Changes

Changelog

6,347 bytes removed, 10 April
This page lists any significant updates made to the game from Version 5 onwards. Smaller changes and fixes which aren't enough to constitute an update, particularly if they are meant to fix or modify errors, typos, or inconsistencies with [[object lines]], will usually be listed in the [[Tsuchinoko (bot)|Tsuchinoko]] updates instead.
= October 2nd 2021 Upcoming ='''Version 6.39.34''' - The 1000-Weapon Update, Part 3: Revolvers and bayonetsUnnamed update
18 new weapons added to the game (15 firearms, 2 bayonets, 1 integrated bayonet), bringing the total to 781In progress...
New [[weapons]]:= April 10th 2024 =* Firearms:** [[Charter Arms Mag Pug]]** [[Colt Buntline Special]]** [[Colt New Frontier]]** [[Freedom Arms Model 555]]** [[Ruger GP100]]** [[Ruger LCRx]]** [[Ruger Single Seven]]** [[Ruger SP101]]** [[Smith & Wesson Model 57]]** [[Smith & Wesson Model 329PD Airlite]]** [[Smith & Wesson Model 657]]** [[Taurus Raging Bull M416]]** [[Tula Arms Nagant M1895 Commander]]** [[Tula Arms TOZ-81]]** [[Webley & Scott Mark VI]]* [[Bayonets]]:** [[Johnson bayonet]] (the corresponding host weapon will be introduced in a later update)** [[MSBS bayonet]] ** [[TOZ-81 bayonet]] (integrated to the [[TOZ'''Version 6.9.3.2''' -81]])Helmet hotfix
Balance changes:* [[Bastard swordEffects]]: Limb damage Removal of the Ballistic protective trait, now considered obsolete. Due to be buffed it being a carryover from +4 eras of the game where headshot Pain multipliers used to +6be much higher than the current 1.5x (3x or higher), the effect remained unchanged and accidentally overbuffed the protective capabilities of helmets with the trait.* [[Clothing and armor]]: All clothes that had the Ballistic protective trait lose it.
= September 6th 2021 March 24th 2024 ='''Version 6.9.3.21''' - The 1000-Weapon Update, Part 2: Machine guns and one-handed swordsSay My Name update
12 new weapons added to the game (7 firearms* New Tsuchinoko command, 5 melee'''&callsign'''. Generates one of about 200 different names (including variations).* Callsigns are intended to give, bringing the total well, callsigns, but also nicknames, war names, and other aliases. Primarily intended for [[mercenary|mercenaries]] but easily adaptable to 763anyone else; Maze Military personnel, raiders, adventurers, and so on.* The command is designed to be expanded over time in even smaller, Tsuchi-only updates.
New [[weapons]]:
* 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. 59]]
* Melee weapons:
** [[Butterfly sword]]
** [[Ceremonial sword]]
** [[Kora]]
** [[Rending Scissor Blade]] (artifact)
** [[Sword-cane]]
New [[List of magazines|magazines]]:= March 18th 2024 =* [[Mendoza C1934 magazines]]: 30'''Version 6.9.3''' -round mag* [[Ultimax magazines]]: 100-round drumThe MazeOS Update
New * Added a fourth type of items requiring [[ammo beltsidentification]]:'''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 [[PU-21 ammo beltlibrary]]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 [[Vzcrafting items]]). 59 ammo beltBlank 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'''
Other:
* Rule clarifications: On the rare weapons that possess a foregrip and a bipod at the same time ([[PKP Pecheneg|Pecheneg Zenit]], [[Ultimax]], [[UK vz. 59]]), the effects of only one accessory apply at a time. If the bipod is deployed, only the bipod's effects are applied. Otherwise, only the foregrip's effects apply.
= February 9th 2024 =
'''Version 6.9.2''' - Mushroom update
= August 15th 2021 ='''Version 6The functionality of [[mushrooms]] has been expanded, and a new essential shop can now be found in all towns.3Mushrooms now become valuable loot ; low value individually, but due to their extremely low weight, worth hanging onto.1''' Mushrooms can be sold or traded up directly for more valuable mushrooms at dedicated, brand- new locations. The 1000mushroom identification costs have also been lowered to match the cost of the lowest-Weapon Update, Part 1: First, The Ammovalue mushrooms.
* [[AmmunitionIdentification]] - New calibers:The cost of identifying mushrooms has been dropped to '''0.10 P$''' (previously 10 P$)* [[.327 Federal MagnumMushrooms]]: 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 '''[[.41 Magnumstreet kitchen]]'''* * The street kitchen works as both a restaurant and a shop. The manager is a random [[.50 Beowulfcitizen]]* with the [[5.8x21mmCharacter traits|Mycologist]]trait.* [[6x45mm]]* The restaurant part of the street kitchen sells inexpensive, filling, mushroom-based dishes.* [[7x57mm Mauser]] (suggested by: Jade* The shop part trades mushrooms. It sells a small selection of savory and magic mushrooms, Andromis)and it will buy back any mushroom '''at cost''', similarly to valuables.* [[10x24mm CaselessTsuchinoko]] (suggested by: Mad Max)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%'''
New [[Handloading|handloading]] components:
* Casings for each of the new calibers, except 10x24mm Caseless (obviously)
* New projectiles:
** .236, 46 grain (5.8x21mm)
** .243, 90 grain (6x45mm)
** .284, 175 grain (7x57mm Mauser)
** .312, 100 grain (.327 Federal Magnum)
** .410, 210 grain (.41 Magnum)
= December 27th 2023 =
'''Version 6.9.1.1''' - Melee Repair Kit hotfix
= June 27th 2021 =Changes to [[toolkits]]:'''Version 6* Melee repair kits can now repair shields.2''' - The Shields Updateformula to calculate shield HP repaired is equal to the Condition (with Repair skill bonus) divided by 80 and rounded up.
Written with suggestions from the community - thank you, everyone!
* [[Class 5 Long weapons]]:= December 25th 2023 =** New weapon category and new game mechanics: [[Shields]]** 14 shields added to the weapon roster (13 retail weapons, '''Version 6.9.1 artifact), all ''' - The Soldier of which are Class 5 Long.Fortune Update<br/>** Retail shields: ''This update was conceptualized and developed almost entirely by [[Round shield]], [[Leather shield]], [[Trash can lid]], [[Scutum]], [[Wicker shield]], [[Buckler shield]], [[Kame-tate]], [[Heater shield]], [[Ballistic shield - Soft]], [[Ballistic shield - Alpha]], [[Ballistic shield - Bravo]], [[Ballistic shield - Delta]], [[EOD portable blast shield]]** Artifact shieldUser: [[King's RoundelGenericArchangel|GenericArchangel]]* [[Dojo]]** Shield training is now available, and round shields have been added to ; the list author mostly took care of rental weapons. Functionally minor fixes and additions and the same, bur lore-wise, dojos are now equipped with harmless dart launchers for shield practicefinal implementation.* [[Skills]]** New combat skill: '''Shields'''* [[Creatures]]:** When butchering a [[giant tortoise]], it will drop a [[Kame-tate]].
A minor update focused on fleshing out [[MAIM]] and giving players the option to hire mercenaries.
= May 29th 2021 ='''Version 6.1.1''' - Various changes and fixesNew [[Occupations|occupation]]: [[Mercenary]]
* New [[Class 4 weaponsList of named MAIM personnel|named characters]]:** Mini-grenades no longer "count as 0.5 item in LBE" to reduce confusion.* [[Ammunition]]:** The "rare calibers" ([[.260 Remington]], [[.300 AAC Blackout]], [[.338 Norma Magnum]], [[.460 Rowland]], [[9x25mm Dillon]]) now have retail ammunition available. The "rare caliber" moniker remains in use, to symbolize the fact no standard retail firearms are available in these chamberings.** .260 Remington: Standard (FMJ, Match, JHP, JSP)** .300 AAC Blackout: Standard (FMJ, Match, JHP, AP), Reduced Velocity (FMJ)** .338 Norma Magnum: Standard (FMJ, Match, JHP), Sniper Premium (FMJ, Match)** .460 Rowland: Standard (FMJ, JHP, Lead), Personal Defense (FMJ, JHP)** 9x25mm Dillon: Standard (FMJ, Match, Lead, LSWC14 mercenaries, JHPwith different skillsets and loadouts)
Minor lore tweaks to MAIM itself to make it a legitimate organization, now headquartered in [[Ferron City]].
= May 3rd 2021 =
'''Version 6.1''' - Character Traits Update
* [[Character customization]]:= October 4th 2023 =** Direct modification of Primary stats has been removed.** Constitution is now part of your character's appearance and has no effect on stats anymore.** Pain Thresholds (PBT, PDT) have been removed from the game (due to redundancy with [[Pain Sensitivity]]. Now every creature passes out at 100% [[Pain]] and dies at 150% without exception.** '''Introduction of [[Character traits]]Version 6.9''' - 50 traits to customize your characters to your liking!** Trait assignment now happens after selecting species but before skill attribution.* Other** Transition to Google Sheets for player inventory sheets is now underway (keep an eye on Discord for details)The Nice, Big Re-Balance Update
Special thanks to everyone who contributed ideas New gameplay concept and suggestions for character ability: [[Hebizuka's Favors]].* They are MazeWorld's version of Edge points. Burn to re-roll a variety of unfavorable rolls.* A [[Character traits!|trait]], '''Hebizuka's Favorite,''' allows you to have a maximum of 4 Favors instead of 3.
Changes to [[Abilities]]:
* New technique, [[Shaft Splitter]]. Lessons to learn this technique can be purchased at a [[dojo]] for 2000 P$.
* New technique, [[Two Become One]]. Lessons to learn this technique can be purchased at a [[dojo]] for 3000 P$.
** The [[makaryuudo]] have been given this technique, as they have canonically invented it.
= April 9th 2021 =Changes to [[Ammunition]]:* [[RPG-7 rocket]]: TBG-7V rockets now cost 425 P$, increased from 265* [[RPG-29 rocket]]: TBG-29V rockets now cost 500 P$, increased from 300* [[Ammunition types]]: New ammo type for shotgun calibers, '''Version 6.03Dragon's Buckshot (D-Buck)'' - Simplification Update #9: Kiwami Edition'.
* Changes to [[EvasionCombat mode]]: Dodge checks have been simplified and buffed significantly.* Escaping now causes [[HealingUA]]: The ''Addiction resistance'' effect was removedtrip length to increase automatically by 1, and can therefore no longer be earned as if it was a bonus for reaching Master in Healing skill.* [[Negotiation]]: Critical successes and critical failures are no longer possible in Negotiation checks. Tables have been edited to reflect the possibility of rolling more than 12 in a negotiation check (due to Negotiation skill bonuses)* [[Dojo#Training machines|Training machines]]: Agility training now levels natural [[Agility]] up by Detour +1 every 1000 XP regardless of circumstances. (Previously: +1 every 1500 XP or 750 XP if natural Agility is under +0)
Changes to [[Clothing and armor]], [[youkai outfits]], and [[trauma plates]]:* Many pieces of armor have received new effects (or had existing effects modified or deleted), mainly to hamper [[YouseiAgility]] now possess . The general idea is that the heavier the armor, the bulkier and harder it is to move in.** Activist Recon Outfit (ARO), all five types: Agi+1 effect deleted** EOD Suit: Plate carrier effect added** Kawashiro Shinobi Outfit: Effect nerfed to Agi +1** Armored trench-coat, Composite armor vest, Composite armor full leggings, D armor full leggings, Dou-sode armor, Heavy D armor vest, Heavy K armor vest, Heavy T armor vest, K armor full leggings, Powered Combat Vest, SRA Riot Vest, SRA full leggings, T armor full leggings, [[trauma plate|Light steel trauma plate, Composite armor trauma plate]]: All of these received an Agi-1 effect** EOD Suit, Medieval cuirass, Heavy steel trauma plate: All of these received an Agi-2 effect* Many pieces of armor have been made more expensive.** Heavy steel helmet: Increase to 250** T armor helmet: Increase to 500** K armor helmet: Increase to 750** D armor helmet: Increase to 900** Cerashield helmet: Increase to 1250** Titanium/Steel helmet: Increase to 1300** EOD helmet: Increase to 2000** MASKA helmet: Increase to 2500** Armored dress: Increase to 400** Armored tuxedo: Increase to 400** Light stab vest: Increase to 400** Light K armor: Increase to 750** Light T armor: Increase to 800** Heavy K armor: Increase to 1500** Heavy T armor: Increase to 1600** Light D armor: Increase to 1800** SRA riot vest: Increase to 2000** Heavy D armor: Increase to 4500** EOD Suit: Increase to 5000** Powered Combat Vest: Increase to 7500* Some pieces of armor have been made cheaper.** Flak jacket: Decrease to 250** Kabuto-menpo: Decrease to 450* A new [[youkai outfit]] has been added, the '''Limitless PotentialCombat Outfit.''' creature traitIt is a generic, removing or increasing almost non-faction combat outfit with similar looks and functionality as the Activist Combat Outfit. Available for all of their five body types for the same price as the ACO.* [[Dojo#Training machines|training machine XPStyle 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.
* Backtracking is now an option when traveling in the Changes to [[Uncivilized AreaCreatures]], with certain caveats:** If the player confirms they wish to backtrack, the traveling direction [[Kasha]]: Natural [[Agility]] is reversed (town/intersection now '''+1''' instead of origin and destination are flipped), and the number of rooms to destination becomes equal to the number of rooms passed + 5.** If the player has chosen to backtrack once during their current UA trip, they cannot backtrack again in the same trip0.
* All Changes to [[Food#Unsparable food items|restaurantsEffects]] now feature breakfast items.:* The Travel Fatigue: Now burns 20 [[nutrition]] and 10 [[Food#Cocktails|cocktail listhydration]] has been updated with several new entriesper room traveled, on top of the Fatigue effects.
* Major changes Changes to [[Weapon accessoriesSkills]] and :* [[AmmunitionEvasion]]:** The weight Successfully Dodging a critical hit now downgrades it to an inaccurate hit instead of turning it into a miss, meaning crits remain dangerous in both directions.* [[feeding systemHandloading]] :** Picking up spent casings now grants Skill Points, at a rate of '''no longer changes1 SP per 20 cases/hulls salvaged''' depending on the ammunition loaded, remaining at their base weight. Therefore, it is (or '''more space efficient0.05 SP per case/hull''' to keep your magazines loaded.)** A new size tier is introduced: Disassembling ammunition into components now grants Skill Points, at a rate of '''Lean1 SP per 20 rounds disassembled''', with a weight of (or '''0.75 units05 SP per round'''. 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-roundThe Skill Point bonus for handloading ammunition is doubled, Glock .380 30-round, Glock Mak 33-round, Glock Tok 30-round, MP5 .22 25-round** the rate is now '''Large1 SP per 10 rounds loaded''' size tier is now (or '''10.5 units10 SP per round''' instead of 1.2 units.)** Five new [[LBERepair]] items introduced:*** Three tactical vests: SOT-SMG tactical vestAll skill thresholds have been halved. It now requires '''25 SP for Basic, SMG chest rig100 SP for Skilled, 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 rebalanced250 SP for Expert''', and '''500 SP for Master'''.
= February 18th 2021 =Changes to [[Weapons]]:'''Version 6* [[Brick]], [[Broken bottle]], [[Iron ball]], [[Stone]]: New throw mode.02''' - Telephone Club Update (does ** Throwing the broken bottle will always destroy it, whether you hit or not contain actual telephone clubs). 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
* [[Mobile phone]] and [[Crafting items|mobile phone batteries]] no longer have battery indicators. Making phone calls no longer drains arbitrary battery units.
** Battery charge is no longer relevant, spare batteries are essentially downgraded to just components for the phone bomb. Phones return to their original purpose as storytelling tools with no need to worry about charge.
* New [[Effects|Effect]]: '''Travel fatigue'''. At the end of a trip in the UA, upon reaching their destination, a character will gain an amount of [[Fatigue]] corresponding to the number of rooms traveled, at a random rate varying between 0.1% and 0.8% multiplied by rooms traveled.
** Travel fatigue applies even if you '''Skip travel'''.
= September 26th 2023 =
'''Version 6.82''' - Explosives hotfix
= February 7th 2021 =Changes to [[Explosives]]: '''Version 6* 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.01''' - Various minor changes ** 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 improvementsscore 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.
* [[Lockpicking]]: Lockpicking kits no longer have limited uses; they are now semi-durable items with a chance to break every X guesses. The gap between every lockpick break check varies depending on the Lockpicking skill level. A broken kit is removed from the inventory.
** Every 5 guesses at Unskilled, 6 at Basic, 7 at Skilled, 8 at Expert, and 9 at Master.
* [[Maze Customs]]: New Customs packages for various G3 derivatives.
** [[Heckler & Koch G3A3]]: G3A3 Tactical, PTR-32 Tactical, PTR-33 Tactical, G3A3 LBR Tactical
** [[Heckler & Koch G41]]: G41 Tactical
** [[Heckler & Koch HK21]]: HK21 Tactical
** [[Heckler & Koch HK33A2]]: HK33A2 Tactical
** [[Heckler & Koch HK41A2]]: HK41A2 Tactical, PTR-32S Tactical, PTR-33S Tactical, HK41A2 LBR Tactical
** [[Heckler & Koch MSG-90]]: MSG-90 Tactical
** [[Heckler & Koch PSG-1]]: PSG-1 Tactical
** [[Heckler & Koch HK53A3]]: HK53A3 Tactical
** [[Vollmer HK51-B]]: Vollmer Tactical
= August 19th 2023 =
'''Version 6.81''' - Mining hotfix
= January 28th 2021 =Changes to [[Mining]] have been introduced to simplify it and make it easier.'''MazeWorld version 6''' * Mining now works according to a hit point system instead of a chance- to-succeed system. The Big Oneobjective 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.
Latest changes:= June 19th 2023 =* [[Food#Unsparable food items|Restaurant menus]] have been revamped, now offering many more choices.* '''Official reopening of the communityVersion 6.8'''- Deep Wound update
* '''Introduction of a new [[injury]] type called deep wound (DWs)'''
** A deep wound is similar to a normal wound (to be renamed '''light wound (LWs)'''), but causes four times the amount of bleeding per turn: -1.2 Blood per turn instead of -0.3.
** Piercing-type damage now causes deep wounds
** Bullet-type damage now causes light wounds on inaccurate hits and deep wounds on solid hits and criticals (except as otherwise dictated by ammo type)
*** Rubber buckshot and rubber slugs continue causing fractures instead of LWs (no change to behavior)
*** Flechette can now only cause LWs
*** Sintered Frangible (SF) can only cause 2 wounds per successful hit, but the wound type is accuracy dependent; 2 LWs on an inaccurate hit, 2 DWs on a solid or critical hit.
*** Broadhead arrows (BRD) can now cause 2 wounds per successful hit instead of just 1
= January 24th 2021 =* New items:** '''Version 5[[Meds]]'''*** Tranexamic acid (TXA): Syringe, 400 P$, not addictive.59Reduces bleed rate to 0.0/turn (effectively stops bleeding) for 10 turns** ''' - Expansion of [[Maze CustomsMushrooms]] Minor mods'''*** Extra wound healing (Extra vulnus medicae): Heals 3 wounds, prioritizing Deep Wounds first, then Light Wounds.*** Stop the bleed (Cessant sanguinem): Reduces bleed rate to 0.0/turn (effectively stops bleeding) for 10 turns
This update adds many * Changes to [[Customsammunition]]** 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:Minor|Minor*** [[12 gauge]] conversions for several flechette: 12/11 '''15/12/9/5/2'''*** [[weapons12 gauge CAWS]]flechette: 14/12 '''17/14/11/5/2'''*** [[20 gauge]] flechette: 12/11 '''15/12/9/5/2'''*** [[. Many were suggestions by members of our community, listed in parentheses below.410 bore]] flechette: 12/11 '''14/12/9/5/2'''
New Minor mods for the following weapons:* Changes to [[Armalite AR-10crafting]]: AR-10 Tactical, AR-10 LBR Tactical* [[Armalite AR-18]]: 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]]: SuperNova CS, SuperNova XM, SuperNova CSXM* [[Beretta AR70/90]]: SCP70/90* [[Beretta 93R]]: Auto-9, Auto-9 Carbine* [[Beretta 96FS]]: 96A1, 96CMS A1, 96A1 FA, 96CMS A1 FA* [[Beretta Cx4 Storm]]: Mx4 Storm, Mx4 Storm-9, Mx4 Storm-357* [[Beretta M9]]: M9A1, M9A1 FA* [[GIAT FAMAS G1]]: FAMAS L, FAMAS G2/L* [[FN Herstal F2000]]: F2000 Tactical* [[FN Herstal P90]]: P90 TR* [[FN Herstal/Browning Hi-Power]]: Hi-Power Auto, Hi-Power HPC, Hi-Power SMG, Hi-Power Auto HPC, Hi-Power Tacti-Carbine, Hi-Power Tac-SMG (Jade)* [[Heckler & Koch HK416]]: HK416 CQC, HK416 DMR* [[Heckler & Koch HK417]]: HK417 DMR, HK417 DMR-L* [[Heckler & Koch MP7A1]]: MP7A2* [[Heckler & Koch P2000]]: P2357* [[Heckler & Koch USP9]]: USP9 Elite* [[Heckler & Koch USP40]]: USP40 Elite, USP357 Elite* [[Heckler & Koch USP45]]: USP45 Elite, USP460, USP460 Elite* [[KAC M110 SASS]]: M110 K1, M110 K1 Light, M110 ASS-K1, M110 ASS-K1 Light* [[Kel-Tec RFB]]: L-RFB* [[Manurhin MR 73]]: Manurhin MR 73 Sniper* [[Mauser Karabiner 98k]]: Kar98k NATO, Kar98k SAR, Kar98k Trench, Kar98k NATO Trench, Kar98k SAR Trench (Jade)*[[MKEK MPT-76]]: MPT-76 LBR* [[Mossberg 500 Cruiser]]: M500C-TR, M500C Spec-F, M500C Spec-R, M500C Spec-S, M500C CSTR, M500C CS Spec-F, M500C CS Spec-R, M500C CS Spec-S, M500C-TR Spec-F, M500C-TR Spec-R, M500C-TR Spec-S, M500C CSTR Spec-F, M500C CSTR Spec-R, M500C CSTR Spec-S (Vershike)* [[Mossberg 500 Persuader]]: M500P-TR, M500P Spec-F, M500P Spec-N, M500P Spec-R, M500P CSTR, M500P CS Spec-F, M500P CS Spec-N, M500P CS Spec-R, M500P-TR Spec-F, M500P-TR Spec-N, M500P-TR Spec-R, M500P CSTR Spec-F, M500P CSTR Spec-N, M500P CSTR Spec-R (Vershike)* [[Mossberg 500 Tactical]]: M500T Spec-F, M500T Spec-N, M500T Spec-S, M500T-TR Spec-F, M500T-TR Spec-N, M500T-TR Spec-S (Vershike)* [[Savage Arms Axis]]: Axis II* [[Savage Arms Axis XP]]: Axis II XP* [[SIG P220]]: P220R, P220-460, P220R-460 (Vershike)* [[SIG P226]]: P226R, P226R-40* [[SIG P226 Navy]]: P226R Navy* [[Walther Gewehr 43(W)]]: Gew43 Experimental (Jade)* [[ZiD Degtyaryov RPDCrafting items]]: RPD SOGRags have a chance to fix 1 LW.
* Changes to [[creatures]]
** Numerous creatures have attacks that variously cause extra wounds (1d2, 1d3, 2d2, etc.) on a hit. Most of these now cause either LWs or DWs depending on damage type.
** Many creatures with healing spells will have their effects updated. They can now close both wound types, but will prioritize DWs first, LWs second, just like the Stop the bleed mushroom.
= January 20th 2021 ='''Version 5.58''' - The late, late * Changes to [[LBEhospital|hospitals]] update** Light Wounds cost 10 P$ apiece to heal. ** Deep Wounds cost 25 P$ apiece to heal.
This update introduces several * Changes to [[Maze Customs]]** 26 weapons receive new [[LBECustoms:Minor|Customs Minor modifications]] items and changes many existing ones*** [[Accuracy International AW]]: AW 243, AW-F 243*** [[CZ TSR]]: TSR Ultra Magnum*** [[DSA SA58 FAL SPR]]: FAL SPR-243, FAL SPR-243 FA, FAL SPR-300 UM, FAL SPR-300 UM FA, FAL SPR-338, FAL SPR-338 FA*** [[DSA SA58 FAL OSW]]: FAL OSW Superlight, FAL OSW Magnum, FAL OSW Heavy*** [[FN Herstal FAL 50.00]]: FAL LRBR, FAL UM, FAL HBR*** [[FN Herstal FAL 50.61 Paratrooper]]: FAL Para LRBR, FAL Para UM, FAL Para HBR*** [[FN Herstal FNAR Match]]: FNAR Hunter, FNAR Tactical Hunter*** [[FN Herstal SCAR-H CQC]]: SCAR-H CQC UM, SCAR-H CQC HBR, SCAR-H LB, SCAR-H STD UM, SCAR-H STD HBR, SCAR-H LB LBR, SCAR-H LB OPFOR, SCAR-H LB UM, SCAR-H LB HBR*** [[Heckler & Koch G3A3]]: G3A3 Ultra Magnum, G3A3 HBR, G3A3 UM Tactical, G3A3 HBR Tactical*** [[Heckler & Koch HK41A2]]: HK41A2 Ultra Magnum, HK41A2 HBR, HK41A2 UM Tactical, HK41A2 HBR Tactical*** [[Heckler & Koch HK417]]: HK417 HBR, HK417 UM, HK417 Recce, HK417 DMR-H, HK417 DMR-U, HK417 Recce-L, HK417 Recce-H, HK417 Recce-U*** [[Heckler & Koch MSG-90]]: MSG-90 Ultra Magnum, MSG-90 HBR, MSG-90 UM Tactical, MSG-90 HBR Tactical*** [[Heckler & Koch PSG-1]]: PSG-1 Ultra Magnum, PSG-1 HBR, PSG-1 UM Tactical, PSG-1 HBR Tactical*** [[IWI Galil ACE 52]]: Galil ACE-H 52*** [[IWI Galil ACE 53]]: Galil ACE-H 53*** [[IWI Tavor 7]]: Tavor 7 HBR, Tavor 7 HBR Enhanced*** [[IZHMASH Kalashnikov SVK-12]]: SVK-12 HBR*** [[Kel-Tec RFB]]: LR-RFB, H-RFB, U-RFB, BG-RFB*** [[McMillan ALIAS CS5-T]]: CS5-T Heavy*** [[MKEK MPT-76]]: MPT-76 HBR*** [[Nemesis Arms Vanquish]]: Vanquish 243, Vanquish Magnum, Vanquish 358*** [[Parker-Hale M82]]: M82 Super Varmint, M82 Ultra Magnum, M82 Bear Eliminator*** [[Springfield M14]]: Model conversion to M1A, M14 UM, M14 HBR, M14 EUBR Custom, M14 EHBR Custom*** [[Springfield M21]]: M21 UM, M21 HBR, M21 EUBR Custom, M21 EHBR Custom*** [[Springfield M1A]]: Model conversion to M14, M1A UM, M1A HBR, M1A EUBR Custom, M1A EHBR Custom*** [[Steyr Scout]]: Hunting Scout, Light Scout, Magnum Scout, Heavy Scout, Big Game Scout
New * Changes to [[tactical vestsmeds]]** Gauze roll:One use fixes 1 LW.* Micro chest rig* Individual Bandage: Fixes 1 LW.* Wartech tactical vest* Hemostatic Agent Pack: One use fixes 1 DW.
New * Changes to [[backpacksweapons]]:* Tactical sling bag* Duffle backpack[[Barbed nine-tails]], [[Broken bottle]], [[Long spiked chain whip]], [[Shuriken]], [[Spiked chain whip]], [[Barbed Lucille]]: Text update reflecting they now cause Light Wounds.* Durabag* LAWgiver backpack[[Meat fork]], [[Pitchfork]], [[Trident]], [[War fork]]: Text update reflecting they now cause Deep Wounds.* Mechanism pack* Phantom Sniper bag[[Tekko-kagi]]: Slashes cause LWs, stab punches cause DWs* Rocketeer backpack* [[Last Blood]], [[Rending Scissor Blade]]: Slashes cause 4 LWs per hit, stabs cause 2 DWs per hit* SO Raid rucksack* [[Muramasa]]: Gains 1 Bloodthirst point for every LW caused, and 2 points for every DW caused. Max Bloodthirst points is still 14.
New * Other changes** [[utility beltsBasic mechanics]]:Sarah example updated to reflect LWs and DWs.* Simplex pouch* [[Convenience store]]: Updated the Meds aisle accordingly* Duplex pouch* [[Damage types]]: Updated accordingly* Triplex pouch* [[Explosives]]: * Handyman belt** Injuries caused by explosions: No longer causes wounds of either type. Instead, 1 fracture goes to a random body part for every 6 Base Explosive Damage (BED) caused. e.g., a MkIIIA2 grenade causes 1d8+18 BED, which results in 3-4 fractures.* Nade Drake belt** Injuries caused by shrapnel: Shrapnel can only cause LWs, despite being Bullet-type.* Viper battle belt* [[Limb health]]: Updated accordingly** [[Healing]] (non-combat skill): Updated accordingly
New [[leg rigs]]:
* Hunger holster
* Mushroom Collector rig
Modifications to existing LBE:= March 18th 2023 =* Blackhawk LRAK Gunner kit: Renamed to Gunner chest rig'''Version 6. Food pouch can now contain any food item7.* M1956 Webbing: Food pouch can now contain any food item.* ALICE Mark 2: Renamed to Alice backpack. Capacity becomes 30 units. Previous special capacities are deleted. Gains 3 special capacities: Extra storage 1 (any items, 10 units), Extra storage 2 (any items, 10 units), and Extra storage 3 (any items, 10 units)* Blackhawk 3'''-Day assault pack: Renamed to Assault pack. Capacity becomes 45 units. Gains 1 special capacity: Extra storage 1 (any items, 30 units).* Blackhawk Travel bag: Renamed to Travel bag. Capacity becomes 80 units. Gains 3 special capacities: Extra storage 1 (any items, 25 units), Extra storage 2 (any items, 10 units), Extra storage 3 (any items, 5 units)* Blackhawk USAR bag: Renamed to Long-distance backpack. Capacity becomes 100 units. Gains 3 special capacities: Extra storage 1 (any items, 25 units), Extra storage 2 (any items, 15 units), and Extra storage 3 (any items, 10 units)* Blackhawk Cyclone pack: Renamed to Cyclonus backpack. Capacity becomes 50 units. Gains 2 special capacities: Extra storage 1 (any items, 25 units), Extra storage 2 (any items, 10 units)* Jaeger rucksack: Renamed to Hunter rucksack. Capacity becomes 40 units. Gains 2 special capacities: Extra storage 1 (any items, 10 units), Extra storage 2 (any items, 10 units)* PLCE Bergen rucksack: Renamed to Combat rucksack. Capacity becomes 70 units. Gains 3 special capacities: Extra storage 1 (any items, 15 units), Extra storage 2 (any items, 15 units), and Extra storage 3 (any items, 5 units)* Gunfighter belt: Gains 1 special capacity: Dual holsters The Mining Overhaul Update (Class 3 weapons only, max 2, max weight per item: 9+ extra goodies)
* [[Mining]] received a major overhaul
** The exploration process was completely overhauled to reward progressing as deeply as possible.
** Introduction of a minecart feature to transport ores in and out of the mining facility
** Introduction of mine bosses, acting as guardians of specific depth levels
** The end of a mining facility should contain a GM-defined treasure (our recommendation is to make it an artifact weapon)
** Metal ore bundle generation is reduced from 1d800*5 to '''1d200*5''', reducing the maximum size of a single bundle from 4 kg to 1 kg.
** Gemstone ore bundle generation is reduced from 1d800*5 to '''1d10*50''', reducing the maximum size of a single bundle from 2 kg to 500 grams.
* New [[List of UGL|underbarrel grenade launcher]]: [[ISL-201 UGL-I]] integrated underbarrel grenade launcher, exclusive to Customs MP5s with the ISL-201 handguard.
* [[Maze Customs]]
** [[Customs:Major#Blackhawk|Blackhawk]] and [[Customs:Major#Redhawk|Redhawk]] revolvers receive a new modification: Barrel porting, which acts as an integrated muzzle brake ([[Recoil]] -1).
** [[Customs:Major#MP5|MP5]] receives a new handguard: ISL-201 handguard (Adds an [[ISL-201 UGL-I]] underbarrel grenade launcher). Not compatible with Short MP5K barrel or Long barrel.
** Minor: RL optics for [[RPG-7]]
** Minor: Tokarev magazine conversion for [[Thompson]]
* [[Uncivilized Area]]: 5 new roomstyles, each designed to offer players opportunities to exercise non-combat skills.
** '''Blocked pathway''': The front door leads to a Shortcut -1 but is blocked by the carcass of a rotting creature. The carcass must be [[Hunting|butchered]] to pass the door.
** '''Dismantled roadway''': The front door leads to a Shortcut -2 but is locked and missing a doorset. You must [[Crafting|craft one]] with a Crafting toolkit to open the door. Crafting a doorset is treated as a Level 2 blueprint with no particular ingredients (50% base chance of success per kit use).
** '''Caved-in causeway''': The front door leads to a Shortcut -3 but is caved-in by dirt, sand, or gravel. You must [[Mining|mine your way through it]] by successfully striking the obstruction 3 times. If you clear it, roll 1d20. On a 11-18, you receive one bundle of common ore. On a 19-20, you receive one bundle of rare ore.
** '''Collapsed highway''': The front door leads to a Shortcut -4, but was destroyed to the point of impossibility. You must use a [[Repairing|Gun Repair Kit (GRK), Melee weapon Repair Kit (MRK), or Explosives Toolkit (XTK)]] to repair it. Each usage of any of these kits repairs the door by 1d50%. Skill level bonus is +10% for every level above Unskilled.
** '''Padlocked cache''': The front door has been fitted with a lock, requiring the right key, [[Lockpicking|lockpicking]], or brute-forcing to open. Roll '''&genbox''' to determine loot and lock type. Opening the door adds extra loot to the next room, if applicable. (2x '''&boxlootW''' or '''&boxlootM''' depending on the results of '''&genbox''').
= November 15th 2020 =
'''Version 5.57''' - The '''Shotgun Blitz''' update
Changes to [[Ammunition]]:= January 23rd 2023 =* All shotgun calibers ([[12 gauge]], [[12 gauge CAWS]], [[20 gauge]], [[.410 bore]]) have had their buckshot, slug, and flechette base damage revised, in compliance with newly obtained data; 20 gauge buckshot and flechette have been buffed, everything else received very minor adjustments..* [[12 gauge CAWS]]: Flechette shells now carry 30 projectiles instead of 20.* New shotgun projectile type: '''AP-Slug''', an armor-piercing slugVersion 6. No retail availability, these projectiles must be handloaded.* Establishment of 7'''barrel length groups for all shotgun calibers'''. All four receive 4 groups each: Hunting, Combat, Short, and Super-short. See each individual caliber page for damage multipliers.The Bestiary Update
Changes to [[Civilized Areas]]:* [[Towns]]: There is no longer any distinction between a "shop hub" This update was co-designed with few emplacements GenericArchangel and a "mall" with many. All town shop hubs now possess 5 streets aims to make the bestiary more interesting and 10 shop emplacements; 8 [[individual shop|individual shops]]varied, 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 daysmore dangerous, during which yet make fighting worth the shop is being restockedeffort more often than not.
* Changes to existing [[Craftingcreatures]]** [[Aquagon]]:Gains two new attacks: '''Electric bite''' and '''Mist ball.'''** [[Specs docsElectragon]]: Docs no longer unlock Specs docs-only items for sale, requiring Changed the tracking type of a list of documents brought for each character. The Proving Grounds engineer now requires player characters to trade in the correct documents for ''each'stun attack''' from '''Piercing''' to '''Spec-Elec''' item, alongside money (increased base Pain to '''44%.'''** [[Everdragon]]: Armor Class was increased from A4 to '''A5'''.** [[Kappa]] and in some cases[[Kenmun]]: Each gains a new attack, specific items)the '''Mist ball. In exchange'''** [[Jami]], these items cost significantly less than they used [[Daijami]], [[Oujami]], Aquagon, Kappa, Kenmun: Changed the type of the '''mist ball''' from Special to '''Spec- all prices were slashed Aqua,''' giving it the ability to 1/4 their previous valuescause [[Effects#Elemental|Water-Soaked]].
* Changes to [[Lockpickingeffects]]:* * [[Effects#Elemental|Water-soaked]]: Is now a semi-permanent effect intended to represent the effects of being drenched in water. As part long as the effect is active, it overrides '''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 ongoing work to update all locationsend of a UA trip. This effect is separate from actual Travel Fatigue, FL/HS locks are now deprecatedmeaning it is unaffected by the [[Traits|Wherever I May Roam trait]]. The only lock types in ** New item introduced: '''Dispoable bath towel,''' Weight 0.5. This [[crafting items|item]] is a consumable with the game are now mechanical locks sole purpose of removing an active Water-soaked effect. Once used, it is discarded. Available in [[Workshop|workshops]] for [[File:Parallar symbol.png|10px]]'''7'''. ** '''''GM tip:''''' A non-specified supply of bath towels is assumed to always be available in bathrooms, shower rooms, laundry rooms, and electronic (keycard) locksanywhere it would make sense to find them.
* Changes to [[containers]]
** Mimics, in the form of [[Containers#Mimic traps|mimic traps]], have been introduced. Upon being approached by an adventurer, they turn into creature-like constructs that must be fought to access the loot inside.
** Four types of mimic traps have been introduced: Biter, Basher, Melter, and Burner. Each has an appropriate attack.
= October 15th 2020 =* New [[stripper clips|stripper clip]]: '''Version Arisaka 5.56-round stripper clip''' - The Unintuitively Named Update (that has nothing to do , compatible with 5the [[Type 38]], [[Type 44]], and [[Type 97]].56mm firearms)
Changes to * 21 new [[Weaponscreatures]]:* New concept introduced* Bugs: '''Traditional inner tubes'''. Refers to certain firearms - specifically, lever*** [[Black Widowmaker]]*** [[Phantom Spider]]** Canines:*** [[Fox]]** Dragons:*** [[Saken]]** Mamono:*** [[Kuda-action rifles - that do not possess a side-loading gate, and are instead reloaded by using a traditional, Henry-style inner tube.gitsune]]** Reloading a traditional tube rifle is done the same way as a singleScience experiments:*** [[Uemag]]** Bears (new category):*** [[Panda]]*** [[Black bear]]*** [[Brown bear]]*** [[Grizzly bear]]*** [[Armored grizzly]]** Deer (new category):*** [[Key deer]]*** [[White-action revolver; a full reloading action is required to remove the tube, then the normal loose rounds rule applies tailed deer]]*** [[Elk]]*** [[Snawfus]]*** [[Danger Deer]]** Rodents (up to 3 rounds per turnnew category). The tube is replaced automatically when the character is done reloading.:* The ** [[Giant rat]]*** [[Giant beaver]]*** [[Procyon]]*** [[Giant capybara]]*** [[Winchester Model 270ROUS]] stats have been modified to reflect that it is a rifle with a traditional inner tube.
* 1 new [[occupations|occupation]]:
** [[Makaryuudo]]
= September 8th 2020 ='''Version 5* Numerous [[creatures]], both new and existing, receive new drops that can be either obtained on death or harvested through [[Hunting|butchering]].55''' The full list is below:** [[Food]]: Raw and fried chicken egg, raw and fried turkey egg, vinepear** [[Meds]]: Poison glands (small, medium, large), chelicera, telson** [[Valuables]]: New [[Valuables#Special valuables|Special valuables]]: Beast fang, blob matter residue, bone antler, borz subdermal scale, bronze feather, dragon scale, frost crystal, firelizard scale, giant rodent tooth, Golden Lion fang, hydra scale, keratin plate, LSS fluid canister, snawfus antler, spiny scale, steel antler, thorny scale, two- 555-WEheaded serpent scale* [[Crafting]]:** 7 new crafting [[blueprints]] and associated recipes: HmVnmS, HmVnmC, HmVnmM, HmVnmT, HmVnmL, DragonSP, HydraSP* [[Trauma plates]]:** 2 new crafting-SAFE updateonly plates: Dragon scale plate and Hydra scale plate
New * Numerous [[Creatures|creaturecreatures]], both new and existing, have received changes to their attacks to make them more lethal and more specialized.** Bears*** [[Brown bear]]:Added new technique, FP Ripping claws.* The ** [[horseGrizzly bear]] returns , [[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 bestiaryproperty of Metal feather shot into an AP attack. Increased MAPT of all attacks.*** [[Lightning bird]]: Added new attack, Spark. Increased MAPT of Peck and Talon attack. Added non-combat skill: Evasion (Skilled).*** [[Basilisk]]: Increased MAPT of Peck and Poison spit.** Bugs*** [[Giant scorpion]]: Modified the property of the poison sting into an AP attack.** Canines*** [[Fox]], [[Wolf]], [[Warg]], [[Lupian]], [[Kallwolf]]: Added new technique, Scent detect.** Deer*** [[Elk]]: Added non-combat skill: Evasion (Basic)*** [[Snawfus]]: Added non-combat skill: Evasion (Skilled)*** [[Danger Deer]]: Added non-combat skill: Evasion (Expert)** Felines*** [[Jaguar]]: Added multi-wound effect to Bite and Claws*** [[Pantherian]]: Added multi-wound effect to Bite and Claws*** [[Splintercat]]: Added multi-wound effect to Bite and Claws*** [[Golden Lion]]: Added multi-wound effect to AP bite and AP claws** Golems*** [[Steel golem]]: Added trait: Blast-resistant** Humanoids*** [[Psionic fighter]], [[Psionic warrior]]: Added new technique, Psi-scan.** Mamono*** [[Shinigami]]: Raised MAPT of Force Bullet. Added new technique, AP Force Bullet.** Reptiles*** [[Firelizard]]: Added new technique, FP Tearing poison bite*** [[Two-headed serpent]]: Added new technique, FP Tearing poison bite*** [[Hydra]]: Added new techniques, Machine gun bite, FP Ripping claws and FP Tearing poison bite** Science experiments*** [[Vinebeast]]: Added new technique, FP Deep thorns*** [[Scaleworm]]: Modified the property of the Bite into an FP attack.** [[Halflings]]*** [[Canine halfling]]: Added new technique, Scent detect.*** [[Feline halfling]]: Added multi-wound effect to Claws** [[Youkai]]*** [[Guhin]]: Added new technique, Scent detect.*** [[Kasha]]: Added multi-wound effect to Bite and Claws*** [[Satori]]: Added new technique, Psi-scan.
Changes to [[Ammunition]]:
* '''Sintered Frangible (SF)''' ammunition now has a different effect:
** Against unarmored ACs: 1.2x Pain, 1.2x LD
** Against armored ACs: 0.5x Pain, 0.5x LD
** Every hit successfully causing an injury will open 3 Wounds instead of 1.
Changes to [[Unarmed combat]]:= December 24th 2022 =* Two new techniques, '''StealVersion 6.6.3.1''' and '''Monkey's Paw''', have been introduced.- Scary Snipers with Braking Power Mini-Update
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 update was entirely designed by GenericArchangel to improve fix 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 flaw related 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 anymoremuzzle brakes.
* Changes to [[Weapon accessories]]
** [[Weapon accessories#Muzzle brakes|Muzzle brakes]]: If equipped to a weapon that is also equipped with a scope, the brake limits that weapon's maximum Recoil to 6 on top of applying its normal Recoil -1 effect. In this case, if that weapon's Recoil were to exceed 6 after applying all modifiers, it is treated as 6.
= June 24th 2020 =
'''Version 5.54''' - Magazines and other knick-knacks
Changes introduced:= November 1st 2022 =* [[Glock 18C]]: Event line and wiki page now correctly state that the weapon is fitted with the '''Ported barrel''' Maze Customs mod instead of an integrated muzzle brakeVersion 6.* New [[Weapon accessories#Muzzle brakes|muzzle brake]]: '''Muzzle brake, Shotgun, standard, 6.410 bore3'''* New [[magazines]]:** [[Delta Elite magazines|Delta Elite 11-round and 17-round extended magazines]]** [[Nightmare magazines|Nightmare 11-round and 17-round extended magazines]]** [[P-14 magazines|P-14 18-round extended magazine]]** [[P-16 magazines|P-16 22-round extended magazine]]* Removed a [[Maze Customs magazines|Maze Customs magazine]]: the '''1911DS Custom 10mm 16-round magazine''' was scrapped (P-16 magazines are now used to feed [[Maze Customs:Major mods#1911DS|1911DS 10mm]] pistols* [[Maze Customs speed strips]]: [[9x19mm Parabellum]] speed strips are now also compatible with [[7.62x25mm Tokarev]]The Static MG Update
This update was co-designed with GenericArchangel and aims to adds more flavor and additional combat opportunities to the world.
= May 23rd 2020 =* Changes to [[Cover]]:** New category of non-random cover (cannot appear in the UA): '''Version 5.53Machine gun emplacements''' (125 health, A4 armor)** Four types of MG emplacements: three based on existing weapons ([[M249|Static M249]], [[QJY- Update to 88|Static QJY-88]], [[foodM60|Static M60]] ) and a unique new one, based on the Browning M2 .50 BMG machine gun: [[huntingStatic M2HB]]** Although static MGs function like weapons, they are non-equippable and not counted as new weapons (as they are elements of a piece of cover)** MG emplacements appear only in Towns at the [[Town Entrance|Town Gate]].The type they receive depends on the town's population ("the larger the town, the bigger the bullets")* New [[weapon accessories]]:** [[M2 ammo belt|M2 ammo belts]] and belt links
Changes to [[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 to be either a '''Delicacy''' (Double value) or a '''Luxury''' (Triple value).
Changes to [[Creatures]]:= October 30th 2022 =* The item lines of all relevant creatures now state if they produce delicacy meat, luxury meat, tainted meat, illegal meat, or if they produce no meat at all'''Version 6.** An exception was made for humans, halflings and youkai 6.2''' - their item lines do not display meat status, as it is assumed that the meat of all playable species is already known to be illegal.* All references to "Poisonous meat" have been changed to the correct term: [[Hunting#Tainted meat|Tainted meat]].The Redrawn Map Update
Changes to [[Food]]:* The '''HotThis update was co-gon''' no longer has a Strength boosting effect, in accordance designed with GenericArchangel and aims to make traveling across the changes listed aboveMazes more immersive. Instead, nutrition was increased from 296 The changes made in this update will also be used to 592support further future map and location-related updates.
* Changes to [[Uncivilized Area]] and [[Civilized Areas]]:
** Fast, Safe, and Deep routes are no longer available between all locations. While most locations are connected by a Deep route, the availability of a Safe or Fast route depends on the existence of a major trade route or traveling axis.
** All wiki pages for each town, alongside the [[Intersection]] page, now feature route notation to inform players of each available route between each location.
** A new [https://cdn.discordapp.com/attachments/379673260302008320/1036360652719149116/MzW_World_Map_11-2022.jpg world map] has been produced. It now shows a visual representation of each available route (green for Safe, blue for Fast, red for Deep).
= May 14th 2020 =
'''Version 5.52 part 2''' - Bestiary update
Changes to [[Creatures]]:= October 18th 2022 =* Old creature bestiary was completely removed and replaced with an all-new collection of monsters - in total, '''128 creatures''', including the 20 playable speciesVersion 6.* Human, halfling and youkai occupations have also been revamped - a total of '''34 occupations''' are now listed into the game6.** New occupations: 1'''Janitor, Head janitor, 8 different flavors of non-faction criminals, Youkai activist squadleader, and 3 different ranks of Yatela gangsters'''The Str⑨ngest Balance Update
Changes to This update was co-designed with GenericArchangel and addresses minor balancing issues with specific [[CraftingCharacter traits]]:* New blueprint: '''Kama''' blueprint (Level 1)* New crafting ingredient item: '''Sickle blade''', [[yousei]] and [[kitsune]].
Pending* [[Character traits]]: The wiki will ** '''Fast learner''' now grants '''5d25 XP''' instead of 8d25 XP.** '''Just Can't Use This''' now requires you to restrict '''4 [[combat skills]]''' instead of just 2. 2 of the skills restricted must be edited either Firearms or Heavy Weapons, and the other 2 must be Melee and Misc.* [[Yousei]]: Due to reflect Limitless Potential, yousei now receive '''4x [[training machine]] XP'''. This effect stacks with the new changes as soon as possibleFast 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).
= May 7th 2020 October 17th 2022 ='''Version 56.52 part 16''' - Bestiary update: Preparatory changesThe Battle Rifle Update
Changes This update was co-designed with GenericArchangel and aims to [[address power ranges across specific calibers, introduce a battle rifle family to Maze Customs, as well as new calibers, weapons, ammunition]]:* [[Small bolt]]: Base damage nerfed by 4% (46% -> 42%), and Customs mods.
Changes to ==== [[weaponsMaze Customs]]:====* New [[Pistol crossbowCustoms:Major|Major]]family: No longer has '''AR-10''', which includes the existing [[ArmaLite AR-10]] and [[KAC M110 SASS]], a damage multiplier new weapon (previously was x0.8)* the [[Lambda magazine crossbowArmaLite AR-10(T)]]: Now has ), and a 1range of new calibers listed below** 6 rechambering options** 5 barrel lengths, from 12.2x damage multiplier5" 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
New ==== [[clothing and armorAmmunition]]:====* New human clothing and armor: '''Hooded robe, Sleeveless jumpsuit, Janitor outfit shirt, Janitor outfit pants, Security guard hat, Armored trench2 existing calibers re-coatbalanced'''.* * [[7.62x51mm NATO]]: '''Buffed to a base Pain of 161%''' (16 more). New youkai outfits ballistic model (for all 5 body typesmore 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]]: '''Bandit outfitBuffed 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, Farmer outfitlow 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, Janitor outfitserves as an "optimized" alternative to 7.62 NATO. Rare caliber - no base weapons offered for it, Maid outfitbut will be available as a rechambering option for the AR-10 and Rem 700 families. (and some non-Customs weapon systems)** [[.338 Federal]]: 182% Base Pain hunting-oriented big-bore cartridge, Prison outfitserves as one of the two "fat" alternatives to 7.62 NATO. Available as a rechambering option for the AR-10 and Rem 700 families.** [[.358 Winchester]]: 200% Base Pain hunting-oriented big-bore cartridge, Scientist outfitserves as the other of the two "fat" alternatives to 7.62 NATO. Available as a rechambering option for the AR-10 and Rem 700 families.** [[8x50mm R Lebel]]: 164% Base Pain cartridge, Security outfit, Technician outfit'''selected for its historical significance. Available as a rechambering option for the Rem 700 family.
==== [[Handloading]] ====* New casings: [[weapons.243 Winchester]], [[.300 RSAUM]], [[.338 Federal]], [[.358 Winchester]], [[8x50mm R Lebel]]* New projectiles:* Class 5 Long* .327, 198 grain: [[Scythe8x50mm R Lebel]]* Class 5 Short* .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 [[Hasami blade.300 RSAUM]]
Pending==== [[Weapons]] ====* 15 new firearms: The wiki will be edited ** [[ArmaLite AR-10(T)]] - New AR-10 family member, semi-automatic rifle, [[.338 Federal]]** [[Breda PG]] - burst-fire only machine gun, [[7x57mm Mauser]]** [[Browning BAR]] (not to reflect be confused with [[Colt M1918 BAR|the other BAR]]) - semi-automatic rifle, [[.243 Winchester]]** [[Browning BPR]] - pump-action rifle, [[.243 Winchester]]** [[Remington Model 700 ADL]] - New Rem 700 family member, bolt-action rifle, [[.243 Winchester]]** [[MAS Berthier Model 1892 Artillery Carbine]] - bolt-action rifle, [[8x50mm R Lebel]]** [[MAS Lebel Model 1886/M93]] - bolt-action rifle, [[8x50mm R Lebel]]** [[MAS RSC Model 1918]] - semi-automatic rifle, [[8x50mm R Lebel]]** [[Rossi Circuit Judge]] - semi-automatic rifle/shotgun, [[.45 Colt]] (3-inch chamber)** [[SAKO Tikka T3 Lite]] - bolt-action rifle, [[.338 Federal]]** [[Savage Arms Model 99R]] - lever-action rifle, [[.358 Winchester]]** [[SIDARME Model 1915 CSRG Chauchat]] - machine gun, [[8x50mm R Lebel]]** [[Winchester Model 70 Featherweight]] - bolt-action rifle, [[.358 Winchester]]** [[Winchester Model 88]] - lever-action rifle, [[.243 Winchester]]** [[Winchester XPR Compact]] - bolt-action rifle, [[.243 Winchester]]* 5 new melee weapons:** [[Iron ball]] - Crude weapon** [[M1886 Rosalie]] - Bayonet for the [[MAS Lebel Model 1886/M93]]** [[M1905 sword-bayonet]] - Bayonet for the [[Springfield M1903A3]]** [[Service cutlass]] - One-handed sword** [[Sten Mk I]] - Bayonet for the [[Enfield RSAF Sten Mk II]]* Other changes as soon as possible.:** [[Armat M41A Pulse Rifle]]: Removed from retail, becomes an artifact weapon
= April 10th 2020 October 3rd 2022 ='''Version 6.5.514.1''' - Changes to game mechanics, simplification of damage modelsArchery rule patch
Changes to core gameplay mechanics:==== [[Weapons]] and [[Ammunition]] ====* The '''C2''' rules now explicitly specify that [[Armor ClassArrow|Arrows]] is entirely scrapped from the game, as it is considered unnecessary[[Large bolt|Large bolts]] and [[Small bolt|Small bolts]] can be reused, according to specific conditions. The AC previously called C3 is now known as C2** Under normal conditions, all hits and misses produce arrows that can be retrieved. Only critical failures result in arrow or bolt breakage.** If the arrowhead is XPL (Explosive): All weapons hits and ammunition misses result in the game no longer have a damage value for the scrapped ACdetonation, making explosive arrows 100% non-reusable. Most clothing ** If the arrowhead is IMP (Improvised): Misses and armor that was classified as C2 will be reclassified as C1critical misses result in breakage. Only hits are reusable.
Changes to [[ammunition]]:
* [[.30-06 Springfield]]: Base damage buffed by 1% (166% -> 167%) so that the new C2 damage value (old C3) becomes 150% (previously 149%).
* [[9x25mm Dillon]]: Base damage buffed by 1% (54% -> 55%), so that the new C2 damage value (old C3) becomes 50% (previously 49%).
Notes:= September 18th 2022 =* Creatures have not been modified yet'''Version 6.5.4''' - Guns, as the bestiary Blood, and Drugs; A balancing update is still in progress.
==== [[Maze Customs]] ====
* The [[Heckler & Koch MP5K]] is added to the MP5 Customs family.
* Customs: New modifications for the MP5:
** Barrel length: Short MP5K barrel (4.5-inch barrel) - Muzzle: N/A, Underbarrel: Integrated foregrip - Cost: 150 P$
** The Short MP5K barrel is incompatible with the Surefire 628 and Quad rails
= March 17th 2020 === [[Limb health]] ====* [[Wounds]] now cause a bleeding rate of '''Version 5-0.3 Blood per wound per turn.5''' - Game mechanics changes, new ammo types
Changes to ==== [[RecoilMeds]]:====* Recoil calculation and effects no longer rely on exact shot order, but now instead only needs total shots fired, significantly cutting down on the amount of time that needs First aid kit (FAK): Weight reduced to be spent counting and checking shots.1 (previously 2)* The new Recoil system works as followsEpoetin-alfa: Every Recoil level has a limit of shots (the Accuracy Drop Threshold, or ADT) that can be fired - if a character shoots over ADT, accuracy and aim wandering effects are applied Effect modified to the entirety of the shot string, and not just the shots that go over ADTBlood +0. A second level with even more severe penalties is applied if the amount of shots fired is equal to more than double the limit.** As before2/turn, going over ADT will result in aim wandering (which sends shots to &bodyaim instead of the desired point of aim)-30 ntri/turn, however instead of being applied only starting from the shot that went over the limit, aim wandering applies to ALL shots if the total amount of shots fired goes over the limit. [[Weapon accessories#Laser sights|Laser sights]] still cancel out this aim wandering effect.** Accuracy windows and effects of going over ADT once and twice will also be updated+0.4% Fatigue/turn for 20 turns
Changes to ==== [[Combat modeAddictions]] ====* 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 [[Weapons]]; specificallymore 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.* [[Weapons#Firearm failure types|critical failureHospital]]''' effects: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.* Like with Recoil changes above, critical failure Addiction effects no longer rely on knowing exact shot order, but only : To account for the total shot count, possibility of med effects and in particular withdrawal effects being active simultaneously, the critical failure countfollowing withdrawal effects have been modified:** Nicotine withdrawal*** Level 1: Minimum Stress set to 15.0%** '''Failures Alcohol withdrawal*** Level 1: Need a drink (level 1) applies to eject this character (stovepipessee below)''': For every stovepipe that occurs, the two highest scoring shots *** Level 2: Need a drink (excluding critical failureslevel 2) applies to this character (see below) are cancelled. If 3 stovepipes occur in a single string of fire, the 6 highest scoring shots are never fired. This has the potential of cancelling critical hits.Agility -1** '''Failures * Level 3: Need a drink (level 3) applies to fire this character (misfiressee below)''', Agility -2, IS tier +1, Hallucinations** Cannabis withdrawal*** Level 1: No changesMild munchies*** Level 2: Minimum Stress set to 15.0%, Mild munchies, Mild thirst** '''Failures * Level 3: Minimum Stress set to feed'''30.0%, Intense munchies, Mild thirst** Anabolic steroid withdrawal*** Level 1: Minimum Stress set to 30.0%*** If '''Level 2 or less''' occurred during the same string of fire: Same as stovepipesMinimum Stress set to 60.0%*** If '''Level 3 or more''' occurred during the same string of fire: All shots are cancelled and the weapon is considered Minimum Stress set to be '''jammed'''; this can be fixed by performing a reload action90.0%, Rage** '''Failures to burn'''Sick hakutaku syndrome*** Level 1: No changes.IR +1*** Level 2: FT +1, IR +1*** Level 3: FT +1, IR +1, Hallucinations
New ==== [[ammunition typesEffects]] for pistol and rifle calibers:====* '''Tracer Alcohol affinity (T[[Oni]] creature trait)''': FMJ bullets with an illuminating compound at the base Effect simplified. Instead of the bullet, which lights up both halving Inebriation received and displays bright, colored light when fired. Tracer ammunition is used to visibly see doubling the flight path Stress relief effect of [[Effects#Stress|Need a bulletdrink]] to compensate, and is useful for controlling long strings of fire, particularly full auto, as it allows a shooter to physically see where this trait now simply doubles the Stress relief effect but gives the bullets are going.** Effects: Increases ADT by a certain normal 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 positionInebriation.*** Recoil 1-2: ADT +The "Need a drink" effect has been delineated into 4 shots*** Recoil 3-4: ADT +3 shots*** Recoil 5-6: ADT +2 shots*** Recoil 7-8: ADT +1 shots* '''Semi-Armor Piercing (SAP)''': Also known as metal-piercing bullets, they offer a lower cost alternative to full AP or APX, but are less effective at defeating armored targets.** Effects: variants; Level 0.8x damage against unarmored ACs, Level 1.3x damage against armored ACs.* Retail ammunition using these new projectiles is now also available:** [[.22 Long Rifle]]: Standard T** [[.30 Carbine]]: Standard T, Standard SAPLevel 2, Milsurp T** [[and Level 3.30-06 Springfield]]: Standard TIn essence, Milsurp T** [[the "Need a drink" effect progressively offers less and less Stress relief per Inebriation gained as your character's level of Alcohol addiction increases.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
= January 12th 2020 August 24th 2022 ='''Version 6.5.493''' - Simplification update #8The R&R Update
Changes to ==== [[AddictionsBasic mechanics]]:====* Advancement Created and defined the concept of withdrawal levels is now tied to [[Daily ResetDowntime]].
Changes to [[Inebriation]]:
* Inebriation no longer naturally decays at a rate of 0.1 per turn.
* New [[Effect]]: '''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.
Changes to [[Venom]]:= July 20th 2022 =* Rebuilt the effects of Venom poisoning (modified the thresholds and simplified the effects)'''Version 6.5.2''' - Lockpicking minigame update
= January 6th 2020 === [[Skills]] ===='''Version 5.48''' - Simplification update * The [[Lockpicking#7Picking electronic locks|electronic lockpicking]] minigame has been updated with an easier and more balanced variant.
Changes to [[Stress]]:
* Stress thresholds for Low and Moderate have been adjusted (respectively 0.0% : 19.9% and 20.0% : 49.9%)
* Stress is no longer gained from taking damage ([[Pain]], [[Limb Damage]]...) or from sustained injuries.
* [[Effect#Stress|Stress gained from combat (now clarified as an effect called Combat Stress)]] is now calculated differently; the total amount is now equal to '''(Td4)x0.1xE''', where T is the total amount of turns spent in combat, and E is the amount of enemies at the start of a fight.
** Effectively, this means gaining between 0.1% and 0.4% Stress per turn spent, multiplied by the amount of starting enemies.
* Stress gained from combat is now given at the end of combat, instead of gradually turn by turn.
* The Stress Tolerance [[effect]] is scrapped.
Related changes:= April 20th 2022 =* '''BooksVersion 6.5.1''' now heal a flat amount of Stress, -2.0% per reading. Books provide their Stress reducing effect only once per ingame day; an already read book must be marked with a tag.** Suggested tagSimplification Update #10: ''"Read recently - provides no effects until next Daily Reset"''* Showers no longer provide negative effects, and the command is now always rolled when using a shower, regardless of the location. Each use will now spend 30 ingame minutes and has a chance to provide a positive effect (reduces Stress, Fatigue, or Pain) each time.* Computers now decrease Stress by (4d10)x0.1 at the cost of spending 2 ingame hours.* Radios now decrease Stress by (2d10)x0.1 at the cost of spending 1 ingame hour.Completely Baked Edition
= December 8th 2019 === Basic game mechanics ===='''Version 5* [[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).47''' - Simplification update #6
* The ==== [[CoverWeapon accessories]] system has received multiple modifications aimed at simplifying their purpose and function====Effect changes to the following accessories:** Cover no Laser sights: No longer have pass-through thresholds or corresponding Pain modifiers (like [[trauma plates]]).** Deleted cancel the "full protection" trait (which protected against bouncing explosives - point of which there is [[VOG-25P|only one type]] currently)** Modified the list of cover types aim shift (changed health and AC values on many of themas that mechanic has been deleted)* [[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 gives '''BED / 4 rounded down''' (or in other words, for every 4 full points of limb damage dealt by an explosive weapon, 1 wound is also dealt).* [[Chlorine bomb]] and Chlorine gas clouds:** Removed the 25% chance to lose eyes per turn spent in a chlorine gas cloud. It was replaced by an additional damage effect (2 limb damage to a random body part per turn spent in a cloud).* [[Crafting items]]** Gun Repair Kits can no longer be used to repair dud explosives; this ability was moved to the...** New toolkit: '''Explosives Toolkit (XTK)'''. Costs [[File:Parallar symbol.png|10px]]'''300''' and can be used up to 5 times. This kit allows users to repair dud explosives and defuse certain types of primed explosives more quickly than with bare hands; consumes 1 use per explosive repaired or defused.* [[Effects]]** '''Nausea''' is now a temporary effect which prevents using [[Food]] items. All items inducing Nausea are now given a turn duration, and no longer induces IR +1.** '''Anti-Oni Syndrome''' now causes creatures under this effect to get [[Pain]] instead of [[Venom]] from drinking alcohol (1% Pain per 0.1 Inebriation). The Pain gained this way is '''fixed''' and ignores [[Pain Sensitivity]] entirely.** '''Decompensation''' and '''Self-deterioration''' were simplified, introducing a system of points gained at Daily Reset. If these points reach a particular threshold, instant death occurs.** Various effects were simplified or scrapped entirely.
= November 14th 2019 March 22nd 2022 ='''Version 6.5.46''' - Simplification update #5Further Balance Updates
* [[Weapons]]:==== Basic game mechanics ====** In a manner similar Changes to the [[MAC-10]] and [[MAC-11]], these weapons are now considered to be '''auto pistols''' if their stock is foldedfollowing core game mechanics: [[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 Major change to the Contestant story for acquisition. Their effects and special abilities have also been modified - see each page for further details.* [[Statisticslimb groups]]system:** [[Pain]]: No longer naturally regenerates at a rate of -2% per turn; in fact, hits to 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:** LIMB group now cause '''Augmentations0.5x''': Guardian LSS modified so it doesn't improve pain regeneration per turn anymore, but instead reduces Pain Sensitivity and improves damage (same as hits to 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%.EXTREMITIES)** '''Tanuki special abilities''': A new 9 TB ability called '''Still Hard''' is added. Applies Strong limb healing to any instead of the tanuki's limbsprevious 0. Regeneration is now more expensive, bumped up to 5 TB. Many abilities have had their effects simplified as well4x.
==== [[Ammunition]] ====
Major rebalancing to the ammunition type cost multipliers:
= November 10th 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 5.450x)* API: ''' - Simplification update #2.5x''' (previously 4.0x)* SF: Ores, metals and mining'''1.2x''' (previously 1.5x)* UHS: '''1.2x''' (previously 2.5x)
* ==== [[ValuablesCharacter creation]]: ** Scandium and palladium ingots have been scrapped ** Introduction of new types of ingots: Zinc, Iron, and Tungsten** All ingots are now available in four sizes: 100g (0.2 Weight units), 250g (0.5 units), 500g (1 unit) and 1000g (2 units)** "Hardened steel" was renamed to just "Steel"** Value per kilogram of brass is now 240 P$ (previously 224 P$)** Value per kilogram of electrum is now 1400 P$ (previously 1340 P$)* [[OresCharacter customization]] and ====* [[miningHuman]]:** All metal ores have been completely scrapped and rebuilt from the ground up. All types of metal ores characters now contain a percentage receive '''4 starting trait points''' instead of ONE useful metal or "quick cash" elementthe normal 3, and are now based on more realistic types of minerals. ** The list of "Primary" mining elements (which can be exchanged for ingots) has been rewritten, and now includes (from least to most valuable): Zinc, Lead, Iron, Copper, Tungsten, Silver, Gold, Platinum.** The list of "Secondary" mining elements (which can be exchanged compensate 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 the lack 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 changesracial benefits.
= September 24th 2019 === [[Convenience store|Convenience stores]] ===='''Version 5.44''' - Various changes in various domains* Convenience stores now sell [[M67]] frag grenades, [[M18 smoke grenade|M18]] smoke grenades and [[M84]] flashbang grenades (1d8 per store)
* '''Buff to the ==== [[goheiCrafting]] and ====* Changes to [[shakuToolkits]]''': 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 ** Gun Cleaning Kits ("Terminating Seal" for the goheiGCK), "Cleansing Fire" for the shaku) which will allow the weapon to temporarily deal quadruple Gun Repair Kits (4xGRK) 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 Melee Repair Kits (e.g. a Type 2 skeleton key will open any lock from 2000 to 2999MRK).** 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 Explosives Toolkit (respectively, Lv2 - Basic, and Lv3 - SkilledXTK).* Introducing a new type of toolkit, the : Maximum uses per kit buffed to '''hacking tool10 uses''', 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 instead of hacking augmentations, which have been scrapped from the game3.** Modifications to the hacking mini-games were made to accomodate for the new hacking toolPrice per unit is unchanged.** The Gun Cleaning Kits: Now repairs '''&loginwords200 Condition''' 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 per use (Base limb health: 43 -> 60, Max Blood 12 -> 17, Pain sensitivity 163% -> 117%previously 100), 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 Gun Repair Kits and -40% Pain Sensitivity for 20 turns. If Savage Mode is already active, Kasha can activate the ability again to extend the remaining duration by another 20 turns.* '''Nerfing [[Ammunition#Pistol and rifle caliber projectiles|UHS ammunition]]'''Melee Repair Kits: It now deals 1.3x damage (Pain and LD) instead of 1.4x.* Now repairs '''Changes to MAIM400 Condition''': 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 per use (Light: +7 HP; Strong: +12 HPpreviously 250). The bonuses introduced by the Healing skill now give additional HP to all of the limbs not targeted by the FAK/FSK - +1 HP at Basic, +2 HP at Skilled, +3 HP at Expert, and +4 HP at Master. The bonus HP is free and costs no Nutrition or Fatigue.
==== [[Traits]] ====
New traits (<span style="color:#00CC00">'''Green: Positive'''</span> ; <span style="color:#CC0000">'''Red: Negative'''</span>):
* <span style="color:#CC0000">'''Bad eyesight'''</span> (+2): Your character has a natural vision impairment that cannot be corrected with eyeglasses. You suffer from a permanent FT+1 effect.
* <span style="color:#00CC00">'''Druggist'''</span> (-2): Ability to [[Identification|identify]] [[meds]] on sight
* <span style="color:#00CC00">'''Fast learner'''</span> (-1): Your character earns Training Points at a faster rate.
** When training at the [[shooting range]] or the [[dojo]], you divide the number of successes by '''4 instead of 5''' to obtain your Training Points (effectively corresponds to ~25% faster learning).
** You earn [[training machine]] XP at a faster rate. When using a Dojo's training machines, you gain '''8d25 XP''' per use instead of the normal 4d25.
** Not compatible with Slow Learner
* <span style="color:#CC0000">'''Frigid'''</span> (+2): Your character '''heals no [[Stress]]''' in the following situations: [[Strip club]]: Pole-dancing shows, private dances, special services ; [[Sanctum]]: Stress-relief chamber ; [[Cubus]]: Sex services ; Reading [[book|erotic books]] ; Any sexual or intimate situation (at the GM's discretion)
** Not compatible with Horny
* <span style="color:#00CC00">'''Jeweler's Eye'''</span> (-2): Ability to [[Identification|identify]] [[gemstones]] on sight (although not appraise them)
* <span style="color:#00CC00">'''Mycologist'''</span> (-2): Ability to [[Identification|identify]] [[mushrooms]] on sight
** If your character is a [[hakutaku]], you have this trait by default, at no cost. (This trait cannot be removed.)
* <span style="color:#CC0000">'''Slow learner'''</span> (+1): Your character earns Training Points at a slower rate.
** When training at the [[shooting range]] or the [[dojo]], you divide the number of successes by '''6 instead of 5''' to obtain your Training Points (effectively corresponds to ~16.67% faster learning).
** You earn [[training machine]] XP at a faster rate. When using a Dojo's training machines, you gain '''3d25 XP''' per use instead of the normal 4d25.
** Not compatible with Fast Learner
= September 6th 2019 (2) =Changes to existing character traits:* '''Version 5Galaxy Brain''' has been removed.43 (part 3) - The SteveMRE Konbini update part 3/3* '''Phobia''': Convenience storesAdditional 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.
== Convenience stores == [[Effects]] ====* Convenience stores are a new shop type which replaces the previously existing takeout stands.The following Effects have been modified:* Convenience stores are a type of individual shop'''Combat Stress''': Base effect is '''doubled''', sharing the same layout as other types meaning that each turn of individual shopscombat now causes +0.* The purpose of convenience stores is 2% to sell a fixed inventory of items considered to be basic necessities+0. Unlike most other shops in the Mazes, 8% [[Stress]] per turn multiplied by the majority number of their inventory is not randomstarting enemies.* Items sold at convenience stores are divided in four aisles: Food aisle, Ammo aisle, First Aid aisle, and Misc aisle.* Each convenience store belongs to one of five chains; '''24-Seven, FuscoTravel Fatigue's Bodega, Angelstop, Circle H'': The base roll is a ' and '''Tomato Konbini2d4'''instead of the previous 1d8, meaning that each room traveled adds +0. Each chain has their own traits and extra features2% to +0.8% [[Fatigue]], such as raffle tickets for every 250 P$ with a bell curve effect biased towards the median of purchases, extra gear, or extra services5 (+0.5%).
= September 6th 2019 (1) March 5th 2022 ='''Version 56.43 (part 2) - The SteveMRE Konbini update part 2/3: New and improved rations, new food items4'''- The Love Hotel Grabbag of Optimizations Update
This is the second part out ==== [[Weapons]] ====Several melee weapons have had their damage values and Weight changed to improve balance.List of a series of three updates.changes by melee weapon category
== New food items ==Axes* 11 new and improved rations have been introduced, replacing the previous 3 completely.* New category of food item, '''powdered drinks'''. Powdered drinks are inedible on their own, but can be combined with a bottle of water [[Fire axe]]: Increased base damage to create a drink.** 8 powdered drink packets, and 8 corresponding crafting72% -only beverages introduced.* 20 new types of regular food items introduced, many of which can be found in the new rations.72/65 54/43/32/14/4
All of the new items have been added to the '''Crude weapons* [[FoodMeat fork]]''' page.: Increased base damage to 30% - 30/27 21/17/12/6/1
== Other changes ==Knives* 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 [[FileDagger]]:Parallar symbol.png|10pxIncreased base damage to 53% - 53/48 40/32/24/11/3* [[Karambit]]'''0.10''' apiece.: Decreased base damage to 28% - 28/25 20/15/11/6/1
One-handed clubs
* [[Heavy spiked gada]]: Increased LDV to +3
* [[Flanged mace]]: Increased LDV to +3
* [[Pipe wrench]]: Increased weight to 9. Increased base damage to 70% - 70/67 56/46/35/18/5
* [[Wrench]]: Decreased weight to 2. Decreased base damage to 33% - 33/30 25/20/15/7/2
* [[Hammer]]: Increased weight to 3.
= September 5th 2019 ='''Version 5.43 (part 1) One- The SteveMRE Konbini update part 1/3handed swords* [[Butterfly sword]]: Changes Decreased base damage to consumables'''45% - 45/41 32/25/18/9/1
This is the first part out of a series of three updates.Two-handed club* [[Iron bat]]: Increased base damage to 50% - 50/48 40/33/25/13/4
The effects of many consumables have been modifiedWhip/Lash* [[Kusari-fundo]]: Increased LDV to +3. Increased base damage to 55% - 55/52 44/36/28/14/4* [[Straight whip]]: Decreased base damage to 45% - 45/43 36/29/23/11/3* [[Bullwhip]]: Increased LDV to +2. Increased base damage to 49% - 49/47 39/32/25/12/4* [[Light bullwhip]]: Increased LDV to +1. Increased base damage to 37% - 37/33 28/22/17/7/2* [[Riding crop]]: Decreased weight to 3. Decreased base damage to 30% - 30/29/24/20/15/8/2* [[Nine-tails]]: Decreased weight to 2.
== General changes to all consumables == [[Food]] ====* All consumables that previously listed a percentage chance to get an effect, Food items other than packaged rations and canned goods now always give have different weight values. Instead of being all 1 unit, they may be any one of the listed effectfollowing: 0. The percentage chance effects have been scrapped25, 0.5, 1, 2, or 3 units.
== Changes to Effects === New weight values =====Fruit* '''Nausea''' is now a permanent effect that gives the afflicted creature an '''IR +1''' effect and a nauseous sensation0. This effect can25: Apricot, howeverGrapes, be eliminated by attempting to throw up. Even if the attempt failsKumquat, Nausea will always be eliminated this wayKiwifruit* 0.5: Apple, Pear, Orange, Pomegranate, Banana*1: Watermelon wedge* All references to Nausea having a turn duration have also been eliminated.2: Pineapple* '''Suppressed hunger''' has been completely rewritten, and now works as follows3: 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).Cantaloupe
== Changes to food ==Vegetable* Can of cola drink0.25: No longer provides Agility +1 and Alertness increase - still affects Fatigue and StressCarrot, Beet, Turnip, Leek, Wasabi root* Can of lemonade: No longer provides any effects besides nutrition and hydration* Can of energy drink: No longer provides Strength +10%, but the effect is lengthened from 15 to 20 turns, and now also reduces Fatigue by 5.0% and increases Stress by 0.5%.* Cup of tea, green: Effect now increases alertness instead of AgilityTomato, effect now lasts 10 turnsPotato* Cup of tea, black1: Effect now increases alertness instead of AgilityArtichoke, effect now lasts 10 turnsCucumber* All game meat boosting Strength or Alertness: All effects now last 20 turns instead of 2 or 3 turns.* Hot-gon (exclusive to Diamond Hot-Dogs): Effect now lasts 20 turnsCabbage
== Changes to meds ==Meat* 0.25: All types of game meat
Many medical items have had their effects completely rewrittenSeafood* 0. These are the new effects for the following items25:Mussels, Clam, Sardines* 0.5: Trout, Cod* 1: Sea bass, Sole, Grilled eel, Lobster* 2: Cuttlefish, Salmon, Carp, Tuna, Crab
* Cannabis joint: Agility -1, Pain Regeneration Rate +2% /turn for 20 turns, Stress -1.0%Dessert* 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)25: Alertness increaseWaffle, Forced wakefulness for 20 turnsMadeleine, Fatigue -30.0%Crepe, Stress +10.0%Scone* Oxycodone: FT+1 for 10 turns, Pain -50%* Epinephrine: Agility +3, Fatigue -10.0%, Stress +8.0%* Heroin5: Pain sensitivity -100%Yogurt, FT+2 for 30 turnsBrownie, Pain -90%* Lorazepam: Forced sleep for 30 turns* Morphine: Pain sensitivity -75%Ice cream cone, Agility -2 for 30 turnsFruitcake slice, Pain -70%* Cocaine: Pain sensitivity -100%Millefeuille, Alertness increaseDonut, Hallucinations for 20 turns* PCP: Pain sensitivity -50%Muffin, Alertness increase for 20 turns* Codeine: NauseaCookies (6), Pain -40%Large cookie* Concentrated caffeine: Alertness increase, Agility +1 for 10 turns, Fatigue -12.0%, Stress +1.2%* Diazepam: Alertness increaseBlack forest cake slice, FT-2 for 20 turns* Ecstasy: Intense relaxationCream pie slice, Euphoria Rush for 40 turnsCookies (18)
== Changes to mushrooms ==Snacks* 0.25: Chocolate bar, Caramel, Bread slice, Cheddar slice, Fortune cookie, Energy bar, Granola bar, Whole wheat biscuits, Candy (mint), Candy (strawberry), Fruit bar, Milk and cereal bar, Peanut caramel bar* 0.5: Candied fruit can, Peanut chocolates (27), Salt crackers (10), Breadsticks (10), Breakfast biscuits* 1: Peanut chocolates (168), Salt crackers (20), Breadsticks (20), Pretzels, Popcorn (plain), Popcorn (caramel), Honey-roasted nuts
Many mushrooms have had their effects completely rewrittenFast-food* 0. These are the new effects for the following items5: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)
* Oni's Bane mushroom: Anti-oni syndrome for 10 turnsBeverages* Golden cap, Liberty cap0.5: Hallucinations for 10 turns* Infirmitas: Strength -20% for 10 turnsOrange juice, Tea (black), Tea (green), Lemonade, NauseaCola, Coffee (black), Apple juice, Grape juice, Energy drink, Coffee (cappucino), Hot cocoa* Turbatio: FT+1 for 10 turns* Oni Terror: Anti-Oni Syndrome for 30 turnsMineral water, Milk, Beer (blonde), Beer (brown), NauseaBeer (stout), Craftable powdered drinks (all of them)* Fatigatio: Fatigue +30.0%* Caecitas: FT +3 for 20 turns* Potentia: Strength +20% for 20 turns* Accuratio: FT -1 for 20 turns* Anxietas Medicus: Stress -10.0%* Strenuitas: Alertness increase for 20 turns* Velocitas: Agility +1 for 20 turns* Extra Velocitas: Agility +2 for 20 turns* Furor: Rage for 20 turnsChampagne, Red wine, Vodka, Mead, Absinthe, Sake, Whiskey, Brandy, Cider
===== Changes to rations =====
The contents of specific rations have been changed.
= July 21st 2019 =* Ration B1: Added 1 extra pack of whole wheat biscuits and 1 can of spam'''Version * Ration B2: Removed 1 packet of powdered coffee* Ration L1: Removed 5.42''' - Detective updatecigarettes and 5 safety matches* Ration L2: Added 1 can of pasta with tomato sauce* Ration S1: All item quantities doubled, added 2 milk and cereal bars
An accompanying Tsuchinoko update (version 138) will be released on the same day.===== Other food related changes =====
== Changes to * [[CreaturesLBE]] ==* The Maze Police faction has : All LBE with a new rank, Guard Detective. Ranks above Sergeant but below Chief, they are investigators in plain clothes, in charge of cases and issues. They come with their own set Food holster: the effect is replaced to "max weight: 3" instead of equipment."max items: 2"** They [[Style shop]]: Custom food holsters are now appear as a separate type weight-based instead of creature that can be rolled by the '''&enc''' and '''&encitem count-LEO''' commands.* All Maze Guard flavors have received an equipment update; trauma platesbased, Tasers, better load-bearing equipmentas above.
==== [[Meds]] ====
First Aid Kits (FAKs) and Field Surgery Kits (FSKs) receive simplifications to make them easier to use and manage:
= July 13th 2019 ='''Version 5* FAKs and FSKs no longer serve as mini containers capable of carrying extra meds (IBs, paracetamol, HAP, epinephrine, etc.41''' )* Instead, FAKs and FSKs are now multiple- Weapon accessory tweaks use. FAKs have 3 uses before depletion, FSKs have 5 uses (1d3 and simplifications1d5 on randomly found ones)* No changes to pricing or limb healing effects, all 3 uses of an FAK can therefore heal up to 21 HP, and all 5 uses of an FSK, 60 HP.
This update aims at trimming some more ==== [[Hotel|Hotels]] ====A new hotel classification has been added: Love Hotels.* Falls outside of the fat luxury level (star system) by offering a unique service, represented by a heart symbol (♡)* Love hotel rooms possess a single king-size bed intended mainly for couples, similar to ★★★★ hotels.* Love hotels only allow you to book a room if you have at least one partner, and booking only lasts 4 hours, not 24. The intention is to provide couples (or groups) with game mechanicsthe privacy needed for intimacy.* In exchange, specifically mechanics related the stay is cheap - just [[File:Parallar symbol.png|10px]]'''50''' to weapon accessoriesget in.
An accompanying Tsuchinoko update Several towns received new hotels:* Neutral towns** Calfair Sector - ★★ Rudolf's Lodge** Littleton - ★★ Little Inn** Nanton - ★★★ Slow Wave Hotel** Ovis City - ★ The Roadside Resort** Saker - ♡ The Serial Inn* Angelic towns** Alba Radium - ★ Guiding Light Inn** Beatus - ★★★ Dreamers House** Divus Nitor - ★★ The Celestial Auberge** Semitas - ★★ Quietus Inn* Demonic towns** Flaxton - ★ The Hotelion** Novysera - ★ The Bonfire** Rog - ♡ Heat Wave Hotel** Temno - ♡ Jam and Cream** Utroba - ♡ The Deep Dive* Military towns** Camp Charger - ★ Chamber-Inn** Fort Cobalt - ★★★ First Force Hotel** Fort Scarlet - ★ Scenic Route Lodge** Fort Wight - ★★★★ Fortress R&R** Station Delta - ★ Last Stop Hotel** Station Lasker - ★ Southern Comfort** Station Sigma - ♡ Six Appeal* Police towns** Beadsor - ★★ The Hog and Barrel Hostel** Elusec - ★★★ Kilburn's** Murberry - ★ Layd Backe** Wayward - ★★ Thornton Hostel* Syndicate towns** Baden Town - ★★ The Run-Inn** Viris Area - ♡ Lovelight* Youkai towns** Aosaidan - ★★ Kaneda (version 137金田) will be released on ** Masatomo - ★★★ Lodge of the same dayFork** Kazama - ★★ Amane Hotel (天音 HOTEL, lit."Divine Sound Hotel")** Kijirou - ★★★ Dou to Gin (銅と銀, lit. "Copper and Silver")
== Changes to [[weapon accessories]] ==* ScopesA few existing hotels changed classification: All scope effects have been re-balanced.** LowEllen Sector -power optics: No longer have a special effect boosting accuracy only when aiming at small body partsWarm Case Hotel - Was ★★, and instead provides a flat FT-1 bonus.becomes ♡** MediumAbakash -power optics: Now provides a FTBrim Inn -2 bonus instead of FT-1.Was ★★, becomes ♡** HighGarica Block -power optics: Now provides a IR-2 bonus instead of IR-1.** Extreme-power optics: Now provides a IR-2 bonus instead of IR-1.* Weapon lights:** The dazzling effect mechanic has been entirely scrapped.** When someone with a weaponlight aims at a creature with night vision or NVGs active, it no longer causes a blindness effect. (Flashbangs are unaffected, they still cause enhanced blindness to creatures with night vision).** Weaponlights switched on now Marion'''automatically break stealth''', as they are sources of bright light that can be seen by everyone.* WL2 batteries have been '''entirely scrapped''', alongside three models of weapon light (Inforce APL, Inforce WML, and P3X Fury Tactical) due to redundancy.* One new type of dual modules introduced: the '''Streamlight TLRs Inn -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 lightsWas ★★, and all Inforce WML and P3X Fury Tactical lights are replaced by Surefire M620 lights.becomes ♡
== Other general changes ==* [[CoverCreatures]] mechanics simplified (effectively returned to a previous state); the Exposure system (exposed/hidden) is scrapped, cover now returns and [[Occupations]] ====The following creatures and occupations received changes to protecting the full bodies of everyone that is behind cover.their loadouts and skills:
* [[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
= May 18th 2019 === Other changes ====* [[M1 Garand]]: Missing Customs combinations have been added* [[Hospital]]: Cost of healing limb damage dropped from [[File:Parallar symbol.png|10px]]'''Version 5.425''' - Simplification update #3 to [[File: Stress and inaccurate hitsParallar symbol.png|10px]]'''15'''.
This update aims at further simplifying certain game mechanics.
== General changes =February 10th 2022 =* Stress: All stress levels from Moderate and up no longer cause incremental fatigue effects'''Version 6.* Inaccurate hits with ranged weapons no longer call for a 1d23.13''' -1 check to determine if the shot hits. From now onThe 1000-Weapon Update, all inaccurate hits are hits.* All inaccurate hits now deal 0.7x Pain Part 13: Submachine guns and Limb Damage, including in melee (down from 0.8x)Two-handed swords
15 new weapons added to the game (14 firearms, 1 melee weapon), bringing the total to the covered '''1,000'''!
= April 23rd 2019 ='''Version 5.3''' - Simplification update #2 : Blood== New weapons ====
This update aims at simplifying some of the mechanics related to the Blood statistic.* 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]]
== General == Other changes ====* Blood no longer naturally heals at [[Style shop]]: Now offers 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.custom LBE service* Natural blood regeneration is now tied to the daily reset; on [[Maze Customs]]: AR-15s equipped with both a flat-top receiver and quad-rails get a NATO mount instead 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 a NATO-S mount (the top rail acts as long as there are no open wounds at that momentan extension). Upon hitting * Updated the daily resert[[List of silencers|silencer]] roster for compatibility with the new calibers:** Pistol, you will lose 150 ntri and 2% Fatiguestandard, and regenerate 1 Blood instantly. This is intended to incite finding BTKs or pay for a medic32: Now compatible with [[. If neither is possible327 Federal Magnum]]** Pistol, the tried and tested "buy food and let it heal over a few days" also worksstandard, however it may take several in-game days for large amounts of lost Blood. 45: Now compatible with [[.41 Magnum]]* Blood Transfusion Kits now carry 3 units of Blood each instead of * Rifle, standard, 5. Full BTKs now cost 350 P$ instead of 550 P$8mm: Now compatible with [[5.8x21mm]]* A new type of medical item ('''Epoetin-alfa'''* Rifle, syringe) can be consumed to start a 20-turn effect resembling the old natural regeneration effect: +0.1 Blood per turnstandard, in exchange for -15 ntri and +0.2% Fatigue per turn260 / 6. In total7mm: Now compatible with [[6x45mm]]** Rifle, the item would help your body regenerate up to 2 Blood but burn up to 300 ntri and 4% Fatigue. Syringes of Epoetin-alfa cost 100 P$standard, making them the cheapest syringe-type medical item.30 / 7.62mm: Now compatible with [[7x57mm Mauser]]* Changes to '''Augmentations''': The Guardian LSS no longer increases Updated the amount [[List of Blood regenerated per turnmuzzle brakes|muzzle brake]] roster for compatibility with the new calibers:** Pistol, standard, since that mechanic is gone. Instead45: Now compatible with [[.41 Magnum]]** Rifle, each level increases the amount of Blood regenerated every day by 1standard, 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 ntri260 /2% Fatigue per turn, making it viable to heal large amounts of Blood loss over the space of a few days6.7mm: Now compatible with [[6x45mm]]* Changes to '''Clothing protections''': Buffs to protection ratings. ''-Resistant'' will prevent injuries on hits dealing up to 4 limb damage (previously* Rifle, 2)standard, and ''-PROOF'' will prevent injuries on hits dealing up to 8 limb damage (previously, 4).30 / 7.62mm: Now compatible with [[7x57mm Mauser]]
= February 20th 2019 9th 2022 ='''Version 56.23.12''' - Extra game modes updateThe 1000-Weapon Update, Part 12: Conventional rifles and Handgear
This update introduces two 37 new methods of playing MazeWorld: '''Survival''' weapons and '''Freeform''', and retroactively renames 1 new caliber added to the 'main' mode into '''Contestant Story''' or just '''Story'''. These new game modes(30 firearms, so to speak7 melee weapons, aim at providing more flavors for players and future GMs including 1 integrated bayonet), bringing the total to enjoy985.
== General changes == New caliber ====* The [https://docs[7.google.com/forms/d/1fLN_YUoVStGt0ElBtVpyMg1bIvn1Eqxc3BuDJrdIkBk/ character sign-up form92x107mm]] has been updated to account for the changes below.
== Survival ==In this new mode, players adopt the role of a Survivor, whose only objective is to kill anyone that looks at them wrong, and survive as long as possible. Survival is mainly inspired from old-school MazeWorld, it is essentially an endless Uncivilized Area run, just as it once was.New weapons ====
When playing Survival, players have the option to choose between two modes* Firearms: '''Tier X''' ** [[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]] (The game ends after completing X Challenges) or '''Endless''' (The game only ends with integrated to the Survivor's death, or at player request[[Type 44 Arisaka]]).
The main differences introduced by Survival are as follows:==== Other changes ====* 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 unlockedNew ability: 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.[[Steady aiming]]
The only objective in Survival is to survive. Each Survivor will be entered into a leaderboard for creatures killed and KV score obtained at the end of their run, as well as rooms visited in Survival Endless.
== Freeform play =February 1st 2022 =This is essentially the normal game, but without main story quests or sidequests and with certain shops, services and other conveniences immediately available'''Version 6. This mode aims at a more relaxed experience, without the pressure of the pre3.11''' -made main storyThe 1000-Weapon Update, as well as offering an opportunity to design your own stories Part 11: Precision rifles and plots. Two-handed clubs
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 13 new weapons added to the storygame (7 firearms, 6 melee weapons).** Reputation and Renown requirements from certain mercenaries are disabled.* Roazon is collapsed, exactly as it would after bringing 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, total to allow GMs more flexibility948.** It is recommended to replace any rewards in Renown/Rep with money, where applicable and where it would make sense. (e.g. Vigilante work)
* 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]]
= January 17th 2019 =
'''Version 5.1''' - KISS Update (Keep It Simple, Stupid!)
This update aims at simplifying several game mechanics deemed too granular or generally not fun enough= January 23rd 2022 ='''Version 6.3.10''' - The 1000-Weapon Update, Part 10: Pistols and One-handed clubs
== 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, 47 new weapons added 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 game (meat worth x 30). For a human32 firearms, 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 1015 melee weapons). 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 bringing the ability total 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 death935.
== Simplified fatigue ==* Fatigue no longer gradually increases every turn (what was called "natural fatigue"). Effects that can increase Fatigue bit by bit every turn still do exist.* The "Energized" tier is deleted.* Reaching an amount of Fatigue equal to 2x Endurance will result in death.* All effects of high fatigue now decrease Agility, and eventually decrease accuracy and cause Hallucinations.New weapons ====
== Simplified clothing and armor ==* Firearms:* Clothing and armor can no longer sustain damage, period. The only exceptions are* [[Class 3 weapons]]:** Trauma plates * [[Beretta APX]]*** [[Beretta M9- which still continue to work as they normally do22LR]]** Powered armor * [[BSA Welrod Mk I]]*** [[Colt Model 1903]]*** [[DW Ortgies 7.65]]*** [[FB Radom P- which require a condition meter to determine protection level64]]*** [[FB Radom wz. When wearing power armor, damage calculation is greatly simplified 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- 1 limb damage sustained = 1 armor condition lost18.9]]* Cutting clothes into rags ** [[RPC Fort Fort-17]]*** [[Ruger LCP VE]]*** [[Semmerling LM4]]*** [[SIG P210]]*** [[Smith & Wesson CS45]]*** [[Springfield 1911RO Target]]*** [[Star Megastar 10]]*** [[Steyr M1912]]* Melee weapons:** [[Class 5 Long weapons]]:*** [[Heavy gada]]*** [[Heavy spiked gada]]** [[Class 5 Short weapons]]:*** [[ASP Agent A30]]*** [[ASP Talon T60]]*** [[Blackjack]]*** [[Boomerang]]*** [[Entrenching tool]]*** [[Gunbai]]*** [[Light gada]]*** [[Maglite ML300L]]*** [[Raider mace]]*** [[Sai]]*** [[SF-34000]] (as long as they have the RagOK tagArtifact) now always succeeds and results in obtaining 1d4 Rags (at least 1 is now guaranteed). Multipliers (0.5x or 2x) affect the result of that 1d4, and it is always rounded up.*** [[Trench mace]]*** [[Wrench]]
== 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.Other changes ====
Changes to handloading[[magazines]]:* Load level (hotness) of ammunition affects the severity of the Condition loss on All Desert Eagle magazines now possess a critical failure. -P/Cold: Condition loss x0.5. +P/Hot: Condition loss x2. +P+/Super: Condition loss x4."Deagle" tag for searching purposes* Powder quality of ammunition also affects the severity of the Condition loss on a critical failure. SurplusMauser C96 Red 9 stripper clip: Condition loss x3. Premium: Condition loss x0.5.* These effects may stack. Round up any results.* If shooting ammunition of mixed hotness or powder quality in the same turn (''not recommended!'')Renamed to "Mauser C96 stripper clip", the hottest compatible with both [[Mauser C96 Broomhandle]] and dirtiest [[Mauser C96 Red 9]] depending on loaded ammunition fired that turn is used as a reference for ''all'' rounds fired that turn.
Changes to weapon accessories[[Maze Customs magazines]]:* Since Cleanliness no longer exists, silencers no longer apply a malus on the equipped firearmGlock-SF .22 and Glock-LF .22 magazines: Capacity increased from 10 rounds to 12* 1911SS 9mm and 1911DS 9mm magazines deleted (replaced with [[1911RO magazines]] and [[P-18 magazines]], respectively)
Changes to crafting:
* Gun Cleaning Kits: They are now used to restore a firearm's Condition, as long as it's 60% or higher. Gun Repair Kits can still be used at any Condition percentage.
Changes to Maze Customs:= January 9th 2022 =* Improved barrels now have different effects'''Version 6.** 4150CS barrel: Max Condition x13.25.** 4150CS + Titanium Nitride (TiN) coating: Max Condition x1.5** 4150CS + Titanium Carbonitride (TiCN) coating: Max Condition x2** 4150CS + NP3 coating: Max Condition x1.25, Condition loss on critical failure x0.5** Rechambering a firearm with an improved barrel no longer causes the improved barrel to be replaced by a normal one (forcing the user to re9''' -purchase the barrel improvements again). Making engineers slightly less evil!...** Maze Customs now also offers the possibility to return to a nonThe 1000-improvedWeapon Update, stock barrel, for 100 P$.Part 9: Grenade launchers and Knives
== Extras ==* New command: '''@asktsuchi'''. Ask a yes/no question and use that command. Results may vary12 new weapons added to the game (2 firearms, 10 melee weapons), bringing the total to 888.
* Firearms:
** [[Class 1 weapons]]:
*** [[NAWS China Lake]]
*** [[Springfield T148E1]]
* Melee weapons:
** [[Class 5 Short weapons]]:
*** [[Bou-shuriken]]
*** [[Gerber Mark II]]
*** [[Handmade knife]]
*** [[Heavy throwing knife]]
*** [[Kamisori]]
*** [[Karambit]]
*** [[Last Blood]] (artifact)
*** [[Smatchet]]
*** [[Stun knife]]
*** [[Throwing knife]]
= November 27th 2018 =
'''Version 5 update''' - The Finished State update
== Quests =January 2nd 2022 =* '''Story Arc #Version 6.3: The Human-Youkai War.8''' released! Features 33 quests, 1 sidequest- The 1000-Weapon Update, Part 8: Hand grenades and 1 emergency quest.* '''Endgame content''' now available! The Contestant story may now come to an end as soon as all four Amulets are gatheredAxes
== 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 New weapons), Backlash (Whip/Lash weapons), Desperate Smash (Crude weapons), Double Cleave (Axes, One- and Two-handed swords), Stabbing Rush (Knives)** Techniques that can be '''purchased''': Lightning Reload (available for 3000 P$ at any shooting range)====
Maze Customs:* Customs:Minor - 1 11 new tactical conversion weapons added to the game ('''Pecheneg Zenit'''6 firearms, 5 melee weapons), 4 new minor barrel configurations ('''SCAR-H STD, SCAR-L STD, SCAR-L LB, SG551-LB''')bringing the total to 876.
Startgame* Firearms:* '''Tsuchinoko''' update* [[Class 4 weapons]]: Rarity is finally weaved into the drop rates for the weapon commands (@wpn @wpnc1 @wpnc2 @wpnc3 @wpnc4 @wpnc5L @wpnc5S @wpncHG). The original commands (with equal chances for each weapon) have been given the '''*** [[Model 9210]]*** [[Model 9430 Tear-e''' suffix (@wpnball]]*** [[Model 9590 Sting-e, @wpnc1-e, etc...); '''e''' stands for "'''equivalent'''" (in the sense that each weapon has the same chance to be rolled as any other)ball]]*** [[No.77]]** Four new '''Tsuchinoko''' commands, '''@wpn-firearm''', '''@wpn-melee''', '''@wpn-firearm* [[Stinger]]*** [[Zarya-e''' and '''@wpn-melee-e'''. The first two respectively roll only firearms (Classes 1-4) and melee weapons (Classes 5L, 5S, HG), and the last two are the equivalent chances versions of the first two.3]]* Kitsune and alligator halflings are now playable (discontinuation of the RePoints system)Melee weapons:* Equipment points to allocate have been increased from * [[Class 5 to 10.Long weapons]]:* Unspent equipment points are now worth 200 P$ each instead of 150 P$, and are now paid entirely in copper coins.** [[Hookaroon]]* 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.** [[Ice axe]]* Difficulty modes are no longer tied to RePoints. The starting amount of lives (Hard* [[Class 5 Short weapons]]: 1, Easy: 3, Messiah: Infinite) is fixed.*** [[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].
Bureaucrat, administrator
15,672
edits