Changes

Changelog

7,968 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 18th 2021 Upcoming ='''Version 6.39.4''' - The 1000-Weapon Update, Part 4: Auto pistols and Staff/pole weaponsUnnamed update
6 new weapons added to the game (2 firearms, 4 melee weapons), bringing the total to 787In progress...
New [[weapons]]:= April 10th 2024 =* Firearms:** [[Mauser M712]]** [[Norinco Type 80]]* Melee weapons:** [[Barbed spear]]** [[Battle staff]]** [[Corvus]]** [[Pitchfork]]'''Version 6.9.3.2''' - Helmet hotfix
New * [[magazinesEffects]]:Removal of the Ballistic protective trait, now considered obsolete. Due to it being a carryover from eras of the game where headshot Pain multipliers used to be much higher than the current 1.5x (3x or higher), the effect remained unchanged and accidentally overbuffed the protective capabilities of helmets with the trait.* [[M712 magazines]]* [[Type 80 magazinesClothing and armor]]: All clothes that had the Ballistic protective trait lose it.
= October 3rd 2021 March 24th 2024 ='''Version 6.39.3.1''' - The 1000-Weapon Update, Part 3.1: New speedloaders and speed stripsSay My Name update
* New [[weapon accessories]]:* [[Speedloaders]]:** Tsuchinoko command, '''&callsign'''.41 Magnum 5-round speedloader** Generates one of about 200 different names (including variations).41 Magnum 6-round speedloader** Callsigns are intended to give, well, callsigns, but also nicknames, war names, and other aliases.327 Federal Magnum 6-round speedloader** .327 Federal Magnum 7-round speedloader* Primarily intended for [[Speed stripsmercenary|mercenaries]]:** (Customs only) but easily adaptable to anyone else; Maze Military personnel, raiders, adventurers, and so on.41 Magnum 5-round speed strip** (Customs only) .41 Magnum 6-round speed strip** .44 Magnum/Special/.50 AE 5-round speed strip (moved from Customs The command is designed to retail)** (Customs only) .327 Federal Magnum 6be expanded over time in even smaller, Tsuchi-round speed strip** .327 Federal Magnum 7-round speed strip** (Customs only) updates.327 Federal Magnum 8-round speed strip** (Customs only) .327 Federal Magnum 9-round speed strip
Modified [[weapon accessories]]:
* All speed strips capable of accepting [[.44 Magnum]] and [[.44 Special]] can now also accept [[.50 Action Express]] (the rim is the same size). This affects the following:
** .44 Magnum/Special 5-round speed strip => .44 Magnum/Special/.50 AE 5-round speed strip
** .44 Magnum/Special 6-round speed strip => .44 Magnum/Special/.50 AE 6-round speed strip
= March 18th 2024 =
'''Version 6.9.3''' - The MazeOS Update
= October 2nd 2021 =* Added a fourth type of items requiring [[identification]]: '''Version 6Data storage devices.3''' Includes floppy disks, zip disks, compact discs (CD), and hard drive disks (HDD).3Camera memory cards also become a type of data storage device.* When finding data storage devices in the UA, they may contain useful or valuable data.* Bring data storage devices to a [[library]] computer to identify them, or use a [[Crafting items#Laptop|laptop]] to identify them on the field. Laptops are considered a new type of toolkit and are rechargeable with HITB batteries.** Laptops can also double as higher-capacity (and rechargeable) hacking toolkits.* Blank versions of data storage devices are available for sale in workshops (as [[crafting items]]). Blank devices currently have no specific purpose but GMs are encouraged in any story or quest where writing or saving data could be useful.* New [[Tsuchinoko (bot)|Tsuchinoko]] commands added to support this update: ''' &data &data- The 1000floppy &data-Weapon Update, Part 3: Revolvers and bayonetszip &data-memcard &data-cd &data-hdd'''
18 new weapons added to the game (15 firearms, 2 bayonets, 1 integrated bayonet), bringing the total to 781.
New [[weapons]]:= February 9th 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'''Version 6.9.2''' -81]]** [[Webley & Scott Mark VI]]* [[Bayonets]]:** [[Johnson bayonet]] (the corresponding host weapon will be introduced in a later Mushroom update)** [[MSBS bayonet]] (the corresponding host weapon will be introduced in a later update)** [[TOZ-81 bayonet]] (integrated to the [[TOZ-81]])
Balance changes:* The functionality of [[Bastard swordmushrooms]]: Limb damage has been expanded, and a new essential shop can now be found in all towns. Mushrooms now become valuable loot ; low value individually, but due to their extremely low weight, worth hanging onto. Mushrooms can be buffed from +4 sold or traded up directly for more valuable mushrooms at dedicated, brand-new locations. The mushroom identification costs have also been lowered to +6match the cost of the lowest-value mushrooms.
* [[Identification]]: The cost of identifying mushrooms has been dropped to '''0.10 P$''' (previously 10 P$)
* [[Mushrooms]]: All mushrooms now have a monetary value (they previously did not) roughly consistent with their nutritional value and effects.
* All towns now have a new location, the '''[[street kitchen]]'''
** The street kitchen works as both a restaurant and a shop. The manager is a random [[citizen]] with the [[Character traits|Mycologist]] trait.
** The restaurant part of the street kitchen sells inexpensive, filling, mushroom-based dishes.
** The shop part trades mushrooms. It sells a small selection of savory and magic mushrooms, and it will buy back any mushroom '''at cost''', similarly to valuables.
* [[Tsuchinoko]]: Pull rates of mushroom types with the '''&marisa''' command have been adjusted to heavily favor normal mushrooms.
** Normal mushroom pull chance per command: 63.38% -> '''71.81%'''
** Magic mushroom chance per command: 32.39% -> '''12.23%'''
** Unique mushroom chance per command: 4.23% -> '''15.96%'''
= September 6th 2021 =
'''Version 6.3.2''' - The 1000-Weapon Update, Part 2: Machine guns and one-handed swords
12 new weapons added to the game (7 firearms, 5 melee), bringing the total to 763= December 27th 2023 ='''Version 6.9.1.1''' - Melee Repair Kit hotfix
New Changes to [[weaponstoolkits]]:* Firearms:** [[Arsenal MG-M2]]** [[Enfield RSAF L86A2 LSW]]** [[IWI Negev NG7]]** [[Mendoza C1934]]** [[ST Kinetics Ultimax 100 Mk3]]** [[TsNIITochMash PU-21 Poplin]]** [[ZVI UK vzMelee repair kits can now repair shields. 59]]* Melee weapons:** [[Butterfly sword]]** [[Ceremonial sword]]** [[Kora]]** [[Rending Scissor Blade]] The formula to calculate shield HP repaired is equal to the Condition (artifactwith Repair skill bonus)** [[Sword-cane]]divided by 80 and rounded up.
New [[List of magazines|magazines]]:
* [[Mendoza C1934 magazines]]: 30-round mag
* [[Ultimax magazines]]: 100-round drum
New [[ammo belts]]:= December 25th 2023 =* [[PU'''Version 6.9.1''' -21 ammo belt]]The Soldier of Fortune Update<br/>* ''This update was conceptualized and developed almost entirely by [[Vz. 59 ammo beltUser:GenericArchangel|GenericArchangel]]; the author mostly took care of minor fixes and additions and the final implementation.''
Other:* Rule clarifications: On the rare weapons that possess a foregrip and a bipod at the same time (A minor update focused on fleshing out [[PKP Pecheneg|Pecheneg ZenitMAIM]], [[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 and giving players the foregrip's effects applyoption to hire mercenaries.
New [[Occupations|occupation]]: [[Mercenary]]
= August 15th 2021 ='''Version 6.3.1''' - The 1000-Weapon UpdateNew [[List of named MAIM personnel|named characters]] (14 mercenaries, Part 1: First, The Ammowith different skillsets and loadouts)
Minor lore tweaks to MAIM itself to make it a legitimate organization, now headquartered in [[AmmunitionFerron City]] - New calibers:* [[.327 Federal Magnum]]* [[.41 Magnum]]* [[.50 Beowulf]]* [[5.8x21mm]]* [[6x45mm]]* [[7x57mm Mauser]] (suggested by: Jade, Andromis)* [[10x24mm Caseless]] (suggested by: Mad Max)
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)
= October 4th 2023 =
'''Version 6.9''' - The Nice, Big Re-Balance Update
= June 27th 2021 =New gameplay concept and ability: [[Hebizuka's Favors]].* They are MazeWorld's version of Edge points. Burn to re-roll a variety of unfavorable rolls.* A [[Character traits|trait]], ''Version 6.2'Hebizuka's Favorite,' - The Shields Update'' allows you to have a maximum of 4 Favors instead of 3.
Written with suggestions from the community - thank youChanges to [[Abilities]]: * New technique, everyone![[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.
* Changes to [[Class 5 Long weaponsAmmunition]]:** New weapon category and new game mechanics: [[ShieldsRPG-7 rocket]]** 14 shields added to the weapon roster (13 retail weapons, 1 artifact): TBG-7V rockets now cost 425 P$, all of which are Class 5 Long.increased from 265** Retail shields: [[Round shield]], [[Leather shield]], [[Trash can lid]], [[Scutum]], [[Wicker shield]], [[Buckler shield]], [[KameRPG-tate29 rocket]], [[Heater shield]], [[Ballistic shield : TBG- Soft]], [[Ballistic shield - Alpha]], [[Ballistic shield - Bravo]], [[Ballistic shield - Delta]], [[EOD portable blast shield]]** Artifact shield: [[King's Roundel]]* [[Dojo]]** Shield training is 29V rockets now availablecost 500 P$, and round shields have been added to the list of rental weapons. Functionally the same, bur lore-wise, dojos are now equipped with harmless dart launchers for shield practice.increased from 300* [[SkillsAmmunition types]]** : New combat skill: ammo type for shotgun calibers, '''ShieldsDragon's Buckshot (D-Buck)'''* [[Creatures]]:** When butchering a [[giant tortoise]], it will drop a [[Kame-tate]].
Changes to [[Combat mode]]:
* Escaping now causes [[UA]] trip length to increase automatically by 1, as if it was a Detour +1.
= May 29th 2021 =Changes to [[Clothing and armor]], [[youkai outfits]], and [[trauma plates]]:* Many pieces of armor have received new effects (or had existing effects modified or deleted), mainly to hamper [[Agility]]. The general idea is that the heavier the armor, the bulkier and harder it is to move in.** Activist Recon Outfit (ARO), all five types: Agi+1 effect deleted** EOD Suit: Plate carrier effect added** Kawashiro Shinobi Outfit: Effect nerfed to Agi +1** Armored trench-coat, Composite armor vest, Composite armor full leggings, D armor full leggings, Dou-sode armor, Heavy D armor vest, Heavy K armor vest, Heavy T armor vest, K armor full leggings, Powered Combat Vest, SRA Riot Vest, SRA full leggings, T armor full leggings, [[trauma plate|Light steel trauma plate, Composite armor trauma plate]]: All of these received an Agi-1 effect** EOD Suit, Medieval cuirass, Heavy steel trauma plate: All of these received an Agi-2 effect* Many pieces of armor have been made more expensive.** Heavy steel helmet: Increase to 250** T armor helmet: Increase to 500** K armor helmet: Increase to 750** D armor helmet: Increase to 900** Cerashield helmet: Increase to 1250** Titanium/Steel helmet: Increase to 1300** EOD helmet: Increase to 2000** MASKA helmet: Increase to 2500** Armored dress: Increase to 400** Armored tuxedo: Increase to 400** Light stab vest: Increase to 400** Light K armor: Increase to 750** Light T armor: Increase to 800** Heavy K armor: Increase to 1500** Heavy T armor: Increase to 1600** Light D armor: Increase to 1800** SRA riot vest: Increase to 2000** Heavy D armor: Increase to 4500** EOD Suit: Increase to 5000** Powered Combat Vest: Increase to 7500* Some pieces of armor have been made cheaper.** Flak jacket: Decrease to 250** Kabuto-menpo: Decrease to 450* A new [[youkai outfit]] has been added, the '''Version 6Combat Outfit.1.1''' It is a generic, non- Various changes faction combat outfit with similar looks and fixesfunctionality as the Activist Combat Outfit. Available for all five body types for the same price as the ACO.* [[Style shop]]: New rules now heavily discourage creating armor with an AC of A4/A5, a youkai outfit with AC tier +4 or higher, or anything granting Agility +2 or higher. Anything combining Agility +0, +1, or +2 with high AC or outfit AC tier boost must be justified or have other maluses.
* Changes to [[Class 4 weaponsCreatures]]:** Mini-grenades no longer "count as 0.5 item in LBE" to reduce confusion.* [[AmmunitionKasha]]:** The "rare calibers" (Natural [[.260 Remington]], [[.300 AAC Blackout]], [[.338 Norma Magnum]], [[.460 Rowland]], [[9x25mm DillonAgility]]) is now have retail ammunition available'''+1''' instead of +0. The "rare caliber" moniker remains in use, to symbolize the fact no standard retail firearms are available in these chamberings.** .260 Remington: Standard (FMJ, Match, JHP, JSP)** .300 AAC Blackout: Standard (FMJ, Match, JHP, AP), Reduced Velocity (FMJ)** .338 Norma Magnum: Standard (FMJ, Match, JHP), Sniper Premium (FMJ, Match)** .460 Rowland: Standard (FMJ, JHP, Lead), Personal Defense (FMJ, JHP)** 9x25mm Dillon: Standard (FMJ, Match, Lead, LSWC, JHP)
Changes to [[Effects]]:
* Travel Fatigue: Now burns 20 [[nutrition]] and 10 [[hydration]] per room traveled, on top of the Fatigue effects.
= May 3rd 2021 =Changes to [[Skills]]:* [[Evasion]]:** 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.* [[Handloading]]:** Picking up spent casings now grants Skill Points, at a rate of '''Version 61 SP per 20 cases/hulls salvaged''' (or '''0.05 SP per case/hull''')** Disassembling ammunition into components now grants Skill Points, at a rate of '''1SP per 20 rounds disassembled''' - Character Traits Update(or '''0.05 SP per round''')** The Skill Point bonus for handloading ammunition is doubled, the rate is now '''1 SP per 10 rounds loaded''' (or '''0.10 SP per round''')* [[Repair]]:** All skill thresholds have been halved. It now requires '''25 SP for Basic, 100 SP for Skilled, 250 SP for Expert''', and '''500 SP for Master'''.
* Changes to [[Character customizationWeapons]]:** Direct modification of Primary stats has been removed[[Brick]], [[Broken bottle]], [[Iron ball]], [[Stone]]: New throw mode.** Constitution is now part of your character's appearance and has no effect on stats anymoreThrowing the broken bottle will always destroy it, whether you hit or not. If you do hit, target receives 3 [[light wounds]].** Pain Thresholds (PBT[[Mini C4 charge]]: Price reduced to 100 P$, PDT) have been removed from the game (due 750. Rarity adjusted to redundancy with 1, from 2.* [[Pain SensitivitySmall C4 charge]]: Price reduced to 300 P$, from 1500. Now every creature passes out at 100% Rarity adjusted to 1, from 4.* [[PainLarge C4 charge]] and dies at 150% without exception: Price reduced to 500 P$, from 2500. Rarity adjusted to 1, from 5.** '''Introduction of [[Character traitsTaser X26c]]''' - 50 traits : Stun effect buffed to customize your characters to your liking!2 turns instead of 1** Trait assignment now happens after selecting species but before skill attribution.[[Stun baton]]: Stun effect buffed to 3 turns instead of 1d2* Other[[Stun knife]]: Stun effect buffed to 2 turns instead of 1d2** Transition [[Shock gloves]]: Stun effect buffed to Google Sheets for player inventory sheets is now underway (keep an eye on Discord for details)3 turns instead of 1d2
Special thanks to everyone who contributed ideas and suggestions for character traits!
= September 26th 2023 =
'''Version 6.82''' - Explosives hotfix
= April 9th 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.03''' - Simplification Update #9** 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: Kiwami Edition** You can now shoot a directional mine to destroy it (will not detonate on a hit), but you must deliberately aim at one mine and score at least one inaccurate hit. ** If you use a weapon that causes a Standard explosion, it will destroy all mines on the same Side, not just the one you targeted.** You can now deliberately approach a primed directional mine from a Targeted Side, but you must pass two successive Agility checks (8+ to pass) to avoid setting it off. If you pass both, you enter the Side without setting the mine off. If you fail one check, you still enter the Protected Side, but it sets the mine off at 0.5x damage. Failing both sets it off at full damage. Regardless of the result, carefully approaching a mine breaks Stealth. However, it can also be done outside of combat.
* [[Evasion]]: Dodge checks have been simplified and buffed significantly.
* [[Healing]]: The ''Addiction resistance'' effect was removed, and can therefore no longer be earned as a bonus for reaching Master in Healing skill.
* [[Negotiation]]: Critical successes and critical failures are no longer possible in Negotiation checks. Tables have been edited to reflect the possibility of rolling more than 12 in a negotiation check (due to Negotiation skill bonuses)
* [[Dojo#Training machines|Training machines]]: Agility training now levels natural [[Agility]] up by +1 every 1000 XP regardless of circumstances. (Previously: +1 every 1500 XP or 750 XP if natural Agility is under +0)
* [[Yousei]] now possess the = August 19th 2023 ='''Limitless PotentialVersion 6.81''' creature trait, removing or increasing almost all of their [[Dojo#Training machines|training machine XP]].- Mining hotfix
* Backtracking is now an option when traveling in the Changes to [[Uncivilized AreaMining]], with certain caveats:have been introduced to simplify it and make it easier.** If the player confirms they wish Mining now works according to backtrack, the traveling direction a hit point system instead of a chance-to-succeed system. The objective is reversed (town/intersection to make mining more of origin a straight trade of resources and destination are flippedfavor strength-based builds (which would already benefit from using tools like pick-axes and mattocks as weapons).* Each mining target (ore bundle, and the obstructions) now has a set number of rooms hit points.* A pick or drill strike reduces the target's hit points; the check is based on the skill level (1d20 to destination becomes 1d60, in increments of 10), multiplied by Strength.* Explosives damage equal to the their limb damage multiplied by a number of rooms passed + that depends on skill level (x1 to x3, in 0.5increments).*The length of a Mining Level has been shortened from 15 + Mine level to 8 + Mine level* If 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 player has chosen mining supplies store now allow you to backtrack once during their current UA trip, they cannot backtrack again reset your progress in the same tripa mine and start over.
* All [[Food#Unsparable food items|restaurants]] now feature breakfast items.= June 19th 2023 =* The [[Food#Cocktails|cocktail list]] has been updated with several new entries'''Version 6.8''' - Deep Wound update
* Major changes to [[Weapon accessories]] and [[Ammunition]]:** The weight '''Introduction of a new [[feeding systeminjury]] type called deep wound (DWs)'''no longer changes''' depending on the ammunition loaded, remaining at their base weight. Therefore, it is '''more space efficient''' to keep your magazines loaded.** A new size tier deep wound is introduced: similar to a normal wound (to be renamed '''Leanlight wound (LWs)'''), with a weight but causes four times the amount of '''0.75 units'''. Several magazines have been converted to this size tier.*** AKbleeding per turn: -22 30-round magazine*** Colt 9mm SMG 32-round magazine*** CZ 75 9mm 30-round magazine*** Glock 1.40/.357 222 Blood per turn instead of -round magazine*** Glock 0.45 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/3.40 30-round magazine*** MP7 40Piercing-round magazinetype damage now causes deep wounds*** MP40 32Bullet-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 type damage now causes light wounds on inaccurate hits and 32-round magazinedeep wounds on solid hits and criticals (except as otherwise dictated by ammo type)*** 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 Rubber buckshot and 40-round magazinerubber slugs continue causing fractures instead of LWs (no change to behavior)*** Vz. 26 32-round magazineFlechette can now only cause LWs*** ZK-383 30-round and 40-round magazine*** Maze Customs magazines: Glock .32 38-roundSintered Frangible (SF) can only cause 2 wounds per successful hit, Glock .380 30-roundbut the wound type is accuracy dependent; 2 LWs on an inaccurate hit, Glock Mak 33-round, Glock Tok 30-round, MP5 2 DWs on a solid or critical hit.22 25-round** '''Large''' size tier is * Broadhead arrows (BRD) can now '''1.5 units''' cause 2 wounds per successful hit instead of just 1.2 units.** Five new [[LBE]] items introduced:*** Three tactical vests: SOT-SMG tactical vest, SMG chest rig, RPCC competition vest*** One utility belt: Spider battle belt*** One leg rig: SMG mag rig** The weight of all [[List of ammo belt types|ammo belt boxes]] has been rebalanced.
= February 18th 2021 =* New items:** '''Version 6.02[[Meds]]''' - Telephone Club Update *** Tranexamic acid (does TXA): Syringe, 400 P$, not contain actual telephone clubsaddictive. Reduces bleed rate to 0.0/turn (effectively stops bleeding) for 10 turns** '''[[Mushrooms]]'''*** Extra wound healing (Extra vulnus medicae): Heals 3 wounds, prioritizing Deep Wounds first, then Light Wounds.*** Stop the bleed (Cessant sanguinem): Reduces bleed rate to 0.0/turn (effectively stops bleeding)for 10 turns
* Changes to [[Mobile phone]] and [[Crafting items|mobile phone batteriesammunition]] 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 Flechette damage tables balanced on all calibers to just components for the phone bombbehave more like armor-piercing ammunition. Phones return to their original purpose as storytelling tools with no need to worry about chargeAll flechette damage on Ax armor classes has been buffed, damage on Cx is unchanged.New tables are as follows:* New ** [[Effects|Effect12 gauge]]flechette: 12/11 '''Travel fatigue15/12/9/5/2'''. At the end of a trip in the UA, upon reaching their destination, a character will gain an amount of *** [[Fatigue12 gauge CAWS]] corresponding to the number of rooms traveled, at a random rate varying between 0.1% and 0.8% multiplied by rooms traveled. flechette: 14/12 '''17/14/11/5/2'''** Travel fatigue applies even if you * [[20 gauge]] flechette: 12/11 '''Skip travel15/12/9/5/2'''*** [[.410 bore]] flechette: 12/11 '''14/12/9/5/2'''
* Changes to [[crafting]]
** [[Crafting items]]: Rags have a chance to fix 1 LW.
= February 7th 2021 =* Changes to [[creatures]]'''Version 6** Numerous creatures have attacks that variously cause extra wounds (1d2, 1d3, 2d2, etc.01''' - Various minor changes and improvements) 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.
* Changes to [[Lockpickinghospital|hospitals]]: 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 MasterLight Wounds cost 10 P$ apiece to heal.* [[Maze Customs]]: New Customs packages for various G3 derivatives* Deep Wounds cost 25 P$ apiece to heal.** [[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
* Changes to [[Maze Customs]]
** 26 weapons receive new [[Customs:Minor|Customs Minor modifications]]
*** [[Accuracy International AW]]: AW 243, AW-F 243
*** [[CZ TSR]]: TSR Ultra Magnum
*** [[DSA SA58 FAL SPR]]: FAL SPR-243, FAL SPR-243 FA, FAL SPR-300 UM, FAL SPR-300 UM FA, FAL SPR-338, FAL SPR-338 FA
*** [[DSA SA58 FAL OSW]]: FAL OSW Superlight, FAL OSW Magnum, FAL OSW Heavy
*** [[FN Herstal FAL 50.00]]: FAL LRBR, FAL UM, FAL HBR
*** [[FN Herstal FAL 50.61 Paratrooper]]: FAL Para LRBR, FAL Para UM, FAL Para HBR
*** [[FN Herstal FNAR Match]]: FNAR Hunter, FNAR Tactical Hunter
*** [[FN Herstal SCAR-H CQC]]: SCAR-H CQC UM, SCAR-H CQC HBR, SCAR-H LB, SCAR-H STD UM, SCAR-H STD HBR, SCAR-H LB LBR, SCAR-H LB OPFOR, SCAR-H LB UM, SCAR-H LB HBR
*** [[Heckler & Koch G3A3]]: G3A3 Ultra Magnum, G3A3 HBR, G3A3 UM Tactical, G3A3 HBR Tactical
*** [[Heckler & Koch HK41A2]]: HK41A2 Ultra Magnum, HK41A2 HBR, HK41A2 UM Tactical, HK41A2 HBR Tactical
*** [[Heckler & Koch HK417]]: HK417 HBR, HK417 UM, HK417 Recce, HK417 DMR-H, HK417 DMR-U, HK417 Recce-L, HK417 Recce-H, HK417 Recce-U
*** [[Heckler & Koch MSG-90]]: MSG-90 Ultra Magnum, MSG-90 HBR, MSG-90 UM Tactical, MSG-90 HBR Tactical
*** [[Heckler & Koch PSG-1]]: PSG-1 Ultra Magnum, PSG-1 HBR, PSG-1 UM Tactical, PSG-1 HBR Tactical
*** [[IWI Galil ACE 52]]: Galil ACE-H 52
*** [[IWI Galil ACE 53]]: Galil ACE-H 53
*** [[IWI Tavor 7]]: Tavor 7 HBR, Tavor 7 HBR Enhanced
*** [[IZHMASH Kalashnikov SVK-12]]: SVK-12 HBR
*** [[Kel-Tec RFB]]: LR-RFB, H-RFB, U-RFB, BG-RFB
*** [[McMillan ALIAS CS5-T]]: CS5-T Heavy
*** [[MKEK MPT-76]]: MPT-76 HBR
*** [[Nemesis Arms Vanquish]]: Vanquish 243, Vanquish Magnum, Vanquish 358
*** [[Parker-Hale M82]]: M82 Super Varmint, M82 Ultra Magnum, M82 Bear Eliminator
*** [[Springfield M14]]: Model conversion to M1A, M14 UM, M14 HBR, M14 EUBR Custom, M14 EHBR Custom
*** [[Springfield M21]]: M21 UM, M21 HBR, M21 EUBR Custom, M21 EHBR Custom
*** [[Springfield M1A]]: Model conversion to M14, M1A UM, M1A HBR, M1A EUBR Custom, M1A EHBR Custom
*** [[Steyr Scout]]: Hunting Scout, Light Scout, Magnum Scout, Heavy Scout, Big Game Scout
= January 28th 2021 =* Changes to [[meds]]'''MazeWorld version 6''' - The Big ** Gauze roll: Oneuse fixes 1 LW.** Individual Bandage: Fixes 1 LW.** Hemostatic Agent Pack: One use fixes 1 DW.
Latest changes* Changes to [[weapons]]** [[Barbed nine-tails]], [[Broken bottle]], [[Long spiked chain whip]], [[Shuriken]], [[Spiked chain whip]], [[Barbed Lucille]]:Text update reflecting they now cause Light Wounds.** [[Food#Unsparable food items|Restaurant menusMeat fork]] have been revamped, [[Pitchfork]], [[Trident]], [[War fork]]: Text update reflecting they now offering many more choicescause Deep Wounds.* '''Official reopening of the community'''* [[Tekko-kagi]]: Slashes cause LWs, stab punches cause DWs** [[Last Blood]], [[Rending Scissor Blade]]: Slashes cause 4 LWs per hit, stabs cause 2 DWs per hit** [[Muramasa]]: Gains 1 Bloodthirst point for every LW caused, and 2 points for every DW caused. Max Bloodthirst points is still 14.
* Other changes
** [[Basic mechanics]]: Sarah example updated to reflect LWs and DWs.
** [[Convenience store]]: Updated the Meds aisle accordingly
** [[Damage types]]: Updated accordingly
** [[Explosives]]:
*** Injuries caused by explosions: No longer causes wounds of either type. Instead, 1 fracture goes to a random body part for every 6 Base Explosive Damage (BED) caused. e.g., a MkIIIA2 grenade causes 1d8+18 BED, which results in 3-4 fractures.
*** Injuries caused by shrapnel: Shrapnel can only cause LWs, despite being Bullet-type.
** [[Limb health]]: Updated accordingly
** [[Healing]] (non-combat skill): Updated accordingly
= January 24th 2021 =
'''Version 5.59''' - Expansion of [[Maze Customs]] Minor mods
This update adds many [[Customs:Minor|Minor]] conversions for several [[weapons]]= March 18th 2023 ='''Version 6. Many were suggestions by members of our community, listed in parentheses below7.1'''- The Mining Overhaul Update (+ extra goodies)
New Minor mods for the following weapons:* [[Armalite AR-10Mining]]: AR-10 Tacticalreceived 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, AR-10 LBR Tacticalacting as guardians of specific depth levels* [[Armalite AR-18]]: AR* The end of a mining facility should contain a GM-18C defined treasure (Mad Maxour recommendation is to make it an artifact weapon)* [[Benelli M4 Super 90]]: M4 Super 90 Enhanced, M4 Super 90 CS Enhanced* [[Benelli Nova]]: Nova CSMetal ore bundle generation is reduced from 1d800*5 to '''1d200*5''', Nova XM, Nova CSXMreducing the maximum size of a single bundle from 4 kg to 1 kg.* [[Benelli SuperNova Tactical]]: SuperNova CS* Gemstone ore bundle generation is reduced from 1d800*5 to '''1d10*50''', SuperNova XM, SuperNova CSXMreducing the maximum size of a single bundle from 2 kg to 500 grams.* New [[Beretta AR70/90List of UGL|underbarrel grenade launcher]]: SCP70/90* [[Beretta 93R]]: AutoISL-9, Auto201 UGL-9 Carbine* [[Beretta 96FSI]]: 96A1integrated underbarrel grenade launcher, 96CMS A1, 96A1 FA, 96CMS A1 FAexclusive to Customs MP5s with the ISL-201 handguard.* [[Beretta Cx4 StormMaze Customs]]: Mx4 Storm, Mx4 Storm-9, Mx4 Storm-357** [[Beretta M9]]Customs: M9A1, M9A1 FA* [[GIAT FAMAS G1Major#Blackhawk|Blackhawk]]: FAMAS L, FAMAS G2/L* and [[FN Herstal F2000]]Customs: F2000 Tactical* [[FN Herstal P90Major#Redhawk|Redhawk]]revolvers receive a new modification: P90 TR* Barrel porting, which acts as an integrated muzzle brake ([[FN Herstal/Browning Hi-PowerRecoil]]: Hi-Power Auto, Hi-Power HPC, Hi-Power SMG, Hi-Power Auto HPC, Hi-Power Tacti-Carbine, Hi-Power Tac-SMG (Jade1).** [[Heckler & Koch HK416]]Customs: HK416 CQC, HK416 DMR* [[Heckler & Koch HK417Major#MP5|MP5]]receives a new handguard: HK417 DMR, HK417 DMRISL-L* 201 handguard (Adds an [[Heckler & Koch MP7A1ISL-201 UGL-I]]: MP7A2underbarrel grenade launcher). Not compatible with Short MP5K barrel or Long barrel.* [[Heckler & Koch P2000]]* Minor: P2357* RL optics for [[Heckler & Koch USP9RPG-7]]: USP9 Elite* [[Heckler & Koch USP40]]* Minor: USP40 Elite, USP357 Elite* Tokarev magazine conversion for [[Heckler & Koch USP45Thompson]]: USP45 Elite, USP460, USP460 Elite* [[KAC M110 SASSUncivilized Area]]: M110 K15 new roomstyles, M110 K1 Light, M110 ASSeach designed to offer players opportunities to exercise non-K1, M110 ASS-K1 Lightcombat skills.* [[Kel-Tec RFB]]* '''Blocked pathway''': LThe front door leads to a Shortcut -RFB* 1 but is blocked by the carcass of a rotting creature. The carcass must be [[Manurhin MR 73Hunting|butchered]]: Manurhin MR 73 Sniperto pass the door.* * '''Dismantled roadway''': The front door leads to a Shortcut -2 but is locked and missing a doorset. You must [[Mauser Karabiner 98kCrafting|craft one]]: Kar98k NATO, Kar98k SAR, Kar98k Trench, Kar98k NATO Trench, Kar98k SAR Trench with a Crafting toolkit to open the door. Crafting a doorset is treated as a Level 2 blueprint with no particular ingredients (Jade50% base chance of success per kit use).*[[MKEK MPT* '''Caved-76]]in causeway''': MPTThe front door leads to a Shortcut -76 LBR* [[Mossberg 500 Cruiser]]: M500C3 but is caved-TRin by dirt, M500C Spec-Fsand, 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)* or gravel. You must [[Mossberg 500 PersuaderMining|mine your way through it]]: M500P-TRby successfully striking the obstruction 3 times. If you clear it, M500P Specroll 1d20. On a 11-F18, M500P Specyou receive one bundle of common ore. On a 19-N20, 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)you receive one bundle of rare ore.* [[Mossberg 500 Tactical]]* '''Collapsed highway''': M500T SpecThe front door leads to a Shortcut -F4, M500T Spec-Nbut was destroyed to the point of impossibility. You must use a [[Repairing|Gun Repair Kit (GRK), M500T Spec-SMelee weapon Repair Kit (MRK), M500T-TR Spec-F, M500T-TR Spec-N, M500T-TR Spec-S or Explosives Toolkit (VershikeXTK)* [[Savage Arms Axis]]: Axis IIto repair it. Each usage of any of these kits repairs the door by 1d50%. Skill level bonus is +10% for every level above Unskilled.* [[Savage Arms Axis XP]]: Axis II XP* [[SIG P220]]'''Padlocked cache''': P220RThe front door has been fitted with a lock, P220-460requiring the right key, P220R-460 (Vershike)* [[SIG P226Lockpicking|lockpicking]]: P226R, P226Ror brute-40* [[SIG P226 Navy]]: P226R Navy* [[Walther Gewehr 43forcing to open. Roll '''&genbox''' to determine loot and lock type. Opening the door adds extra loot to the next room, if applicable. (W2x '''&boxlootW''' or '''&boxlootM''' depending on the results of '''&genbox''')]]: Gew43 Experimental (Jade)* [[ZiD Degtyaryov RPD]]: RPD SOG.
= January 20th 2021 23rd 2023 ='''Version 56.587''' - The late, late [[LBE]] updateBestiary Update
This update introduces several new [[LBE]] items was co-designed with GenericArchangel and changes many existing onesaims to make the bestiary more interesting and varied, more dangerous, yet make fighting worth the effort more often than not.
New * Changes to existing [[tactical vestscreatures]]** [[Aquagon]]:Gains two new attacks: '''Electric bite''' and '''Mist ball.'''* Micro chest rig* [[Electragon]]: Changed the type of the '''stun attack''' from '''Piercing''' to '''Spec-Elec''', increased base Pain to '''44%.'''* Wartech tactical vest* [[Everdragon]]: Armor Class was increased from A4 to '''A5'''.** [[Kappa]] and [[Kenmun]]: Each gains a new attack, the '''Mist ball.'''** [[Jami]], [[Daijami]], [[Oujami]], Aquagon, Kappa, Kenmun: Changed the type of the '''mist ball''' from Special to '''Spec-Aqua,''' giving it the ability to cause [[Effects#Elemental|Water-Soaked]].
New * Changes to [[backpackseffects]]:* Tactical sling bag* Duffle backpack[[Effects#Elemental|Water-soaked]]: Is now a semi-permanent effect intended to represent the effects of being drenched in water. As long as the effect is active, it overrides '''On Fire''' (disables any fires on the creature's body and prevents new fires from starting), but makes '''Spec-Elec''' cause double damage. Additionally, while the effect is active, the creature '''+0.2% Fatigue per turn''' at the end of combat, and '''+0.1% Fatigue per room traveled''' at the end of a UA trip. This effect is separate from actual Travel Fatigue, meaning it is unaffected by the [[Traits|Wherever I May Roam trait]].* Durabag* LAWgiver backpackNew item introduced: '''Dispoable bath towel,''' Weight 0.5. This [[crafting items|item]] is a consumable with the sole purpose of removing an active Water-soaked effect. Once used, it is discarded. Available in [[Workshop|workshops]] for [[File:Parallar symbol.png|10px]]'''7'''. * Mechanism pack* Phantom Sniper bag* Rocketeer backpack* SO Raid rucksack'''''GM tip:''''' A non-specified supply of bath towels is assumed to always be available in bathrooms, shower rooms, laundry rooms, and anywhere it would make sense to find them.
New * Changes to [[utility beltscontainers]]:* Simplex pouch* Duplex pouchMimics, 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.* Triplex pouch* Handyman belt* Nade Drake belt* Viper battle beltFour types of mimic traps have been introduced: Biter, Basher, Melter, and Burner. Each has an appropriate attack.
* New [[leg rigsstripper clips|stripper clip]]:* Hunger holster* Mushroom Collector rig'''Arisaka 5-round stripper clip''', compatible with the [[Type 38]], [[Type 44]], and [[Type 97]].
Modifications to existing LBE* 21 new [[creatures]]:* Blackhawk LRAK Gunner kit* Bugs: Renamed to Gunner chest rig. Food pouch can now contain any food item.* M1956 Webbing** [[Black Widowmaker]]*** [[Phantom Spider]]** Canines: Food pouch can now contain any food item.* ALICE Mark 2** [[Fox]]** Dragons: Renamed to Alice backpack. Capacity becomes 30 units. Previous special capacities are deleted. Gains 3 special capacities*** [[Saken]]** Mamono: Extra storage 1 (any items, 10 units), Extra storage 2 (any items, 10 units), and Extra storage 3 (any items, 10 units)* Blackhawk 3** [[Kuda-Day assault packgitsune]]** Science experiments: Renamed to Assault pack. Capacity becomes 45 units. Gains 1 special capacity: Extra storage 1 *** [[Uemag]]** Bears (any items, 30 unitsnew category).:* Blackhawk Travel bag: Renamed to Travel bag. Capacity becomes 80 units. Gains 3 special capacities: Extra storage 1 ** [[Panda]]*** [[Black bear]]*** [[Brown bear]]*** [[Grizzly bear]]*** [[Armored grizzly]]** Deer (any items, 25 units), Extra storage 2 (any items, 10 units), Extra storage 3 (any items, 5 unitsnew category):* Blackhawk USAR bag: Renamed to Long** [[Key deer]]*** [[White-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)tailed deer]]* 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)** [[Elk]]* 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)** [[Snawfus]]* 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)** [[Danger Deer]]* Gunfighter belt: Gains 1 special capacity: Dual holsters * Rodents (Class 3 weapons only, max 2, max weight per item: 9new category):*** [[Giant rat]]*** [[Giant beaver]]*** [[Procyon]]*** [[Giant capybara]]*** [[ROUS]]
* 1 new [[occupations|occupation]]:
** [[Makaryuudo]]
= November 15th 2020 ='''Version 5* Numerous [[creatures]], both new and existing, receive new drops that can be either obtained on death or harvested through [[Hunting|butchering]].57''' - The '''Shotgun Blitz''' updatefull list is below:** [[Food]]: Raw and fried chicken egg, raw and fried turkey egg, vinepear** [[Meds]]: Poison glands (small, medium, large), chelicera, telson** [[Valuables]]: New [[Valuables#Special valuables|Special valuables]]: Beast fang, blob matter residue, bone antler, borz subdermal scale, bronze feather, dragon scale, frost crystal, firelizard scale, giant rodent tooth, Golden Lion fang, hydra scale, keratin plate, LSS fluid canister, snawfus antler, spiny scale, steel antler, thorny scale, two-headed serpent scale* [[Crafting]]:** 7 new crafting [[blueprints]] and associated recipes: HmVnmS, HmVnmC, HmVnmM, HmVnmT, HmVnmL, DragonSP, HydraSP* [[Trauma plates]]:** 2 new crafting-only plates: Dragon scale plate and Hydra scale plate
Changes * Numerous [[creatures]], both new and existing, have received changes to their attacks to make them more lethal and more specialized.** Bears*** [[AmmunitionBrown bear]]:Added new technique, FP Ripping claws.* All shotgun calibers (** [[12 gaugeGrizzly bear]], [[12 gauge CAWSArmored grizzly]]: Added new techniques, FP Ripping claws and FP Tearing bite.** Birds*** [[20 gaugeBearded vulture]], : Increased MAPT of all attacks*** [[Emu]]: Increased MAPT of Peck*** [[Black vulture]]: Increased MAPT of Talon attack*** [[Elephant bird]]: Added multi-wound effect to Peck and Talon attack*** [[Bronze bird]]: Modified the property of Metal feather shot into an AP attack.410 boreIncreased MAPT of all attacks.*** [[Lightning bird]]) have had their buckshot: Added new attack, slug, and flechette base damage revised, in compliance with newly obtained data; 20 gauge buckshot Spark. Increased MAPT of Peck and flechette have been buffed, everything else received very minor adjustmentsTalon attack.Added non-combat skill: Evasion (Skilled).*** [[12 gauge CAWSBasilisk]]: Flechette shells now carry 30 projectiles instead Increased MAPT of 20Peck and Poison spit.* New shotgun projectile type* Bugs*** [[Giant scorpion]]: '''Modified the property of the poison sting into an APattack.** Canines*** [[Fox]], [[Wolf]], [[Warg]], [[Lupian]], [[Kallwolf]]: Added new technique, Scent detect.** Deer*** [[Elk]]: Added non-Slug'''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]], an armor[[Psionic warrior]]: Added new technique, Psi-piercing slug. No retail availability, these projectiles must be handloadedscan.* Establishment * Mamono*** [[Shinigami]]: Raised MAPT of '''barrel length groups for all shotgun calibers'''Force Bullet. All four receive 4 groups eachAdded new technique, AP Force Bullet.** Reptiles*** [[Firelizard]]: HuntingAdded new technique, CombatFP Tearing poison bite*** [[Two-headed serpent]]: Added new technique, ShortFP Tearing poison bite*** [[Hydra]]: Added new techniques, Machine gun bite, FP Ripping claws and SuperFP 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-shortwound effect to Claws** [[Youkai]]*** [[Guhin]]: Added new technique, Scent detect. See each individual caliber page for damage multipliers*** [[Kasha]]: Added multi-wound effect to Bite and Claws*** [[Satori]]: Added new technique, Psi-scan.
Changes to [[Civilized Areas]]:
* [[Towns]]: There is no longer any distinction between a "shop hub" with few emplacements and a "mall" with many. All town shop hubs now possess 5 streets and 10 shop emplacements; 8 [[individual shop|individual shops]], a [[restaurant]] and a [[bar]].
* Certain types of [[individual shop]] may be closed on certain [[Calendar#Days|days of the week]]; these are known as inventory days, during which the shop is being restocked.
Changes to [[Crafting]]:= December 24th 2022 =* [[Specs docs]]: Docs no longer unlock Specs docs-only items for sale, requiring the tracking of a list of documents brought for each character. The Proving Grounds engineer now requires player characters to trade in the correct documents for ''each'' item, alongside money (and in some cases, specific items)Version 6. In exchange, these items cost significantly less than they used to - all prices were slashed to 1/4 their previous values6.3.1''' - Scary Snipers with Braking Power Mini-Update
Changes This update was entirely designed by GenericArchangel to [[Lockpicking]]:* As part of the ongoing work fix a flaw related to update all locations, FL/HS locks are now deprecated. The only lock types in the game are now mechanical locks and electronic (keycard) locksmuzzle 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.
= October 15th 2020 =
'''Version 5.56''' - The Unintuitively Named Update (that has nothing to do with 5.56mm firearms)
Changes to [[Weapons]]:= November 1st 2022 =* New concept introduced: '''Traditional inner tubesVersion 6.6.3'''. Refers to certain firearms - specifically, lever-action rifles - that do not possess a side-loading gate, and are instead reloaded by using a traditional, Henry-style inner tube.** Reloading a traditional tube rifle is done the same way as a single-action revolver; a full reloading action is required to remove the tube, then the normal loose rounds rule applies (up to 3 rounds per turn). The tube is replaced automatically when the character is done reloading.* The [[Winchester Model 270]] stats have been modified to reflect that it is a rifle with a traditional inner tube.Static MG Update
This update was co-designed with GenericArchangel and aims to adds more flavor and additional combat opportunities to the world.
= September 8th 2020 =* Changes to [[Cover]]:** New category of non-random cover (cannot appear in the UA): '''Version 5.55Machine gun emplacements''' (125 health, A4 armor)** Four types of MG emplacements: three based on existing weapons ([[M249|Static M249]], [[QJY- 55588|Static QJY-WE88]], [[M60|Static M60]]) and a unique new one, based on the Browning M2 .50 BMG machine gun: [[Static M2HB]]** Although static MGs function like weapons, they are non-SAFE updateequippable 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
New [[Creatures|creature]]:
* The [[horse]] returns to the bestiary.
Changes to [[Ammunition]]:= October 30th 2022 =* '''Sintered Frangible (SF)Version 6.6.2''' 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.- The Redrawn Map Update
Changes This update was co-designed with GenericArchangel and aims to make traveling across the Mazes more immersive. The changes made in this update will also be used to [[Unarmed combat]]:* Two new techniques, '''Steal''' support further future map and '''Monkey's Paw''', have been introducedlocation-related updates.
* Changes to shops and services:* The style shop has been revamped completely and is now a custom clothing service.** Completely custom human/halfling clothing items and youkai outfits can be designed there. The basic principle is for the player to describe, in free-form, what the item is supposed to look like, then to purchase protection ratings, covered body parts, effects, and more in order to give the custom item a useful purpose. This service is intentionally ''very expensive''.* Dojos have been expanded, and now offer various machines and training programs designed to improve a character's natural statistics:** The stats that can be improved are '''Natural [[Pain SensitivityUncivilized Area]], Natural [[Strength]], Max [[Blood]], Max [[Limb health|Limb HP]], Natural [[Endurance]], and Natural [[AgilityCivilized Areas]]''':** Each training program has an XP counter. Spending time (and effort) on a training nets XPFast, which can be spent to increase one natural statSafe, 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 and Deep routes are no longer free and unlimitedavailable between all locations. 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 While most locations are connected by a 50-unit vault. This vault can be upgraded in 50-unit incrementsDeep route, up to the maximum size availability of 400 units; upgrading costs [[File:Parallar symbola Safe or Fast route depends on the existence of a major trade route or traveling axis.png|10px]]'''(size x 15)'''** Withdrawing items from a vault now costs All wiki pages for each town, alongside the [[File:Parallar symbol.png|10pxIntersection]]'''500 + (weight of items withdrawn x 10)'''page, and it is not possible now feature route notation to withdraw more than 150 units inform players of items at once.** Withdrawing items from a vault now requires waiting for 1d3 day periods (each available route between 4 and 12 hours), as delivery timeeach location.** A new [[LBEhttps://cdn.discordapp.com/attachments/379673260302008320/1036360652719149116/MzW_World_Map_11-2022.jpg world map]] items must be stored emptyhas been produced. LBE items that cannot be folded down It now shows a visual representation of each available route (e.g. most backpacksgreen for Safe, blue for Fast, red for Deep) are not allowed inside the vault anymore.
= June 24th 2020 October 18th 2022 ='''Version 56.546.1''' - Magazines and other knick-knacksThe Str⑨ngest Balance Update
Changes introduced:* [[Glock 18C]]: Event line This update was co-designed with GenericArchangel and wiki page now correctly state that the weapon is fitted addresses minor balancing issues with the '''Ported barrel''' Maze Customs mod instead of an integrated muzzle brake.* New specific [[Weapon accessories#Muzzle brakes|muzzle brakeCharacter traits]]: '''Muzzle brake, Shotgun, standard, .410 bore'''* New [[magazinesyousei]]:** [[Delta Elite magazines|Delta Elite 11-round and 17-round extended magazines]]** [[Nightmare magazines|Nightmare 11-round and 17-round extended magazineskitsune]]** [[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]]
* [[Character traits]]:
** '''Fast learner''' now grants '''5d25 XP''' instead of 8d25 XP.
** '''Just Can't Use This''' now requires you to restrict '''4 [[combat skills]]''' instead of just 2. 2 of the skills restricted must be either Firearms or Heavy Weapons, and the other 2 must be Melee and Misc.
* [[Yousei]]: Due to Limitless Potential, yousei now receive '''4x [[training machine]] XP'''. This effect stacks with the Fast learner and Slow learner traits.
* [[Kitsune]]: Kitsune no longer start with '''Master''' level in [[Negotiation]]. Instead, they start with the [[Character traits|Very Pretty trait]] for free. The trait is non-removable (similar to [[hakutaku]] and Mycologist).
= May 23rd 2020 =
'''Version 5.53''' - Update to [[food]] and [[hunting]].
Changes to [[Hunting]]:= October 17th 2022 = * 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 createdVersion 6. Meat from certain creatures is now considered to be either a 6'''Delicacy''' (Double value) or a '''Luxury''' (Triple value).- The Battle Rifle Update
Changes This update was co-designed with GenericArchangel and aims to [[Creatures]]:* The item lines of all relevant creatures now state if they produce delicacy meataddress power ranges across specific calibers, luxury meatintroduce a battle rifle family to Maze Customs, tainted meatas well as new calibers, illegal meatweapons, or if they produce no meat at all.** An exception was made for humansammunition, halflings and youkai - their item lines do not display meat status, as it is assumed that the meat of all playable species is already known to be illegal.* All references to "Poisonous meat" have been changed to the correct term: [[Hunting#Tainted meat|Tainted meat]]Customs mods.
Changes to ==== [[FoodMaze Customs]]:====* The New [[Customs:Major|Major]] family: '''HotAR-gon10''' no longer has a Strength boosting effect, in accordance to which includes the changes existing [[ArmaLite AR-10]] and [[KAC M110 SASS]], a new weapon (the [[ArmaLite AR-10(T)]]), and a range of new calibers listed above. Insteadbelow** 6 rechambering options** 5 barrel lengths, nutrition was increased from 296 to 59212.5" to 24"** 5 fire control group options** 3 handguards** 4 stock options** 3 upper receiver options* All existing Minor mods for the AR-10 and M110 SASS will be deleted
==== [[Ammunition]] ====
* '''2 existing calibers re-balanced'''
** [[7.62x51mm NATO]]: '''Buffed to a base Pain of 161%''' (16 more). New ballistic model (more closely matches M80 ball), new reference barrel (20" barrel from the [[ArmaLite AR-10|AR-10]] instead of the 17.7" [[Heckler & Koch G3A3|H&K G3A3]])
** [[.260 Remington]]: '''Buffed to a base Pain of 133%''' (7 more). New reference barrel (20" instead of the previous 17.7")
* '''5 new calibers'''
** [[.243 Winchester]]: 115% Base Pain cartridge meant to be a low power, low recoil alternative to 7.62 NATO and .260 Remington. Available as a rechambering option for the AR-10 and Rem 700 families.
** [[.300 RSAUM]] (Remington Short Action Ultra Magnum): 172% Base Pain cartridge, serves as an "optimized" alternative to 7.62 NATO. Rare caliber - no base weapons offered for it, but will be available as a rechambering option for the AR-10 and Rem 700 families. (and some non-Customs weapon systems)
** [[.338 Federal]]: 182% Base Pain hunting-oriented big-bore cartridge, serves as one of the two "fat" alternatives to 7.62 NATO. Available as a rechambering option for the AR-10 and Rem 700 families.
** [[.358 Winchester]]: 200% Base Pain hunting-oriented big-bore cartridge, serves as the other of the two "fat" alternatives to 7.62 NATO. Available as a rechambering option for the AR-10 and Rem 700 families.
** [[8x50mm R Lebel]]: 164% Base Pain cartridge, selected for its historical significance. Available as a rechambering option for the Rem 700 family.
= May 14th 2020 === [[Handloading]] ====* New casings: [[.243 Winchester]], [[.300 RSAUM]], [[.338 Federal]], [[.358 Winchester]], [[8x50mm R Lebel]]* New projectiles:** .327, 198 grain: [[8x50mm R Lebel]]** .338, 225 grain: [[.338 Federal]]** .358, 200 grain: [[.358 Winchester]]* Existing projectiles:** .243, 90 grain: Gains compatibility with [[.243 Winchester]]** .308, 150 grain: Gains compatibility with [[.300 RSAUM]]* Primers:** Large Rifle: Gains compatibility with [[.243 Winchester]], [[.338 Federal]], [[.358 Winchester]], [[8x50mm R Lebel]]'''Version 5** Large Rifle Magnum: Gains compatibility with [[.52 part 2''' - Bestiary update300 RSAUM]]
Changes to ==== [[CreaturesWeapons]]====* 15 new firearms:* Old creature bestiary was completely removed and replaced with an all* [[ArmaLite AR-new collection of monsters 10(T)]] - in totalNew AR-10 family member, '''128 creatures'''semi-automatic rifle, including the 20 playable species[[.338 Federal]]* Human, halfling and youkai occupations have also been revamped * [[Breda PG]] - a total of '''34 occupations''' are now listed into burst-fire only machine gun, [[7x57mm Mauser]]** [[Browning BAR]] (not to be confused with [[Colt M1918 BAR|the gameother BAR]]) - semi-automatic rifle, [[.243 Winchester]]** [[Browning BPR]] - pump-action rifle, [[.243 Winchester]]** [[Remington Model 700 ADL]] - New occupations: '''JanitorRem 700 family member, Head janitorbolt-action rifle, 8 different flavors of non[[.243 Winchester]]** [[MAS Berthier Model 1892 Artillery Carbine]] -faction criminalsbolt-action rifle, Youkai activist squadleader[[8x50mm R Lebel]]** [[MAS Lebel Model 1886/M93]] - bolt-action rifle, and [[8x50mm R Lebel]]** [[MAS RSC Model 1918]] - semi-automatic rifle, [[8x50mm R Lebel]]** [[Rossi Circuit Judge]] - semi-automatic rifle/shotgun, [[.45 Colt]] (3 different ranks of Yatela gangsters'''-inch chamber)** [[SAKO Tikka T3 Lite]] - bolt-action rifle, [[.338 Federal]]** [[Savage Arms Model 99R]] - lever-action rifle, [[.358 Winchester]]** [[SIDARME Model 1915 CSRG Chauchat]] - machine gun, [[8x50mm R Lebel]]** [[Winchester Model 70 Featherweight]] - bolt-action rifle, [[.358 Winchester]]** [[Winchester Model 88]] - lever-action rifle, [[.243 Winchester]]** [[Winchester XPR Compact]] - bolt-action rifle, [[.243 Winchester]]* 5 new melee weapons:** [[Iron ball]] - Crude weapon** [[M1886 Rosalie]] - Bayonet for the [[MAS Lebel Model 1886/M93]]** [[M1905 sword-bayonet]] - Bayonet for the [[Springfield M1903A3]]** [[Service cutlass]] - One-handed sword** [[Sten Mk I]] - Bayonet for the [[Enfield RSAF Sten Mk II]]* Other changes:** [[Armat M41A Pulse Rifle]]: Removed from retail, becomes an artifact weapon
Changes to [[Crafting]]:
* New blueprint: '''Kama''' blueprint (Level 1)
* New crafting ingredient item: '''Sickle blade'''
Pending: The wiki will be edited to reflect the new changes as soon as possible= October 3rd 2022 ='''Version 6.5.4.1''' - Archery rule patch
==== [[Weapons]] and [[Ammunition]] ====
* The rules now explicitly specify that [[Arrow|Arrows]], [[Large bolt|Large bolts]] and [[Small bolt|Small bolts]] can be reused, according to specific conditions.
** Under normal conditions, all hits and misses produce arrows that can be retrieved. Only critical failures result in arrow or bolt breakage.
** If the arrowhead is XPL (Explosive): All hits and misses result in detonation, making explosive arrows 100% non-reusable.
** If the arrowhead is IMP (Improvised): Misses and critical misses result in breakage. Only hits are reusable.
= May 7th 2020 =
'''Version 5.52 part 1''' - Bestiary update: Preparatory changes
Changes to [[ammunition]]:= September 18th 2022 =* [[Small bolt]]: Base damage nerfed by '''Version 6.5.4% (46% ''' -> 42%)Guns, Blood, and Drugs; A balancing update
Changes to ==== [[weaponsMaze Customs]]:====* The [[Pistol crossbowHeckler & Koch MP5K]]is added to the MP5 Customs family.* Customs: New modifications for the MP5:** Barrel length: No longer has a damage multiplier Short MP5K barrel (previously was x04.85-inch barrel)- Muzzle: N/A, Underbarrel: Integrated foregrip - Cost: 150 P$* [[Lambda magazine crossbow]]: Now has a 1.2x damage multiplier* The Short MP5K barrel is incompatible with the Surefire 628 and Quad rails
New ==== [[clothing and armorLimb health]]:====* New human clothing and armor: [[Wounds]] now cause a bleeding rate of '''Hooded robe, Sleeveless jumpsuit, Janitor outfit shirt, Janitor outfit pants, Security guard hat, Armored trench-coat'''0.3 Blood per wound per turn.* New youkai outfits (for all 5 body types): '''Bandit outfit, Farmer outfit, Janitor outfit, Maid outfit, Prison outfit, Scientist outfit, Security outfit, Technician outfit'''
New ==== [[weaponsMeds]]:====* Class 5 LongFirst aid kit (FAK): [[Scythe]]Weight reduced to 1 (previously 2)* Class 5 ShortEpoetin-alfa: [[Hasami blade]]Effect modified to Blood +0.2/turn, -30 ntri/turn, +0.4% Fatigue/turn for 20 turns
Pending==== [[Addictions]] ====* New addiction mechanics simplifying the previous system: The wiki will be edited As before, using a substance comes with a percentage chance of becoming addicted. However, the withdrawal tiers now function differently and more simply. Now, every use of an addictive substance is a chance to reflect increase the new changes as soon as possiblecurrent addiction level by 1, from the minimum of 0 (no effects) to the maximum of 3.* Instead of disabling corresponding withdrawal effects when an addictive substance's effects are active, withdrawal effects are now truly permanent and continue being active even if the character uses the corresponding substance. In other words, usage effects and withdrawal effects now stack.* [[Hospital]]: Addiction removal is now tier based and depends on the current level. It now costs 250 P$ and 2 day periods of mandatory rest per level, up to 750 P$ and 6 day periods (1 full day) for treating a single Level 3 addiction.* Addiction effects: To account for the possibility of med effects and withdrawal effects being active simultaneously, the following withdrawal effects have been modified:** Nicotine withdrawal*** Level 1: Minimum Stress set to 15.0%** Alcohol withdrawal*** Level 1: Need a drink (level 1) applies to this character (see below), *** Level 2: Need a drink (level 2) applies to this character (see below), Agility -1*** Level 3: Need a drink (level 3) applies to this character (see below), Agility -2, IS tier +1, Hallucinations** Cannabis withdrawal*** Level 1: Mild munchies*** Level 2: Minimum Stress set to 15.0%, Mild munchies, Mild thirst*** Level 3: Minimum Stress set to 30.0%, Intense munchies, Mild thirst** Anabolic steroid withdrawal*** Level 1: Minimum Stress set to 30.0%*** Level 2: Minimum Stress set to 60.0%*** Level 3: Minimum Stress set to 90.0%, Rage** Sick hakutaku syndrome*** Level 1: IR +1*** Level 2: FT +1, IR +1*** Level 3: FT +1, IR +1, Hallucinations
==== [[Effects]] ====
* Alcohol affinity ([[Oni]] creature trait): Effect simplified. Instead of both halving Inebriation received and doubling the Stress relief effect of [[Effects#Stress|Need a drink]] to compensate, this trait now simply doubles the Stress relief effect but gives the normal amount of Inebriation.
* The "Need a drink" effect has been delineated into 4 variants; Level 0, Level 1, Level 2, and Level 3. In essence, the "Need a drink" effect progressively offers less and less Stress relief per Inebriation gained as your character's level of Alcohol addiction increases.
= April 10th 2020 =
'''Version 5.51''' - Changes to game mechanics, simplification of damage models
Changes to core gameplay mechanics:= August 24th 2022 =* The '''C2Version 6.5.3''' [[Armor Class]] is entirely scrapped from the game, as it is considered unnecessary. The AC previously called C3 is now known as C2. All weapons and ammunition in the game no longer have a damage value for the scrapped AC. Most clothing and armor that was classified as C2 will be reclassified as C1.R&R Update
Changes to ==== [[ammunitionBasic mechanics]]:====* [[.30-06 Springfield]]: Base damage buffed by 1% (166% -> 167%) so that Created and defined the new C2 damage value (old C3) becomes 150% (previously 149%).* concept of [[9x25mm DillonDowntime]]: Base damage buffed by 1% (54% -> 55%), so that the new C2 damage value (old C3) becomes 50% (previously 49%).
Notes:
* Creatures have not been modified yet, as the bestiary update is still in progress.
= July 20th 2022 =
'''Version 6.5.2''' - Lockpicking minigame update
= March 17th 2020 === [[Skills]] ===='''Version 5* The [[Lockpicking#Picking electronic locks|electronic lockpicking]] minigame has been updated with an easier and more balanced variant.5''' - Game mechanics changes, new ammo types
Changes to [[Recoil]]:
* Recoil calculation and effects no longer rely on exact shot order, but now instead only needs total shots fired, significantly cutting down on the amount of time that needs to be spent counting and checking shots.
* The new Recoil system works as follows: Every Recoil level has a limit of shots (the Accuracy Drop Threshold, or ADT) that can be fired - if a character shoots over ADT, accuracy and aim wandering effects are applied to the entirety of the shot string, and not just the shots that go over ADT. A second level with even more severe penalties is applied if the amount of shots fired is equal to more than double the limit.
** As before, going over ADT will result in aim wandering (which sends shots to &bodyaim instead of the desired point of aim), however instead of being applied only starting from the shot that went over the limit, aim wandering applies to ALL shots if the total amount of shots fired goes over the limit. [[Weapon accessories#Laser sights|Laser sights]] still cancel out this aim wandering effect.
** Accuracy windows and effects of going over ADT once and twice will also be updated.
Changes to [[Combat mode]] and [[Weapons]]; specifically, '''[[Weapons#Firearm failure types|critical failure]]''' effects:* Like with Recoil changes above, critical failure effects no longer rely on knowing exact shot order, but only the total shot count, and in particular the critical failure count.= April 20th 2022 =** '''Failures to eject (stovepipes)''': For every stovepipe that occurs, the two highest scoring shots (excluding critical failures) are cancelled. If 3 stovepipes occur in a single string of fire, the Version 6 highest scoring shots are never fired. This has the potential of cancelling critical hits5.** '''Failures to fire (misfires)1'''- Simplification Update #10: No changes.** '''Failures to feed''': *** If '''2 or less''' occurred during the same string of fire: Same as stovepipes.*** If '''3 or more''' occurred during the same string of fire: All shots are cancelled and the weapon is considered to be '''jammed'''; this can be fixed by performing a reload action.** '''Failures to burn''': No changes.Completely Baked Edition
New ==== Basic game mechanics ====* [[ammunition typesRecoil]] for pistol and rifle calibers:* '''Tracer has been simplified; there is no point of aim shift after crossing ADT anymore (T)''': FMJ bullets with an illuminating compound at the base of the bullet, which lights up and displays bright, colored light when fired. Tracer ammunition is used due to visibly see the flight path of a bullet, and is useful for controlling long strings of fire, particularly full auto, as it allows being a shooter to physically see where the bullets are going.** Effects: Increases ADT by a certain amount remnant of shots, which scales with when Recoil level. However, it always breaks Stealth even when required checking for shot with a silenced firearm; the tracer light works both ways and can be seen by others, thus revealing your position.*** Recoil 1-2: ADT +4 shots*** Recoil 3-4: ADT +3 shots*** Recoil 5-6: ADT +2 shots*** Recoil 7-8: ADT +1 shots* '''Semi-Armor Piercing (SAPorder)''': Also known as metal-piercing bullets, they offer a lower cost alternative to full AP or APX, but are less effective at defeating armored targets.** Effects: 0.8x damage against unarmored ACs, 1.3x damage against armored ACs.* Retail ammunition using these new projectiles is now also available:** [[.22 Long Rifle]]: Standard T** [[.30 Carbine]]: Standard T, Standard SAP, Milsurp T** [[.30-06 Springfield]]: Standard T, Milsurp T** [[.303 British]]: Standard T, Milsurp T** [[.32 ACP]]: Standard T, Standard SAP, Milsurp T, Milsurp SAP** [[.357 Magnum]]: Standard SAP** [[.357 SIG]]: Standard T, Standard SAP, Personal Defense SAP, Pocket Dragon SAP** [[.380 ACP]]: Standard T, Standard SAP, Milsurp T** [[.40 S&W]]: Standard T, Standard SAP, Personal Defense T, Personal Defense SAP, Pocket Dragon T, Pocket Dragon SAP** [[.45 ACP]]: Standard T, Standard SAP, Personal Defense T, Personal Defense SAP, Pocket Dragon T, Pocket Dragon SAP, Milsurp T** [[.50 BMG]]: Standard T, Milsurp T** [[4.6x30mm]]: Standard T, Milsurp T** [[5.45x39mm]]: Standard T, Standard SAP, Milsurp T, Milsurp SAP** [[5.56x45mm NATO]]: Standard T, Standard SAP, Milsurp T, Milsurp SAP** [[5.7x28mm]]: Standard T, Milsurp T** [[5.8x42mm]]: Standard T, Standard SAP, Milsurp T, Milsurp SAP** [[7.62x25mm Tokarev]]: Standard T, Standard SAP, Milsurp T, Milsurp SAP, Milsurp Cold T, Milsurp Cold SAP, Milsurp Hot T, Milsurp Hot SAP** [[7.62x39mm]]: Standard T, Standard SAP, Reduced Velocity SAP, Milsurp T, Milsurp SAP** [[7.62x54mm R]]: Standard T, Standard SAP, Milsurp T, Milsurp SAP** [[7.62x51mm NATO]]: Standard T, Milsurp T** [[7.92x33mm Kurz]]: Standard T, Milsurp T** [[7.92x57mm Mauser]]: Standard T, Milsurp T** [[9x18mm Makarov]]: Standard T, Standard SAP, High Impulse T, High Impulse SAP, Milsurp T, Milsurp SAP, Milsurp Hot T, Milsurp Hot SAP** [[9x19mm Parabellum]]: Standard T, Standard SAP, Personal Defense T, Personal Defense SAP, Pocket Dragon T, Pocket Dragon SAP, Milsurp T, Milsurp SAP, Milsurp Hot T, Milsurp Hot SAP** [[10x25mm Auto]]: Standard SAP
==== [[Weapon accessories]] ====
Effect changes to the following accessories:
* Laser sights: No longer cancel the point of aim shift (as that mechanic has been deleted), now gives '''IR -1'''.
= January 12th 2020 =
'''Version 5.49''' - Simplification update #8
Changes to [[Addictions]]:= March 22nd 2022 =* Advancement of withdrawal levels is now tied to [[Daily Reset]]'''Version 6.5''' - Further Balance Updates
==== Basic game mechanics ====Changes to [[Inebriation]]the following core game mechanics:* Inebriation no longer naturally decays at a rate of 0.1 per turn.* New Major change to the [[Effectlimb groups]]system: hits to the LIMB group now cause '''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 5x''' damage (same as hits to the passage of time (and not specifically Daily Reset eitherEXTREMITIES), based on the amount instead of day periods that have passed since the last drinkprevious 0.* Effects of [[Inebriation]] have been modified and simplified4x.
Changes to ==== [[VenomAmmunition]]:====* Rebuilt Major rebalancing to the effects of Venom poisoning (modified the thresholds and simplified the effects)ammunition type cost multipliers:
= January 6th 2020 =* 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 5.480x)* API: ''' - Simplification update #72.5x''' (previously 4.0x)* SF: '''1.2x''' (previously 1.5x)* UHS: '''1.2x''' (previously 2.5x)
Changes to ==== [[StressCharacter creation]]:* 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 ([[PainCharacter customization]], [[Limb Damage]]...) or from sustained injuries.====* [[Effect#Stress|Stress gained from combat (now clarified as an effect called Combat Stress)Human]] is characters now calculated differently; the total amount is now equal to receive '''(Td4)x0.1xE4 starting trait points''', where T is the total amount instead of turns spent in combat, and E is the amount of enemies at the start of a fight.** Effectivelynormal 3, this means gaining between 0.1% and 0.4% Stress per turn spent, multiplied by to compensate for the amount lack 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 scrappedracial benefits.
Related changes:==== [[Convenience store|Convenience stores]] ====* '''Books''' Convenience stores now heal a flat amount of Stress, -2.0% per reading. Books provide their Stress reducing effect only once per ingame day; an already read book must be marked with a tag.** Suggested tag: ''"Read recently - provides no effects until next Daily Reset"''* Showers no longer provide negative effectssell [[M67]] frag grenades, [[M18 smoke grenade|M18]] smoke grenades 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 [[M84]] flashbang grenades (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 (2d101d8 per store)x0.1 at the cost of spending 1 ingame hour.
= December 8th 2019 === [[Crafting]] ====* Changes to [[Toolkits]]:** Gun Cleaning Kits (GCK), Gun Repair Kits (GRK), Melee Repair Kits (MRK), Explosives Toolkit (XTK): Maximum uses per kit buffed to '''Version 510 uses''' instead of 3.47Price per unit is unchanged.** Gun Cleaning Kits: Now repairs ''' - Simplification update #6200 Condition''' per use (previously 100).** Gun Repair Kits and Melee Repair Kits: Now repairs '''400 Condition''' per use (previously 250).
* The ==== [[CoverTraits]] system has received multiple modifications aimed at simplifying their purpose and function====New traits (<span style="color:#00CC00">'''Green: Positive'''</span> ; <span style="color:#CC0000">'''Red: Negative'''</span>):** Cover no longer have pass-through thresholds or corresponding Pain modifiers <span style="color:#CC0000">'''Bad eyesight'''</span> (like [[trauma plates]]+2): Your character has a natural vision impairment that cannot be corrected with eyeglasses. You suffer from a permanent FT+1 effect.** Deleted the <span style="full protectioncolor:#00CC00" trait >'''Druggist'''</span> (which protected against bouncing explosives - of which there is 2): Ability to [[VOG-25PIdentification|only one typeidentify]] currently)** Modified the list of cover types (changed health and AC values on many of them)* [[Explosivesmeds]]:on sight** Simplified the damage calculation method for pressure mines<span style="color: 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 #00CC00">'''BED / 4 rounded downFast learner''' </span> (or in other words, for every 4 full points of limb damage dealt by an explosive weapon, -1 wound is also dealt): Your character earns Training Points at a faster rate.* * When training at the [[Chlorine bombshooting range]] and Chlorine gas clouds:** Removed or the 25% chance to lose eyes per turn spent in a chlorine gas cloud. It was replaced [[dojo]], you divide the number of successes by an additional damage effect '''4 instead of 5''' to obtain your Training Points (2 limb damage effectively corresponds to a random body part per turn spent in a cloud~25% faster learning).* * You earn [[Crafting itemstraining machine]]** Gun Repair Kits can no longer be used to repair dud explosives; this ability was moved to XP at a faster rate. When using a Dojo's training machines, you gain '''8d25 XP''' per use instead of the..normal 4d25.** New toolkitNot compatible with Slow Learner* <span style="color: #CC0000">'''Explosives Toolkit Frigid'''</span> (XTK+2): Your character '''. Costs heals no [[FileStress]]''' in the following situations:Parallar symbol.png[[Strip club]]: Pole-dancing shows, private dances, special services ; [[Sanctum]]: Stress-relief chamber ; [[Cubus]]: Sex services ; Reading [[book|10pxerotic books]]; Any sexual or intimate situation (at the GM's discretion)** Not compatible with Horny* <span style="color:#00CC00">''300'Jeweler's Eye' and can be used up ''</span> (-2): Ability 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.* [[EffectsIdentification|identify]][[gemstones]] on sight (although not appraise them)** <span style="color:#00CC00">'''NauseaMycologist''' </span> (-2): Ability to [[Identification|identify]] [[mushrooms]] on sight** If your character is now a temporary effect which prevents using [[Foodhakutaku]] items. All items inducing Nausea are now given a turn duration, and you have this trait by default, at no longer induces IR +1cost.(This trait cannot be removed.)** <span style="color:#CC0000">'''Anti-Oni SyndromeSlow learner''' now causes creatures under this effect to get </span> (+1): Your character earns Training Points at a slower rate.** When training at the [[Painshooting range]] instead of or the [[Venomdojo]] from drinking alcohol (1% Pain per 0.1 Inebriation). The Pain gained this way is , you divide the number of successes by '''fixed6 instead of 5''' and ignores to obtain your Training Points (effectively corresponds to ~16.67% faster learning).** You earn [[Pain Sensitivitytraining machine]] entirelyXP at a faster rate.** When using a Dojo's training machines, you gain ''Decompensation'3d25 XP'' and '''Self-deterioration''' were simplified, introducing a system per use instead of points gained at Daily Reset. If these points reach a particular threshold, instant death occursthe normal 4d25.** Various effects were simplified or scrapped entirely.Not compatible with Fast Learner
Changes to existing character traits:
* '''Galaxy Brain''' has been removed.
* '''Phobia''': Additional effect. If you were in combat against a creature or a category for while you have a phobia, you receive '''quadruple Stress''' at the end of combat.
= November 14th 2019 === [[Effects]] ====The following Effects have been modified:* '''Version 5Combat Stress''': Base effect is '''doubled''', meaning that each turn of combat now causes +0.462% to +0.8% [[Stress]] per turn multiplied by the number of starting enemies.* ''' - Simplification update #Travel Fatigue''': The base roll is a '''2d4''' instead of the previous 1d8, meaning that each room traveled adds +0.2% to +0.8% [[Fatigue]], with a bell curve effect biased towards the median of 5(+0.5%).
* [[Weapons]]:
** In a manner similar to the [[MAC-10]] and [[MAC-11]], these weapons are now considered to be '''auto pistols''' if their stock is folded: [[B+T MP9-N]], [[CZ Sa vz. 26]], [[CZ Skorpion vz. 61]], [[CZ Skorpion vz. 83]], [[IMI UZI]], [[KBP PP-2000]], [[Ruger MP9]], [[Steyr MPi 81]]
** These weapons have changed categories entirely: [[Danuvia VD-01]] (Submachine gun -> Auto pistol), [[H&K MP5K]] (Submachine gun -> Auto pistol)
** Artifact weapons; [[Bat out of Hell]], [[Doomslayer]]: No longer dependent on the Contestant story for acquisition. Their effects and special abilities have also been modified - see each page for further details.
* [[Statistics]]:
** [[Pain]]: No longer naturally regenerates at a rate of -2% per turn; in fact, the entire concept of "Pain regeneration per turn" is removed. Instead, 40% Pain is healed every day during the Daily Reset (10% in Survival Mode at every Trading Post instead)
* [[Meds]]:
** Cannabis no longer increases pain regeneration per turn, but instead decreases Pain by a flat amount; -25%.
* Other changes:
** '''Augmentations''': Guardian LSS modified so it doesn't improve pain regeneration per turn anymore, but instead reduces Pain Sensitivity and improves the effectiveness of Pain healing at the Daily Reset (Level 2: Pain Sensitivity -10%, Daily Reset Pain healed by 70%. Level 3: Pain Sensitivity -20%, Daily Reset Pain healed by 100%.)
** '''Tanuki special abilities''': A new 9 TB ability called '''Still Hard''' is added. Applies Strong limb healing to any of the tanuki's limbs. Regeneration is now more expensive, bumped up to 5 TB. Many abilities have had their effects simplified as well.
= March 5th 2022 =
'''Version 6.4''' - The Love Hotel Grabbag of Optimizations Update
= November 10th 2019 === [[Weapons]] ===='''Version 5.45''' - Simplification update #4: Ores, metals Several melee weapons have had their damage values and miningWeight changed to improve balance.List of changes by melee weapon category
* [[Valuables]]: ** Scandium and palladium ingots have been scrapped ** Introduction of new types of ingots: Zinc, Iron, and Tungsten** All ingots are now available in four sizes: 100g (0.2 Weight units), 250g (0.5 units), 500g (1 unit) and 1000g (2 units)** "Hardened steel" was renamed to just "Steel"** Value per kilogram of brass is now 240 P$ (previously 224 P$)** Value per kilogram of electrum is now 1400 P$ (previously 1340 P$)Axes* [[Ores]] and [[miningFire axe]]:** All metal ores have been completely scrapped and rebuilt from the ground up. All types of metal ores now contain a percentage of ONE useful metal or "quick cash" element, and are now based on more realistic types of minerals. ** The list of "Primary" mining elements (which can be exchanged for ingots) has been rewritten, and now includes (from least to most valuable): Zinc, Lead, Iron, Copper, Tungsten, Silver, Gold, Platinum.** The list of "Secondary" mining elements (which can be exchanged for cash) has been rewritten, and now includes (from least to most valuable): Coal, Sulfur, Nickel, Mercury, Magnesium, Tin, Cobalt, Aluminium, Molybdenum, Titanium, and Chromium.** There isn't a tertiary "garbage" category of ore materials anymore.** Object line nomenclature for all metal and gemstone ores has been redone for clarity.* Other changes:** Dimensions of [[Parallar|brass and electrum]] coins were modified slightly Increased base damage to account for the changes.72% - 72/65 54/43/32/14/4
= September 24th 2019 =Crude weapons'''Version 5.44''' * [[Meat fork]]: Increased base damage to 30% - Various changes in various domains30/27 21/17/12/6/1
Knives* '''Buff to the [[goheiDagger]] and [[shaku]]''': Each weapon now gains a Charge point when killing a creature it is designed to deal double Increased base damage to, and for every Charge point it holds, the weapon deals an additional LDV+1. If at least 1 Charge point is in the weapon, the user can use a special attack ("Terminating Seal" for the gohei, "Cleansing Fire" for the shaku) which will allow the weapon to temporarily deal quadruple (4x) damage instead of just double against the species it is designed to hurt, for one turn only. On the following turn, the weapon loses all of its Charge points.* Introducing a new type of key item, the '''skeleton key'''; 10 different types exist, from Type 0 to Type 9. The purpose of a skeleton key is to open any mechanical lock, as long as the type matches the first digit of the lock's serial number (e.g. a Type 2 skeleton key will open any lock from 2000 to 2999).** Skeleton keys break after one use.** They can be sometimes found in '''&stuff'''.** They can also be crafted; two new crafting blueprints, '''SkelKeyA''' and '''SkelKeyB''' were introduced. In a first for the game, these recipes also require a certain skill level in Lockpicking in order to use (respectively, Lv2 - Basic, and Lv3 - Skilled).* Introducing a new type of toolkit, the '''hacking tool''', which is essentially an electronic lockpick. Hacking tools are disposable devices with electronic spoofing software; they can be used up to 10 times, then brick themselves.** It replaces the HX-1337 series of hacking augmentations, which have been scrapped from the game.** Modifications to the hacking mini-games were made to accomodate for the new hacking tool.** The '''&loginwords''' command was renamed to '''&words''', and its dictionary of words was increased from 810 to 8738 words.* '''Kasha buffs''': Kasha base stats have been improved (Base limb health: 43 -> 60, Max Blood 12 -> 17, Pain sensitivity 16353% -> 117%), and their old "Savage" ability was removed, and replaced with two new abilities, '''Natural Hunter''' and '''Savage Mode''':** '''Natural Hunter''': As a passive ability, kasha claws are tough enough to allow for Butchering without the need for a suitable tool. All Kasha also start with Lv2 - Basic in Hunting.** '''Savage Mode''': Kasha can, at will, give themselves +10.0% Stress in exchange for +53/48 40% Strength and -40% Pain Sensitivity for 20 turns. If Savage Mode is already active, Kasha can activate the ability again to extend the remaining duration by another 20 turns./32/24/11/3* '''Nerfing [[Ammunition#Pistol and rifle caliber projectiles|UHS ammunitionKarambit]]''': It now deals 1.3x Decreased base damage (Pain and LD) instead of 1.4x.* '''Changes to MAIM''': Rie "Fireball" Kirari, being a kasha, now benefits from the new abilities introduced above. Her natural Pain Sensitivity was also lowered to 8728%.* '''Changes to healing''': First Aid Kits and Field Surgery Kits now instantly heal HP instead of HP over time (Light: +7 HP; Strong: +12 HP). The bonuses introduced by the Healing skill now give additional HP to all of the limbs not targeted by the FAK- 28/25 20/15/11/6/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.
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 6th 2019 (2) =One-handed swords'''Version 5.43 (part 3) * [[Butterfly sword]]: Decreased base damage to 45% - The SteveMRE Konbini update part 345/3: Convenience stores'''41 32/25/18/9/1
== Convenience stores ==Two-handed club* Convenience stores are a new shop type which replaces the previously existing takeout stands.* Convenience stores are a type of individual shop, sharing the same layout as other types of individual shops.* The purpose of convenience stores is to sell a fixed inventory of items considered to be basic necessities. Unlike most other shops in the Mazes, the majority of their inventory is not random.* Items sold at convenience stores are divided in four aisles[[Iron bat]]: Food aisle, Ammo aisle, First Aid aisle, and Misc aisle.* Each convenience store belongs Increased base damage to one of five chains; '''2450% -Seven, Fusco's Bodega, Angelstop, Circle H''' and '''Tomato Konbini'''. Each chain has their own traits and extra features, such as raffle tickets for every 250 P$ of purchases, extra gear, or extra services.50/48 40/33/25/13/4
Whip/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.
= September 6th 2019 (1) === [[Food]] ===='''Version 5Food items other than packaged rations and canned goods now have different weight values.43 (part 2) - The SteveMRE Konbini update part 2/3Instead of being all 1 unit, they may be any one of the following: New and improved rations0.25, new food items'''0.5, 1, 2, or 3 units.
This is the second part out of a series of three updates===== New weight values =====Fruit* 0.25: Apricot, Grapes, Kumquat, Kiwifruit* 0.5: Apple, Pear, Orange, Pomegranate, Banana* 1: Watermelon wedge* 2: Pineapple* 3: Cantaloupe
== New food items ==Vegetable* 11 new and improved rations have been introduced0.25: Carrot, replacing the previous 3 completely.Beet, Turnip, Leek, Wasabi root* New category of food item, '''powdered drinks'''0. Powdered drinks are inedible on their own5: Tomato, but can be combined with a bottle of water to create a drink.Potato** 8 powdered drink packets1: Artichoke, and 8 corresponding crafting-only beverages introduced.Cucumber* 20 new types of regular food items introduced, many of which can be found in the new rations.2: Cabbage
Meat* 0.25: All types of the new items have been added to the '''[[Food]]''' page.game meat
== Other changes ==Seafood* New crafting item0.25: Mussels, the '''Mini-bag of Clam, Sardines* 0.5 safety matches''': Trout, which is found in many rationsCod* 1: Sea bass, but can also be found for sale at Workshops for [[FileSole, Grilled eel, Lobster* 2:Parallar symbol.png|10px]]'''0.10''' apiece.Cuttlefish, Salmon, Carp, Tuna, Crab
Dessert
* 0.25: Waffle, Madeleine, Crepe, Scone
* 0.5: Yogurt, Brownie, Ice cream cone, Fruitcake slice, Millefeuille, Donut, Muffin, Cookies (6), Large cookie
* 1: Black forest cake slice, Cream pie slice, Cookies (18)
= September 5th 2019 =Snacks'''Version 5* 0.43 25: Chocolate bar, Caramel, Bread slice, Cheddar slice, Fortune cookie, Energy bar, Granola bar, Whole wheat biscuits, Candy (part 1mint) - The SteveMRE Konbini update part , 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* 1/3: Changes to consumables'''Peanut chocolates (168), Salt crackers (20), Breadsticks (20), Pretzels, Popcorn (plain), Popcorn (caramel), Honey-roasted nuts
This is the first part out of a series of three updatesFast-food* 0.5: Fries, Fried potatoes, Nuggets (6), Pizza (1 slice), Sandwich, Cup noodles* 1: Cheeseburger, Double cheeseburger, Nuggets (20), Hamburger, Hot-dog, Chili-dog, Corn-dog, Hot-gon* 2: Potato chips* 3: Pizza (8 slices)
The effects of many consumables have been modifiedBeverages* 0.5: Orange juice, Tea (black), Tea (green), Lemonade, Cola, Coffee (black), Apple juice, Grape juice, Energy drink, Coffee (cappucino), Hot cocoa* 1: Mineral water, Milk, Beer (blonde), Beer (brown), Beer (stout), Craftable powdered drinks (all of them)* 2: Champagne, Red wine, Vodka, Mead, Absinthe, Sake, Whiskey, Brandy, Cider
== General changes === Changes to all consumables rations =====* All consumables that previously listed a percentage chance to get an effect, now always give the listed effect. The percentage chance effects contents of specific rations have been scrappedchanged.
== Changes to Effects ==* '''Nausea''' is now a permanent effect that gives the afflicted creature an '''IR +Ration B1: Added 1''' effect extra pack of whole wheat biscuits and a nauseous sensation. This effect 1 can, however, be eliminated by attempting to throw up. Even if the attempt fails, Nausea will always be eliminated this way.of spam** All references to Nausea having a turn duration have also been eliminated.Ration B2: Removed 1 packet of powdered coffee* '''Suppressed hunger''' has been completely rewritten, Ration L1: Removed 5 cigarettes and now works as follows5 safety matches* Ration L2: If HungryAdded 1 can of pasta with tomato sauce* Ration S1: All item quantities doubled, Famished or Starving, this effect will treat the creature's Nutrition level as being OK (temporarily canceling any negative effects from low nutrition).added 2 milk and cereal bars
== Changes to === Other food related changes =====* Can of cola drink: No longer provides Agility +1 and Alertness increase - still affects Fatigue and Stress* Can of lemonade: No longer provides any effects besides nutrition and hydration* Can of energy drink: No longer provides Strength +10%, but the effect is lengthened from 15 to 20 turns, and now also reduces Fatigue by 5.0% and increases Stress by 0.5%.* Cup of tea, green: Effect now increases alertness instead of Agility, effect now lasts 10 turns* Cup of tea, black: Effect now increases alertness instead of Agility, effect now lasts 10 turns* All game meat boosting Strength or Alertness: All effects now last 20 turns instead of 2 or 3 turns.* Hot-gon (exclusive to Diamond Hot-Dogs): Effect now lasts 20 turns
== Changes * [[LBE]]: All LBE with a Food holster: the effect is replaced to meds =="max weight: 3" instead of "max items: 2"* [[Style shop]]: Custom food holsters are now weight-based instead of item count-based, as above.
Many medical items have had their effects completely rewritten. These are the new effects for the following items==== [[Meds]] ====First Aid Kits (FAKs) and Field Surgery Kits (FSKs) receive simplifications to make them easier to use and manage:
* Cannabis joint: Agility -1FAKs and FSKs no longer serve as mini containers capable of carrying extra meds (IBs, Pain Regeneration Rate +2% /turn for 20 turnsparacetamol, Stress -1.0%* Cigarette: Agility +1HAP, FT -1 for 10 turns* Nitrous oxide: Pain Sensitivity -50%epinephrine, Euphoria Rush for 10 turnsetc.)* Amphetamines: Agility +2Instead, Alertness increase, FT FAKs and FSKs are now multiple-1 for 20 turns, Stress +use. FAKs have 3.0%* Pentobarbital: Instant death in 20 turns* Steroids (anabolic): Strength +40% for 20 turns* FG-7142: Suppressed hunger for 40 turnsuses before depletion, Stress +8.0%* Desoxyn FSKs have 5 uses (meth pill1d3 and 1d5 on randomly found ones): Alertness increase, Forced wakefulness for 20 turns, Fatigue -30.0%, Stress +10.0%* Oxycodone: FT+1 for 10 turnsNo changes to pricing or limb healing effects, Pain -50%* Epinephrine: Agility +all 3uses of an FAK can therefore heal up to 21 HP, Fatigue -10.0%and all 5 uses of an FSK, Stress +860 HP.0%* Heroin: Pain sensitivity -100%, FT+2 for 30 turns, Pain -90%* Lorazepam: Forced sleep for 30 turns* Morphine: Pain sensitivity -75%, Agility -2 for 30 turns, Pain -70%* Cocaine: Pain sensitivity -100%, Alertness increase, Hallucinations for 20 turns* PCP: Pain sensitivity -50%, Alertness increase for 20 turns* Codeine: Nausea, Pain -40%* Concentrated caffeine: Alertness increase, Agility +1 for 10 turns, Fatigue -12.0%, Stress +1.2%* Diazepam: Alertness increase, FT-2 for 20 turns* Ecstasy: Intense relaxation, Euphoria Rush for 40 turns
== Changes to mushrooms ==[[Hotel|Hotels]] ====A new hotel classification has been added: Love Hotels.* Falls outside of the luxury level (star system) by offering a unique service, represented by a heart symbol (♡)* Love hotel rooms possess a single king-size bed intended mainly for couples, similar to ★★★★ hotels.* Love hotels only allow you to book a room if you have at least one partner, and booking only lasts 4 hours, not 24. The intention is to provide couples (or groups) with the privacy needed for intimacy.* In exchange, the stay is cheap - just [[File:Parallar symbol.png|10px]]'''50''' to get in.
Many mushrooms have had their effects completely rewritten. These are the Several towns received new effects for the following itemshotels:* Neutral towns** Calfair Sector - ★★ Rudolf's Lodge** Littleton - ★★ Little Inn** Nanton - ★★★ Slow Wave Hotel** Ovis City - ★ The Roadside Resort** Saker - ♡ The Serial Inn* Angelic towns** Alba Radium - ★ Guiding Light Inn** Beatus - ★★★ Dreamers House** Divus Nitor - ★★ The Celestial Auberge** Semitas - ★★ Quietus Inn* Demonic towns** Flaxton - ★ The Hotelion** Novysera - ★ The Bonfire** Rog - ♡ Heat Wave Hotel** Temno - ♡ Jam and Cream** Utroba - ♡ The Deep Dive* Military towns** Camp Charger - ★ Chamber-Inn** Fort Cobalt - ★★★ First Force Hotel** Fort Scarlet - ★ Scenic Route Lodge** Fort Wight - ★★★★ Fortress R&R** Station Delta - ★ Last Stop Hotel** Station Lasker - ★ Southern Comfort** Station Sigma - ♡ Six Appeal* Police towns** Beadsor - ★★ The Hog and Barrel Hostel** Elusec - ★★★ Kilburn's** Murberry - ★ Layd Backe** Wayward - ★★ Thornton Hostel* Syndicate towns** Baden Town - ★★ The Run-Inn** Viris Area - ♡ Lovelight* Youkai towns** Aosaidan - ★★ Kaneda (金田)** Masatomo - ★★★ Lodge of the Fork** Kazama - ★★ Amane Hotel (天音 HOTEL, lit. "Divine Sound Hotel")** Kijirou - ★★★ Dou to Gin (銅と銀, lit. "Copper and Silver")
* Oni's Bane mushroomA few existing hotels changed classification: Anti-oni syndrome for 10 turns* Golden cap, Liberty cap: Hallucinations for 10 turns* Infirmitas: Strength Ellen Sector - Warm Case Hotel -20% for 10 turnsWas ★★, Nauseabecomes ♡* Turbatio: FT+1 for 10 turns* Oni Terror: AntiAbakash -Oni Syndrome for 30 turnsBrim Inn - Was ★★, Nauseabecomes ♡* Fatigatio: Fatigue +30.0%* Caecitas: FT +3 for 20 turns* Potentia: Strength +20% for 20 turns* Accuratio: FT Garica Block -1 for 20 turns* Anxietas Medicus: Stress Marion's Inn -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 turnsWas ★★, becomes ♡
==== [[Creatures]] and [[Occupations]] ====
The following creatures and occupations received changes to their loadouts and skills:
= July 21st 2019 =* [[Escort]]: [[Glock 26]] loadout replaced with [[Glock 19]] and 15-round mags'''Version 5* [[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]].42''' 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 - Detective updateAlpha]]. New [[skills|skill]]: Shields (Expert)* [[Vampire]]: [[AI AWSM]] loadout replaced with [[AI AW]], two magazines, and 7.62x51mm NATO Standard FMJ ammo
An accompanying Tsuchinoko update (version 138) will be released on the same day==== Other changes ====* [[M1 Garand]]: Missing Customs combinations have been added* [[Hospital]]: Cost of healing limb damage dropped from [[File:Parallar symbol.png|10px]]'''25''' to [[File:Parallar symbol.png|10px]]'''15'''.
== Changes to [[Creatures]] ==
* The Maze Police faction has a new rank, Guard Detective. Ranks above Sergeant but below Chief, they are investigators in plain clothes, in charge of cases and issues. They come with their own set of equipment.
** They now appear as a separate type of creature that can be rolled by the '''&enc''' and '''&enc-LEO''' commands.
* All Maze Guard flavors have received an equipment update; trauma plates, Tasers, better load-bearing equipment.
= February 10th 2022 =
'''Version 6.3.13''' - The 1000-Weapon Update, Part 13: Submachine guns and Two-handed swords
= July 13th 2019 =15 new weapons added to the game (14 firearms, 1 melee weapon), bringing the total to the covered '''Version 5.411,000''' - Weapon accessory tweaks and simplifications!
This update aims at trimming some more of the fat with game mechanics, specifically mechanics related to weapon accessories.==== New weapons ====
An accompanying Tsuchinoko update (version 137) will be released on the same day.* 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]]
== Changes to [[weapon accessories]] == Other changes ====* Scopes[[Style shop]]: All scope effects have been re-balanced.Now offers a custom LBE service** Low-power optics[[Maze Customs]]: No longer have a special effect boosting accuracy only when aiming at small body parts, and instead provides AR-15s equipped with both a flat FT-1 bonus.** Mediumtop receiver and quad-power optics: Now provides rails get a FT-2 bonus NATO mount instead of FTa NATO-1.S mount (the top rail acts as an extension)** High-power optics: Now provides a IR-2 bonus instead Updated the [[List of IR-1.silencers|silencer]] roster for compatibility with the new calibers:** Extreme-power opticsPistol, standard, .32: Now provides a IR-2 bonus instead of IR-1compatible with [[.327 Federal Magnum]]* Weapon lights:** The dazzling effect mechanic has been entirely scrappedPistol, standard, .45: Now compatible with [[.41 Magnum]]** When someone with a weaponlight aims at a creature with night vision or NVGs activeRifle, it no longer causes a blindness effect. (Flashbangs are unaffectedstandard, they still cause enhanced blindness to creatures 5.8mm: Now compatible with night vision)[[5.8x21mm]]** Weaponlights switched on now '''automatically break stealth'''Rifle, standard, as they are sources of bright light that can be seen by everyone.260 / 6.7mm: Now compatible with [[6x45mm]]* WL2 batteries have been '''entirely scrapped'''* Rifle, alongside three models of weapon light (Inforce APLstandard, Inforce WML, and P3X Fury Tactical) due to redundancy.30 / 7.62mm: Now compatible with [[7x57mm Mauser]]* One new type Updated the [[List of dual modules introduced: muzzle brakes|muzzle brake]] roster for compatibility with the '''Streamlight TLR-4'''new calibers:** Pistol, standard, which can be fitted on Short interfaces.45: Now compatible with [[.41 Magnum]]* All accessories that used to require WL2 batteries* Rifle, no longer need themstandard, and can function indefinitely. Integrated lights and lasers also no longer show a turn counter to represent battery life260 / 6.7mm: Now compatible with [[6x45mm]]* All character sheets must have the following modifications made: All Inforce APL lights are replaced by Surefire X300U lights* Rifle, standard, and all Inforce WML and P3X Fury Tactical lights are replaced by Surefire M620 lights.30 / 7.62mm: Now compatible with [[7x57mm Mauser]]
== Other general changes ==
* [[Cover]] mechanics simplified (effectively returned to a previous state); the Exposure system (exposed/hidden) is scrapped, cover now returns to protecting the full bodies of everyone that is behind cover.
= February 9th 2022 =
'''Version 6.3.12''' - The 1000-Weapon Update, Part 12: Conventional rifles and Handgear
= May 18th 2019 ='''Version 5.4''' - Simplification update #3 : Stress 37 new weapons and inaccurate hits1 new caliber added to the game (30 firearms, 7 melee weapons, including 1 integrated bayonet), bringing the total to 985.
This update aims at further simplifying certain game mechanics==== New caliber ====* [[7.92x107mm]]
== General changes ==* Stress: All stress levels from Moderate and up no longer cause incremental fatigue effects.* Inaccurate hits with ranged New weapons no longer call for a 1d2-1 check to determine if the shot hits. From now on, all inaccurate hits are hits.* All inaccurate hits now deal 0.7x Pain and Limb Damage, including in melee (down from 0.8x)====
* Firearms:
** [[Class 1 weapons]]:
*** [[Alexander Arms AWS]]
*** [[FK Maroszek Kb Ur wz. 35]]
*** [[General Motors M1A1 Carbine]]
*** [[Henry Brass Lever Action 30-30]]
*** [[Henry Brass Lever Action 45-70]]
*** [[Henry Big Boy Carbine]]
*** [[Henry Big Boy Classic]]
*** [[Henry Big Boy Silver]]
*** [[Henry Big Boy Steel]]
*** [[Henry New Original]]
*** [[Johnson Automatics M1941]]
*** [[Koishikawa Arsenal Type 44 Arisaka]]
*** [[Kokura Arsenal Type Kou]]
*** [[Maadi Hakim]]
*** [[Marlin Model 1894CL]]
*** [[Marlin Model 1894S]]
*** [[Mauser Gewehr 1898]]
*** [[Mauser Model 1893]]
*** [[Mauser Model 1895 Carbine]]
*** [[Mauser Model 1895 Short Rifle]]
*** [[Nittetsu Type Hei]]
*** [[Ruger 77/44]]
*** [[Ruger 77/357]]
*** [[SIG Arms SG751 SAPR]]
*** [[SIG Arms Mondragon M1908]]
*** [[Zbrojovka Brno ZH-29]]
** [[Class 2 weapons]]:
*** [[Armalite AR-7 Explorer]]
*** [[Mauser M1917 Trench Carbine]]
*** [[Taurus CT-30]]
*** [[TNW Firearms ASR 9]]
* Melee weapons:
** [[Class Handgear weapons]]:
*** [[Brass knuckles]]
*** [[Chainmail gauntlets]]
*** [[Push knives]]
*** [[Spiked knuckles]]
*** [[Tekko-kagi]]
*** [[Tenderizer knuckles]]
** [[List of bayonets|Bayonets]]:
*** [[Type 44 bayonet]] (integrated to the [[Type 44 Arisaka]])
= April 23rd 2019 === Other changes ===='''Version 5.3''' - Simplification update #2 * New ability: Blood[[Steady aiming]]
This update aims at simplifying some of the mechanics related to the Blood statistic.
=February 1st 2022 = General changes ==* Blood no longer naturally heals at a rate of 0.1 per turn, making Pain the only statistic that naturally regenerates every turn no matter what. If you have no wounds, your current Blood level stabilizes at its current level.* Natural blood regeneration is now tied to the daily reset; on top of the nutrition/hydration that is normally lost at midnight ingame, your body will attempt to regenerate 1 unit of Blood on its own every day (as long as there are no open wounds at that moment). Upon hitting the daily resert, you will lose 150 ntri and 2% Fatigue, and regenerate 1 Blood instantly. This is intended to incite finding BTKs or pay for a medic. If neither is possible, the tried and tested "buy food and let it heal over a few days" also works, however it may take several in-game days for large amounts of lost Blood. * Blood Transfusion Kits now carry 3 units of Blood each instead of 5. Full BTKs now cost 350 P$ instead of 550 P$.* A new type of medical item ('''Epoetin-alfa''', syringe) can be consumed to start a 20-turn effect resembling the old natural regeneration effect: +0Version 6.1 Blood per turn, in exchange for -15 ntri and +03.2% Fatigue per turn. In total, the item would help your body regenerate up to 2 Blood but burn up to 300 ntri and 4% Fatigue. Syringes of Epoetin-alfa cost 100 P$, making them the cheapest syringe-type medical item.* Changes to 11'''Augmentations''': - The Guardian LSS no longer increases the amount of Blood regenerated per turn1000-Weapon Update, since that mechanic is gone. Instead, each level increases the amount of Blood regenerated every day by 1, at no extra cost of nutrition and fatigue. Level 1 therefore lets you heal 2 Blood per day, Level 2 is 3 Blood per day, and Level 3 is 4 Blood per day, all for the same cost of 150 ntri/2% Fatigue per turn, making it viable to heal large amounts of Blood loss over the space of a few days.* Changes to '''Clothing protections'''Part 11: Buffs to protection ratings. ''-Resistant'' will prevent injuries on hits dealing up to 4 limb damage (previously, 2), Precision rifles and ''Two-PROOF'' will prevent injuries on hits dealing up to 8 limb damage (previously, 4).handed clubs
13 new weapons added to the game (7 firearms, 6 melee weapons), bringing the total to 948.
= February 20th 2019 =* Firearms:'''Version 5.2''' ** [[Class 1 weapons]]:*** [[Accuracy International AW]]*** [[CZ TSR]]*** [[KBP VSK- Extra game modes update94]]*** [[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]]
This update introduces two new methods of playing MazeWorld: '''Survival''' and '''Freeform''', and retroactively renames the 'main' mode into '''Contestant Story''' or just '''Story'''. These new game modes, so to speak, aim at providing more flavors for players and future GMs to enjoy.
== General changes =January 23rd 2022 =* The [https://docs'''Version 6.google3.com/forms/d/1fLN_YUoVStGt0ElBtVpyMg1bIvn1Eqxc3BuDJrdIkBk/ character sign10''' -up form] has been updated to account for the changes below.The 1000-Weapon Update, Part 10: Pistols and One-handed clubs
== Survival ==In this 47 new modeweapons added to the game (32 firearms, players adopt 15 melee weapons), bringing the role of a Survivor, whose only objective is total 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 was935.
When playing Survival, players have the option to choose between two modes: '''Tier X''' (The game ends after completing X Challenges) or '''Endless''' (The game only ends with the Survivor's death, or at player request).==== New weapons ====
The main differences introduced by Survival are as follows* Firearms:* No towns or intersections as players know them * [[Class 3 weapons]]:*** [[Beretta APX]]*** [[Beretta M9- Survival is an endless Uncivilized Area streak, equivalent to a Deep route. Explorable areas can even still be found and completed for their rewards!22LR]]* 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).** [[BSA Welrod Mk I]]* Date and time are not tracked.** [[Colt Model 1903]]* No Faction Reputation and no Renown to worry about** [[DW Ortgies 7.65]]* All skills are unlocked: Survivors start with Unskilled in all non** [[FB Radom P-combat skills (unless skill levels were purchased at Startgame)64]]* 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)** [[FB Radom wz.35 Vis]]* 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)** [[FEG Frommer Stop]]* 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!** [[Glock 19]]* If playing on Tier X, X corresponds to the amount of Challenges the player must complete in order to reach the end.** [[Glock 23]]** 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.* [[Glock 32]]** The author personally recommends first* [[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-time players and GMs to try Survival Tier 4, for a 40192]]*** [[Kel-room adventure.Tec CP33]]* Mercenaries function differently:** [[Kel-Tec P17]]** The time* [[Kel-based hiring rates do not apply, and are instead replaced by a 50Tec P50]]*** [[Para Ordnance P-room hiring rate (corresponds to the distance between Trading Posts)18. That special rate is equivalent to 2x the 249]]*** [[RPC Fort Fort-hour rate.17]]** Upon being hired, a mercenary will immediately join the Contestant with no waiting time.* [[Ruger LCP VE]]** Merc deaths do not need to be reported.* [[Semmerling LM4]]** All mercenaries show up with their gear. There are no gear costs * [[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- their equipment is essentially free.34000]] (Artifact)** All special parameters are ignored.* [[Trench mace]]*** [[Wrench]]
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.==== Other changes ====
== Freeform play ==Changes to [[magazines]]:This is essentially the normal game* All Desert Eagle magazines now possess a "Deagle" tag for searching purposes* Mauser C96 Red 9 stripper clip: Renamed to "Mauser C96 stripper clip", but without main story quests or sidequests and compatible with certain shops, services and other conveniences immediately available. This mode aims at a more relaxed experience, without the pressure of the pre-made main story, as well as offering an opportunity to design your own stories both [[Mauser C96 Broomhandle]] and plots. [[Mauser C96 Red 9]] depending on loaded ammunition
The main differences introduced by Freeform are as followsChanges to [[Maze Customs magazines]]:* All skills are unlocked. Freeform characters start with Unskilled in all nonGlock-combat skills, as well as a MAIM accountSF .* The Freeform character starts with a MAIM account, with all generic 22 and regular named mercenaries available (Special mercs are not available as they're tied to the story).** Reputation and Renown requirements from certain mercenaries are disabled.* Roazon is collapsed, exactly as it would after the Contestant completes Sidequest S3Glock-2LF .* All repeatable activities are available22 magazines: Trading Missions, Mercenary Contracts, Mining, and Bounty HunterCapacity increased from 10 rounds to 12* Several shops 1911SS 9mm and services that are normally only obtained as sidequest rewards are available from the start:** The Power Armor Shop 1911DS 9mm magazines deleted (Ferland Sector) is available replaced with [[1911RO magazines]] 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[[P-18 magazines]], to allow GMs more flexibility.** It is recommended to replace any rewards in Renown/Rep with money, where applicable and where it would make sense. (e.g. Vigilante workrespectively)
= January 17th 2019 9th 2022 ='''Version 56.13.9''' - KISS The 1000-Weapon Update (Keep It Simple, Stupid!)Part 9: Grenade launchers and Knives
This update aims at simplifying several 12 new weapons added to the game mechanics deemed too granular or generally not fun enough(2 firearms, 10 melee weapons), bringing the total to 888.
== Simplified nutrition and hydration ==* Firearms:* Nutrition and hydration no longer decay at a rate of * [[Class 1 per turn. Instead, these stats are slashed by a set amount at a fixed rate and frequency, to symbolize meeting daily recommended needs; these are called the '''Nutrition Reset''' and '''Hydration Reset''', respectively.weapons]]:** Nutrition is reset every day at midnight. The reset will reduce the current Nutrition by an amount equivalent to (meat worth x 30). For a human, that amount is 2100 ntri. * [[NAWS China Lake]]** Hydration is reset every day at midnight. The reset will reduce the current Hydration by an amount equivalent to (meat worth x 10). For a human, that amount is 700 wtr.* [[Springfield T148E1]]* Nutrition and hydration each have new value ranges and corresponding effects; they are generally simpler and more clearMelee weapons:** [[Class 5 Short weapons]]:*** [[Bou-cut effects.shuriken]]** Nutrition going too high will increase minimum Fatigue, and eventually reduce Agility.* [[Gerber Mark II]]** Nutrition going too low will decrease Strength, and eventually disable the ability to heal Pain, * [[Handmade knife]]*** [[Heavy throwing knife]]*** [[Kamisori]]*** [[Karambit]]*** [[Last Blood or Limb Damage ]] (due to the body not having the "fuel" to do soartifact).** Hydration going too low will decrease Strength, then Accuracy, then cause Hallucinations, until eventually causing death.* [[Smatchet]]*** [[Stun knife]]*** [[Throwing knife]]
== 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.
== Simplified clothing and armor =January 2nd 2022 =* Clothing and armor can no longer sustain damage, period'''Version 6. 3.8''' - The only exceptions are:** Trauma plates 1000- which still continue to work as they normally do** Powered armor - which require a condition meter to determine protection level. When wearing power armorWeapon Update, damage calculation is greatly simplified - 1 limb damage sustained = 1 armor condition lost.* Cutting clothes into rags (as long as they have the RagOK tag) now always succeeds Part 8: Hand grenades 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.Axes
== Simplified weapon maintenance ==* The Reliability/Max Cleanliness stat is scrapped.* Durability is renamed Max Condition, and all firearms' Max Condition values have been rewritten.* Critical failures have been completely revamped and simplified. Condition is now meant to be lost on a critical failure, and for each 2 rolled, the new command '''@critfail''' must be used.** @critfail contains 80 possible effects, half of which are simple condition loss effects (ranging from 100 to 2000). The other half are condition loss effects (ranging from 50 to 1000) with a weapon failure (failure to fire, eject, etc.) effect on top. If the relevant weapon is a melee weapon or does not have a corresponding weapon failure type, the condition loss effect is doubled instead.New weapons ====
Changes 11 new weapons added to handloading:* Load level the game (hotness) of ammunition affects the severity of the Condition loss on a critical failure. -P/Cold: Condition loss x0.6 firearms, 5. +P/Hot: Condition loss x2. +P+/Super: Condition loss x4.* Powder quality of ammunition also affects the severity of the Condition loss on a critical failure. Surplus: Condition loss x3. Premium: Condition loss x0.5.* These effects may stack. Round up any results.* If shooting ammunition of mixed hotness or powder quality in the same turn (''not recommended!''melee weapons), bringing the hottest and dirtiest ammunition fired that turn is used as a reference for ''all'' rounds fired that turntotal to 876.
Changes to weapon accessories* Firearms:* Since Cleanliness no longer exists, silencers no longer apply a malus on the equipped firearm* [[Class 4 weapons]]:*** [[Model 9210]]*** [[Model 9430 Tear-ball]]*** [[Model 9590 Sting-ball]]*** [[No.77]]*** [[Stinger]]*** [[Zarya-3]]* Melee weapons:** [[Class 5 Long weapons]]:*** [[Hookaroon]]*** [[Ice axe]]** [[Class 5 Short weapons]]:*** [[Falx]]*** [[Gerber Downrange Tomahawk]]*** [[Tomahawk]]
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.==== Other changes ====
Changes to Maze Customsexisting weapons:* Improved barrels now have different effects.** 4150CS barrel[[M84]]: Max Condition x1.25.** 4150CS + Titanium Nitride (TiN) coating: Max Condition x1.5** 4150CS + Titanium Carbonitride (TiCN) coating: Max Condition x2** 4150CS + NP3 coating: Max Condition x1.25, Condition loss on critical failure x0.5** Rechambering a firearm with an improved barrel no longer causes the improved barrel Weight changed to be replaced by a normal one '''2''' (forcing the user to re-purchase the barrel improvements againfrom 1). Making engineers slightly less evil!...** Maze Customs now also offers the possibility to return to a non-improved, stock barrel, for 100 P$.
== Extras ==
* New command: '''@asktsuchi'''. Ask a yes/no question and use that command. Results may vary.
= January 1st 2022 =
'''Version 6.3.7''' - The 1000-Weapon Update, Part 7: Underbarrel weapons and Crude weapons
= November 27th 2018 ='''Version 5 update''' - The Finished State update12 new weapons added to the game (2 firearms, 10 melee weapons), bringing the total to 865.
== Quests ==* Firearms:* '''Story Arc #3* [[List of underbarrel shotguns|Underbarrel shotguns]]: The Human*** [[Lockhart UBS-Youkai War''' released! Features 33 quests, 1 sidequest, and 1 emergency quest.12]]* '''Endgame content''' now available! The Contestant story may now come to an end as soon as all four Amulets are gathered** [[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]]
== Content ==AbilitiesNew [[crafting]] items:* 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[[Blueprints]]:** Techniques that are learned upon reaching '''Expert skill level''' with a corresponding combat skill:*** Firearm techniques: Failure Drill (DA revolverSkull blueprint, 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)Fremen blueprint*** Melee techniques: Any-Bash (One- and Two-handed clubs), Any-throw (Thrown weapons), Backlash (Whip/Lash weapons), Desperate Smash (Crude weapons), Double Cleave (Axes, One- and Two-handed swords), Stabbing Rush (Knives)** Techniques that can be '''purchased'''[[Crafting items#Ingredient items|Ingredient items]]: Lightning Reload (available for 3000 P$ at any shooting range)Preserved skull
Maze Customs:
* Customs:Minor - 1 new tactical conversion ('''Pecheneg Zenit'''), 4 new minor barrel configurations ('''SCAR-H STD, SCAR-L STD, SCAR-L LB, SG551-LB''')
Startgame:* '''Tsuchinoko''' update: Rarity is finally weaved into the drop rates for the weapon commands (@wpn @wpnc1 @wpnc2 @wpnc3 @wpnc4 @wpnc5L @wpnc5S @wpncHG). The original commands (with equal chances for each weapon) have been given the '''-e''' suffix (@wpn-e, @wpnc1-e, etc...); '''e''' stands for "'''equivalent'''" (in the sense that each weapon has the same chance to be rolled as any other).** Four new '''Tsuchinoko''' commands, '''@wpn-firearm''', '''@wpn-melee''', '''@wpn-firearm-e''' and '''@wpn-melee-e'''. The first two respectively roll only firearms (Classes 1-4) and melee weapons (Classes 5L, 5S, HG), and the last two are the equivalent chances = Prior versions of the first two.* Kitsune and alligator halflings are now playable (discontinuation of the RePoints system)* Equipment points to allocate have been increased from 5 to 10.* Unspent equipment points are now worth 200 P$ each instead of 150 P$, and are now paid entirely in copper coins.* Starting weapons are no longer dependent on the combat skills selected at the start. All of the packages are now available, and extra packages now only cost 2 equipment points instead of 3.* Difficulty modes are no longer tied to RePoints. The starting amount of lives (Hard: 1, Easy: 3, Messiah: Infinite) is fixed. == Meta ==* GM side changes: Planned migration away 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 player's GDocs sheet. Any information that is hidden from the player should be kept on a separate, GM-only file (preferably also on GDocs) which lists only the hidden information and nothing else.* Migration to the new wiki will begin shortly after the release of this update.* The RePoints system is discontinued (please check the corresponding Patreon post for more information).
* [[Changelog/2021]]: All 2021 updates.= Prior versions =* [[Changelog/2020]]: All 2020 updates.* [[Changelog/2018-2019]]: All 2019 updates.* Older updates: You can find all of the previous updates up to version 5 on the [http://old.mazeworld.net/wiki/Guide:Changelog old wiki's changelog].
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