and critical failures are no longer possible in Negotiation checks. Tables have been edited Lessons to reflect the possibility of rolling more than 12 in learn this technique can be purchased at a negotiation check (due to Negotiation skill bonuses)* [[Dojo#Training machines|Training machinesdojo]]: Agility training now levels natural for 3000 P$.** The [[Agilitymakaryuudo]] up by +1 every 1000 XP regardless of circumstanceshave been given this technique, as they have canonically invented it. (Previously: +1 every 1500 XP or 750 XP if natural Agility is under +0)
Changes to [[Ammunition]]:* [[YouseiRPG-7 rocket]] : TBG-7V rockets now possess the cost 425 P$, increased from 265* [[RPG-29 rocket]]: TBG-29V rockets now cost 500 P$, increased from 300* [[Ammunition types]]: New ammo type for shotgun calibers, '''Limitless PotentialDragon's Buckshot (D-Buck)''' creature trait, removing or increasing almost all of their [[Dojo#Training machines|training machine XP]].
* Backtracking is now an option when traveling in the Changes to [[Uncivilized AreaCombat mode]], with certain caveats:** If the player confirms they wish Escaping now causes [[UA]] trip length to backtrackincrease automatically by 1, the traveling direction is reversed (town/intersection of origin and destination are flipped), and the number of rooms to destination becomes equal to the number of rooms passed as if it was a Detour + 5.** If the player has chosen to backtrack once during their current UA trip, they cannot backtrack again in the same trip1.
Changes to [[Clothing and armor]], [[youkai outfits]], and [[trauma plates]]:* All Many pieces of armor have received new effects (or had existing effects modified or deleted), mainly to hamper [[Food#Unsparable food items|restaurantsAgility]] now feature breakfast items. The general idea is that the heavier the armor, the bulkier and harder it is to move in.* The * Activist Recon Outfit (ARO), all five types: Agi+1 effect deleted** EOD Suit: Plate carrier effect added** Kawashiro Shinobi Outfit: Effect nerfed to Agi +1** Armored trench-coat, Composite armor vest, Composite armor full leggings, D armor full leggings, Dou-sode armor, Heavy D armor vest, Heavy K armor vest, Heavy T armor vest, K armor full leggings, Powered Combat Vest, SRA Riot Vest, SRA full leggings, T armor full leggings, [[Food#Cocktailstrauma plate|cocktail listLight steel trauma plate, Composite armor trauma plate]]: All of these received an Agi-1 effect** EOD Suit, Medieval cuirass, Heavy steel trauma plate: All of these received an Agi-2 effect* Many pieces of armor have been made more expensive.** Heavy steel helmet: Increase to 250** T armor helmet: Increase to 500** K armor helmet: Increase to 750** D armor helmet: Increase to 900** Cerashield helmet: Increase to 1250** Titanium/Steel helmet: Increase to 1300** EOD helmet: Increase to 2000** MASKA helmet: Increase to 2500** Armored dress: Increase to 400** Armored tuxedo: Increase to 400** Light stab vest: Increase to 400** Light K armor: Increase to 750** Light T armor: Increase to 800** Heavy K armor: Increase to 1500** Heavy T armor: Increase to 1600** Light D armor: Increase to 1800** SRA riot vest: Increase to 2000** Heavy D armor: Increase to 4500** EOD Suit: Increase to 5000** Powered Combat Vest: Increase to 7500* Some pieces of armor have been made cheaper.** Flak jacket: Decrease to 250** Kabuto-menpo: Decrease to 450* A new [[youkai outfit]] has been updated added, the '''Combat Outfit.''' It is a generic, non-faction combat outfit with several new entriessimilar looks and functionality as the Activist Combat Outfit. Available for all five body types for the same price as the ACO.* [[Style shop]]: New rules now heavily discourage creating armor with an AC of A4/A5, a youkai outfit with AC tier +4 or higher, or anything granting Agility +2 or higher. Anything combining Agility +0, +1, or +2 with high AC or outfit AC tier boost must be justified or have other maluses.
* Major changes Changes to [[Weapon accessoriesCreatures]] and :* [[AmmunitionKasha]]:** The weight of a Natural [[feeding systemAgility]] '''no longer changes''' depending on the ammunition loaded, remaining at their base weight. Therefore, it is '''more space efficient''' to keep your magazines loaded.** A new size tier is introduced: '''Lean''', with a weight of '''0.75 units'''. Several magazines have been converted to this size tier.*** AK-22 30-round magazine*** Colt 9mm SMG 32-round magazine*** CZ 75 9mm 30-round magazine*** Glock .40/.357 22-round magazine*** Glock .45 30-round magazine*** Glock 9mm 33-round magazine*** Glock 10mm 33-round magazine*** Kashtan 30-round magazine*** Kedr 30-round magazine*** Kiparis 30-round magazine*** m/45 36-round magazine*** M3 30-round magazine*** MAB-38 30-round and 40-round magazine*** MAC-10 30-round magazine*** MAC-11 32-round magazine*** MAT-49 32-round magazine*** MP5 9mm 30-round magazine*** MP5 10mm/.40 30-round magazine*** MP7 40-round magazine*** MP40 32-round magazine*** MPX 9mm 30-round magazine*** MT-9 30-round magazine*** MT-40 30-round magazine*** OTs-33 27-round magazine*** OTs-39 30-round magazine*** P226 9mm 32-round magazine*** PM-63 RAK 25-round magazine*** PP-2000 44-round magazine*** PPS-43 35-round magazine*** Skorpion .380 30-round magazine*** Sten 32-round magazine*** Sterling 34-round magazine*** Steyr MPi 25-round and 32-round magazine*** Steyr TMP 30-round magazine*** Suomi 36-round magazine*** Tec-9 32-round magazine*** Thompson 20-round magazine*** Type 85 30-round magazine*** UMP9 30-round magazine*** UMP40 30-round magazine*** UMP45 25-round magazine*** USP .45 20-round magazine*** UZI 32-round and 40-round magazine*** Vz. 26 32-round magazine*** ZK-383 30-round and 40-round magazine*** Maze Customs magazines: Glock .32 38-round, Glock .380 30-round, Glock Mak 33-round, Glock Tok 30-round, MP5 .22 25-round** '''Large''' size tier is now '''+1.5 units''' instead of 1.2 units.** Five new [[LBE]] items introduced:*** Three tactical vests: SOT-SMG tactical vest, SMG chest rig, RPCC competition vest*** One utility belt: Spider battle belt*** One leg rig: SMG mag rig** The weight of all [[List of ammo belt types|ammo belt boxes]] has been rebalanced+0.
= February 18th 2021 =Changes to [[Effects]]:'''Version 6* Travel Fatigue: Now burns 20 [[nutrition]] and 10 [[hydration]] per room traveled, on top of the Fatigue effects.02''' - Telephone Club Update (does not contain actual telephone clubs)
* Changes to [[Mobile phoneSkills]] and :* [[Crafting items|mobile phone batteriesEvasion]] no longer have battery indicators. Making phone calls no longer drains arbitrary battery units. :** Battery charge is no longer relevant, spare batteries are essentially downgraded Successfully Dodging a critical hit now downgrades it to just components for the phone bomb. Phones return to their original purpose as storytelling tools with no need to worry about chargean inaccurate hit instead of turning it into a miss, meaning crits remain dangerous in both directions.* New [[Effects|EffectHandloading]]: ** Picking up spent casings now grants Skill Points, at a rate of '''Travel fatigue1 SP per 20 cases/hulls salvaged'''(or '''0. At the end of a trip in the UA, upon reaching their destination, a character will gain an amount of [[Fatigue]] corresponding to the number of rooms traveled05 SP per case/hull''')** Disassembling ammunition into components now grants Skill Points, at a random rate varying between of '''1 SP per 20 rounds disassembled''' (or '''0.05 SP per round''')** The Skill Point bonus for handloading ammunition is doubled, the rate is now '''1% and SP per 10 rounds loaded''' (or '''0.8% multiplied by rooms traveled. 10 SP per round''')*[[Repair]]:* Travel fatigue applies even if you * All skill thresholds have been halved. It now requires '''Skip travel25 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
= February 7th 2021 =
'''Version 6.01''' - Various minor changes and improvements.
* [[Lockpicking]]: Lockpicking kits no longer have limited uses; they are now semi-durable items with a chance to break every X guesses. The gap between every lockpick break check varies depending on the Lockpicking skill level. A broken kit is removed from the inventory.= September 26th 2023 =** Every 5 guesses at Unskilled, '''Version 6 at Basic, 7 at Skilled, 8 at Expert, and 9 at Master.* [[Maze Customs]]: New Customs packages for various G3 derivatives.** [[Heckler & Koch G3A3]]: G3A3 Tactical, PTR-32 Tactical, PTR-33 Tactical, G3A3 LBR Tactical** [[Heckler & Koch G41]]: G41 Tactical** [[Heckler & Koch HK21]]: HK21 Tactical** [[Heckler & Koch HK33A2]]: HK33A2 Tactical** [[Heckler & Koch HK41A2]]: HK41A2 Tactical, PTR-32S Tactical, PTR-33S Tactical, HK41A2 LBR Tactical** [[Heckler & Koch MSG-90]]: MSG-90 Tactical** [[Heckler & Koch PSG-1]]: PSG-1 Tactical** [[Heckler & Koch HK53A3]]: HK53A3 Tactical** [[Vollmer HK5182''' -B]]: Vollmer TacticalExplosives 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 28th 2021 =
'''MazeWorld version 6''' - The Big One
Latest changes:= August 19th 2023 =* [[Food#Unsparable food items|Restaurant menus]] have been revamped, now offering many more choices.* '''Official reopening of the communityVersion 6.81'''- Mining hotfix
Changes to [[Mining]] have been introduced to simplify it and make it easier.
* Mining now works according to a hit point system instead of a chance-to-succeed system. The objective is to make mining more of a straight trade of resources and favor strength-based builds (which would already benefit from using tools like pick-axes and mattocks as weapons).
* Each mining target (ore bundle, obstructions) now has a set number of hit points.
* A pick or drill strike reduces the target's hit points; the check is based on the skill level (1d20 to 1d60, in increments of 10), multiplied by Strength.
* Explosives damage equal to their limb damage multiplied by a number that depends on skill level (x1 to x3, in 0.5 increments).
* The length of a Mining Level has been shortened from 15 + Mine level to 8 + Mine level
* It is now possible to save your progress exploring a mine and leave without having to start over from Level -1.
* New items at the mining supplies store now allow you to reset your progress in a mine and start over.
= January 24th 2021 June 19th 2023 ='''Version 56.598''' - Expansion of [[Maze Customs]] Minor modsDeep Wound update
This update adds many * '''Introduction of a new [[Customs:Minor|Minor]] conversions for several [[weaponsinjury]]type called deep wound (DWs)'''** A deep wound is similar to a normal wound (to be renamed '''light wound (LWs)'''), but causes four times the amount of bleeding per turn: -1.2 Blood per turn instead of -0.3. Many were suggestions ** 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 members ammo type)*** Rubber buckshot and rubber slugs continue causing fractures instead of our communityLWs (no change to behavior)*** Flechette can now only cause LWs*** Sintered Frangible (SF) can only cause 2 wounds per successful hit, listed in parentheses belowbut the wound type is accuracy dependent; 2 LWs on an inaccurate hit, 2 DWs on a solid or critical hit.*** Broadhead arrows (BRD) can now cause 2 wounds per successful hit instead of just 1
* New Minor mods for the following weaponsitems:* [[Armalite AR-10]]: AR-10 Tactical, AR-10 LBR Tactical* '''[[Armalite AR-18Meds]]: AR-18C (Mad Max)'''* [[Benelli M4 Super 90]]: M4 Super 90 Enhanced, M4 Super 90 CS Enhanced* [[Benelli Nova]]: Nova CS, Nova XM, Nova CSXM* [[Benelli SuperNova Tactical]]Tranexamic acid (TXA): SuperNova CSSyringe, SuperNova XM400 P$, SuperNova CSXM* [[Beretta AR70not addictive. Reduces bleed rate to 0.0/90]]: 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 turn (Jadeeffectively stops bleeding)for 10 turns* [[Heckler & Koch HK416]]: HK416 CQC, HK416 DMR* '''[[Heckler & Koch HK417Mushrooms]]: 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 Extra wound healing (JadeExtra vulnus medicae)*[[MKEK MPT-76]]: MPT-76 LBR* [[Mossberg 500 Cruiser]]: M500C-TRHeals 3 wounds, M500C Spec-Fprioritizing Deep Wounds first, 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)then Light Wounds.* [[Mossberg 500 Persuader]]: M500P-TR, M500P Spec-F, M500P Spec-N, M500P Spec-R, M500P CSTR, M500P CS Spec-F, M500P CS Spec-N, M500P CS Spec-R, M500P-TR Spec-F, M500P-TR Spec-N, M500P-TR Spec-R, M500P CSTR Spec-F, M500P CSTR Spec-N, M500P CSTR Spec-R (Vershike)* [[Mossberg 500 Tactical]]: M500T Spec-F, M500T Spec-N, M500T Spec-S, M500T-TR Spec-F, M500T-TR Spec-N, M500T-TR Spec-S (Vershike)* [[Savage Arms Axis]]: Axis II* [[Savage Arms Axis XP]]: Axis II XP* [[SIG P220]]: P220R, P220-460, P220R-460 Stop the bleed (VershikeCessant sanguinem)* [[SIG P226]]: P226R, P226R-40* [[SIG P226 Navy]]: P226R Navy* [[Walther Gewehr 43Reduces bleed rate to 0.0/turn (Weffectively stops bleeding)]]: Gew43 Experimental (Jade)* [[ZiD Degtyaryov RPD]]: RPD SOGfor 10 turns
* Changes to [[ammunition]]
** Flechette damage tables balanced on all calibers to behave more like armor-piercing ammunition. All flechette damage on Ax armor classes has been buffed, damage on Cx is unchanged. New tables are as follows:
*** [[12 gauge]] flechette: 12/11 '''15/12/9/5/2'''
*** [[12 gauge CAWS]] flechette: 14/12 '''17/14/11/5/2'''
*** [[20 gauge]] flechette: 12/11 '''15/12/9/5/2'''
*** [[.410 bore]] flechette: 12/11 '''14/12/9/5/2'''
= January 20th 2021 =* Changes to [[crafting]]'''Version 5.58''' - The late, late ** [[LBECrafting items]] update: Rags have a chance to fix 1 LW.
This update introduces several new * Changes to [[LBEcreatures]] items and changes many existing ones** Numerous creatures have attacks that variously cause extra wounds (1d2, 1d3, 2d2, etc.) on a hit. Most of these now cause either LWs or DWs depending on damage type.** Many creatures with healing spells will have their effects updated. They can now close both wound types, but will prioritize DWs first, LWs second, just like the Stop the bleed mushroom.
New * Changes to [[tactical vestshospital|hospitals]]:* Micro chest rig* Light Wounds cost 10 P$ apiece to heal. * Wartech tactical vest* Deep Wounds cost 25 P$ apiece to heal.
New * Changes to [[backpacksMaze Customs]]** 26 weapons receive new [[Customs:Minor|Customs Minor modifications]]* ** [[Accuracy International AW]]: AW 243, AW-F 243*** [[CZ TSR]]: TSR Ultra Magnum*** [[DSA SA58 FAL SPR]]: FAL SPR-243, FAL SPR-243 FA, FAL SPR-300 UM, FAL SPR-300 UM FA, FAL SPR-338, FAL SPR-338 FA*** [[DSA SA58 FAL OSW]]: FAL OSW Superlight, FAL OSW Magnum, FAL OSW Heavy*** [[FN Herstal FAL 50.00]]: FAL LRBR, FAL UM, FAL HBR*** [[FN Herstal FAL 50.61 Paratrooper]]: FAL Para LRBR, FAL Para UM, FAL Para HBR*** [[FN Herstal FNAR Match]]: FNAR Hunter, FNAR Tactical sling bagHunter* Duffle backpack** [[FN Herstal SCAR-H CQC]]: SCAR-H CQC UM, SCAR-H CQC HBR, SCAR-H LB, SCAR-H STD UM, SCAR-H STD HBR, SCAR-H LB LBR, SCAR-H LB OPFOR, SCAR-H LB UM, SCAR-H LB HBR* Durabag** [[Heckler & Koch G3A3]]: G3A3 Ultra Magnum, G3A3 HBR, G3A3 UM Tactical, G3A3 HBR Tactical* LAWgiver backpack** [[Heckler & Koch HK41A2]]: HK41A2 Ultra Magnum, HK41A2 HBR, HK41A2 UM Tactical, HK41A2 HBR Tactical* Mechanism pack** [[Heckler & Koch HK417]]: HK417 HBR, HK417 UM, HK417 Recce, HK417 DMR-H, HK417 DMR-U, HK417 Recce-L, HK417 Recce-H, HK417 Recce-U* Phantom Sniper bag** [[Heckler & Koch MSG-90]]: MSG-90 Ultra Magnum, MSG-90 HBR, MSG-90 UM Tactical, MSG-90 HBR Tactical* Rocketeer backpack** [[Heckler & Koch PSG-1]]: PSG-1 Ultra Magnum, PSG-1 HBR, PSG-1 UM Tactical, PSG-1 HBR Tactical* SO Raid rucksack** [[IWI Galil ACE 52]]: Galil ACE-H 52*** [[IWI Galil ACE 53]]: Galil ACE-H 53*** [[IWI Tavor 7]]: Tavor 7 HBR, Tavor 7 HBR Enhanced*** [[IZHMASH Kalashnikov SVK-12]]: SVK-12 HBR*** [[Kel-Tec RFB]]: LR-RFB, H-RFB, U-RFB, BG-RFB*** [[McMillan ALIAS CS5-T]]: CS5-T Heavy*** [[MKEK MPT-76]]: MPT-76 HBR*** [[Nemesis Arms Vanquish]]: Vanquish 243, Vanquish Magnum, Vanquish 358*** [[Parker-Hale M82]]: M82 Super Varmint, M82 Ultra Magnum, M82 Bear Eliminator*** [[Springfield M14]]: Model conversion to M1A, M14 UM, M14 HBR, M14 EUBR Custom, M14 EHBR Custom*** [[Springfield M21]]: M21 UM, M21 HBR, M21 EUBR Custom, M21 EHBR Custom*** [[Springfield M1A]]: Model conversion to M14, M1A UM, M1A HBR, M1A EUBR Custom, M1A EHBR Custom*** [[Steyr Scout]]: Hunting Scout, Light Scout, Magnum Scout, Heavy Scout, Big Game Scout
New * Changes to [[utility beltsmeds]]:* Simplex pouch* Duplex pouchGauze roll: One use fixes 1 LW.* Triplex pouch* Handyman beltIndividual Bandage: Fixes 1 LW.* Nade Drake belt* Viper battle beltHemostatic Agent Pack: One use fixes 1 DW.
New * Changes to [[leg rigsweapons]]** [[Barbed nine-tails]], [[Broken bottle]], [[Long spiked chain whip]], [[Shuriken]], [[Spiked chain whip]], [[Barbed Lucille]]:Text update reflecting they now cause Light Wounds.* Hunger holster* [[Meat fork]], [[Pitchfork]], [[Trident]], [[War fork]]: Text update reflecting they now cause Deep Wounds.* Mushroom Collector rig* [[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.
Modifications to existing LBE:* Other changes* Blackhawk LRAK Gunner kit* [[Basic mechanics]]: Renamed Sarah example updated to Gunner chest rig. Food pouch can now contain any food itemreflect LWs and DWs.* M1956 Webbing* [[Convenience store]]: Food pouch can now contain any food item.Updated the Meds aisle accordingly* ALICE Mark 2* [[Damage types]]: Renamed to Alice backpack. Capacity becomes 30 units. Previous special capacities are deleted. Gains 3 special capacitiesUpdated accordingly** [[Explosives]]: Extra storage 1 (any items, 10 units), Extra storage 2 (any items, 10 units), and Extra storage 3 (any items, 10 units)* Blackhawk 3-Day assault pack** Injuries caused by explosions: Renamed to Assault packNo longer causes wounds of either type. Capacity becomes 45 units. Gains 1 special capacity: Extra storage Instead, 1 fracture goes to a random body part for every 6 Base Explosive Damage (any items, 30 unitsBED)caused.* Blackhawk Travel bag: Renamed to Travel bage. Capacity becomes 80 unitsg. Gains 3 special capacities: Extra storage 1 (any items, 25 units)a MkIIIA2 grenade causes 1d8+18 BED, Extra storage 2 (any items, 10 units), Extra storage which results in 3 (any items, 5 units)* Blackhawk USAR bag: Renamed to Long-distance backpack4 fractures. Capacity becomes 100 units. Gains 3 special capacities: Extra storage 1 (any items, 25 units), Extra storage 2 (any items, 15 units), and Extra storage 3 (any items, 10 units)* Blackhawk Cyclone pack** Injuries caused by shrapnel: Renamed to Cyclonus backpackShrapnel can only cause LWs, despite being Bullet-type. Capacity becomes 50 units. Gains 2 special capacities: Extra storage 1 (any items, 25 units), Extra storage 2 (any items, 10 units)* Jaeger rucksack* [[Limb health]]: Renamed to Hunter rucksack. Capacity becomes 40 units. Gains 2 special capacities: Extra storage 1 (any items, 10 units), Extra storage 2 (any items, 10 units)Updated accordingly* PLCE Bergen rucksack: Renamed to Combat rucksack. Capacity becomes 70 units. Gains 3 special capacities: Extra storage 1 * [[Healing]] (any items, 15 unitsnon-combat skill), Extra storage 2 (any items, 15 units), and Extra storage 3 (any items, 5 units)* Gunfighter belt: Gains 1 special capacity: Dual holsters (Class 3 weapons only, max 2, max weight per item: 9)Updated accordingly
= November 15th 2020 March 18th 2023 ='''Version 56.577.1''' - The '''Shotgun Blitz''' updateMining Overhaul Update (+ extra goodies)
Changes to * [[AmmunitionMining]]:received a major overhaul* All shotgun calibers * 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 [[12 gaugeList of UGL|underbarrel grenade launcher]], : [[12 gauge CAWSISL-201 UGL-I]]integrated underbarrel grenade launcher, exclusive to Customs MP5s with the ISL-201 handguard.* [[20 gaugeMaze 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).410 bore** [[Customs:Major#MP5|MP5]]receives a new handguard: ISL-201 handguard (Adds an [[ISL-201 UGL-I]] underbarrel grenade launcher) have had their buckshot, slug, and flechette base damage revised, in compliance . Not compatible with newly obtained data; 20 gauge buckshot and flechette have been buffed, everything else received very minor adjustments.Short MP5K barrel or Long barrel.* * Minor: RL optics for [[12 gauge CAWSRPG-7]]** Minor: Flechette shells now carry 30 projectiles instead of 20.Tokarev magazine conversion for [[Thompson]]* New shotgun projectile type[[Uncivilized Area]]: 5 new roomstyles, each designed to offer players opportunities to exercise non-combat skills.** '''AP-SlugBlocked pathway''', an armor: The front door leads to a Shortcut -piercing slug1 but is blocked by the carcass of a rotting creature. No retail availability, these projectiles The carcass must be handloaded[[Hunting|butchered]] to pass the door.* Establishment * '''Dismantled roadway''': The front door leads to a Shortcut -2 but is locked and missing a doorset. You must [[Crafting|craft one]] with a Crafting toolkit to open the door. Crafting a doorset is treated as a Level 2 blueprint with no particular ingredients (50% base chance of success per kit use).** '''barrel length groups for all shotgun calibersCaved-in causeway''': The front door leads to a Shortcut -3 but is caved-in by dirt, sand, or gravel. All four You must [[Mining|mine your way through it]] by successfully striking the obstruction 3 times. If you clear it, roll 1d20. On a 11-18, you receive one bundle of common ore. On a 19-20, you receive one bundle of rare ore.** '''Collapsed highway''': The front door leads to a Shortcut -4 groups each, 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''': HuntingThe front door has been fitted with a lock, Combatrequiring the right key, Short[[Lockpicking|lockpicking]], and Superor brute-shortforcing to open. See each individual caliber page for damage multipliersRoll '''&genbox''' to determine loot and lock type. Opening the door adds extra loot to the next room, if applicable. (2x '''&boxlootW''' or '''&boxlootM''' depending on the results of '''&genbox''').
Changes to [[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]]:= January 23rd 2023 =* [[Specs docs]]: Docs no longer unlock Specs docs-only items for sale, requiring the tracking of a list of documents brought for each character'''Version 6. The Proving Grounds engineer now requires player characters to trade in the correct documents for 7''each'' item, alongside money (and in some cases, specific items). In exchange, these items cost significantly less than they used to - all prices were slashed to 1/4 their previous values.The Bestiary Update
Changes This update was co-designed with GenericArchangel and aims to [[Lockpicking]]:* As part of make the ongoing work to update all locationsbestiary more interesting and varied, FL/HS locks are now deprecated. The only lock types in more dangerous, yet make fighting worth the game are now mechanical locks and electronic (keycard) lockseffort 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]].
= October 15th 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 0.5.56This [[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- The Unintuitively Named Update (that has nothing specified supply of bath towels is assumed to do with 5always be available in bathrooms, shower rooms, laundry rooms, and anywhere it would make sense to find them.56mm firearms)
* Changes to [[Weaponscontainers]]:* New concept * Mimics, in the form of [[Containers#Mimic traps|mimic traps]], have been introduced: '''Traditional inner tubes'''. Refers to certain firearms - specificallyUpon being approached by an adventurer, lever-action rifles they turn into creature- like constructs that do not possess a side-loading gate, and are instead reloaded by using a traditional, Henry-style inner tube.** Reloading a traditional tube rifle is done the same way as a single-action revolver; a full reloading action is required must be fought to remove the tube, then the normal loose rounds rule applies (up to 3 rounds per turn). The tube is replaced automatically when access the character is done reloadingloot inside.* The [[Winchester Model 270]] stats * Four types of mimic traps have been modified to reflect that it is a rifle with a traditional inner tubeintroduced: Biter, Basher, Melter, and Burner. Each has an appropriate attack.
* New [[stripper clips|stripper clip]]: '''Arisaka 5-round stripper clip''', compatible with the [[Type 38]], [[Type 44]], and [[Type 97]].
= September 8th 2020 =* 21 new [[creatures]]:'''Version 5.55''' ** Bugs:*** [[Black Widowmaker]]*** [[Phantom Spider]]** Canines:*** [[Fox]]** Dragons:*** [[Saken]]** Mamono:*** [[Kuda- 555gitsune]]** Science experiments:*** [[Uemag]]** Bears (new category):*** [[Panda]]*** [[Black bear]]*** [[Brown bear]]*** [[Grizzly bear]]*** [[Armored grizzly]]** Deer (new category):*** [[Key deer]]*** [[White-WE-SAFE updatetailed deer]]*** [[Elk]]*** [[Snawfus]]*** [[Danger Deer]]** Rodents (new category):*** [[Giant rat]]*** [[Giant beaver]]*** [[Procyon]]*** [[Giant capybara]]*** [[ROUS]]
New * 1 new [[Creaturesoccupations|creatureoccupation]]:* The * [[horseMakaryuudo]] returns to the bestiary.
Changes to * Numerous [[Ammunitioncreatures]], both new and existing, receive new drops that can be either obtained on death or harvested through [[Hunting|butchering]]. The full list is below:* '''Sintered Frangible * [[Food]]: Raw and fried chicken egg, raw and fried turkey egg, vinepear** [[Meds]]: Poison glands (SFsmall, medium, large)''' ammunition now has a different effect:, chelicera, telson** Against unarmored ACs[[Valuables]]: 1.2x PainNew [[Valuables#Special valuables|Special valuables]]: Beast fang, 1.2x LDblob 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]]:* Against armored ACs* 7 new crafting [[blueprints]] and associated recipes: 0.5x PainHmVnmS, 0.5x LDHmVnmC, HmVnmM, HmVnmT, HmVnmL, DragonSP, HydraSP*[[Trauma plates]]:* Every hit successfully causing an injury will open 3 Wounds instead of 1.* 2 new crafting-only plates: Dragon scale plate and Hydra scale plate
Changes * Numerous [[creatures]], both new and existing, have received changes to their attacks to make them more lethal and more specialized.** Bears*** [[Unarmed Brown bear]]: Added new technique, FP Ripping claws.*** [[Grizzly bear]], [[Armored grizzly]]: Added new techniques, FP Ripping claws and FP Tearing bite.** Birds*** [[Bearded vulture]]: Increased MAPT of all attacks*** [[Emu]]: Increased MAPT of Peck*** [[Black vulture]]: Increased MAPT of Talon attack*** [[Elephant bird]]: Added multi-wound effect to Peck and Talon attack*** [[Bronze bird]]: Modified the property of Metal feather shot into an AP attack. Increased MAPT of all attacks.*** [[Lightning bird]]: Added new attack, Spark. Increased MAPT of Peck and Talon attack. Added non-combatskill: 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, '''Steal''' Machine gun bite, FP Ripping claws and '''Monkey's Paw'''FP Tearing poison bite** Science experiments*** [[Vinebeast]]: Added new technique, have been introducedFP 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 to shops and services:
* The style shop has been revamped completely and is now a custom clothing service.
** Completely custom human/halfling clothing items and youkai outfits can be designed there. The basic principle is for the player to describe, in free-form, what the item is supposed to look like, then to purchase protection ratings, covered body parts, effects, and more in order to give the custom item a useful purpose. This service is intentionally ''very expensive''.
* Dojos have been expanded, and now offer various machines and training programs designed to improve a character's natural statistics:
** The stats that can be improved are '''Natural [[Pain Sensitivity]], Natural [[Strength]], Max [[Blood]], Max [[Limb health|Limb HP]], Natural [[Endurance]], and Natural [[Agility]]'''
** Each training program has an XP counter. Spending time (and effort) on a training nets XP, which can be spent to increase one natural stat, up to certain limits (some stats cannot be trained further once they reach a certain value, others have a maximum XP limit)
** Training program XP is now tracked on inventory sheets.
* The bank's item vault service has been modified:
** Item vaults are no longer free and unlimited. A player character must first purchase an item vault before it can be used; this costs [[File:Parallar symbol.png|10px]]'''1000''' and allows the player access to a 50-unit vault. This vault can be upgraded in 50-unit increments, up to the maximum size of 400 units; upgrading costs [[File:Parallar symbol.png|10px]]'''(size x 15)'''
** Withdrawing items from a vault now costs [[File:Parallar symbol.png|10px]]'''500 + (weight of items withdrawn x 10)''', and it is not possible to withdraw more than 150 units of items at once.
** Withdrawing items from a vault now requires waiting for 1d3 day periods (between 4 and 12 hours), as delivery time.
** [[LBE]] items must be stored empty. LBE items that cannot be folded down (e.g. most backpacks) are not allowed inside the vault anymore.
= December 24th 2022 =
'''Version 6.6.3.1''' - Scary Snipers with Braking Power Mini-Update
= June 24th 2020 ='''Version 5This update was entirely designed by GenericArchangel to fix a flaw related to muzzle brakes.54''' - Magazines and other knick-knacks
Changes introduced:* Changes to [[Glock 18CWeapon accessories]]: 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 [[magazinesbrakes]]:** [[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 If equipped to a [[Maze Customs magazines|Maze Customs magazine]]: weapon that is also equipped with a scope, the brake limits that weapon'''1911DS Custom 10mm 16s maximum Recoil to 6 on top of applying its normal Recoil -round magazine1 effect. In this case, if that weapon''' was scrapped (P-16 magazines are now used s Recoil were to feed [[Maze Customs:Major mods#1911DS|1911DS 10mm]] pistols* [[Maze Customs speed strips]]: [[9x19mm Parabellum]] speed strips are now also compatible with [[7exceed 6 after applying all modifiers, it is treated as 6.62x25mm Tokarev]]
= May 23rd 2020 November 1st 2022 ='''Version 56.536.3''' - The Static MG Update to [[food]] and [[hunting]].
Changes This update was co-designed with GenericArchangel and aims to [[Hunting]]:* Game meat from certain creatures no longer provide [[Effects]] such as Alertness increase or Strength +10%/+20% for a few turns.* Instead, a system of '''[[Hunting#High-value meat|high-value meat]]''' was created. Meat from certain creatures is now considered adds more flavor and additional combat opportunities to be either a '''Delicacy''' (Double value) or a '''Luxury''' (Triple value)the world.
* Changes to [[CreaturesCover]]:* The item lines * New category of all relevant creatures now state if they produce delicacy meatnon-random cover (cannot appear in the UA): '''Machine gun emplacements''' (125 health, luxury meatA4 armor)** Four types of MG emplacements: three based on existing weapons ([[M249|Static M249]], tainted meat[[QJY-88|Static QJY-88]], illegal meat[[M60|Static M60]]) and a unique new one, or if they produce no meat at allbased on the Browning M2 .50 BMG machine gun: [[Static M2HB]]** An exception was made for humansAlthough static MGs function like weapons, halflings they are non-equippable and youkai - their item lines do not display meat status, counted as it is assumed that the meat new weapons (as they are elements of all playable species is already known to be illegal.a piece of cover)* All references to * MG emplacements appear only in Towns at the [[Town Entrance|Town Gate]]. The type they receive depends on the town's population ("Poisonous meat" have been changed to the correct termlarger the town, the bigger the bullets")* New [[weapon accessories]]: ** [[Hunting#Tainted meatM2 ammo belt|Tainted meatM2 ammo belts]].and belt links
Changes to [[Food]]:
* The '''Hot-gon''' no longer has a Strength boosting effect, in accordance to the changes listed above. Instead, nutrition was increased from 296 to 592.
= October 30th 2022 =
'''Version 6.6.2''' - The Redrawn Map Update
= May 14th 2020 ='''Version 5.52 part 2''' This update was co- Bestiary designed with GenericArchangel and aims to make traveling across the Mazes more immersive. The changes made in this updatewill also be used to support further future map and location-related updates.
* Changes to [[CreaturesUncivilized Area]] and [[Civilized Areas]]:* Old creature bestiary was completely removed * Fast, Safe, and replaced with an Deep routes are no longer available between all-new collection of monsters - in total, '''128 creatures'''locations. While most locations are connected by a Deep route, including the 20 playable speciesavailability of a Safe or Fast route depends on the existence of a major trade route or traveling axis.* Human* All wiki pages for each town, halfling and youkai occupations have also been revamped - a total of '''34 occupations''' are now listed into alongside the game[[Intersection]] page, now feature route notation to inform players of each available route between each location.** New occupationsA new [https: '''Janitor, Head janitor, 8 different flavors of non//cdn.discordapp.com/attachments/379673260302008320/1036360652719149116/MzW_World_Map_11-faction criminals2022.jpg world map] has been produced. It now shows a visual representation of each available route (green for Safe, Youkai activist squadleaderblue for Fast, and 3 different ranks of Yatela gangsters'''red for Deep).
Changes to [[Crafting]]:
* New blueprint: '''Kama''' blueprint (Level 1)
* New crafting ingredient item: '''Sickle blade'''
Pending: The wiki will be edited to reflect the new changes as soon as possible= October 18th 2022 ='''Version 6.6.1''' - The Str⑨ngest Balance Update
This update was co-designed with GenericArchangel and addresses minor balancing issues with specific [[Character traits]], [[yousei]] and [[kitsune]].
= May 7th 2020 =* [[Character traits]]: ** '''Version 5Fast learner''' now grants '''5d25 XP''' instead of 8d25 XP.52 part 1** ''' - Bestiary updateJust Can't Use This''' now requires you to restrict '''4 [[combat skills]]''' instead of just 2. 2 of the skills restricted must be either Firearms or Heavy Weapons, and the other 2 must be Melee and Misc.* [[Yousei]]: Preparatory changesDue to Limitless Potential, yousei now receive '''4x [[training machine]] XP'''. This effect stacks with the Fast learner and Slow learner traits.* [[Kitsune]]: Kitsune no longer start with '''Master''' level in [[Negotiation]]. Instead, they start with the [[Character traits|Very Pretty trait]] for free. The trait is non-removable (similar to [[hakutaku]] and Mycologist).
Changes to [[ammunition]]:
* [[Small bolt]]: Base damage nerfed by 4% (46% -> 42%)
Changes to [[weapons]]:= October 17th 2022 = * [[Pistol crossbow]]: No longer has a damage multiplier (previously was x0'''Version 6.8)* [[Lambda magazine crossbow]]: Now has a 1.2x damage multiplier6''' - The Battle Rifle Update
New [[clothing This update was co-designed with GenericArchangel and armor]]:* New human clothing and armor: '''Hooded robeaims to address power ranges across specific calibers, Sleeveless jumpsuitintroduce a battle rifle family to Maze Customs, Janitor outfit shirtas well as new calibers, Janitor outfit pantsweapons, Security guard hatammunition, Armored trench-coat'''and Customs mods.* New youkai outfits (for all 5 body types): '''Bandit outfit, Farmer outfit, Janitor outfit, Maid outfit, Prison outfit, Scientist outfit, Security outfit, Technician outfit'''
New ==== [[weaponsMaze Customs]]:====* Class 5 Long: New [[ScytheCustoms:Major|Major]]* Class 5 Shortfamily: '''AR-10''', which includes the existing [[Hasami bladeArmaLite AR-10]]and [[KAC M110 SASS]], a new weapon (the [[ArmaLite AR-10(T)]]), and a range of new calibers listed below** 6 rechambering options** 5 barrel lengths, from 12.5" to 24"** 5 fire control group options** 3 handguards** 4 stock options** 3 upper receiver options* All existing Minor mods for the AR-10 and M110 SASS will be deleted
Pending==== [[Ammunition]] ====* '''2 existing calibers re-balanced'''** [[7.62x51mm NATO]]: The wiki '''Buffed to a base Pain of 161%''' (16 more). New ballistic model (more closely matches M80 ball), new reference barrel (20" barrel from the [[ArmaLite AR-10|AR-10]] instead of the 17.7" [[Heckler & Koch G3A3|H&K G3A3]]) ** [[.260 Remington]]: '''Buffed to a base Pain of 133%''' (7 more). New reference barrel (20" instead of the previous 17.7")* '''5 new calibers'''** [[.243 Winchester]]: 115% Base Pain cartridge meant to be a low power, low recoil alternative to 7.62 NATO and .260 Remington. Available as a rechambering option for the AR-10 and Rem 700 families.** [[.300 RSAUM]] (Remington Short Action Ultra Magnum): 172% Base Pain cartridge, serves as an "optimized" alternative to 7.62 NATO. Rare caliber - no base weapons offered for it, but will be edited available as a rechambering option for the AR-10 and Rem 700 families. (and some non-Customs weapon systems)** [[.338 Federal]]: 182% Base Pain hunting-oriented big-bore cartridge, serves as one of the two "fat" alternatives to reflect 7.62 NATO. Available as a rechambering option for the new changes AR-10 and Rem 700 families.** [[.358 Winchester]]: 200% Base Pain hunting-oriented big-bore cartridge, serves as soon the other of the two "fat" alternatives to 7.62 NATO. Available as possiblea 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.
==== [[Handloading]] ====
* New casings: [[.243 Winchester]], [[.300 RSAUM]], [[.338 Federal]], [[.358 Winchester]], [[8x50mm R Lebel]]
* New projectiles:
** .327, 198 grain: [[8x50mm R Lebel]]
** .338, 225 grain: [[.338 Federal]]
** .358, 200 grain: [[.358 Winchester]]
* Existing projectiles:
** .243, 90 grain: Gains compatibility with [[.243 Winchester]]
** .308, 150 grain: Gains compatibility with [[.300 RSAUM]]
* Primers:
** Large Rifle: Gains compatibility with [[.243 Winchester]], [[.338 Federal]], [[.358 Winchester]], [[8x50mm R Lebel]]
** Large Rifle Magnum: Gains compatibility with [[.300 RSAUM]]
= April 10th 2020 === [[Weapons]] ===='''Version 5* 15 new firearms:** [[ArmaLite AR-10(T)]] - New AR-10 family member, semi-automatic rifle, [[.51''' 338 Federal]]** [[Breda PG]] - Changes burst-fire only machine gun, [[7x57mm Mauser]]** [[Browning BAR]] (not to game mechanicsbe confused with [[Colt M1918 BAR|the other BAR]]) - semi-automatic rifle, [[.243 Winchester]]** [[Browning BPR]] - pump-action rifle, [[.243 Winchester]]** [[Remington Model 700 ADL]] - New Rem 700 family member, bolt-action rifle, [[.243 Winchester]]** [[MAS Berthier Model 1892 Artillery Carbine]] - bolt-action rifle, [[8x50mm R Lebel]]** [[MAS Lebel Model 1886/M93]] - bolt-action rifle, [[8x50mm R Lebel]]** [[MAS RSC Model 1918]] - semi-automatic rifle, [[8x50mm R Lebel]]** [[Rossi Circuit Judge]] - semi-automatic rifle/shotgun, [[.45 Colt]] (3-inch chamber)** [[SAKO Tikka T3 Lite]] - bolt-action rifle, [[.338 Federal]]** [[Savage Arms Model 99R]] - lever-action rifle, [[.358 Winchester]]** [[SIDARME Model 1915 CSRG Chauchat]] - machine gun, [[8x50mm R Lebel]]** [[Winchester Model 70 Featherweight]] - bolt-action rifle, [[.358 Winchester]]** [[Winchester Model 88]] - lever-action rifle, [[.243 Winchester]]** [[Winchester XPR Compact]] - bolt-action rifle, [[.243 Winchester]]* 5 new melee weapons:** [[Iron ball]] - Crude weapon** [[M1886 Rosalie]] - Bayonet for the [[MAS Lebel Model 1886/M93]]** [[M1905 sword-bayonet]] - Bayonet for the [[Springfield M1903A3]]** [[Service cutlass]] - One-handed sword** [[Sten Mk I]] - Bayonet for the [[Enfield RSAF Sten Mk II]]* Other changes:** [[Armat M41A Pulse Rifle]]: Removed from retail, simplification of damage modelsbecomes an artifact weapon
Changes to core gameplay mechanics:
* The '''C2''' [[Armor Class]] is entirely scrapped from the game, as it is considered unnecessary. The AC previously called C3 is now known as C2. All weapons and ammunition in the game no longer have a damage value for the scrapped AC. Most clothing and armor that was classified as C2 will be reclassified as C1.
Changes to [[ammunition]]:= October 3rd 2022 =* [['''Version 6.30-06 Springfield]]: Base damage buffed by 1% (166% -> 167%) so that the new C2 damage value (old C3) becomes 150% (previously 149%)5.4.* [[9x25mm Dillon]]: Base damage buffed by 1% (54% ''' -> 55%), so that the new C2 damage value (old C3) becomes 50% (previously 49%).Archery rule patch
Notes:==== [[Weapons]] and [[Ammunition]] ====* Creatures have not been modified yetThe rules now explicitly specify that [[Arrow|Arrows]], as [[Large bolt|Large bolts]] and [[Small bolt|Small bolts]] can be reused, according to specific conditions.** Under normal conditions, all hits and misses produce arrows that can be retrieved. Only critical failures result in arrow or bolt breakage.** If the bestiary update arrowhead is still XPL (Explosive): All hits and misses result in detonation, making explosive arrows 100% non-reusable.** If the arrowhead is IMP (Improvised): Misses and critical misses result in progressbreakage. Only hits are reusable.
= March 17th 2020 September 18th 2022 ='''Version 56.5.4''' - Game mechanics changesGuns, Blood, new ammo typesand Drugs; A balancing update
Changes to ==== [[RecoilMaze Customs]]:====* Recoil calculation and effects no longer rely on exact shot order, but now instead only needs total shots fired, significantly cutting down on The [[Heckler & Koch MP5K]] is added to the amount of time that needs to be spent counting and checking shotsMP5 Customs family.* The new Recoil system works as followsCustoms: Every Recoil level has a limit of shots (New modifications for the Accuracy Drop Threshold, or ADT) that can be fired - if a character shoots over ADT, accuracy and aim wandering effects are applied to the entirety of the shot string, and not just the shots that go over ADT. A second level with even more severe penalties is applied if the amount of shots fired is equal to more than double the limit.MP5:** As before, going over ADT will result in aim wandering Barrel length: Short MP5K barrel (which sends shots to &bodyaim instead of the desired point of aim4.5-inch barrel)- Muzzle: N/A, however instead of being applied only starting from the shot that went over the limit, aim wandering applies to ALL shots if the total amount of shots fired goes over the limit. [[Weapon accessories#Laser sights|Laser sights]] still cancel out this aim wandering effect.Underbarrel: Integrated foregrip - Cost: 150 P$** Accuracy windows The Short MP5K barrel is incompatible with the Surefire 628 and effects of going over ADT once and twice will also be updated.Quad rails
Changes to ==== [[Combat modeLimb health]] and ====* [[WeaponsWounds]]; 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 now cause a single string bleeding rate of fire, the 6 highest scoring shots are never fired. This has the potential of cancelling critical hits.** '''Failures to fire (misfires)''': No changes-0.** '''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 actionBlood per wound per turn.** '''Failures to burn''': No changes.
New ==== [[ammunition typesMeds]] for pistol and rifle calibers:====* '''Tracer First aid kit (TFAK)''': FMJ bullets with an illuminating compound at the base of the bullet, which lights up and displays bright, colored light when fired. Tracer ammunition is used Weight reduced to visibly see the flight path of a bullet, and is useful for controlling long strings of fire, particularly full auto, as it allows a shooter to physically see where the bullets are going.** Effects: Increases ADT by a certain amount of shots, which scales with Recoil level. However, it always breaks Stealth even when shot with a silenced firearm; the tracer light works both ways and can be seen by others, thus revealing your position.*** Recoil 1-(previously 2: ADT +4 shots)*** Recoil 3Epoetin-4alfa: ADT Effect modified to Blood +3 shots*** Recoil 5-6: ADT +2 shots*** Recoil 7-8: ADT +1 shots* '''Semi-Armor Piercing (SAP)''': Also known as metal-piercing bullets, they offer a lower cost alternative to full AP or APX, but are less effective at defeating armored targets.** Effects: 0.8x damage against unarmored ACs2/turn, 1.3x damage against armored ACs.* Retail ammunition using these new projectiles is now also available:** [[.22 Long Rifle]]: Standard T** [[.-30 Carbine]]: Standard Tntri/turn, Standard SAP, Milsurp T** [[+0.30-06 Springfield]]: Standard T, Milsurp T** [[.303 British]]: Standard T, Milsurp T** [[.32 ACP]]: Standard T, Standard SAP, Milsurp T, Milsurp SAP** [[.357 Magnum]]: Standard SAP** [[.357 SIG]]: Standard T, Standard SAP, Personal Defense SAP, Pocket Dragon SAP** [[.380 ACP]]: Standard T, Standard SAP, Milsurp T** [[.40 S&W]]: Standard T, Standard SAP, Personal Defense T, Personal Defense SAP, Pocket Dragon T, Pocket Dragon SAP** [[.45 ACP]]: Standard T, Standard SAP, Personal Defense T, Personal Defense SAP, Pocket Dragon T, Pocket Dragon SAP, Milsurp T** [[.50 BMG]]: Standard T, Milsurp T** [[4.6x30mm]]: Standard T, Milsurp T** [[5.45x39mm]]: Standard T, Standard SAP, Milsurp T, Milsurp SAP** [[5.56x45mm NATO]]: Standard T, Standard SAP, Milsurp T, Milsurp SAP** [[5.7x28mm]]: Standard T, Milsurp T** [[5.8x42mm]]: Standard T, Standard SAP, Milsurp T, Milsurp SAP** [[7.62x25mm Tokarev]]: Standard T, Standard SAP, Milsurp T, Milsurp SAP, Milsurp Cold T, Milsurp Cold SAP, Milsurp Hot T, Milsurp Hot SAP** [[7.62x39mm]]: Standard T, Standard SAP, Reduced Velocity SAP, Milsurp T, Milsurp SAP** [[7.62x54mm R]]: Standard T, Standard SAP, Milsurp T, Milsurp SAP** [[7.62x51mm NATO]]: Standard T, Milsurp T** [[7.92x33mm Kurz]]: Standard T, Milsurp T** [[7.92x57mm Mauser]]: Standard T, Milsurp T** [[9x18mm Makarov]]: Standard T, Standard SAP, High Impulse T, High Impulse SAP, Milsurp T, Milsurp SAP, Milsurp Hot T, Milsurp Hot SAP** [[9x19mm Parabellum]]: Standard T, Standard SAP, Personal Defense T, Personal Defense SAP, Pocket Dragon T, Pocket Dragon SAP, Milsurp T, Milsurp SAP, Milsurp Hot T, Milsurp Hot SAP** [[10x25mm Auto]]: Standard SAP% Fatigue/turn for 20 turns
==== [[Addictions]] ====
* New addiction mechanics simplifying the previous system: As before, using a substance comes with a percentage chance of becoming addicted. However, the withdrawal tiers now function differently and more simply. Now, every use of an addictive substance is a chance to increase the current addiction level by 1, from the minimum of 0 (no effects) to the maximum of 3.
* Instead of disabling corresponding withdrawal effects when an addictive substance's effects are active, withdrawal effects are now truly permanent and continue being active even if the character uses the corresponding substance. In other words, usage effects and withdrawal effects now stack.
* [[Hospital]]: Addiction removal is now tier based and depends on the current level. It now costs 250 P$ and 2 day periods of mandatory rest per level, up to 750 P$ and 6 day periods (1 full day) for treating a single Level 3 addiction.
* Addiction effects: To account for the possibility of med effects and withdrawal effects being active simultaneously, the following withdrawal effects have been modified:
** Nicotine withdrawal
*** Level 1: Minimum Stress set to 15.0%
** Alcohol withdrawal
*** Level 1: Need a drink (level 1) applies to this character (see below),
*** Level 2: Need a drink (level 2) applies to this character (see below), Agility -1
*** Level 3: Need a drink (level 3) applies to this character (see below), Agility -2, IS tier +1, Hallucinations
** Cannabis withdrawal
*** Level 1: Mild munchies
*** Level 2: Minimum Stress set to 15.0%, Mild munchies, Mild thirst
*** Level 3: Minimum Stress set to 30.0%, Intense munchies, Mild thirst
** Anabolic steroid withdrawal
*** Level 1: Minimum Stress set to 30.0%
*** Level 2: Minimum Stress set to 60.0%
*** Level 3: Minimum Stress set to 90.0%, Rage
** Sick hakutaku syndrome
*** Level 1: IR +1
*** Level 2: FT +1, IR +1
*** Level 3: FT +1, IR +1, Hallucinations
= January 12th 2020 === [[Effects]] ===='''Version 5* Alcohol affinity ([[Oni]] creature trait): Effect simplified.49''' - Simplification update Instead of both halving Inebriation received and doubling the Stress relief effect of [[Effects#8Stress|Need a drink]] to compensate, this trait now simply doubles the Stress relief effect but gives the normal amount of Inebriation.* The "Need a drink" effect has been delineated into 4 variants; Level 0, Level 1, Level 2, and Level 3. In essence, the "Need a drink" effect progressively offers less and less Stress relief per Inebriation gained as your character's level of Alcohol addiction increases.
Changes to [[Addictions]]:
* Advancement of withdrawal levels is now tied to [[Daily Reset]].
Changes to [[Inebriation]]:= August 24th 2022 =* Inebriation no longer naturally decays at a rate of 0'''Version 6.1 per turn5.* New [[Effect]]: 3'''For every +0.1 Inebriation gained, [[Stress]] is decreased by -0.4%; effectively turning alcohol into a reliable Stress relief method.* Inebriation decay now depends on the passage of time (and not specifically Daily Reset either), based on the amount of day periods that have passed since the last drink.* Effects of [[Inebriation]] have been modified and simplified.The R&R Update
Changes to ==== [[VenomBasic mechanics]]:====* Rebuilt the effects of Venom poisoning (modified the thresholds Created and simplified defined the effects)concept of [[Downtime]].
= January 6th 2020 =
'''Version 5.48''' - Simplification update #7
Changes to [[Stress]]:= July 20th 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 6.1xE5.2''', 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.- Lockpicking minigame update
Related changes:==== [[Skills]] ====* '''Books''' now heal a flat amount of Stress, -2.0% per reading. Books provide their Stress reducing effect only once per ingame day; The [[Lockpicking#Picking electronic locks|electronic lockpicking]] minigame has been updated with 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, easier and the command is now always rolled when using a shower, regardless of the location. Each use will now spend 30 ingame minutes and has a chance to provide a positive effect (reduces Stress, Fatigue, or Pain) each time.* Computers now decrease Stress by (4d10)x0.1 at the cost of spending 2 ingame hours.* Radios now decrease Stress by (2d10)x0.1 at the cost of spending 1 ingame hourmore balanced variant.
= December 8th 2019 =
'''Version 5.47''' - Simplification update #6
* The [[Cover]] system has received multiple modifications aimed at simplifying their purpose and function:= April 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 cloud. It was replaced by an additional damage effect (2 limb damage to a random body part per turn spent in a cloud).* [[Crafting items]]** Gun Repair Kits can no longer be used to repair dud explosives; this ability was moved to the...** New toolkit: '''Explosives Toolkit (XTK)'''. Costs [[File:Parallar symbol.png|10px]]'''300''' and can be used up to 5 times. This kit allows users to repair dud explosives and defuse certain types of primed explosives more quickly than with bare hands; consumes 1 use per explosive repaired or defused.* [[Effects]]** '''Nausea''' is now a temporary effect which prevents using [[Food]] items. All items inducing Nausea are now given a turn duration, and no longer induces IR +1.** '''Anti-Oni Syndrome''' now causes creatures under this effect to get [[Pain]] instead of [[Venom]] from drinking alcohol (1% Pain per 0.1 Inebriation). The Pain gained this way is '''fixed''' and ignores [[Pain Sensitivity]] entirely.** '''Decompensation''' and '''Self-deterioration''' were simplified, introducing a system of points gained at Daily Reset. If these points reach a particular threshold, instant death occurs.** Various effects were simplified or scrapped entirely.Simplification Update #10: 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 14th 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 5.46IR -1''' - Simplification update #5.
* [[Weapons]]:
** In a manner similar to the [[MAC-10]] and [[MAC-11]], these weapons are now considered to be '''auto pistols''' if their stock is folded: [[B+T MP9-N]], [[CZ Sa vz. 26]], [[CZ Skorpion vz. 61]], [[CZ Skorpion vz. 83]], [[IMI UZI]], [[KBP PP-2000]], [[Ruger MP9]], [[Steyr MPi 81]]
** These weapons have changed categories entirely: [[Danuvia VD-01]] (Submachine gun -> Auto pistol), [[H&K MP5K]] (Submachine gun -> Auto pistol)
** Artifact weapons; [[Bat out of Hell]], [[Doomslayer]]: No longer dependent on the Contestant story for acquisition. Their effects and special abilities have also been modified - see each page for further details.
* [[Statistics]]:
** [[Pain]]: No longer naturally regenerates at a rate of -2% per turn; in fact, the entire concept of "Pain regeneration per turn" is removed. Instead, 40% Pain is healed every day during the Daily Reset (10% in Survival Mode at every Trading Post instead)
* [[Meds]]:
** Cannabis no longer increases pain regeneration per turn, but instead decreases Pain by a flat amount; -25%.
* Other changes:
** '''Augmentations''': Guardian LSS modified so it doesn't improve pain regeneration per turn anymore, but instead reduces Pain Sensitivity and improves the effectiveness of Pain healing at the Daily Reset (Level 2: Pain Sensitivity -10%, Daily Reset Pain healed by 70%. Level 3: Pain Sensitivity -20%, Daily Reset Pain healed by 100%.)
** '''Tanuki special abilities''': A new 9 TB ability called '''Still Hard''' is added. Applies Strong limb healing to any of the tanuki's limbs. Regeneration is now more expensive, bumped up to 5 TB. Many abilities have had their effects simplified as well.
= March 22nd 2022 =
'''Version 6.5''' - Further Balance Updates
= November 10th 2019 === Basic game mechanics ====Changes to the following core game mechanics:* Major change to the [[limb groups]] system: hits to the LIMB group now cause '''Version 50.455x''' - Simplification update #4: Ores, metals and miningdamage (same as hits to the EXTREMITIES) instead of the previous 0.4x.
* ==== [[ValuablesAmmunition]]: ====** 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 Major rebalancing 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)ammunition type cost multipliers: 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 =* Tracer: '''1.1x''' (previously 1.5x)* Match: '''Version 3.0x''' (previously 4.0x)* LSWC: '''0.8x''' (previously 0.85x)* JHP: '''1.5x''' (previously 3.0x)* JSP: '''1.2x''' (previously 2.0x)* LSWCHP: '''2.0x''' (previously 2.5x)* HPX: '''2.5x''' (previously 4.0x)* AP: '''1.5x''' (previously 3.0x)* SAP: '''1.2x''' (previously 2.0x)* APX: '''2.5x''' (previously 5.440x)* API: ''' - Various changes in various domains2.5x''' (previously 4.0x)* SF: '''1.2x''' (previously 1.5x)* UHS: '''1.2x''' (previously 2.5x)
* '''Buff to the ==== [[goheiCharacter creation]] and [[shakuCharacter customization]]''': Each weapon now gains a Charge point when killing a creature it is designed to deal double damage to, and for every Charge point it holds, the weapon deals an additional LDV+1. If at least 1 Charge point is in the weapon, the user can use a special attack ("Terminating Seal" for the gohei, "Cleansing Fire" for the shaku) which will allow the weapon to temporarily deal quadruple (4x) damage instead of just double against the species it is designed to hurt, for one turn only. On the following turn, the weapon loses all of its Charge points.====* Introducing a new type of key item, the '''skeleton key'''; 10 different types exist, from Type 0 to Type 9. The purpose of a skeleton key is to open any mechanical lock, as long as the type matches the first digit of the lock's serial number (e.g. a Type 2 skeleton key will open any lock from 2000 to 2999).** Skeleton keys break after one use.** They can be sometimes found in '''&stuff'''.** They can also be crafted; two new crafting blueprints, '''SkelKeyA''' and '''SkelKeyB''' were introduced. In a first for the game, these recipes also require a certain skill level in Lockpicking in order to use (respectively, Lv2 - Basic, and Lv3 - Skilled).* Introducing a new type of toolkit, the '''hacking tool''', which is essentially an electronic lockpick. Hacking tools are disposable devices with electronic spoofing software; they can be used up to 10 times, then brick themselves.** It replaces the HX-1337 series of hacking augmentations, which have been scrapped from the game.** Modifications to the hacking mini-games were made to accomodate for the new hacking tool.** The '''&loginwords''' command was renamed to '''&words''', and its dictionary of words was increased from 810 to 8738 words.* '''Kasha buffs''': Kasha base stats have been improved (Base limb health: 43 -> 60, Max Blood 12 -> 17, Pain sensitivity 163% -> 117%), and their old "Savage" ability was removed, and replaced with two new abilities, '''Natural Hunter''' and '''Savage Mode''':** '''Natural Hunter''': As a passive ability, kasha claws are tough enough to allow for Butchering without the need for a suitable tool. All Kasha also start with Lv2 - Basic in Hunting.** '''Savage Mode''': Kasha can, at will, give themselves +10.0% Stress in exchange for +40% Strength and -40% Pain Sensitivity for 20 turns. If Savage Mode is already active, Kasha can activate the ability again to extend the remaining duration by another 20 turns.* '''Nerfing [[Ammunition#Pistol and rifle caliber projectiles|UHS ammunitionHuman]]''': It characters now deals 1.3x damage (Pain and LD) instead of 1.4x.* receive '''Changes to MAIM4 starting trait points''': Rie "Fireball" Kirari, being a kasha, now benefits from the new abilities introduced above. Her natural Pain Sensitivity was also lowered to 87%.* '''Changes to healing''': First Aid Kits and Field Surgery Kits now instantly heal HP instead of HP over time (Light: +7 HP; Strong: +12 HP). The bonuses introduced by the Healing skill now give additional HP normal 3, to all compensate for the lack of the limbs not targeted by the FAK/FSK - +1 HP at Basic, +2 HP at Skilled, +3 HP at Expert, and +4 HP at Master. The bonus HP is free and costs no Nutrition or Fatigueracial 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 (2) === [[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 3previously 100) - The SteveMRE Konbini update part 3/3.** Gun Repair Kits and Melee Repair Kits: Convenience storesNow repairs '''400 Condition''' per use (previously 250).
== Convenience stores ==[[Traits]] ====New traits (<span style="color:#00CC00">'''Green: Positive'''</span> ; <span style="color:#CC0000">'''Red: Negative'''</span>):* Convenience stores are <span style="color:#CC0000">'''Bad eyesight'''</span> (+2): Your character has a new shop type which replaces the previously existing takeout standsnatural vision impairment that cannot be corrected with eyeglasses. You suffer from a permanent FT+1 effect.* Convenience stores are <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 type of individual shopfaster rate.** When training at the [[shooting range]] or the [[dojo]], sharing you divide the same layout as other types number of individual shopssuccesses by '''4 instead of 5''' to obtain your Training Points (effectively corresponds to ~25% faster learning).* The purpose of convenience stores is to sell * You earn [[training machine]] XP at a fixed inventory of items considered to be basic necessitiesfaster rate. Unlike most other shops in the MazesWhen using a Dojo's training machines, the majority you gain '''8d25 XP''' per use instead of their inventory is not randomthe normal 4d25.* Items sold at convenience stores are divided * Not compatible with Slow Learner* <span style="color:#CC0000">'''Frigid'''</span> (+2): Your character '''heals no [[Stress]]''' in four aislesthe following situations: Food aisle[[Strip club]]: Pole-dancing shows, Ammo aisleprivate dances, First Aid aisle, and Misc aisle.special services ; [[Sanctum]]: Stress-relief chamber ; [[Cubus]]: Sex services ; Reading [[book|erotic books]] ; Any sexual or intimate situation (at the GM's discretion)* Each convenience store belongs * Not compatible with Horny* <span style="color:#00CC00">'''Jeweler's Eye'''</span> (-2): Ability to one of five chains; [[Identification|identify]] [[gemstones]] on sight (although not appraise them)* <span style="color:#00CC00">'''24Mycologist'''</span> (-Seven2): Ability to [[Identification|identify]] [[mushrooms]] on sight** If your character is a [[hakutaku]], Fusco's Bodegayou have this trait by default, Angelstop, Circle Hat no cost. (This trait cannot be removed.)* <span style="color:#CC0000">''' and Slow learner'''Tomato Konbini</span> (+1): Your character earns Training Points at a slower rate.** When training at the [[shooting range]] or the [[dojo]], you divide the number of successes by '''6 instead of 5''' to obtain your Training Points (effectively corresponds to ~16. Each chain has their own traits and extra features67% faster learning).** You earn [[training machine]] XP at a faster rate. When using a Dojo's training machines, such as raffle tickets for every 250 P$ you gain '''3d25 XP''' per use instead of purchases, extra gear, or extra servicesthe normal 4d25.** Not compatible with Fast Learner
Changes to existing character traits:
* '''Galaxy Brain''' has been removed.
* '''Phobia''': Additional effect. If you were in combat against a creature or a category for while you have a phobia, you receive '''quadruple Stress''' at the end of combat.
= September 6th 2019 (1) === [[Effects]] ====The following Effects have been modified:* '''Version 5Combat Stress''': Base effect is '''doubled''', meaning that each turn of combat now causes +0.43 (part 2) - The SteveMRE Konbini update part 2/3% to +0.8% [[Stress]] per turn multiplied by the number of starting enemies.* '''Travel Fatigue''': New and improved rations, new food itemsThe 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%).
This is the second part out of a series of three updates.
== New food items =March 5th 2022 =* 11 new and improved rations have been introduced, replacing the previous 3 completely.* New category of food item, '''powdered drinksVersion 6.4'''. Powdered drinks are inedible on their own, but can be combined with a bottle of water to create a drink.** 8 powdered drink packets, and 8 corresponding crafting-only beverages introduced.* 20 new types The Love Hotel Grabbag of regular food items introduced, many of which can be found in the new rations.Optimizations Update
All of the new items have been added to the '''==== [[FoodWeapons]]''' page====Several melee weapons have had their damage values and Weight changed to improve balance.List of changes by melee weapon category
== Other changes ==Axes* 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|10pxFire axe]]'''0.10''' apiece.: Increased base damage to 72% - 72/65 54/43/32/14/4
Crude weapons
* [[Meat fork]]: Increased base damage to 30% - 30/27 21/17/12/6/1
= September 5th 2019 =Knives'''Version 5.43 (part 1) * [[Dagger]]: Increased base damage to 53% - The SteveMRE Konbini update part 153/48 40/32/24/11/3* [[Karambit]]: Changes Decreased base damage to consumables'''28% - 28/25 20/15/11/6/1
This is the first part out of a series of three updatesOne-handed clubs* [[Heavy spiked gada]]: Increased LDV to +3* [[Flanged mace]]: Increased LDV to +3* [[Pipe wrench]]: Increased weight to 9. Increased base damage to 70% - 70/67 56/46/35/18/5* [[Wrench]]: Decreased weight to 2. Decreased base damage to 33% - 33/30 25/20/15/7/2* [[Hammer]]: Increased weight to 3.
The effects of many consumables have been modified.One-handed swords* [[Butterfly sword]]: Decreased base damage to 45% - 45/41 32/25/18/9/1
== General changes to all consumables ==Two-handed club* All consumables that previously listed a percentage chance [[Iron bat]]: Increased base damage to get an effect, now always give the listed effect. The percentage chance effects have been scrapped.50% - 50/48 40/33/25/13/4
== Changes Whip/Lash* [[Kusari-fundo]]: Increased LDV to +3. Increased base damage to Effects ==55% - 55/52 44/36/28/14/4* '''Nausea''' is now a permanent effect that gives the afflicted creature an '''IR [[Straight whip]]: Decreased base damage to 45% - 45/43 36/29/23/11/3* [[Bullwhip]]: Increased LDV to +1''' effect and a nauseous sensation2. This effect can, however, be eliminated by attempting Increased base damage to throw up. Even if the attempt fails, Nausea will always be eliminated this way49% - 49/47 39/32/25/12/4* [[Light bullwhip]]: Increased LDV to +1.Increased base damage to 37% - 37/33 28/22/17/7/2** All references [[Riding crop]]: Decreased weight to Nausea having a turn duration have also been eliminated3.Decreased base damage to 30% - 30/29/24/20/15/8/2* '''Suppressed hunger''' has been completely rewritten, and now works as follows[[Nine-tails]]: 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)Decreased weight to 2.
== Changes to food == [[Food]] ====* Can Food items other than packaged rations and canned goods now have different weight values. Instead of cola drink: No longer provides Agility +being all 1 and Alertness increase - still affects Fatigue and Stress* Can of lemonade: No longer provides unit, they may be any effects besides nutrition and hydration* Can one of energy drinkthe following: No longer provides Strength +10%0.25, but the effect is lengthened from 15 to 20 turns, and now also reduces Fatigue by 5.0% and increases Stress by 0.5%.* Cup of tea, green: Effect now increases alertness instead of Agility1, effect now lasts 10 turns* Cup of tea2, 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 turnsunits.* Hot-gon (exclusive to Diamond Hot-Dogs): Effect now lasts 20 turns
== Changes to meds === 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 medical items 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
* Cannabis joint: Agility -1, Pain Regeneration Rate +2% /turn for 20 turns, Stress -1.0%Meat* Cigarette: Agility +1, FT -1 for 10 turns* Nitrous oxide: Pain Sensitivity -50%, Euphoria Rush for 10 turns* Amphetamines: Agility +2, Alertness increase, FT -1 for 20 turns, Stress +3.0%* Pentobarbital: Instant death in 20 turns* Steroids (anabolic): Strength +40% for 20 turns* FG-7142: Suppressed hunger for 40 turns, Stress +8.0%* Desoxyn (meth pill): Alertness increase, Forced wakefulness for 20 turns, Fatigue -30.0%, Stress +10.0%* Oxycodone: FT+1 for 10 turns, Pain -50%* Epinephrine: Agility +3, Fatigue -10.0%, Stress +8.0%* Heroin: Pain sensitivity -100%, FT+2 for 30 turns, Pain -90%* Lorazepam: Forced sleep for 30 turns* Morphine: Pain sensitivity -75%, Agility -2 for 30 turns, Pain -70%* Cocaine: Pain sensitivity -100%, Alertness increase, Hallucinations for 20 turns* PCP: Pain sensitivity -50%, Alertness increase for 20 turns* Codeine: Nausea, Pain -40%* Concentrated caffeine: Alertness increase, Agility +1 for 10 turns, Fatigue -12.0%, Stress +1.2%* Diazepam: Alertness increase, FT-2 for 20 turns* Ecstasy25: Intense relaxation, Euphoria Rush for 40 turnsAll types of game meat
== Changes to mushrooms ==Seafood* 0.25: Mussels, Clam, Sardines* 0.5: Trout, Cod* 1: Sea bass, Sole, Grilled eel, Lobster* 2: Cuttlefish, Salmon, Carp, Tuna, Crab
Many mushrooms have had their effects completely rewrittenDessert* 0. These are the new effects for the following items25: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)
Snacks* Oni's Bane mushroom0.25: Anti-oni syndrome for 10 turns* Golden capChocolate bar, Liberty cap: Hallucinations for 10 turnsCaramel, Bread slice, Cheddar slice, Fortune cookie, Energy bar, Granola bar, Whole wheat biscuits, Candy (mint), Candy (strawberry), Fruit bar, Milk and cereal bar, Peanut caramel bar* Infirmitas0.5: Strength -20% for Candied fruit can, Peanut chocolates (27), Salt crackers (10 turns), NauseaBreadsticks (10), Breakfast biscuits* Turbatio: FT+1 for 10 turns* Oni Terror: Anti-Oni Syndrome for 30 turnsPeanut chocolates (168), Nausea* Fatigatio: Fatigue +30.0%* Caecitas: FT +3 for Salt crackers (20 turns* Potentia: Strength +), Breadsticks (20% for 20 turns* Accuratio: FT ), Pretzels, Popcorn (plain), Popcorn (caramel), Honey-1 for 20 turns* Anxietas Medicus: Stress -10.0%* Strenuitas: Alertness increase for 20 turns* Velocitas: Agility +1 for 20 turns* Extra Velocitas: Agility +2 for 20 turns* Furor: Rage for 20 turnsroasted nuts
Fast-food
* 0.5: Fries, Fried potatoes, Nuggets (6), Pizza (1 slice), Sandwich, Cup noodles
* 1: Cheeseburger, Double cheeseburger, Nuggets (20), Hamburger, Hot-dog, Chili-dog, Corn-dog, Hot-gon
* 2: Potato chips
* 3: Pizza (8 slices)
= July 21st 2019 =Beverages'''Version 5* 0.42''' - Detective update5: 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
An accompanying Tsuchinoko update (version 138) will be released on the same day===== Changes to rations =====The contents of specific rations have been changed.
== Changes to [[Creatures]] ==* The Maze Police faction has a new rank, Guard Detective. Ranks above Sergeant but below Chief, they are investigators in plain clothes, in charge Ration B1: Added 1 extra pack of cases whole wheat biscuits and issues. They come with their own set 1 can of equipment.spam** They now appear as a separate type Ration B2: Removed 1 packet of creature that can be rolled by the '''&enc''' powdered coffee* Ration L1: Removed 5 cigarettes and '''&enc-LEO''' commands.5 safety matches* Ration L2: Added 1 can of pasta with tomato sauce* Ration S1: All Maze Guard flavors have received an equipment update; trauma platesitem quantities doubled, Tasers, better load-bearing equipment.added 2 milk and cereal bars
===== Other food related changes =====
= July 13th 2019 =* [[LBE]]: All LBE with a Food holster: the effect is replaced to "max weight: 3" instead of "max items: 2"'''Version 5.41''' * [[Style shop]]: Custom food holsters are now weight- Weapon accessory tweaks and simplificationsbased instead of item count-based, as above.
This update aims at trimming some more of the fat with game mechanics, specifically mechanics related ==== [[Meds]] ====First Aid Kits (FAKs) and Field Surgery Kits (FSKs) receive simplifications to weapon accessories.make them easier to use and manage:
An accompanying Tsuchinoko update * FAKs and FSKs no longer serve as mini containers capable of carrying extra meds (version 137IBs, paracetamol, HAP, epinephrine, etc.) will be released * Instead, FAKs and FSKs are now multiple-use. FAKs have 3 uses before depletion, FSKs have 5 uses (1d3 and 1d5 on the same dayrandomly 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.
== Changes to == [[weapon accessoriesHotel|Hotels]] ====* Scopes: All scope effects have A new hotel classification has been re-balancedadded: Love Hotels.** Low-power optics: No longer have Falls outside of the luxury level (star system) by offering a special effect boosting accuracy only when aiming at small body partsunique service, and instead provides represented by a flat FT-1 bonus.heart symbol (♡)** Medium-power optics: Now provides Love hotel rooms possess a FTsingle king-2 bonus instead of FT-1size bed intended mainly for couples, similar to ★★★★ hotels.** High-power optics: Now provides Love hotels only allow you to book a IR-2 bonus instead of IR-1.** Extreme-power optics: Now provides a IR-2 bonus instead of IR-1.* Weapon lights:** The dazzling effect mechanic has been entirely scrapped.** When someone with a weaponlight aims room if you have at a creature with night vision or NVGs activeleast one partner, it no longer causes a blindness effect. (Flashbangs are unaffectedand booking only lasts 4 hours, they still cause enhanced blindness not 24. The intention is to creatures with night visionprovide couples (or groups)with the privacy needed for intimacy.** Weaponlights switched on now '''automatically break stealth'''In exchange, as they are sources of bright light that can be seen by everyonethe stay is cheap - just [[File:Parallar symbol.* WL2 batteries have been png|10px]]'''entirely scrapped50''', 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 lightsget in.
== Other general changes ==Several towns received new hotels:* [[Cover]] mechanics simplified 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 (effectively returned to a previous state金田); ** Masatomo - ★★★ Lodge of the Exposure system Fork** Kazama - ★★ Amane Hotel (exposed/hidden) is scrapped天音 HOTEL, cover now returns lit. "Divine Sound Hotel")** Kijirou - ★★★ Dou to protecting the full bodies of everyone that is behind coverGin (銅と銀, lit."Copper and Silver")
A few existing hotels changed classification:
* Ellen Sector - Warm Case Hotel - Was ★★, becomes ♡
* Abakash - Brim Inn - Was ★★, becomes ♡
* Garica Block - Marion's Inn - Was ★★, becomes ♡
= May 18th 2019 === [[Creatures]] and [[Occupations]] ===='''Version 5.4''' - Simplification update #3 : Stress The following creatures and inaccurate hitsoccupations received changes to their loadouts and skills:
This update aims at further simplifying certain game mechanics* [[Escort]]: [[Glock 26]] loadout replaced with [[Glock 19]] and 15-round mags* [[Escort boss]]: [[Para P-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: [[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
== General == Other changes ====* Stress[[M1 Garand]]: All stress levels from Moderate and up no longer cause incremental fatigue effects.Missing Customs combinations have been added* Inaccurate hits with ranged weapons no longer call for a 1d2-1 check [[Hospital]]: Cost of healing limb damage dropped from [[File:Parallar symbol.png|10px]]'''25''' to determine if the shot hits. From now on, all inaccurate hits are hits[[File:Parallar symbol.* All inaccurate hits now deal 0.7x Pain and Limb Damage, including in melee (down from 0png|10px]]'''15'''.8x)
= April 23rd 2019 February 10th 2022 ='''Version 56.3.13''' - Simplification update #2 The 1000-Weapon Update, Part 13: BloodSubmachine guns and Two-handed swords
This update aims at simplifying some of 15 new weapons added to the game (14 firearms, 1 melee weapon), bringing the mechanics related total to the Blood statistic.covered '''1,000'''!
== 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).New weapons ====
* Firearms:
** [[Class 2 weapons]]:
*** [[Angstadt Arms UDP9 PDW]]
*** [[Beretta PM12S]]
*** [[Blyskawica]]
*** [[Changfeng CS/LS06]]
*** [[Enfield RSAF Sten Mk II]]
*** [[Franchi LF-57]]
*** [[IMI Mini UZI]]
*** [[IZHMASH PP-19 Bizon-2-01]]
*** [[IZHMASH PP-19 Bizon-2-02]]
*** [[IZHMASH PP-19-01 Vityaz]]
*** [[Lysaght Works Owen Mark I]]
*** [[Mendoza Bulldog]]
*** [[Norinco QCW-05]]
*** [[TAO Jatimatic]]
* Melee weapons:
** [[Class 5 Long weapons]]:
*** [[Sickle-sword]]
= February 20th 2019 === Other changes ===='''Version * [[Style shop]]: Now offers a custom LBE service* [[Maze Customs]]: AR-15s equipped with both a flat-top receiver and quad-rails get a NATO mount instead of a NATO-S mount (the top rail acts as an extension)* Updated the [[List of silencers|silencer]] roster for compatibility with the new calibers:** Pistol, standard, .32: Now compatible with [[.327 Federal Magnum]]** Pistol, standard, .45: Now compatible with [[.41 Magnum]]** Rifle, standard, 5.2''' - Extra game modes update8mm: Now compatible with [[5.8x21mm]]** Rifle, standard, .260 / 6.7mm: Now compatible with [[6x45mm]]** Rifle, standard, .30 / 7.62mm: Now compatible with [[7x57mm Mauser]]* Updated the [[List of muzzle brakes|muzzle brake]] roster for compatibility with the new calibers:** Pistol, standard, .45: Now compatible with [[.41 Magnum]]** Rifle, standard, .260 / 6.7mm: Now compatible with [[6x45mm]]** Rifle, standard, .30 / 7.62mm: Now compatible with [[7x57mm Mauser]]
This update 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.
== General changes =February 9th 2022 =* The [https://docs'''Version 6.google3.com/forms/d/1fLN_YUoVStGt0ElBtVpyMg1bIvn1Eqxc3BuDJrdIkBk/ character sign12''' -up form] has been updated to account for the changes below.The 1000-Weapon Update, Part 12: Conventional rifles and Handgear
== Survival ==In this 37 new mode, players adopt weapons and 1 new caliber added to the role of a Survivorgame (30 firearms, whose only objective is to kill anyone that looks at them wrong7 melee weapons, and survive as long as possible. Survival is mainly inspired from old-school MazeWorldincluding 1 integrated bayonet), it is essentially an endless Uncivilized Area run, just as it once wasbringing the total to 985.
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)==== New caliber ====* [[7.92x107mm]]
The main differences introduced by Survival are as follows:* No towns or intersections as players know them - Survival is an endless Uncivilized Area streak, equivalent to a Deep route. Explorable areas can even still be found and completed for their rewards!* Nutrition and Hydration Reset occur every time the Survivor reaches a Trading Post (TP reset). In turn, the reset is much lower than normal. The base values are 420 ntri and 140 wtr (0.2x a normal daily reset).* Date and time are not tracked.* No Faction Reputation and no Renown to worry about.* All skills are unlocked: Survivors start with Unskilled in all non-combat skills (unless skill levels were purchased at Startgame)* The Survivor starts with a MAIM account, with all generic and regular named mercenaries available (Special mercs are not available as they're tied to the story).* Every 50 rooms, the Survivor will find a Trading Post, which is nothing more than an intersection with a fixed amount of shops and services (see below for details)* On the room following every second Trading Post (101, 201, 301...), the Survivor will find a Challenge. Completing the Challenge is necessary to progress forwards!* If playing on Tier X, X corresponds to the amount of Challenges the player must complete in order to reach the end.** There is no upper limit on the Tier number (and subsequent amount of Challenges), though in order to keep games from being unreasonably long, the author's recommendation is to keep it between 1 and 10, and any longer games should be Endless instead.** The author personally recommends first-time players and GMs to try Survival Tier 4, for a 401-room adventure.* Mercenaries function differently:** The time-based hiring rates do not apply, and are instead replaced by a 50-room hiring rate (corresponds to the distance between Trading Posts). That special rate is equivalent to 2x the 24-hour rate.** Upon being hired, a mercenary will immediately join the Contestant with no waiting time.** Merc deaths do not need to be reported.** All mercenaries show up with their gear. There are no gear costs - their equipment is essentially free.** All special parameters are ignored.==== New weapons ====
The only objective in Survival is * 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 survive. Each Survivor will be entered into a leaderboard for creatures killed and KV score obtained at the end of their run, as well as rooms visited in Survival Endless.[[Type 44 Arisaka]])
== Freeform play == Other changes ====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. * New ability: [[Steady aiming]]
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)
= February 1st 2022 =
'''Version 6.3.11''' - The 1000-Weapon Update, Part 11: Precision rifles and Two-handed clubs
= January 17th 2019 ='''Version 5.1''' - KISS Update 13 new weapons added to the game (Keep It Simple7 firearms, Stupid!6 melee weapons), bringing the total to 948.
This update aims at simplifying several game mechanics deemed too granular or generally not fun enough* Firearms:** [[Class 1 weapons]]:*** [[Accuracy International AW]]*** [[CZ TSR]]*** [[KBP VSK-94]]*** [[Norinco JS]]*** [[St.George Arms Leader 50 A1]]*** [[Winchester Model 70]]*** [[ZVI Falcon OP96]]** [[Class 5 Long weapons]]:*** [[Eku]]*** [[Flat bat]]*** [[Forging sledgehammer]]*** [[Spade]]*** [[Tamping bar]]*** [[Toothbat]]
== Simplified nutrition and hydration ==
* Nutrition and hydration no longer decay at a rate of 1 per turn. Instead, these stats are slashed by a set amount at a fixed rate and frequency, to symbolize meeting daily recommended needs; these are called the '''Nutrition Reset''' and '''Hydration Reset''', respectively.
** Nutrition is reset every day at midnight. The reset will reduce the current Nutrition by an amount equivalent to (meat worth x 30). For a human, that amount is 2100 ntri.
** Hydration is reset every day at midnight. The reset will reduce the current Hydration by an amount equivalent to (meat worth x 10). For a human, that amount is 700 wtr.
* Nutrition and hydration each have new value ranges and corresponding effects; they are generally simpler and more clear-cut effects.
** Nutrition going too high will increase minimum Fatigue, and eventually reduce Agility.
** Nutrition going too low will decrease Strength, and eventually disable the ability to heal Pain, Blood or Limb Damage (due to the body not having the "fuel" to do so).
** Hydration going too low will decrease Strength, then Accuracy, then cause Hallucinations, until eventually causing death.
== Simplified fatigue =January 23rd 2022 =* Fatigue no longer gradually increases every turn (what was called "natural fatigue")'''Version 6. Effects that can increase Fatigue bit by bit every turn still do exist3.* 10''' - 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 Agility1000-Weapon Update, Part 10: Pistols and eventually decrease accuracy and cause Hallucinations.One-handed clubs
== Simplified clothing and armor ==* Clothing and armor can no longer sustain damage, period. The only exceptions are:** Trauma plates - which still continue 47 new weapons added to work as they normally do** Powered armor - which require a condition meter to determine protection level. When wearing power armor, damage calculation is greatly simplified - 1 limb damage sustained = 1 armor condition lost.* Cutting clothes into rags (as long as they have the RagOK tag) now always succeeds and results in obtaining 1d4 Rags game (at least 1 is now guaranteed32 firearms, 15 melee weapons). Multipliers (0.5x or 2x) affect , bringing the result of that 1d4, and it is always rounded uptotal to 935.
== Simplified weapon maintenance ==* The Reliability/Max Cleanliness stat is scrapped.* Durability is renamed Max Condition, and all firearms' Max Condition values have been rewritten.* Critical failures have been completely revamped and simplified. Condition is now meant to be lost on a critical failure, and for each 2 rolled, the new command '''@critfail''' must be used.** @critfail contains 80 possible effects, half of which are simple condition loss effects (ranging from 100 to 2000). The other half are condition loss effects (ranging from 50 to 1000) with a weapon failure (failure to fire, eject, etc.) effect on top. If the relevant weapon is a melee weapon or does not have a corresponding weapon failure type, the condition loss effect is doubled instead.New weapons ====
Changes to handloading* Firearms:* Load level (hotness) of ammunition affects the severity of the Condition loss on a critical failure. -P/Cold* [[Class 3 weapons]]: Condition loss x0*** [[Beretta APX]]*** [[Beretta M9-22LR]]*** [[BSA Welrod Mk I]]*** [[Colt Model 1903]]*** [[DW Ortgies 7.5. +65]]*** [[FB Radom P/Hot: Condition loss x2-64]]*** [[FB Radom wz. +35 Vis]]*** [[FEG Frommer Stop]]*** [[Glock 19]]*** [[Glock 23]]*** [[Glock 32]]*** [[Glock 44]]*** [[Heckler & Koch P7M7]]*** [[IMI Desert Eagle Mark VII]]*** [[IMI Jericho 941 R]]*** [[MAB Model D]]*** [[Mauser C96 Broomhandle]]*** [[Mauser M2]]*** [[Norinco NP762]]*** [[Norinco QSZ-92]]*** [[Kel-Tec CP33]]*** [[Kel-Tec P17]]*** [[Kel-Tec P50]]*** [[Para Ordnance P+/Super: Condition loss x4-18.9]]* Powder quality of ammunition also affects the severity of the Condition loss on a critical failure. Surplus** [[RPC Fort Fort-17]]*** [[Ruger LCP VE]]*** [[Semmerling LM4]]*** [[SIG P210]]*** [[Smith & Wesson CS45]]*** [[Springfield 1911RO Target]]*** [[Star Megastar 10]]*** [[Steyr M1912]]* Melee weapons: Condition loss x3. Premium** [[Class 5 Long weapons]]: Condition loss x0.*** [[Heavy gada]]*** [[Heavy spiked gada]]** [[Class 5.Short weapons]]:* These effects may stack. Round up any results.** [[ASP Agent A30]]* If shooting ammunition of mixed hotness or powder quality in the same turn ** [[ASP Talon T60]]*** [[Blackjack]]*** [[Boomerang]]*** [[Entrenching tool]]*** [[Gunbai]]*** [[Light gada]]*** [[Maglite ML300L]]*** [[Raider mace]]*** [[Sai]]*** [[SF-34000]] (''not recommended!''Artifact), the hottest and dirtiest ammunition fired that turn is used as a reference for ''all'' rounds fired that turn.*** [[Trench mace]]*** [[Wrench]]
Changes to weapon accessories:* Since Cleanliness no longer exists, silencers no longer apply a malus on the equipped firearm.==== Other changes ====
Changes to crafting[[magazines]]:* Gun Cleaning Kits: They are All Desert Eagle magazines now used to restore possess a firearm's Condition"Deagle" tag for searching purposes* Mauser C96 Red 9 stripper clip: Renamed to "Mauser C96 stripper clip", as long as it's 60% or higher. Gun Repair Kits can still be used at any Condition percentage.compatible with both [[Mauser C96 Broomhandle]] and [[Mauser C96 Red 9]] depending on loaded ammunition
Changes to [[Maze Customsmagazines]]:* Improved barrels now have different effectsGlock-SF .** 4150CS barrel: Max Condition x122 and Glock-LF .25.** 4150CS + Titanium Nitride (TiN) coating22 magazines: Max Condition x1.5Capacity increased from 10 rounds to 12** 4150CS + Titanium Carbonitride 1911SS 9mm and 1911DS 9mm magazines deleted (TiCN) coating: Max Condition x2** 4150CS + NP3 coating: Max Condition x1.25, Condition loss on critical failure x0.5** Rechambering a firearm replaced with an improved barrel no longer causes the improved barrel to be replaced by a normal one (forcing the user to re[[1911RO magazines]] and [[P-purchase the barrel improvements again18 magazines]], respectively). Making engineers slightly less evil!...** Maze Customs now also offers the possibility to return to a non-improved, stock barrel, for 100 P$.
== Extras ==
* New command: '''@asktsuchi'''. Ask a yes/no question and use that command. Results may vary.
= January 9th 2022 =
'''Version 6.3.9''' - The 1000-Weapon Update, Part 9: Grenade launchers and Knives
= November 27th 2018 ='''Version 5 update''' - The Finished State update12 new weapons added to the game (2 firearms, 10 melee weapons), bringing the total to 888.
== Quests ==* Firearms:* '''Story Arc #3* [[Class 1 weapons]]: The Human*** [[NAWS China Lake]]*** [[Springfield T148E1]]* Melee weapons:** [[Class 5 Short weapons]]:*** [[Bou-Youkai War''' released! Features 33 quests, 1 sidequest, and 1 emergency quest.shuriken]]* '''Endgame content''' now available! The Contestant story may now come to an end as soon as all four Amulets are gathered** [[Gerber Mark II]]*** [[Handmade knife]]*** [[Heavy throwing knife]]*** [[Kamisori]]*** [[Karambit]]*** [[Last Blood]] (artifact) *** [[Smatchet]]*** [[Stun knife]]*** [[Throwing knife]]
== Content ==
Abilities:
* Several special abilities were renamed to '''techniques''', due to their similarity with martial arts techniques. Techniques are actions that can be performed instead of a regular combat action, and which, if the prerequisites are met, may allow their users to perform special moves that wouldn't otherwise be possible.
* Introduction of several new combat techniques:
** Techniques that are learned upon reaching '''Expert skill level''' with a corresponding combat skill:
*** Firearm techniques: Failure Drill (DA revolver, Semi-auto pistol/rifle/shotgun), Fanning (SA revolver), Mad Minute (Bolt-action), Recoil Control Stance (Automatic pistol/rifle/shotgun), Rifleman Trick (Lever-action), Zero's Trick (Pump-action)
*** Melee techniques: Any-Bash (One- and Two-handed clubs), Any-throw (Thrown 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:= January 2nd 2022 =* Customs:Minor - 1 new tactical conversion ('''Pecheneg ZenitVersion 6.3.8'''), 4 new minor barrel configurations ('''SCAR-H STD, SCARThe 1000-L STDWeapon Update, SCAR-L LB, SG551-LB''')Part 8: Hand grenades and Axes
Startgame:* '''Tsuchinoko''' update: Rarity is finally weaved into the drop rates for the weapon commands (@wpn @wpnc1 @wpnc2 @wpnc3 @wpnc4 @wpnc5L @wpnc5S @wpncHG). The original commands (with equal chances for each weapon) have been given the '''-e''' suffix (@wpn-e, @wpnc1-e, etc...); '''e''' stands for "'''equivalent'''" (in the sense that each weapon has the same chance to be rolled as any other).** Four new '''Tsuchinoko''' commands, '''@wpn-firearm''', '''@wpn-melee''', '''@wpn-firearm-e''' and '''@wpn-melee-e'''. The first two respectively roll only firearms (Classes 1-4) and melee ==== New weapons (Classes 5L, 5S, HG), and the last two are the equivalent chances versions of the first two.* Kitsune and alligator halflings are now playable (discontinuation of the RePoints system)* Equipment points to allocate have been increased from 5 to 10.* Unspent equipment points are now worth 200 P$ each instead of 150 P$, and are now paid entirely in copper coins.* Starting weapons are no longer dependent on the combat skills selected at the start. All of the packages are now available, and extra packages now only cost 2 equipment points instead of 3.* Difficulty modes are no longer tied to RePoints. The starting amount of lives (Hard: 1, Easy: 3, Messiah: Infinite) is fixed.====
11 new weapons added to the game (6 firearms, 5 melee weapons), bringing the total to 876. * Firearms:** [[Class 4 weapons]]:*** [[Model 9210]]*** [[Model 9430 Tear-ball]]*** [[Model 9590 Sting-ball]]*** [[No. 77]]*** [[Stinger]]*** [[Zarya-3]]* Melee weapons:** [[Class 5 Long weapons]]:*** [[Hookaroon]]*** [[Ice axe]]** [[Class 5 Short weapons]]:*** [[Falx]]*** [[Gerber Downrange Tomahawk]]*** [[Tomahawk]] == Meta ==Other changes ==== Changes to existing weapons:* GM side changes[[M84]]: Planned migration away Weight changed to '''2''' (from Excel and fully towards Google Docs - from now on GMs and players should be using the same files; any changes and updates should be done through direct edition of the player1)  = January 1st 2022 ='s GDocs sheet''Version 6. Any information that is hidden from the player should be kept on a separate, GM3.7''' -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].
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