Changes

Changelog

8,267 bytes removed, 10 April
= Upcoming =
'''Version 6.39.54''' - The 1000-Weapon Update, Part 5: Combat rifles and Exotic Melee weaponsUnnamed update
(WIP)In progress...
Other changes:= April 10th 2024 =* [[7.62x51mm NATO]] and [[.260 Remington]]: Barrel length groups changed** Carbine: Up to 16.5" (previously 15'''Version 6.9")** Rifle: 16.6" to 223.9" (previously 16" to 22.9")2''' - Helmet hotfix
* [[Effects]]: Removal of the Ballistic protective trait, now considered obsolete. Due to it being a carryover from eras of the game where headshot Pain multipliers used to be much higher than the current 1.5x (3x or higher), the effect remained unchanged and accidentally overbuffed the protective capabilities of helmets with the trait.
* [[Clothing and armor]]: All clothes that had the Ballistic protective trait lose it.
= October 18th 2021 =
'''Version 6.3.4''' - The 1000-Weapon Update, Part 4: Auto pistols and Staff/pole weapons
= March 24th 2024 ='''Version 6 new weapons added to the game (2 firearms, 4 melee weapons), bringing the total to 787.9.3.1''' - Say My Name update
* New [[weapons]]:Tsuchinoko command, '''&callsign'''. Generates one of about 200 different names (including variations).* Firearms:** Callsigns are intended to give, well, callsigns, but also nicknames, war names, and other aliases. Primarily intended for [[Mauser M712mercenary|mercenaries]]but easily adaptable to anyone else; Maze Military personnel, raiders, adventurers, and so on.** [[Norinco Type 80]]* Melee weapons:** [[Barbed spear]]** [[Battle staff]]** [[Corvus]]** [[Pitchfork]]The command is designed to be expanded over time in even smaller, Tsuchi-only updates.
New [[magazines]]:
* [[M712 magazines]]
* [[Type 80 magazines]]
= March 18th 2024 =
'''Version 6.9.3''' - The MazeOS Update
= October 3rd 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.1* 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 3.1: New speedloaders and speed stripszip &data-memcard &data-cd &data-hdd'''
New [[weapon accessories]]:
* [[Speedloaders]]:
** .41 Magnum 5-round speedloader
** .41 Magnum 6-round speedloader
** .327 Federal Magnum 6-round speedloader
** .327 Federal Magnum 7-round speedloader
* [[Speed strips]]:
** (Customs only) .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 to retail)
** (Customs only) .327 Federal Magnum 6-round speed strip
** .327 Federal Magnum 7-round speed strip
** (Customs only) .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 stripFebruary 9th 2024 =** .44 Magnum/Special '''Version 6-round speed strip => .44 Magnum/Special/9.50 AE 62''' -round speed stripMushroom update
The functionality of [[mushrooms]] has been expanded, and a new essential shop can now be found in all towns. Mushrooms now become valuable loot ; low value individually, but due to their extremely low weight, worth hanging onto. Mushrooms can be sold or traded up directly for more valuable mushrooms at dedicated, brand-new locations. The mushroom identification costs have also been lowered to match the cost of the lowest-value mushrooms.
= October 2nd 2021 =* [[Identification]]: The cost of identifying mushrooms has been dropped to '''Version 60.310 P$''' (previously 10 P$)* [[Mushrooms]]: All mushrooms now have a monetary value (they previously did not) roughly consistent with their nutritional value and effects.3* All towns now have a new location, the ''' - [[street kitchen]]'''** The 1000street 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-Weapon Updatebased dishes.** The shop part trades mushrooms. It sells a small selection of savory and magic mushrooms, Part 3: Revolvers and bayonetsit 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%'''
18 new weapons added to the game (15 firearms, 2 bayonets, 1 integrated bayonet), bringing the total to 781.
New [[weapons]]:= December 27th 2023 =* Firearms:** [[Charter Arms Mag Pug]]** [[Colt Buntline Special]]** [[Colt New Frontier]]** [[Freedom Arms Model 555]]** [[Ruger GP100]]** [[Ruger LCRx]]** [[Ruger Single Seven]]** [[Ruger SP101]]** [[Smith & Wesson Model 57]]** [[Smith & Wesson Model 329PD Airlite]]** [[Smith & Wesson Model 657]]** [[Taurus Raging Bull M416]]** [[Tula Arms Nagant M1895 Commander]]** [[Tula Arms TOZ-81]]** [[Webley & Scott Mark VI]]* [[Bayonets]]:** [[Johnson bayonet]] (the corresponding host weapon will be introduced in a later update)** [[MSBS bayonet]] (the corresponding host weapon will be introduced in a later update)** [[TOZ-81 bayonet]] (integrated to the [[TOZ'''Version 6.9.1.1''' -81]])Melee Repair Kit hotfix
Balance changes:* Changes to [[Bastard swordtoolkits]]: Limb damage * Melee repair kits can now repair shields. The formula to be buffed from +4 calculate shield HP repaired is equal to +6the Condition (with Repair skill bonus) divided by 80 and rounded up.
= September 6th 2021 December 25th 2023 ='''Version 6.39.21''' - The 1000-Weapon Soldier of Fortune Update, Part 2<br/>''This update was conceptualized and developed almost entirely by [[User: Machine guns GenericArchangel|GenericArchangel]]; the author mostly took care of minor fixes and one-handed swordsadditions and the final implementation.''
12 new weapons added to the game (7 firearms, 5 melee), bringing A minor update focused on fleshing out [[MAIM]] and giving players the total option to 763hire mercenaries.
New [[weaponsOccupations|occupation]]:* Firearms:** [[Arsenal MG-M2]]** [[Enfield RSAF L86A2 LSW]]** [[IWI Negev NG7]]** [[Mendoza C1934]]** [[ST Kinetics Ultimax 100 Mk3]]** [[TsNIITochMash PU-21 Poplin]]** [[ZVI UK vz. 59]]* Melee weapons:** [[Butterfly sword]]** [[Ceremonial sword]]** [[Kora]]** [[Rending Scissor Blade]] (artifact)** [[Sword-caneMercenary]]
New [[List of magazinesnamed MAIM personnel|magazinesnamed characters]]:* [[Mendoza C1934 magazines]]: 30-round mag* [[Ultimax magazines]]: 100-round drum(14 mercenaries, with different skillsets and loadouts)
New Minor lore tweaks to MAIM itself to make it a legitimate organization, now headquartered in [[ammo beltsFerron City]]:* [[PU-21 ammo belt]]* [[Vz. 59 ammo belt]]
Other:
* Rule clarifications: On the rare weapons that possess a foregrip and a bipod at the same time ([[PKP Pecheneg|Pecheneg Zenit]], [[Ultimax]], [[UK vz. 59]]), the effects of only one accessory apply at a time. If the bipod is deployed, only the bipod's effects are applied. Otherwise, only the foregrip's effects apply.
= October 4th 2023 =
'''Version 6.9''' - The Nice, Big Re-Balance Update
= August 15th 2021 =New gameplay concept and ability: [[Hebizuka's Favors]].* They are MazeWorld'''Version 6s version of Edge points.3Burn to re-roll a variety of unfavorable rolls.1* A [[Character traits|trait]], ''' - The 1000-Weapon UpdateHebizuka's Favorite, Part 1: First, The Ammo''' allows you to have a maximum of 4 Favors instead of 3.
Changes to [[AmmunitionAbilities]] - New calibers:* New technique, [[.327 Federal MagnumShaft Splitter]]* . Lessons to learn this technique can be purchased at a [[.41 Magnumdojo]]for 2000 P$.* New technique, [[.50 BeowulfTwo Become One]]* [[5.8x21mm]]* Lessons to learn this technique can be purchased at a [[6x45mmdojo]]for 3000 P$.* * The [[7x57mm Mausermakaryuudo]] (suggested by: Jadehave been given this technique, Andromis)* [[10x24mm Caseless]] (suggested by: Mad Max)as they have canonically invented it.
New Changes to [[Handloading|handloadingAmmunition]] components:* Casings for each of the new calibers[[RPG-7 rocket]]: TBG-7V rockets now cost 425 P$, except 10x24mm Caseless (obviously)increased from 265* New projectiles[[RPG-29 rocket]]:** .236TBG-29V rockets now cost 500 P$, 46 grain (5.8x21mm)increased from 300** .243[[Ammunition types]]: New ammo type for shotgun calibers, 90 grain '''Dragon's Buckshot (6x45mmD-Buck)** '''.284, 175 grain (7x57mm Mauser)** .312, 100 grain (.327 Federal Magnum)** .410, 210 grain (.41 Magnum)
Changes to [[Combat mode]]:
* Escaping now causes [[UA]] trip length to increase automatically by 1, as if it was a Detour +1.
= June 27th 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.2''' It is a generic, non- The Shields Updatefaction combat outfit with similar looks and functionality as the Activist Combat Outfit. Available for all five body types for the same price as the ACO.* [[Style shop]]: New rules now heavily discourage creating armor with an AC of A4/A5, a youkai outfit with AC tier +4 or higher, or anything granting Agility +2 or higher. Anything combining Agility +0, +1, or +2 with high AC or outfit AC tier boost must be justified or have other maluses.
Written with suggestions from the community - thank you, everyone!Changes to [[Creatures]]:* [[Kasha]]: Natural [[Agility]] is now '''+1''' instead of +0.
* Changes to [[Class 5 Long weaponsEffects]]:** New weapon category and new game mechanicsTravel Fatigue: Now burns 20 [[Shieldsnutrition]]** 14 shields added to the weapon roster (13 retail weapons, 1 artifact), all of which are Class 5 Long.** Retail shields: and 10 [[Round shieldhydration]]per room traveled, [[Leather shield]], [[Trash can lid]], [[Scutum]], [[Wicker shield]], [[Buckler shield]], [[Kame-tate]], [[Heater shield]], [[Ballistic shield - Soft]], [[Ballistic shield - Alpha]], [[Ballistic shield - Bravo]], [[Ballistic shield - Delta]], [[EOD portable blast shield]]** Artifact shield: [[King's Roundel]]* [[Dojo]]** Shield training is now available, and round shields have been added to the list on top of rental weapons. Functionally the same, bur lore-wise, dojos are now equipped with harmless dart launchers for shield practice.* [[Skills]]** New combat skill: '''Shields'''* [[Creatures]]:** When butchering a [[giant tortoise]], it will drop a [[Kame-tate]]Fatigue effects.
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 '''1 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 '''1 SP per 20 rounds disassembled''' (or '''0.05 SP per round''')
** The Skill Point bonus for handloading ammunition is doubled, the rate is now '''1 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'''.
= May 29th 2021 =Changes to [[Weapons]]:'''Version 6* [[Brick]], [[Broken bottle]], [[Iron ball]], [[Stone]]: New throw mode.** Throwing the broken bottle will always destroy it, whether you hit or not. If you do hit, target receives 3 [[light wounds]].* [[Mini C4 charge]]: Price reduced to 100 P$, from 750. Rarity adjusted to 1, from 2.* [[Small C4 charge]]: Price reduced to 300 P$, from 1500. Rarity adjusted to 1''' - Various changes and fixes, from 4.* [[Large C4 charge]]: Price reduced to 500 P$, from 2500. Rarity adjusted to 1, from 5.* [[Taser X26c]]: Stun effect buffed to 2 turns instead of 1* [[Stun baton]]: Stun effect buffed to 3 turns instead of 1d2* [[Stun knife]]: Stun effect buffed to 2 turns instead of 1d2* [[Shock gloves]]: Stun effect buffed to 3 turns instead of 1d2
* [[Class 4 weapons]]:
** Mini-grenades no longer "count as 0.5 item in LBE" to reduce confusion.
* [[Ammunition]]:
** The "rare calibers" ([[.260 Remington]], [[.300 AAC Blackout]], [[.338 Norma Magnum]], [[.460 Rowland]], [[9x25mm Dillon]]) now have retail ammunition available. The "rare caliber" moniker remains in use, to symbolize the fact no standard retail firearms are available in these chamberings.
** .260 Remington: Standard (FMJ, Match, JHP, JSP)
** .300 AAC Blackout: Standard (FMJ, Match, JHP, AP), Reduced Velocity (FMJ)
** .338 Norma Magnum: Standard (FMJ, Match, JHP), Sniper Premium (FMJ, Match)
** .460 Rowland: Standard (FMJ, JHP, Lead), Personal Defense (FMJ, JHP)
** 9x25mm Dillon: Standard (FMJ, Match, Lead, LSWC, JHP)
= September 26th 2023 =
'''Version 6.82''' - Explosives hotfix
= May 3rd 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.** You no longer need to roll for accuracy when using an explosive; the explosive blast will set primed pressure mines off automatically.* Directional mine disposal: ** You can now shoot a directional mine to destroy it (will not detonate on a hit), but you must deliberately aim at one mine and score at least one inaccurate hit. ** If you use a weapon that causes a Standard explosion, it will destroy all mines on the same Side, not just the one you targeted.** You can now deliberately approach a primed directional mine from a Targeted Side, but you must pass two successive Agility checks (8+ to pass) to avoid setting it off. If you pass both, you enter the Side without setting the mine off. If you fail one check, you still enter the Protected Side, but it sets the mine off at 0.5x damage. Failing both sets it off at full damage. Regardless of the result, carefully approaching a mine breaks Stealth. However, it can also be done outside of combat.1''' - Character Traits Update
* [[Character customization]]:
** Direct modification of Primary stats has been removed.
** Constitution is now part of your character's appearance and has no effect on stats anymore.
** Pain Thresholds (PBT, PDT) have been removed from the game (due to redundancy with [[Pain Sensitivity]]. Now every creature passes out at 100% [[Pain]] and dies at 150% without exception.
** '''Introduction of [[Character traits]]''' - 50 traits to customize your characters to your liking!
** Trait assignment now happens after selecting species but before skill attribution.
* Other
** Transition to Google Sheets for player inventory sheets is now underway (keep an eye on Discord for details)
Special thanks to everyone who contributed ideas and suggestions for character traits!= August 19th 2023 ='''Version 6.81''' - Mining hotfix
Changes to [[Mining]] have been introduced to simplify it and make it easier.
* Mining now works according to a hit point system instead of a chance-to-succeed system. The objective is to make mining more of a straight trade of resources and favor strength-based builds (which would already benefit from using tools like pick-axes and mattocks as weapons).
* Each mining target (ore bundle, obstructions) now has a set number of hit points.
* A pick or drill strike reduces the target's hit points; the check is based on the skill level (1d20 to 1d60, in increments of 10), multiplied by Strength.
* Explosives damage equal to their limb damage multiplied by a number that depends on skill level (x1 to x3, in 0.5 increments).
* The length of a Mining Level has been shortened from 15 + Mine level to 8 + Mine level
* It is now possible to save your progress exploring a mine and leave without having to start over from Level -1.
* New items at the mining supplies store now allow you to reset your progress in a mine and start over.
= April 9th 2021 June 19th 2023 ='''Version 6.038''' - Simplification Update #9: Kiwami EditionDeep Wound update
* '''Introduction of a new [[Evasioninjury]]: Dodge checks have been simplified and buffed significantly.type called deep wound (DWs)'''* [[Healing]]: The * A deep wound is similar to a normal wound (to be renamed ''Addiction resistance'light wound (LWs)' effect was removed''), but causes four times the amount of bleeding per turn: -1.2 Blood per turn instead of -0.3.** Piercing-type damage now causes deep wounds** Bullet-type damage now causes light wounds on inaccurate hits and can therefore no longer be earned deep wounds on solid hits and criticals (except as a bonus for reaching Master in Healing skill.otherwise dictated by ammo type)* [[Negotiation]]: Critical successes ** Rubber buckshot and critical failures are no longer possible in Negotiation checks. Tables have been edited to reflect the possibility rubber slugs continue causing fractures instead of rolling more than 12 in a negotiation check LWs (due no change to Negotiation skill bonusesbehavior)* [[Dojo#Training machines|Training machines]]: Agility training ** Flechette can now levels natural [[Agility]] up by +1 every 1000 XP regardless of circumstances. only cause LWs*** Sintered Frangible (Previously: +1 every 1500 XP or 750 XP if natural Agility SF) can only cause 2 wounds per successful hit, but the wound type is under +0accuracy dependent; 2 LWs on an inaccurate hit, 2 DWs on a solid or critical hit.*** Broadhead arrows (BRD)can now cause 2 wounds per successful hit instead of just 1
* New items:** '''[[YouseiMeds]] now possess the '''Limitless Potential*** Tranexamic acid (TXA): Syringe, 400 P$, not addictive. Reduces bleed rate to 0.0/turn (effectively stops bleeding) for 10 turns** ''' creature trait, removing or increasing almost all of their [[Dojo#Training machines|training machine XPMushrooms]]'''*** 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
* Backtracking is now an option when traveling in the Changes to [[Uncivilized Areaammunition]], with certain caveats:** If the player confirms they wish Flechette damage tables balanced on all calibers to backtrackbehave more like armor-piercing ammunition. All flechette damage on Ax armor classes has been buffed, the traveling direction damage on Cx is reversed (town/intersection of origin and destination unchanged. New tables are flipped), and the number of rooms to destination becomes equal to the number of rooms passed + as follows:*** [[12 gauge]] flechette: 12/11 '''15/12/9/5./2'''** If the player has chosen to backtrack once during their current UA trip, they cannot backtrack again in the same trip* [[12 gauge CAWS]] flechette: 14/12 '''17/14/11/5/2'''*** [[20 gauge]] flechette: 12/11 '''15/12/9/5/2'''*** [[.410 bore]] flechette: 12/11 '''14/12/9/5/2'''
* All Changes to [[Food#Unsparable food items|restaurantscrafting]] now feature breakfast items.* The * [[Food#Cocktails|cocktail listCrafting items]] has been updated with several new entries: Rags have a chance to fix 1 LW.
* Major changes Changes to [[Weapon accessoriescreatures]] and [[Ammunition]]:** The weight Numerous creatures have attacks that variously cause extra wounds (1d2, 1d3, 2d2, etc.) on a hit. Most of a [[feeding system]] '''no longer changes''' these now cause either LWs or DWs depending on the ammunition loaded, remaining at their base weight. Therefore, it is '''more space efficient''' to keep your magazines loadeddamage type.** A new size tier is introduced: '''Lean''', Many creatures with a weight of '''0.75 units'''. Several magazines healing spells will have been converted to this size tiertheir effects updated.*** AK-22 30-round magazine*** Colt 9mm SMG 32-round magazine*** CZ 75 9mm 30-round magazine*** Glock .40/.357 22-round magazine*** Glock .45 30-round magazine*** Glock 9mm 33-round magazine*** Glock 10mm 33-round magazine*** Kashtan 30-round magazine*** Kedr 30-round magazine*** Kiparis 30-round magazine*** m/45 36-round magazine*** M3 30-round magazine*** MAB-38 30-round and 40-round magazine*** MAC-10 30-round magazine*** MAC-11 32-round magazine*** MAT-49 32-round magazine*** MP5 9mm 30-round magazine*** MP5 10mm/.40 30-round magazine*** MP7 40-round magazine*** MP40 32-round magazine*** MPX 9mm 30-round magazine*** MT-9 30-round magazine*** MT-40 30-round magazine*** OTs-33 27-round magazine*** OTs-39 30-round magazine*** P226 9mm 32-round magazine*** PM-63 RAK 25-round magazine*** PP-2000 44-round magazine*** PPS-43 35-round magazine*** Skorpion .380 30-round magazine*** Sten 32-round magazine*** Sterling 34-round magazine*** Steyr MPi 25-round and 32-round magazine*** Steyr TMP 30-round magazine*** Suomi 36-round magazine*** Tec-9 32-round magazine*** Thompson 20-round magazine*** Type 85 30-round magazine*** UMP9 30-round magazine*** UMP40 30-round magazine*** UMP45 25-round magazine*** USP .45 20-round magazine*** UZI 32-round and 40-round magazine*** Vz. 26 32-round magazine*** ZK-383 30-round and 40-round magazine*** Maze Customs magazines: Glock .32 38-roundThey can now close both wound types, Glock .380 30-roundbut will prioritize DWs first, Glock Mak 33-roundLWs second, Glock Tok 30-round, MP5 .22 25-round** '''Large''' size tier is now '''1.5 units''' instead of 1.2 units.** Five new [[LBE]] items introduced:*** Three tactical vests: SOT-SMG tactical vest, SMG chest rig, RPCC competition vest*** One utility belt: Spider battle belt*** One leg rig: SMG mag rig** The weight of all [[List of ammo belt types|ammo belt boxes]] has been rebalancedjust like the Stop the bleed mushroom.
= February 18th 2021 =* Changes to [[hospital|hospitals]]'''Version 6** Light Wounds cost 10 P$ apiece to heal. ** Deep Wounds cost 25 P$ apiece to heal.02''' - Telephone Club Update (does not contain actual telephone clubs)
* Changes to [[Mobile phoneMaze Customs]] and ** 26 weapons receive new [[Crafting itemsCustoms:Minor|mobile phone batteriesCustoms Minor modifications]] no longer have battery indicators*** [[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. Making phone calls no longer drains arbitrary battery units00]]: FAL LRBR, FAL UM, FAL HBR*** [[FN Herstal FAL 50. 61 Paratrooper]]: FAL Para LRBR, FAL Para UM, FAL Para HBR** Battery charge is no longer relevant* [[FN Herstal FNAR Match]]: FNAR Hunter, spare batteries are essentially downgraded 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 just components for the phone bomb. Phones return to their original purpose as storytelling tools with no need to worry about charge.M1A, M14 UM, M14 HBR, M14 EUBR Custom, M14 EHBR Custom* New ** [[Effects|EffectSpringfield M21]]: '''Travel fatigue'''. At the end of a trip in the UAM21 UM, upon reaching their destinationM21 HBR, a character will gain an amount of M21 EUBR Custom, M21 EHBR Custom*** [[FatigueSpringfield M1A]] corresponding : Model conversion to the number of rooms traveledM14, at a random rate varying between 0.1% and 0.8% multiplied by rooms traveled. M1A UM, M1A HBR, M1A EUBR Custom, M1A EHBR Custom** Travel fatigue applies even if you '''Skip travel'''.* [[Steyr Scout]]: Hunting Scout, Light Scout, Magnum Scout, Heavy Scout, Big Game Scout
* Changes to [[meds]]
** Gauze roll: One use fixes 1 LW.
** Individual Bandage: Fixes 1 LW.
** Hemostatic Agent Pack: One use fixes 1 DW.
= February 7th 2021 =* Changes to [[weapons]]'''Version 6** [[Barbed nine-tails]], [[Broken bottle]], [[Long spiked chain whip]], [[Shuriken]], [[Spiked chain whip]], [[Barbed Lucille]]: Text update reflecting they now cause Light Wounds.01''' ** [[Meat fork]], [[Pitchfork]], [[Trident]], [[War fork]]: Text update reflecting they now cause Deep Wounds.** [[Tekko- Various minor changes 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 improvements2 points for every DW caused. Max Bloodthirst points is still 14.
* [[Lockpicking]]: Lockpicking kits no longer have limited uses; they are now semi-durable items with a chance to break every X guesses. The gap between every lockpick break check varies depending on the Lockpicking skill level. A broken kit is removed from the inventory.Other changes** Every 5 guesses at Unskilled, 6 at Basic, 7 at Skilled, 8 at Expert, and 9 at Master.* [[Maze CustomsBasic mechanics]]: New Customs packages for various G3 derivativesSarah example updated to reflect LWs and DWs.** [[Heckler & Koch G3A3Convenience store]]: G3A3 Tactical, PTR-32 Tactical, PTR-33 Tactical, G3A3 LBR TacticalUpdated the Meds aisle accordingly** [[Heckler & Koch G41Damage types]]: G41 TacticalUpdated accordingly** [[Heckler & Koch HK21Explosives]]: HK21 Tactical** [[Heckler & Koch HK33A2]]: HK33A2 Tactical** [[Heckler & Koch HK41A2]]Injuries caused by explosions: HK41A2 TacticalNo longer causes wounds of either type. Instead, PTR-32S Tactical1 fracture goes to a random body part for every 6 Base Explosive Damage (BED) caused. e.g., PTR-33S Tacticala MkIIIA2 grenade causes 1d8+18 BED, HK41A2 LBR Tacticalwhich results in 3-4 fractures.** [[Heckler & Koch MSG-90]]* Injuries caused by shrapnel: MSGShrapnel can only cause LWs, despite being Bullet-90 Tacticaltype.** [[Heckler & Koch PSG-1Limb health]]: PSG-1 TacticalUpdated accordingly** [[Heckler & Koch HK53A3Healing]]: HK53A3 Tactical** [[Vollmer HK51(non-B]]combat skill): Vollmer TacticalUpdated accordingly
= January 28th 2021 March 18th 2023 ='''MazeWorld version Version 6.7.1''' - The Big OneMining Overhaul Update (+ extra goodies)
Latest changes* [[Mining]] received a major overhaul** The exploration process was completely overhauled to reward progressing as deeply as possible.** Introduction of a minecart feature to transport ores in and out of the mining facility** Introduction of mine bosses, acting as guardians of specific depth levels** The end of a mining facility should contain a GM-defined treasure (our recommendation is to make it an artifact weapon)** Metal ore bundle generation is reduced from 1d800*5 to '''1d200*5''', reducing the maximum size of a single bundle from 4 kg to 1 kg.** Gemstone ore bundle generation is reduced from 1d800*5 to '''1d10*50''', reducing the maximum size of a single bundle from 2 kg to 500 grams.* New [[List of UGL|underbarrel grenade launcher]]:[[ISL-201 UGL-I]] integrated underbarrel grenade launcher, exclusive to Customs MP5s with the ISL-201 handguard.* [[FoodMaze Customs]]** [[Customs:Major#Unsparable food itemsBlackhawk|Restaurant menusBlackhawk]] have been revampedand [[Customs:Major#Redhawk|Redhawk]] revolvers receive a new modification: Barrel porting, now offering many more choiceswhich acts as an integrated muzzle brake ([[Recoil]] -1).** [[Customs:Major#MP5|MP5]] receives a new handguard: ISL-201 handguard (Adds an [[ISL-201 UGL-I]] underbarrel grenade launcher). Not compatible with Short MP5K barrel or Long barrel.** Minor: RL optics for [[RPG-7]]** Minor: Tokarev magazine conversion for [[Thompson]]* [[Uncivilized Area]]: 5 new roomstyles, each designed to offer players opportunities to exercise non-combat skills.** '''Official reopening Blocked pathway''': The front door leads to a Shortcut -1 but is blocked by the carcass of a rotting creature. The carcass must be [[Hunting|butchered]] to pass the communitydoor.** '''Dismantled roadway''': The front door leads to a Shortcut -2 but is locked and missing a doorset. You must [[Crafting|craft one]] with a Crafting toolkit to open the door. Crafting a doorset is treated as a Level 2 blueprint with no particular ingredients (50% base chance of success per kit use).** '''Caved-in causeway''': The front door leads to a Shortcut -3 but is caved-in by dirt, sand, or gravel. You must [[Mining|mine your way through it]] by successfully striking the obstruction 3 times. If you clear it, roll 1d20. On a 11-18, you receive one bundle of common ore. On a 19-20, you receive one bundle of rare ore.** '''Collapsed highway''': The front door leads to a Shortcut -4, but was destroyed to the point of impossibility. You must use a [[Repairing|Gun Repair Kit (GRK), Melee weapon Repair Kit (MRK), or Explosives Toolkit (XTK)]] to repair it. Each usage of any of these kits repairs the door by 1d50%. Skill level bonus is +10% for every level above Unskilled.** '''Padlocked cache''': The front door has been fitted with a lock, requiring the right key, [[Lockpicking|lockpicking]], or brute-forcing to open. Roll '''&genbox''' to determine loot and lock type. Opening the door adds extra loot to the next room, if applicable. (2x '''&boxlootW''' or '''&boxlootM''' depending on the results of '''&genbox''').
= January 24th 2021 23rd 2023 ='''Version 56.597''' - Expansion of [[Maze Customs]] Minor modsThe Bestiary Update
This update adds many [[Customs:Minor|Minor]] conversions for several [[weapons]]. Many were suggestions by members of our communitywas co-designed with GenericArchangel and aims to make the bestiary more interesting and varied, listed in parentheses belowmore dangerous, yet make fighting worth the effort more often than not.
New Minor mods for the following weapons:* Changes to existing [[Armalite AR-10creatures]]: AR-10 Tactical, AR-10 LBR Tactical* [[Armalite AR-18]]: AR-18C (Mad Max)* [[Benelli M4 Super 90Aquagon]]: M4 Super 90 Enhanced, M4 Super 90 CS Enhanced* [[Benelli Nova]]Gains two new attacks: Nova CS, Nova XM, Nova CSXM'''Electric bite''' and '''Mist ball.'''* [[Benelli SuperNova Tactical]]: SuperNova CS, SuperNova XM, SuperNova CSXM* [[Beretta AR70/90Electragon]]: SCP70/90* [[Beretta 93R]]: AutoChanged the type of the '''stun attack''' from '''Piercing''' to '''Spec-9Elec''', Auto-9 Carbineincreased base Pain to '''44%.'''* [[Beretta 96FS]]: 96A1, 96CMS A1, 96A1 FA, 96CMS A1 FA* [[Beretta Cx4 StormEverdragon]]: Mx4 Storm, Mx4 Storm-9, Mx4 Storm-357Armor Class was increased from A4 to '''A5'''.* [[Beretta M9]]: M9A1, M9A1 FA* [[GIAT FAMAS G1Kappa]]: FAMAS L, FAMAS G2/L* and [[FN Herstal F2000Kenmun]]: F2000 Tactical* [[FN Herstal P90]]: P90 TR* [[FN Herstal/Browning Hi-Power]]: Hi-Power AutoEach gains a new attack, Hi-Power HPC, Hi-Power SMG, Hi-Power Auto HPC, Hi-Power Tacti-Carbine, Hi-Power Tac-SMG (Jade)the '''Mist ball.'''* [[Heckler & Koch HK416]]: HK416 CQC, HK416 DMR* [[Heckler & Koch HK417Jami]]: HK417 DMR, HK417 DMR-L* [[Heckler & Koch MP7A1Daijami]]: MP7A2* [[Heckler & Koch P2000]]: P2357* [[Heckler & Koch USP9]]: USP9 Elite* [[Heckler & Koch USP40]]: USP40 Elite, USP357 Elite* [[Heckler & Koch USP45Oujami]]: USP45 Elite, USP460Aquagon, USP460 Elite* [[KAC M110 SASS]]: M110 K1Kappa, M110 K1 Light, M110 ASS-K1, M110 ASS-K1 Light* [[Kel-Tec RFB]]Kenmun: L-RFB* [[Manurhin MR 73]]: Manurhin MR 73 Sniper* [[Mauser Karabiner 98k]]: Kar98k NATO, Kar98k SAR, Kar98k Trench, Kar98k NATO Trench, Kar98k SAR Trench (Jade)*[[MKEK MPT-76]]: MPT-76 LBR* [[Mossberg 500 Cruiser]]: M500C-TR, M500C Changed the type of the '''mist ball''' from Special to '''Spec-FAqua, 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)* ''' giving it the ability to cause [[Mossberg 500 Persuader]]: M500PEffects#Elemental|Water-TR, M500P Spec-F, M500P Spec-N, M500P Spec-R, M500P CSTR, M500P CS Spec-F, M500P CS Spec-N, M500P CS Spec-R, M500P-TR Spec-F, M500P-TR Spec-N, M500P-TR Spec-R, M500P CSTR Spec-F, M500P CSTR Spec-N, M500P CSTR Spec-R (Vershike)* [[Mossberg 500 TacticalSoaked]]: M500T Spec-F, M500T Spec-N, M500T Spec-S, M500T-TR Spec-F, M500T-TR Spec-N, M500T-TR Spec-S (Vershike)* [[Savage Arms Axis]]: Axis II* [[Savage Arms Axis XP]]: Axis II XP* [[SIG P220]]: P220R, P220-460, P220R-460 (Vershike)* [[SIG P226]]: P226R, P226R-40* [[SIG P226 Navy]]: P226R Navy* [[Walther Gewehr 43(W)]]: Gew43 Experimental (Jade)* [[ZiD Degtyaryov RPD]]: RPD SOG.
* Changes to [[effects]]
** [[Effects#Elemental|Water-soaked]]: Is now a semi-permanent effect intended to represent the effects of being drenched in water. As long as the effect is active, it overrides '''On Fire''' (disables any fires on the creature's body and prevents new fires from starting), but makes '''Spec-Elec''' cause double damage. Additionally, while the effect is active, the creature '''+0.2% Fatigue per turn''' at the end of combat, and '''+0.1% Fatigue per room traveled''' at the end of a UA trip. This effect is separate from actual Travel Fatigue, meaning it is unaffected by the [[Traits|Wherever I May Roam trait]].
** New item introduced: '''Dispoable bath towel,''' Weight 0.5. 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'''.
** '''''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.
= January 20th 2021 =* Changes to [[containers]]'''Version 5.58''' - The late** Mimics, late in the form of [[LBEContainers#Mimic traps|mimic traps]] update, have been introduced. Upon being approached by an adventurer, they turn into creature-like constructs that must be fought to access the loot inside.** Four types of mimic traps have been introduced: Biter, Basher, Melter, and Burner. Each has an appropriate attack.
This update introduces several new * New [[LBEstripper clips|stripper clip]] items : '''Arisaka 5-round stripper clip''', compatible with the [[Type 38]], [[Type 44]], and changes many existing ones[[Type 97]].
New * 21 new [[tactical vestscreatures]]:* Micro chest rig* Bugs:* Wartech tactical vest** [[Black Widowmaker]]*** [[Phantom Spider]]** Canines:*** [[Fox]]** Dragons:*** [[Saken]]** Mamono:*** [[Kuda-gitsune]]** Science experiments:*** [[Uemag]]** Bears (new category):*** [[Panda]]*** [[Black bear]]*** [[Brown bear]]*** [[Grizzly bear]]*** [[Armored grizzly]]** Deer (new category):*** [[Key deer]]*** [[White-tailed deer]]*** [[Elk]]*** [[Snawfus]]*** [[Danger Deer]]** Rodents (new category):*** [[Giant rat]]*** [[Giant beaver]]*** [[Procyon]]*** [[Giant capybara]]*** [[ROUS]]
New * 1 new [[backpacksoccupations|occupation]]:* Tactical sling bag* Duffle backpack* Durabag* LAWgiver backpack* Mechanism pack* Phantom Sniper bag* Rocketeer backpack* SO Raid rucksack[[Makaryuudo]]
New * Numerous [[utility beltscreatures]], both new and existing, receive new drops that can be either obtained on death or harvested through [[Hunting|butchering]]. The full list is below:* Simplex pouch* [[Food]]: Raw and fried chicken egg, raw and fried turkey egg, vinepear* Duplex pouch* [[Meds]]: Poison glands (small, medium, large), chelicera, telson* Triplex pouch* [[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* Handyman belt[[Crafting]]:* Nade Drake belt* 7 new crafting [[blueprints]] and associated recipes: HmVnmS, HmVnmC, HmVnmM, HmVnmT, HmVnmL, DragonSP, HydraSP* Viper battle belt[[Trauma plates]]:** 2 new crafting-only plates: Dragon scale plate and Hydra scale plate
New * Numerous [[leg rigscreatures]], both new and existing, have received changes to their attacks to make them more lethal and more specialized.** Bears*** [[Brown bear]]:Added new technique, FP Ripping claws.* Hunger holster** [[Grizzly bear]], [[Armored grizzly]]: Added new techniques, FP Ripping claws and FP Tearing bite.* Mushroom Collector rig* Birds*** [[Bearded vulture]]: Increased MAPT of all attacks*** [[Emu]]: Increased MAPT of Peck*** [[Black vulture]]: Increased MAPT of Talon attack*** [[Elephant bird]]: Added multi-wound effect to Peck and Talon attack*** [[Bronze bird]]: Modified the property of Metal feather shot into an AP attack. Increased MAPT of all attacks.*** [[Lightning bird]]: Added new attack, Spark. Increased MAPT of Peck and Talon attack. Added non-combat skill: Evasion (Skilled).*** [[Basilisk]]: Increased MAPT of Peck and Poison spit.** Bugs*** [[Giant scorpion]]: Modified the property of the poison sting into an AP attack.** Canines*** [[Fox]], [[Wolf]], [[Warg]], [[Lupian]], [[Kallwolf]]: Added new technique, Scent detect.** Deer*** [[Elk]]: Added non-combat skill: Evasion (Basic)*** [[Snawfus]]: Added non-combat skill: Evasion (Skilled)*** [[Danger Deer]]: Added non-combat skill: Evasion (Expert)** Felines*** [[Jaguar]]: Added multi-wound effect to Bite and Claws*** [[Pantherian]]: Added multi-wound effect to Bite and Claws*** [[Splintercat]]: Added multi-wound effect to Bite and Claws*** [[Golden Lion]]: Added multi-wound effect to AP bite and AP claws** Golems*** [[Steel golem]]: Added trait: Blast-resistant** Humanoids*** [[Psionic fighter]], [[Psionic warrior]]: Added new technique, Psi-scan.** Mamono*** [[Shinigami]]: Raised MAPT of Force Bullet. Added new technique, AP Force Bullet.** Reptiles*** [[Firelizard]]: Added new technique, FP Tearing poison bite*** [[Two-headed serpent]]: Added new technique, FP Tearing poison bite*** [[Hydra]]: Added new techniques, Machine gun bite, FP Ripping claws and FP Tearing poison bite** Science experiments*** [[Vinebeast]]: Added new technique, FP Deep thorns*** [[Scaleworm]]: Modified the property of the Bite into an FP attack.** [[Halflings]]*** [[Canine halfling]]: Added new technique, Scent detect.*** [[Feline halfling]]: Added multi-wound effect to Claws** [[Youkai]]*** [[Guhin]]: Added new technique, Scent detect.*** [[Kasha]]: Added multi-wound effect to Bite and Claws*** [[Satori]]: Added new technique, Psi-scan.
Modifications to existing LBE:
* Blackhawk LRAK Gunner kit: Renamed to Gunner chest rig. Food pouch can now contain any food item.
* M1956 Webbing: Food pouch can now contain any food item.
* ALICE Mark 2: Renamed to Alice backpack. Capacity becomes 30 units. Previous special capacities are deleted. Gains 3 special capacities: Extra storage 1 (any items, 10 units), Extra storage 2 (any items, 10 units), and Extra storage 3 (any items, 10 units)
* Blackhawk 3-Day assault pack: Renamed to Assault pack. Capacity becomes 45 units. Gains 1 special capacity: Extra storage 1 (any items, 30 units).
* Blackhawk Travel bag: Renamed to Travel bag. Capacity becomes 80 units. Gains 3 special capacities: Extra storage 1 (any items, 25 units), Extra storage 2 (any items, 10 units), Extra storage 3 (any items, 5 units)
* Blackhawk USAR bag: Renamed to Long-distance backpack. Capacity becomes 100 units. Gains 3 special capacities: Extra storage 1 (any items, 25 units), Extra storage 2 (any items, 15 units), and Extra storage 3 (any items, 10 units)
* Blackhawk Cyclone pack: Renamed to Cyclonus backpack. Capacity becomes 50 units. Gains 2 special capacities: Extra storage 1 (any items, 25 units), Extra storage 2 (any items, 10 units)
* Jaeger rucksack: Renamed to Hunter rucksack. Capacity becomes 40 units. Gains 2 special capacities: Extra storage 1 (any items, 10 units), Extra storage 2 (any items, 10 units)
* PLCE Bergen rucksack: Renamed to Combat rucksack. Capacity becomes 70 units. Gains 3 special capacities: Extra storage 1 (any items, 15 units), Extra storage 2 (any items, 15 units), and Extra storage 3 (any items, 5 units)
* Gunfighter belt: Gains 1 special capacity: Dual holsters (Class 3 weapons only, max 2, max weight per item: 9)
= December 24th 2022 =
'''Version 6.6.3.1''' - Scary Snipers with Braking Power Mini-Update
= November 15th 2020 ='''Version 5.57''' - The '''Shotgun Blitz''' This updatewas entirely designed by GenericArchangel to fix a flaw related to muzzle brakes.
* Changes to [[AmmunitionWeapon accessories]]:* All shotgun calibers (* [[12 gaugeWeapon accessories#Muzzle brakes|Muzzle brakes]], [[12 gauge CAWS]], [[20 gauge]], [[.410 bore]]) have had their buckshot, slug, and flechette base damage revised, in compliance : If equipped to a weapon that is also equipped with newly obtained data; 20 gauge buckshot and flechette have been buffeda scope, everything else received very minor adjustments..* [[12 gauge CAWS]]: Flechette shells now carry 30 projectiles instead the brake limits that weapon's maximum Recoil to 6 on top of 20.* New shotgun projectile type: '''APapplying its normal Recoil -Slug''', an armor-piercing slug1 effect. No retail availabilityIn this case, these projectiles must be handloaded.* Establishment of if that weapon'''barrel length groups for s Recoil were to exceed 6 after applying all shotgun calibers'''. All four receive 4 groups each: Huntingmodifiers, Combat, Short, and Super-short. See each individual caliber page for damage multipliersit is treated as 6.
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]]:= November 1st 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''' - The Static MG Update
Changes This update was co-designed with GenericArchangel and aims to [[Lockpicking]]:* As part of the ongoing work adds more flavor and additional combat opportunities to update all locations, FL/HS locks are now deprecated. The only lock types in the game are now mechanical locks and electronic (keycard) locksworld.
* Changes to [[Cover]]:
** New category of non-random cover (cannot appear in the UA): '''Machine gun emplacements''' (125 health, A4 armor)
** Four types of MG emplacements: three based on existing weapons ([[M249|Static M249]], [[QJY-88|Static QJY-88]], [[M60|Static M60]]) and a unique new one, based on the Browning M2 .50 BMG machine gun: [[Static M2HB]]
** Although static MGs function like weapons, they are non-equippable and not counted as new weapons (as they are elements of a piece of cover)
** MG emplacements appear only in Towns at the [[Town Entrance|Town Gate]]. The type they receive depends on the town's population ("the larger the town, the bigger the bullets")
* New [[weapon accessories]]:
** [[M2 ammo belt|M2 ammo belts]] and belt links
= October 15th 2020 =
'''Version 5.56''' - The Unintuitively Named Update (that has nothing to do with 5.56mm firearms)
Changes to [[Weapons]]:= October 30th 2022 =* New concept introduced: '''Traditional inner tubesVersion 6.6.2'''. 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.Redrawn Map Update
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 support further future map and location-related updates.
= September 8th 2020 =* Changes to [[Uncivilized Area]] and [[Civilized Areas]]:'''Version 5** Fast, Safe, and Deep routes are no longer available between all locations.55''' While most locations are connected by a Deep route, the availability of a Safe or Fast route depends on the existence of a major trade route or traveling axis.** All wiki pages for each town, alongside the [[Intersection]] page, now feature route notation to inform players of each available route between each location.** A new [https://cdn.discordapp.com/attachments/379673260302008320/1036360652719149116/MzW_World_Map_11- 555-WE-SAFE update2022.jpg world map] has been produced. It now shows a visual representation of each available route (green for Safe, blue for Fast, red for Deep).
New [[Creatures|creature]]:
* The [[horse]] returns to the bestiary.
Changes to [[Ammunition]]:= October 18th 2022 =* '''Sintered Frangible (SF)Version 6.6.1''' 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 Str⑨ngest Balance Update
Changes to This update was co-designed with GenericArchangel and addresses minor balancing issues with specific [[Unarmed combatCharacter traits]]:* Two new techniques, '''Steal''' [[yousei]] and '''Monkey's Paw''', have been introduced[[kitsune]].
Changes to shops and services* [[Character traits]]:* The style shop has been revamped completely and is * '''Fast learner''' now a custom clothing servicegrants '''5d25 XP''' instead of 8d25 XP.** 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. '''Just Can't Use This service is intentionally ''very expensive''.* Dojos have been expanded, and now offer various machines and training programs designed requires you to improve a characterrestrict 's natural statistics:** The stats that can be improved are '''Natural [[Pain Sensitivity]], Natural [[Strength]], Max [[Blood]], Max [[Limb health|Limb HP]], Natural [[Endurance]], and Natural 4 [[Agilitycombat skills]]'''** Each training program has an XP counterinstead of just 2. Spending time (and effort) on a training nets XP, which can 2 of the skills restricted must be spent to increase one natural stateither Firearms or Heavy Weapons, up to certain limits (some stats cannot and the other 2 must be trained further once they reach a certain value, others have a maximum XP limit)** Training program XP is now tracked on inventory sheetsMelee and Misc.* The bank's item vault service has been modified:** Item vaults are no longer free and unlimited. A player character must first purchase an item vault before it can be used; this costs [[File:Parallar symbol.png|10pxYousei]]: Due to Limitless Potential, yousei now receive '''10004x [[training machine]] XP''' and allows the player access to a 50-unit vault. This vault can be upgraded in 50-unit increments, up to effect stacks with the maximum size of 400 units; upgrading costs Fast learner and Slow learner traits.* [[File:Parallar symbol.png|10pxKitsune]]: Kitsune no longer start with '''(size x 15)Master'''** Withdrawing items from a vault now costs level in [[File:Parallar symbolNegotiation]].pngInstead, they start with the [[Character traits|10pxVery Pretty trait]]'''500 + for free. The trait is non-removable (weight of items withdrawn x 10)''', and it is not possible similar to withdraw more than 150 units of items at once.** Withdrawing items from a vault now requires waiting for 1d3 day periods (between 4 and 12 hours), as delivery time.** [[LBEhakutaku]] items must be stored empty. LBE items that cannot be folded down (e.g. most backpacksand Mycologist) are not allowed inside the vault anymore.
= June 24th 2020 October 17th 2022 ='''Version 56.546''' - Magazines and other knick-knacksThe Battle Rifle 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 with the '''Ported barrel''' aims to address power ranges across specific calibers, introduce a battle rifle family to Maze Customs mod instead of an integrated muzzle brake.* New [[Weapon accessories#Muzzle brakes|muzzle brake]]: '''Muzzle brake, Shotgunas well as new calibers, standardweapons, ammunition, .410 bore'''* New [[magazines]]:** [[Delta Elite magazines|Delta Elite 11-round and 17-round extended magazines]]** [[Nightmare magazines|Nightmare 11-round and 17-round extended magazines]]** [[P-14 magazines|P-14 18-round extended magazine]]** [[P-16 magazines|P-16 22-round extended magazine]]* Removed a [[Maze Customs magazines|Maze Customs magazine]]: the '''1911DS Custom 10mm 16-round magazine''' was scrapped (P-16 magazines are now used to feed [[Maze Customs:Major mods#1911DS|1911DS 10mm]] pistols* [[Maze Customs speed strips]]: [[9x19mm Parabellum]] speed strips are now also compatible with [[7.62x25mm Tokarev]]
==== [[Maze Customs]] ====
* New [[Customs:Major|Major]] family: '''AR-10''', which includes the existing [[ArmaLite AR-10]] and [[KAC M110 SASS]], a new weapon (the [[ArmaLite AR-10(T)]]), and a range of new calibers listed below
** 6 rechambering options
** 5 barrel lengths, from 12.5" to 24"
** 5 fire control group options
** 3 handguards
** 4 stock options
** 3 upper receiver options
* All existing Minor mods for the AR-10 and M110 SASS will be deleted
= May 23rd 2020 === [[Ammunition]] ====* '''Version 52 existing calibers re-balanced'''** [[7.5362x51mm 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- Update 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'''** [[food.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.
Changes to ==== [[HuntingHandloading]]====* New casings:[[.243 Winchester]], [[.300 RSAUM]], [[.338 Federal]], [[.358 Winchester]], [[8x50mm R Lebel]]* Game meat from certain creatures no longer provide New projectiles:** .327, 198 grain: [[Effects8x50mm R Lebel]] such as Alertness increase or Strength +10%/+20% for a few turns** .338, 225 grain: [[.338 Federal]]* Instead* .358, a system of '''200 grain: [[Hunting#High-value meat|high-value meat.358 Winchester]]''' was created* Existing projectiles:** . Meat from certain creatures is now considered to be either a '''Delicacy''' (Double value) or a '''Luxury''' (Triple value)243, 90 grain: Gains compatibility with [[.243 Winchester]]** .308, 150 grain: Gains compatibility with [[.300 RSAUM]]* Primers:** Large Rifle: Gains compatibility with [[.243 Winchester]], [[.338 Federal]], [[.358 Winchester]], [[8x50mm R Lebel]]** Large Rifle Magnum: Gains compatibility with [[.300 RSAUM]]
Changes to ==== [[CreaturesWeapons]]====* 15 new firearms:* The item lines of all relevant creatures now state if they produce delicacy meat* [[ArmaLite AR-10(T)]] - New AR-10 family member, luxury meatsemi-automatic rifle, tainted meat[[.338 Federal]]** [[Breda PG]] - burst-fire only machine gun, illegal meat[[7x57mm Mauser]]** [[Browning BAR]] (not to be confused with [[Colt M1918 BAR|the other BAR]]) - semi-automatic rifle, or if they produce no meat at all[[.243 Winchester]]** An exception was made for humans[[Browning BPR]] - pump-action rifle, halflings and youkai [[.243 Winchester]]** [[Remington Model 700 ADL]] - their item lines do not display meat statusNew Rem 700 family member, as it is assumed that the meat of all playable species is already known to be illegalbolt-action rifle, [[.243 Winchester]]* All references to "Poisonous meat" have been changed to * [[MAS Berthier Model 1892 Artillery Carbine]] - bolt-action rifle, [[8x50mm R Lebel]]** [[MAS Lebel Model 1886/M93]] - bolt-action rifle, [[8x50mm R Lebel]]** [[MAS RSC Model 1918]] - semi-automatic rifle, [[8x50mm R Lebel]]** [[Rossi Circuit Judge]] - semi-automatic rifle/shotgun, [[.45 Colt]] (3-inch chamber)** [[SAKO Tikka T3 Lite]] - bolt-action rifle, [[.338 Federal]]** [[Savage Arms Model 99R]] - lever-action rifle, [[.358 Winchester]]** [[SIDARME Model 1915 CSRG Chauchat]] - machine gun, [[8x50mm R Lebel]]** [[Winchester Model 70 Featherweight]] - bolt-action rifle, [[.358 Winchester]]** [[Winchester Model 88]] - lever-action rifle, [[.243 Winchester]]** [[Winchester XPR Compact]] - bolt-action rifle, [[.243 Winchester]]* 5 new melee weapons:** [[Iron ball]] - Crude weapon** [[M1886 Rosalie]] - Bayonet for the correct term[[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: ** [[Hunting#Tainted meat|Tainted meatArmat M41A Pulse Rifle]].: Removed from retail, becomes an artifact weapon
Changes to [[Food]]:
* The '''Hot-gon''' no longer has a Strength boosting effect, in accordance to the changes listed above. Instead, nutrition was increased from 296 to 592.
= October 3rd 2022 =
'''Version 6.5.4.1''' - Archery rule patch
= May 14th 2020 === [[Weapons]] and [[Ammunition]] ===='''Version 5* The rules now explicitly specify that [[Arrow|Arrows]], [[Large bolt|Large bolts]] and [[Small bolt|Small bolts]] can be reused, according to specific conditions.52 part 2''' ** 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- Bestiary updatereusable.** If the arrowhead is IMP (Improvised): Misses and critical misses result in breakage. Only hits are reusable.
Changes to [[Creatures]]:
* Old creature bestiary was completely removed and replaced with an all-new collection of monsters - in total, '''128 creatures''', including the 20 playable species.
* Human, halfling and youkai occupations have also been revamped - a total of '''34 occupations''' are now listed into the game.
** New occupations: '''Janitor, Head janitor, 8 different flavors of non-faction criminals, Youkai activist squadleader, and 3 different ranks of Yatela gangsters'''
Changes to [[Crafting]]:= September 18th 2022 =* New blueprint: '''Kama''' blueprint (Level 1)* New crafting ingredient item: '''Sickle bladeVersion 6.5.4'''- Guns, Blood, and Drugs; A balancing update
Pending: ==== [[Maze Customs]] ====* The wiki will be edited [[Heckler & Koch MP5K]] is added to reflect the new changes as soon as possibleMP5 Customs family.* Customs: New modifications for the MP5:** Barrel length: Short MP5K barrel (4.5-inch barrel) - Muzzle: N/A, Underbarrel: Integrated foregrip - Cost: 150 P$** The Short MP5K barrel is incompatible with the Surefire 628 and Quad rails
==== [[Limb health]] ====
* [[Wounds]] now cause a bleeding rate of '''-0.3 Blood per wound per turn.'''
= May 7th 2020 === [[Meds]] ===='''Version 5.52 part * First aid kit (FAK): Weight reduced to 1''' (previously 2)* Epoetin- Bestiary updatealfa: Preparatory changesEffect modified to Blood +0.2/turn, -30 ntri/turn, +0.4% Fatigue/turn for 20 turns
Changes to ==== [[ammunitionAddictions]]====* New addiction mechanics simplifying the previous system:As before, using a substance comes with a percentage chance of becoming addicted. However, the withdrawal tiers now function differently and more simply. Now, every use of an addictive substance is a chance to increase the current addiction level by 1, from the minimum of 0 (no effects) to the maximum of 3.* Instead of disabling corresponding withdrawal effects when an addictive substance's effects are active, withdrawal effects are now truly permanent and continue being active even if the character uses the corresponding substance. In other words, usage effects and withdrawal effects now stack.* [[Small boltHospital]]: Base damage nerfed by 4% Addiction removal is now tier based and depends on the current level. It now costs 250 P$ and 2 day periods of mandatory rest per level, up to 750 P$ and 6 day periods (461 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 -> 42%1*** Level 3: Need a drink (level 3)applies to this character (see below), Agility -2, IS tier +1, Hallucinations** Cannabis withdrawal*** Level 1: Mild munchies*** Level 2: Minimum Stress set to 15.0%, Mild munchies, Mild thirst*** Level 3: Minimum Stress set to 30.0%, Intense munchies, Mild thirst** Anabolic steroid withdrawal*** Level 1: Minimum Stress set to 30.0%*** Level 2: Minimum Stress set to 60.0%*** Level 3: Minimum Stress set to 90.0%, Rage** Sick hakutaku syndrome*** Level 1: IR +1*** Level 2: FT +1, IR +1*** Level 3: FT +1, IR +1, Hallucinations
Changes to ==== [[weaponsEffects]]:====* Alcohol affinity ([[Pistol crossbowOni]]creature trait): No longer has a damage multiplier (previously was x0Effect simplified.8)* Instead of both halving Inebriation received and doubling the Stress relief effect of [[Lambda magazine crossbowEffects#Stress|Need a drink]]: Now has 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.2x damage multiplier
New [[clothing and armor]]:
* New human clothing and armor: '''Hooded robe, Sleeveless jumpsuit, Janitor outfit shirt, Janitor outfit pants, Security guard hat, Armored trench-coat'''.
* New youkai outfits (for all 5 body types): '''Bandit outfit, Farmer outfit, Janitor outfit, Maid outfit, Prison outfit, Scientist outfit, Security outfit, Technician outfit'''
New [[weapons]]:= August 24th 2022 =* Class '''Version 6.5 Long: [[Scythe]]* Class 5 Short: [[Hasami blade]].3''' The R&R Update
Pending: The wiki will be edited to reflect ==== [[Basic mechanics]] ====* Created and defined the new changes as soon as possibleconcept of [[Downtime]].
= April 10th 2020 July 20th 2022 ='''Version 6.5.512''' - Changes to game mechanics, simplification of damage modelsLockpicking minigame update
Changes to core gameplay mechanics:==== [[Skills]] ====* The '''C2''' [[Armor ClassLockpicking#Picking electronic locks|electronic lockpicking]] 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 minigame has been updated with an easier and armor that was classified as C2 will be reclassified as C1more balanced variant.
Changes to [[ammunition]]:
* [[.30-06 Springfield]]: Base damage buffed by 1% (166% -> 167%) so that the new C2 damage value (old C3) becomes 150% (previously 149%).
* [[9x25mm Dillon]]: Base damage buffed by 1% (54% -> 55%), so that the new C2 damage value (old C3) becomes 50% (previously 49%).
Notes:= April 20th 2022 =* Creatures have not been modified yet, as the bestiary update is still in progress'''Version 6.5.1''' - Simplification Update #10: Completely Baked Edition
==== Basic game mechanics ====
* [[Recoil]] has been simplified; there is no point of aim shift after crossing ADT anymore (due to it being a remnant of when Recoil required checking for shot order).
= March 17th 2020 === [[Weapon accessories]] ====Effect changes to the following accessories:* Laser sights: No longer cancel the point of aim shift (as that mechanic has been deleted), now gives '''Version 5.5IR -1''' - 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.= March 22nd 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 hits.** 5'''Failures to fire (misfires)''': No changes.** '''Failures to feed''': *** If '''2 or less''' occurred during the same string of fire: Same as stovepipes.*** If '''3 or more''' occurred during the same string of fire: All shots are cancelled and the weapon is considered to be '''jammed'''; this can be fixed by performing a reload action.** '''Failures to burn''': No changes.- Further Balance Updates
New ==== Basic game mechanics ====Changes to the following core game mechanics:* Major change to the [[ammunition typeslimb groups]] for pistol and rifle caliberssystem:* hits to the LIMB group now cause '''Tracer (T)0.5x''': FMJ bullets with an illuminating compound at the base of the bullet, which lights up and displays bright, colored light when fired. Tracer ammunition is used to visibly see the flight path of a bullet, and is useful for controlling long strings of fire, particularly full auto, damage (same as it allows a shooter hits to physically see where the bullets are going.** Effects: Increases ADT by a certain amount EXTREMITIES) instead of shots, which scales with Recoil level. However, it always breaks Stealth even when shot with a silenced firearm; the tracer light works both ways and can be seen by others, thus revealing your position.*** Recoil 1-2: ADT +4 shots*** Recoil 3-4: ADT +3 shots*** Recoil 5-6: ADT +2 shots*** Recoil 7-8: ADT +1 shots* '''Semi-Armor Piercing (SAP)''': Also known as metal-piercing bullets, they offer a lower cost alternative to full AP or APX, but are less effective at defeating armored targets.** Effects: previous 0.8x damage against unarmored ACs, 14x.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
==== [[Ammunition]] ====
Major rebalancing to the ammunition type cost multipliers:
= January 12th 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 5.490x)* API: ''' - Simplification update #82.5x''' (previously 4.0x)* SF: '''1.2x''' (previously 1.5x)* UHS: '''1.2x''' (previously 2.5x)
Changes to ==== [[AddictionsCharacter creation]]:and [[Character customization]] ====* Advancement of withdrawal levels is now tied to [[Daily ResetHuman]]characters now receive '''4 starting trait points''' instead of the normal 3, to compensate for the lack of racial benefits.
Changes to ==== [[InebriationConvenience store|Convenience stores]]:====* Inebriation no longer naturally decays at a rate of 0.1 per turn.* New Convenience stores now sell [[EffectM67]]: '''For every +0.1 Inebriation gainedfrag grenades, [[StressM18 smoke grenade|M18]] is decreased by -0.4%; effectively turning alcohol into a reliable Stress relief method.* Inebriation decay now depends on the passage of time (smoke grenades and not specifically Daily Reset either), based on the amount of day periods that have passed since the last drink.* Effects of [[InebriationM84]] have been modified and simplified.flashbang grenades (1d8 per store)
==== [[Crafting]] ====* Changes to [[VenomToolkits]]:* Rebuilt the effects * Gun Cleaning Kits (GCK), Gun Repair Kits (GRK), Melee Repair Kits (MRK), Explosives Toolkit (XTK): Maximum uses per kit buffed to '''10 uses''' instead of Venom poisoning 3. Price per unit is unchanged.** Gun Cleaning Kits: Now repairs '''200 Condition''' per use (modified the thresholds previously 100).** Gun Repair Kits and simplified the effectsMelee Repair Kits: Now repairs '''400 Condition''' per use (previously 250).
= January 6th 2020 === [[Traits]] ====New traits (<span style="color:#00CC00">'''Version Green: Positive'''</span> ; <span style="color:#CC0000">'''Red: Negative'''</span>):* <span style="color:#CC0000">'''Bad eyesight'''</span> (+2): Your character has a natural vision impairment that cannot be corrected with eyeglasses. You suffer from a permanent FT+1 effect.* <span style="color:#00CC00">'''Druggist'''</span> (-2): Ability to [[Identification|identify]] [[meds]] on sight* <span style="color:#00CC00">'''Fast learner'''</span> (-1): Your character earns Training Points at a faster rate.** When training at the [[shooting range]] or the [[dojo]], you divide the number of successes by '''4 instead of 5''' to obtain your Training Points (effectively corresponds to ~25% faster learning).48** You earn [[training machine]] XP at a faster rate. When using a Dojo's training machines, you gain '' '8d25 XP''' per use instead of the normal 4d25.** Not compatible with Slow Learner* <span style="color:#CC0000">'''Frigid'''</span> (+2): Your character '''heals no [[Stress]]''' in the following situations: [[Strip club]]: Pole- Simplification update dancing shows, private dances, special services ; [[Sanctum]]: Stress-relief chamber ; [[Cubus]]: Sex services ; Reading [[book|erotic books]] ; Any sexual or intimate situation (at the GM's discretion)** Not compatible with Horny* <span style="color:#700CC00">'''Jeweler's Eye'''</span> (-2): Ability to [[Identification|identify]] [[gemstones]] on sight (although not appraise them)* <span style="color:#00CC00">'''Mycologist'''</span> (-2): Ability to [[Identification|identify]] [[mushrooms]] on sight** If your character is a [[hakutaku]], you have this trait by default, at no cost. (This trait cannot be removed.)* <span style="color:#CC0000">'''Slow learner'''</span> (+1): Your character earns Training Points at a slower rate.** When training at the [[shooting range]] or the [[dojo]], you divide the number of successes by '''6 instead of 5''' to obtain your Training Points (effectively corresponds to ~16.67% faster learning).** You earn [[training machine]] XP at a faster rate. When using a Dojo's training machines, you gain '''3d25 XP''' per use instead of the normal 4d25.** Not compatible with Fast Learner
Changes to [[Stress]]existing character traits:* Stress thresholds for Low and Moderate have '''Galaxy Brain''' has been adjusted (respectively 0removed.0% : 19.9% and 20.0% : 49.9%)* Stress is no longer gained from taking damage ([[Pain]], [[Limb Damage]]...) or from sustained injuries.* [[Effect#Stress|Stress gained from combat (now clarified as an effect called Combat Stress)]] is now calculated differently; the total amount is now equal to '''(Td4)x0.1xEPhobia''', where T is the total amount of turns spent : Additional effect. If you were in combat, and E is the amount of enemies at the start of against a creature or a fight.** Effectivelycategory for while you have a phobia, this means gaining between 0.1% and 0.4% you receive '''quadruple Stress per turn spent, multiplied by the amount of starting enemies.* Stress gained from combat is now given ''' at the end of combat, instead of gradually turn by turn.* The Stress Tolerance [[effect]] is scrapped.
Related changes==== [[Effects]] ====The following Effects have been modified:* '''BooksCombat Stress''': Base effect is '''doubled''' now heal a flat amount of Stress, -2.meaning that each turn of combat now causes +0.2% per readingto +0. Books provide their 8% [[Stress reducing effect only once ]] per ingame day; an already read book must be marked with a tagturn multiplied by the number of starting enemies.** Suggested tag: ''"Read recently - provides no effects until next Daily Reset"'Travel Fatigue'* Showers no longer provide negative effects, and the command '': The base roll is now always rolled when using a shower, regardless '''2d4''' instead of the location. Each use will now spend 30 ingame minutes and has a chance to provide a positive effect (reduces Stressprevious 1d8, Fatigue, or Pain) meaning that each timeroom traveled adds +0.* Computers now decrease Stress by (4d10)x02% to +0.1 at 8% [[Fatigue]], with a bell curve effect biased towards the cost median of spending 2 ingame hours.* Radios now decrease Stress by 5 (2d10+0.5%)x0.1 at the cost of spending 1 ingame hour.
= December 8th 2019 =
'''Version 5.47''' - Simplification update #6
* The [[Cover]] system has received multiple modifications aimed at simplifying their purpose and function:= March 5th 2022 =** Cover no longer have pass-through thresholds or corresponding Pain modifiers (like [[trauma plates]]).** Deleted the "full protection" trait (which protected against bouncing explosives - of which there is [[VOG-25P|only one type]] currently)** Modified the list of cover types (changed health and AC values on many of them)* [[Explosives]]:** Simplified the damage calculation method for pressure mines: full limb damage to legs/feet, 0.25x limb damage to everything else. (Previously, it also dealt 0.5x damage to torso/hips)** Simplified injury calculation from explosive weapons. It is now dependent on base explosive damage; specifically, equal to '''BED / Version 6.4 rounded down''' (or in other words, for every 4 full points of limb damage dealt by an explosive weapon, 1 wound is also dealt).* [[Chlorine bomb]] and Chlorine gas clouds:** Removed the 25% chance to lose eyes per turn spent in a chlorine gas cloud. It was replaced by an additional damage effect (2 limb damage to a random body part per turn spent in a cloud).* [[Crafting items]]** Gun Repair Kits can no longer be used to repair dud explosives; this ability was moved to the...** New toolkit: '''Explosives Toolkit (XTK)'''. Costs [[File:Parallar symbol.png|10px]]'''300''' and can be used up to 5 times. This kit allows users to repair dud explosives and defuse certain types of primed explosives more quickly than with bare hands; consumes 1 use per explosive repaired or defused.* [[Effects]]** '''Nausea''' is now a temporary effect which prevents using [[Food]] items. All items inducing Nausea are now given a turn duration, and no longer induces IR +1.** '''Anti-Oni Syndrome''' now causes creatures under this effect to get [[Pain]] instead of [[Venom]] from drinking alcohol (1% Pain per 0.1 Inebriation). The Pain gained this way is '''fixed''' and ignores [[Pain Sensitivity]] entirely.** '''Decompensation''' and '''Self-deterioration''' were simplified, introducing a system Love Hotel Grabbag of points gained at Daily Reset. If these points reach a particular threshold, instant death occurs.** Various effects were simplified or scrapped entirely.Optimizations Update
==== [[Weapons]] ====
Several melee weapons have had their damage values and Weight changed to improve balance.
List of changes by melee weapon category
= November 14th 2019 =Axes'''Version 5.46''' * [[Fire axe]]: Increased base damage to 72% - Simplification update #572/65 54/43/32/14/4
* [[Weapons]]:** In a manner similar to the [[MAC-10]] and [[MAC-11]], these Crude 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]], [[DoomslayerMeat fork]]: 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 -2Increased base damage to 30% 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.30/27 21/17/12/6/1
Knives
* [[Dagger]]: Increased base damage to 53% - 53/48 40/32/24/11/3
* [[Karambit]]: Decreased base damage to 28% - 28/25 20/15/11/6/1
= November 10th 2019 =One-handed clubs'''Version * [[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 2.45''' Decreased base damage to 33% - Simplification update #433/30 25/20/15/7/2* [[Hammer]]: Ores, metals and miningIncreased weight to 3.
* [[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$)One-handed swords* [[Ores]] and [[miningButterfly sword]]:** 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 Decreased base damage to most valuable): Zinc, Lead, Iron, Copper, Tungsten, Silver, Gold, Platinum.** The list of "Secondary" mining elements (which can be exchanged for cash) has been rewritten, and now includes (from least to most valuable): Coal, Sulfur, Nickel, Mercury, Magnesium, Tin, Cobalt, Aluminium, Molybdenum, Titanium, and Chromium.** There isn't a tertiary "garbage" category of ore materials anymore.** Object line nomenclature for all metal and gemstone ores has been redone for clarity.* Other changes:** Dimensions of [[Parallar|brass and electrum]] coins were modified slightly to account for the changes.45% - 45/41 32/25/18/9/1
= September 24th 2019 =Two-handed club'''Version 5.44''' * [[Iron bat]]: Increased base damage to 50% - Various changes in various domains50/48 40/33/25/13/4
Whip/Lash* '''Buff to the [[goheiKusari-fundo]] and [[shaku]]''': Each weapon now gains a Charge point when killing a creature it is designed Increased LDV to deal double damage to, and for every Charge point it holds, the weapon deals an additional LDV+13. 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) Increased base 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 55% - Basic, and Lv3 - Skilled).55/52 44/36/28/14/4* 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 [[Straight whip]]: Decreased base damage to 10 times, then brick themselves.** It replaces the HX45% -1337 series of hacking augmentations, which have been scrapped from the game.45/43 36/29/23/11/3** Modifications [[Bullwhip]]: Increased LDV to the hacking mini-games were made to accomodate for the new hacking tool+2.** The '''&loginwords''' command was renamed Increased base damage 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 49% -> 60, Max Blood 49/47 39/32/25/12 -> 17, Pain sensitivity 163% -> 117%), and their old "Savage" ability was removed, and replaced with two new abilities, '''Natural Hunter''' and '''Savage Mode''':/4** '''Natural Hunter'''[[Light bullwhip]]: As a passive ability, kasha claws are tough enough Increased LDV 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 +101.0Increased base damage to 37% Stress in exchange for +40% Strength and -40% Pain Sensitivity for 20 turns. If Savage Mode is already active, Kasha can activate the ability again to extend the remaining duration by another 20 turns.37/33 28/22/17/7/2* '''Nerfing [[Ammunition#Pistol and rifle caliber projectiles|UHS ammunitionRiding crop]]''': It now deals 1Decreased weight to 3.3x 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 8730%.- 30/29/24/20/15/8/2* '''Changes to healing'''[[Nine-tails]]: 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 Decreased weight to all of the limbs not targeted by the FAK/FSK - +1 HP at Basic, +2 HP at Skilled, +3 HP at Expert, and +4 HP at Master. The bonus HP is free and costs no Nutrition or Fatigue.
==== [[Food]] ====
Food items other than packaged rations and canned goods now have different weight values. Instead of being all 1 unit, they may be any one of the following: 0.25, 0.5, 1, 2, or 3 units.
= September 6th 2019 (2) ==== New weight values ====='''Version 5Fruit* 0.43 (part 3) - The SteveMRE Konbini update part 3/25: Apricot, Grapes, Kumquat, Kiwifruit* 0.5: Apple, Pear, Orange, Pomegranate, Banana* 1: Watermelon wedge* 2: Pineapple* 3: Convenience stores'''Cantaloupe
== Convenience stores ==Vegetable* Convenience stores are a new shop type which replaces the previously existing takeout stands0.* Convenience stores are a type of individual shop25: Carrot, Beet, sharing the same layout as other types of individual shops.Turnip, Leek, Wasabi root* The purpose of convenience stores is to sell a fixed inventory of items considered to be basic necessities0. Unlike most other shops in the Mazes5: Tomato, the majority of their inventory is not random.Potato* Items sold at convenience stores are divided in four aisles1: Food aisleArtichoke, Ammo aisle, First Aid aisle, and Misc aisle.Cucumber* Each convenience store belongs to one of five chains; '''24-Seven, Fusco's Bodega, Angelstop, Circle H''' and '''Tomato Konbini'''. Each chain has their own traits and extra features, such as raffle tickets for every 250 P$ of purchases, extra gear, or extra services.2: Cabbage
Meat
* 0.25: All types of game meat
= September 6th 2019 (1) =Seafood'''Version 5* 0.43 (part 25: Mussels, Clam, Sardines* 0.5: Trout, Cod* 1: Sea bass, Sole, Grilled eel, Lobster* 2) - The SteveMRE Konbini update part 2/3: New and improved rationsCuttlefish, Salmon, Carp, Tuna, new food items'''Crab
This is the second part out of a series of three updatesDessert* 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)
== New food items ==Snacks* 11 new 0.25: Chocolate bar, Caramel, Bread slice, Cheddar slice, Fortune cookie, Energy bar, Granola bar, Whole wheat biscuits, Candy (mint), Candy (strawberry), Fruit bar, Milk and improved rations have been introducedcereal bar, replacing the previous 3 completely.Peanut caramel bar* New category of food item, '''powdered drinks'''0. Powdered drinks are inedible on their own, but 5: Candied fruit can be combined with a bottle of water to create a drink.** 8 powdered drink packets, and 8 corresponding crafting-only beverages introduced.Peanut chocolates (27), Salt crackers (10), Breadsticks (10), Breakfast biscuits* 1: Peanut chocolates (168), Salt crackers (20 new types of regular food items introduced), many of which can be found in the new rations.Breadsticks (20), Pretzels, Popcorn (plain), Popcorn (caramel), Honey-roasted nuts
All of the new items have been added to the '''[[Food]]''' pageFast-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)
== Other changes ==Beverages* New crafting item, the '''Mini-bag of 0.5 safety matches''': Orange juice, which is found in many rationsTea (black), but can also be found for sale at Workshops for [[FileTea (green), Lemonade, Cola, Coffee (black), Apple juice, Grape juice, Energy drink, Coffee (cappucino), Hot cocoa* 1:Parallar symbol.png|10px]]'''0.10''' apiece.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
===== Changes to rations =====
The contents of specific rations have been changed.
= September 5th 2019 =* Ration B1: Added 1 extra pack of whole wheat biscuits and 1 can of spam'''Version * Ration B2: Removed 1 packet of powdered coffee* Ration L1: Removed 5.43 (part cigarettes and 5 safety matches* Ration L2: Added 1) - The SteveMRE Konbini update part 1/3can of pasta with tomato sauce* Ration S1: Changes to consumables'''All item quantities doubled, added 2 milk and cereal bars
This is the first part out of a series of three updates.===== Other food related changes =====
The effects * [[LBE]]: All LBE with a Food holster: the effect is replaced to "max weight: 3" instead of many consumables have been modified"max items: 2"* [[Style shop]]: Custom food holsters are now weight-based instead of item count-based, as above.
== General changes to all consumables == [[Meds]] ====* All consumables that previously listed a percentage chance First Aid Kits (FAKs) and Field Surgery Kits (FSKs) receive simplifications to make them easier to get an effect, now always give the listed effect. The percentage chance effects have been scrapped.use and manage:
== Changes to Effects ==* '''Nausea''' is now a permanent effect that gives the afflicted creature an '''IR +1''' effect FAKs and a nauseous sensation. This effect canFSKs no longer serve as mini containers capable of carrying extra meds (IBs, howeverparacetamol, be eliminated by attempting to throw up. Even if the attempt failsHAP, Nausea will always be eliminated this wayepinephrine, etc.)** All references to Nausea having a turn duration have also been eliminated.* '''Suppressed hunger''' has been completely rewrittenInstead, FAKs and FSKs are now works as follows: If Hungry, Famished or Starvingmultiple-use. FAKs have 3 uses before depletion, this effect will treat the creature's Nutrition level as being OK FSKs have 5 uses (temporarily canceling any negative effects from low nutrition1d3 and 1d5 on randomly found ones)* No changes to pricing or limb healing effects, all 3 uses of an FAK can therefore heal up to 21 HP, and all 5 uses of an FSK, 60 HP.
== Changes to food == [[Hotel|Hotels]] ====* Can of cola drinkA new hotel classification has been added: No longer provides Agility +1 and Alertness increase - still affects Fatigue and StressLove Hotels.* Can Falls outside of lemonade: No longer provides any effects besides nutrition and hydrationthe luxury level (star system) by offering a unique service, represented by a heart symbol (♡)* Can of energy drink: No longer provides Strength +10%Love hotel rooms possess a single king-size bed intended mainly for couples, but the effect is lengthened from 15 similar to 20 turns, and now also reduces Fatigue by 5.0% and increases Stress by 0.5%★★★★ hotels.* Cup of teaLove hotels only allow you to book a room if you have at least one partner, green: Effect now increases alertness instead of Agility, effect now and booking only lasts 10 turns* Cup of tea4 hours, black: Effect now increases alertness instead of Agility, effect now lasts 10 turns* All game meat boosting Strength not 24. The intention is to provide couples (or Alertness: All effects now last 20 turns instead of 2 or 3 turnsgroups) with the privacy needed for intimacy.* HotIn exchange, the stay is cheap -gon (exclusive just [[File:Parallar symbol.png|10px]]'''50''' to Diamond Hot-Dogs): Effect now lasts 20 turnsget in.
== Changes Several towns received new hotels:* Neutral towns** Calfair Sector - ★★ Rudolf's Lodge** Littleton - ★★ Little Inn** Nanton - ★★★ Slow Wave Hotel** Ovis City - ★ The Roadside Resort** Saker - ♡ The Serial Inn* Angelic towns** Alba Radium - ★ Guiding Light Inn** Beatus - ★★★ Dreamers House** Divus Nitor - ★★ The Celestial Auberge** Semitas - ★★ Quietus Inn* Demonic towns** Flaxton - ★ The Hotelion** Novysera - ★ The Bonfire** Rog - ♡ Heat Wave Hotel** Temno - ♡ Jam and Cream** Utroba - ♡ The Deep Dive* Military towns** Camp Charger - ★ Chamber-Inn** Fort Cobalt - ★★★ First Force Hotel** Fort Scarlet - ★ Scenic Route Lodge** Fort Wight - ★★★★ Fortress R&R** Station Delta - ★ Last Stop Hotel** Station Lasker - ★ Southern Comfort** Station Sigma - ♡ Six Appeal* Police towns** Beadsor - ★★ The Hog and Barrel Hostel** Elusec - ★★★ Kilburn's** Murberry - ★ Layd Backe** Wayward - ★★ Thornton Hostel* Syndicate towns** Baden Town - ★★ The Run-Inn** Viris Area - ♡ Lovelight* Youkai towns** Aosaidan - ★★ Kaneda (金田)** Masatomo - ★★★ Lodge of the Fork** Kazama - ★★ Amane Hotel (天音 HOTEL, lit. "Divine Sound Hotel")** Kijirou - ★★★ Dou to meds ==Gin (銅と銀, lit. "Copper and Silver")
Many medical items have had their effects completely rewritten. These are the new effects for the following itemsA few existing hotels changed classification:* Ellen Sector - Warm Case Hotel - Was ★★, becomes ♡* Abakash - Brim Inn - Was ★★, becomes ♡* Garica Block - Marion's Inn - Was ★★, becomes ♡
* Cannabis joint: Agility -1, Pain Regeneration Rate +2% /turn for 20 turns, Stress -1.0%* Cigarette: Agility +1, FT -1 for 10 turns* Nitrous oxide: Pain Sensitivity -50%, Euphoria Rush for 10 turns* Amphetamines: Agility +2, Alertness increase, FT -1 for 20 turns, Stress +3.0%* Pentobarbital: Instant death in 20 turns* Steroids (anabolic): Strength +40% for 20 turns* FG-7142: Suppressed hunger for 40 turns, Stress +8.0%* Desoxyn (meth pill): Alertness increase, Forced wakefulness for 20 turns, Fatigue -30.0%, Stress +10.0%* Oxycodone: FT+1 for 10 turns, Pain -50%* Epinephrine: Agility +3, Fatigue -10.0%, Stress +8.0%* Heroin: Pain sensitivity -100%, FT+2 for 30 turns, Pain -90%* Lorazepam: Forced sleep for 30 turns* Morphine: Pain sensitivity -75%, Agility -2 for 30 turns, Pain -70%* Cocaine: Pain sensitivity -100%, Alertness increase, Hallucinations for 20 turns* PCP: Pain sensitivity -50%, Alertness increase for 20 turns* Codeine: Nausea, Pain -40%* Concentrated caffeine: Alertness increase, Agility +1 for 10 turns, Fatigue -12.0%, Stress +1.2%* Diazepam: Alertness increase, FT-2 for 20 turns==== [[Creatures]] and [[Occupations]] ====* EcstasyThe following creatures and occupations received changes to their loadouts and skills: Intense relaxation, Euphoria Rush for 40 turns
== Changes to mushrooms ==* [[Escort]]: [[Glock 26]] loadout replaced with [[Glock 19]] and 15-round mags* [[Escort boss]]: [[Para P-14]] loadout replaced with [[Para P-18]], two magazines, and 9x19mm Standard JHP ammo* [[Janitor]], [[Head janitor]]: [[Broom]] replaced with [[Mop]]* [[Acolyte]]: New Primary 2 weapon: [[Round shield]]. New [[skills|skill]]: Shields (Basic)* [[Knight]]: [[Arming sword]] replaced with [[Heater shield]]. New [[skills|skill]]: Shields (Skilled)* [[SRT Officer]]: New Primary 2 weapon: [[Ballistic shield - Alpha]]. New [[skills|skill]]: Shields (Expert)* [[Vampire]]: [[AI AWSM]] loadout replaced with [[AI AW]], two magazines, and 7.62x51mm NATO Standard FMJ ammo
Many mushrooms ==== Other changes ====* [[M1 Garand]]: Missing Customs combinations have had their effects completely rewrittenbeen added* [[Hospital]]: Cost of healing limb damage dropped from [[File:Parallar symbol. These are the new effects for the following itemspng|10px]]'''25''' to [[File:Parallar symbol.png|10px]]'''15'''.
* Oni's Bane mushroom: Anti-oni syndrome for 10 turns
* Golden cap, Liberty cap: Hallucinations for 10 turns
* Infirmitas: Strength -20% for 10 turns, Nausea
* Turbatio: FT+1 for 10 turns
* Oni Terror: Anti-Oni Syndrome for 30 turns, Nausea
* Fatigatio: Fatigue +30.0%
* Caecitas: FT +3 for 20 turns
* Potentia: Strength +20% for 20 turns
* Accuratio: FT -1 for 20 turns
* Anxietas Medicus: Stress -10.0%
* Strenuitas: Alertness increase for 20 turns
* Velocitas: Agility +1 for 20 turns
* Extra Velocitas: Agility +2 for 20 turns
* Furor: Rage for 20 turns
= February 10th 2022 =
'''Version 6.3.13''' - The 1000-Weapon Update, Part 13: Submachine guns and Two-handed swords
= July 21st 2019 =15 new weapons added to the game (14 firearms, 1 melee weapon), bringing the total to the covered '''Version 5.421,000''' - Detective update!
An accompanying Tsuchinoko update (version 138) will be released on the same day.==== New weapons ====
== Changes to * Firearms:** [[CreaturesClass 2 weapons]] ==:* 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.** [[Angstadt Arms UDP9 PDW]]** They now appear as a separate type of creature that can be rolled by the '''&enc''' and '''&enc* [[Beretta PM12S]]*** [[Blyskawica]]*** [[Changfeng CS/LS06]]*** [[Enfield RSAF Sten Mk II]]*** [[Franchi LF-LEO''' commands.57]]* All Maze Guard flavors have received an equipment update; trauma plates, Tasers, better load** [[IMI Mini UZI]]*** [[IZHMASH PP-bearing equipment.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]]
==== Other changes ====
* [[Style shop]]: Now offers a custom LBE service
* [[Maze Customs]]: AR-15s equipped with both a flat-top receiver and quad-rails get a NATO mount instead of a NATO-S mount (the top rail acts as an extension)
* Updated the [[List of silencers|silencer]] roster for compatibility with the new calibers:
** Pistol, standard, .32: Now compatible with [[.327 Federal Magnum]]
** Pistol, standard, .45: Now compatible with [[.41 Magnum]]
** Rifle, standard, 5.8mm: Now compatible with [[5.8x21mm]]
** Rifle, standard, .260 / 6.7mm: Now compatible with [[6x45mm]]
** Rifle, standard, .30 / 7.62mm: Now compatible with [[7x57mm Mauser]]
* Updated the [[List of muzzle brakes|muzzle brake]] roster for compatibility with the new calibers:
** Pistol, standard, .45: Now compatible with [[.41 Magnum]]
** Rifle, standard, .260 / 6.7mm: Now compatible with [[6x45mm]]
** Rifle, standard, .30 / 7.62mm: Now compatible with [[7x57mm Mauser]]
= July 13th 2019 =
'''Version 5.41''' - Weapon accessory tweaks and simplifications
This update aims at trimming some more of the fat with game mechanics, specifically mechanics related to weapon accessories= February 9th 2022 ='''Version 6.3.12''' - The 1000-Weapon Update, Part 12: Conventional rifles and Handgear
An accompanying Tsuchinoko update 37 new weapons and 1 new caliber added to the game (version 13730 firearms, 7 melee weapons, including 1 integrated bayonet) will be released on , bringing the same daytotal to 985.
== Changes to [[weapon accessories]] == New caliber ====* Scopes: All scope effects have been re-balanced.** Low-power optics: No longer have a special effect boosting accuracy only when aiming at small body parts, and instead provides a flat FT-1 bonus.** Medium-power optics: Now provides a FT-2 bonus instead of FT-1.** High-power optics: Now provides a IR-2 bonus instead of IR-1.** Extreme-power optics: Now provides a IR-2 bonus instead of IR-1.* Weapon lights:** The dazzling effect mechanic has been entirely scrapped.** When someone with a weaponlight aims at a creature with night vision or NVGs active, it no longer causes a blindness effect. (Flashbangs are unaffected, they still cause enhanced blindness to creatures with night vision).** Weaponlights switched on now '''automatically break stealth''', as they are sources of bright light that can be seen by everyone.* WL2 batteries have been '''entirely scrapped''', alongside three models of weapon light (Inforce APL, Inforce WML, and P3X Fury Tactical) due to redundancy.* One new type of dual modules introduced: the '''Streamlight TLR-4''', which can be fitted on Short interfaces.* All accessories that used to require WL2 batteries, no longer need them, and can function indefinitely. Integrated lights and lasers also no longer show a turn counter to represent battery life.* All character sheets must have the following modifications made: All Inforce APL lights are replaced by Surefire X300U lights, and all Inforce WML and P3X Fury Tactical lights are replaced by Surefire M620 lights[[7.92x107mm]]
== 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.New weapons ====
* Firearms:
** [[Class 1 weapons]]:
*** [[Alexander Arms AWS]]
*** [[FK Maroszek Kb Ur wz. 35]]
*** [[General Motors M1A1 Carbine]]
*** [[Henry Brass Lever Action 30-30]]
*** [[Henry Brass Lever Action 45-70]]
*** [[Henry Big Boy Carbine]]
*** [[Henry Big Boy Classic]]
*** [[Henry Big Boy Silver]]
*** [[Henry Big Boy Steel]]
*** [[Henry New Original]]
*** [[Johnson Automatics M1941]]
*** [[Koishikawa Arsenal Type 44 Arisaka]]
*** [[Kokura Arsenal Type Kou]]
*** [[Maadi Hakim]]
*** [[Marlin Model 1894CL]]
*** [[Marlin Model 1894S]]
*** [[Mauser Gewehr 1898]]
*** [[Mauser Model 1893]]
*** [[Mauser Model 1895 Carbine]]
*** [[Mauser Model 1895 Short Rifle]]
*** [[Nittetsu Type Hei]]
*** [[Ruger 77/44]]
*** [[Ruger 77/357]]
*** [[SIG Arms SG751 SAPR]]
*** [[SIG Arms Mondragon M1908]]
*** [[Zbrojovka Brno ZH-29]]
** [[Class 2 weapons]]:
*** [[Armalite AR-7 Explorer]]
*** [[Mauser M1917 Trench Carbine]]
*** [[Taurus CT-30]]
*** [[TNW Firearms ASR 9]]
* Melee weapons:
** [[Class Handgear weapons]]:
*** [[Brass knuckles]]
*** [[Chainmail gauntlets]]
*** [[Push knives]]
*** [[Spiked knuckles]]
*** [[Tekko-kagi]]
*** [[Tenderizer knuckles]]
** [[List of bayonets|Bayonets]]:
*** [[Type 44 bayonet]] (integrated to the [[Type 44 Arisaka]])
= May 18th 2019 === Other changes ===='''Version 5.4''' - Simplification update #3 * New ability: Stress and inaccurate hits[[Steady aiming]]
This update aims at further simplifying certain game mechanics.
== General changes =February 1st 2022 =* Stress: All stress levels from Moderate and up no longer cause incremental fatigue effects'''Version 6.* Inaccurate hits with ranged weapons no longer call for a 1d23.11''' -1 check to determine if the shot hits. From now onThe 1000-Weapon Update, all inaccurate hits are hits.* All inaccurate hits now deal 0.7x Pain Part 11: Precision rifles and Limb Damage, including in melee (down from 0.8x)Two-handed clubs
13 new weapons added to the game (7 firearms, 6 melee weapons), bringing the total to 948.
= April 23rd 2019 =* Firearms:'''Version 5.3''' ** [[Class 1 weapons]]:*** [[Accuracy International AW]]*** [[CZ TSR]]*** [[KBP VSK- Simplification update #2 94]]*** [[Norinco JS]]*** [[St. George Arms Leader 50 A1]]*** [[Winchester Model 70]]*** [[ZVI Falcon OP96]]** [[Class 5 Long weapons]]: Blood*** [[Eku]]*** [[Flat bat]]*** [[Forging sledgehammer]]*** [[Spade]]*** [[Tamping bar]]*** [[Toothbat]]
This update aims at simplifying some of the mechanics related to the Blood statistic.
=January 23rd 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 10'''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 10: Buffs to protection ratings. ''-Resistant'' will prevent injuries on hits dealing up to 4 limb damage (previously, 2), Pistols and ''One-PROOF'' will prevent injuries on hits dealing up to 8 limb damage (previously, 4).handed clubs
47 new weapons added to the game (32 firearms, 15 melee weapons), bringing the total to 935.
= February 20th 2019 ='''Version 5.2''' - Extra game modes update== New weapons ====
This update introduces two new methods of playing MazeWorld* Firearms: '''Survival''' and '''Freeform''', and retroactively renames the 'main' mode into '''Contestant Story''' or just '''Story'''** [[Class 3 weapons]]:*** [[Beretta APX]]*** [[Beretta M9-22LR]]*** [[BSA Welrod Mk I]]*** [[Colt Model 1903]]*** [[DW Ortgies 7. These new game modes, so to speak, aim at providing more flavors for players and future GMs to enjoy65]]*** [[FB Radom P-64]]*** [[FB Radom wz.35 Vis]]*** [[FEG Frommer Stop]]*** [[Glock 19]]*** [[Glock 23]]*** [[Glock 32]]*** [[Glock 44]]*** [[Heckler & Koch P7M7]]*** [[IMI Desert Eagle Mark VII]]*** [[IMI Jericho 941 R]]*** [[MAB Model D]]*** [[Mauser C96 Broomhandle]]*** [[Mauser M2]]*** [[Norinco NP762]]*** [[Norinco QSZ-92]]*** [[Kel-Tec CP33]]*** [[Kel-Tec P17]]*** [[Kel-Tec P50]]*** [[Para Ordnance P-18.9]]*** [[RPC Fort Fort-17]]*** [[Ruger LCP VE]]*** [[Semmerling LM4]]*** [[SIG P210]]*** [[Smith & Wesson CS45]]*** [[Springfield 1911RO Target]]*** [[Star Megastar 10]]*** [[Steyr M1912]]* Melee weapons:** [[Class 5 Long weapons]]:*** [[Heavy gada]]*** [[Heavy spiked gada]]** [[Class 5 Short weapons]]:*** [[ASP Agent A30]]*** [[ASP Talon T60]]*** [[Blackjack]]*** [[Boomerang]]*** [[Entrenching tool]]*** [[Gunbai]]*** [[Light gada]]*** [[Maglite ML300L]]*** [[Raider mace]]*** [[Sai]]*** [[SF-34000]] (Artifact)*** [[Trench mace]]*** [[Wrench]]
== General changes ==* The [https://docs.google.com/forms/d/1fLN_YUoVStGt0ElBtVpyMg1bIvn1Eqxc3BuDJrdIkBk/ character sign-up form] has been updated to account for the Other changes below.====
== Survival ==Changes to [[magazines]]:In this new mode, players adopt the role of * All Desert Eagle magazines now possess a Survivor, whose only objective is "Deagle" tag for searching purposes* Mauser C96 Red 9 stripper clip: Renamed to kill anyone that looks at them wrong"Mauser C96 stripper clip", compatible with both [[Mauser C96 Broomhandle]] and survive as long as possible. Survival is mainly inspired from old-school MazeWorld, it is essentially an endless Uncivilized Area run, just as it once was.[[Mauser C96 Red 9]] depending on loaded ammunition
When playing Survival, players have the option Changes to choose between two modes[[Maze Customs magazines]]: '''Tier X''' * Glock-SF .22 and Glock-LF .22 magazines: Capacity increased from 10 rounds to 12* 1911SS 9mm and 1911DS 9mm magazines deleted (The game ends after completing X Challenges) or '''Endless''' (The game only ends replaced with the Survivor's death[[1911RO magazines]] and [[P-18 magazines]], or at player requestrespectively).
The main differences introduced by Survival are as follows:
* No towns or intersections as players know them - Survival is an endless Uncivilized Area streak, equivalent to a Deep route. Explorable areas can even still be found and completed for their rewards!
* Nutrition and Hydration Reset occur every time the Survivor reaches a Trading Post (TP reset). In turn, the reset is much lower than normal. The base values are 420 ntri and 140 wtr (0.2x a normal daily reset).
* Date and time are not tracked.
* No Faction Reputation and no Renown to worry about.
* All skills are unlocked: Survivors start with Unskilled in all non-combat skills (unless skill levels were purchased at Startgame)
* The Survivor starts with a MAIM account, with all generic and regular named mercenaries available (Special mercs are not available as they're tied to the story).
* Every 50 rooms, the Survivor will find a Trading Post, which is nothing more than an intersection with a fixed amount of shops and services (see below for details)
* On the room following every second Trading Post (101, 201, 301...), the Survivor will find a Challenge. Completing the Challenge is necessary to progress forwards!
* If playing on Tier X, X corresponds to the amount of Challenges the player must complete in order to reach the end.
** There is no upper limit on the Tier number (and subsequent amount of Challenges), though in order to keep games from being unreasonably long, the author's recommendation is to keep it between 1 and 10, and any longer games should be Endless instead.
** The author personally recommends first-time players and GMs to try Survival Tier 4, for a 401-room adventure.
* Mercenaries function differently:
** The time-based hiring rates do not apply, and are instead replaced by a 50-room hiring rate (corresponds to the distance between Trading Posts). That special rate is equivalent to 2x the 24-hour rate.
** Upon being hired, a mercenary will immediately join the Contestant with no waiting time.
** Merc deaths do not need to be reported.
** All mercenaries show up with their gear. There are no gear costs - their equipment is essentially free.
** All special parameters are ignored.
The only objective in Survival is to survive= January 9th 2022 ='''Version 6. Each Survivor will be entered into a leaderboard for creatures killed and KV score obtained at the end of their run, as well as rooms visited in Survival Endless3.9''' - The 1000-Weapon Update, Part 9: Grenade launchers and Knives
== Freeform play ==This is essentially 12 new weapons added to the normal game(2 firearms, but without main story quests or sidequests and with certain shops10 melee weapons), services and other conveniences immediately available. This mode aims at a more relaxed experience, without bringing the pressure of the pre-made main story, as well as offering an opportunity total to design your own stories and plots888.
The main differences introduced by Freeform are as follows* Firearms:* All skills are unlocked. Freeform characters start with Unskilled in all non-combat skills, as well as a MAIM account.* The Freeform character starts with a MAIM account, with all generic and regular named mercenaries available (Special mercs are not available as they're tied to the story).[[Class 1 weapons]]:** Reputation and Renown requirements from certain mercenaries are disabled.* [[NAWS China Lake]]* Roazon is collapsed, exactly as it would after the Contestant completes Sidequest S3-2.** [[Springfield T148E1]]* All repeatable activities are availableMelee weapons: Trading Missions, Mercenary Contracts, Mining, and Bounty Hunter* Several shops and services that are normally only obtained as sidequest rewards are available from the start* [[Class 5 Short weapons]]:** The Power Armor Shop (Ferland Sector) is available and fully upgraded.* [[Bou-shuriken]]** The Advanced Handloading Services are available at the Ellen Sector factory.* [[Gerber Mark II]]** The Powder & Primer Shop is available at the Littleton factory.* [[Handmade knife]]* Renown and Reputation are disabled, to allow GMs more flexibility.** [[Heavy throwing knife]]** It is recommended to replace any rewards in Renown/Rep with money, where applicable and where it would make sense. * [[Kamisori]]*** [[Karambit]]*** [[Last Blood]] (e.g. Vigilante workartifact)*** [[Smatchet]]*** [[Stun knife]]*** [[Throwing knife]]
= January 17th 2019 2nd 2022 ='''Version 56.13.8''' - KISS The 1000-Weapon Update (Keep It Simple, Stupid!)Part 8: Hand grenades and Axes
This update aims at simplifying several game mechanics deemed too granular or generally not fun enough.==== New weapons ====
== Simplified nutrition and hydration ==* Nutrition and hydration no longer decay at a rate of 1 per turn. Instead, these stats are slashed by a set amount at a fixed rate and frequency, 11 new weapons added to symbolize meeting daily recommended needs; these are called the '''Nutrition Reset''' and '''Hydration Reset''', respectively.** Nutrition is reset every day at midnight. The reset will reduce the current Nutrition by an amount equivalent to game (meat worth x 30). For a human6 firearms, that amount is 2100 ntri. ** Hydration is reset every day at midnight. The reset will reduce the current Hydration by an amount equivalent to (meat worth x 105 melee weapons). For a human, that amount is 700 wtr.* Nutrition and hydration each have new value ranges and corresponding effects; they are generally simpler and more clear-cut effects.** Nutrition going too high will increase minimum Fatigue, and eventually reduce Agility.** Nutrition going too low will decrease Strength, and eventually disable bringing the ability total to heal Pain, Blood or Limb Damage (due to the body not having the "fuel" to do so).** Hydration going too low will decrease Strength, then Accuracy, then cause Hallucinations, until eventually causing death876.
== Simplified fatigue ==* Firearms:* 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.* [[Class 4 weapons]]:* The "Energized" tier is deleted.** [[Model 9210]]* Reaching an amount of Fatigue equal to 2x Endurance will result in death.** [[Model 9430 Tear-ball]]* All effects of high fatigue now decrease Agility, and eventually decrease accuracy and cause Hallucinations** [[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]]
== Simplified clothing and armor ==* Clothing and armor can no longer sustain damage, period. The only exceptions are:** Trauma plates - which still continue to work as they normally do** Powered armor - which require a condition meter to determine protection level. When wearing power armor, damage calculation is greatly simplified - 1 limb damage sustained Other changes ==== 1 armor condition lost.* Cutting clothes into rags (as long as they have the RagOK tag) now always succeeds and results in obtaining 1d4 Rags (at least 1 is now guaranteed). Multipliers (0.5x or 2x) affect the result of that 1d4, and it is always rounded up.
== Simplified weapon maintenance ==Changes to existing weapons:* 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 [[M84]]: Weight changed to be lost on a critical failure, and for each 2 rolled, the new command '''@critfail2''' 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.1) effect on top. If the relevant weapon is a melee weapon or does not have a corresponding weapon failure type, the condition loss effect is doubled instead.
Changes to handloading:
* Load level (hotness) of ammunition affects the severity of the Condition loss on a critical failure. -P/Cold: Condition loss x0.5. +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!''), the hottest and dirtiest ammunition fired that turn is used as a reference for ''all'' rounds fired that turn.
Changes to weapon accessories:= January 1st 2022 =* Since Cleanliness no longer exists, silencers no longer apply a malus on the equipped firearm'''Version 6.3.7''' - The 1000-Weapon Update, Part 7: Underbarrel weapons and Crude weapons
Changes 12 new weapons added to crafting:* Gun Cleaning Kits: They are now used to restore a firearm's Conditionthe game (2 firearms, as long as it's 60% or higher. Gun Repair Kits can still be used at any Condition percentage10 melee weapons), bringing the total to 865.
Changes to Maze Customs* Firearms:* Improved barrels now have different effects.* [[List of underbarrel shotguns|Underbarrel shotguns]]:** 4150CS barrel: Max Condition x1.25.* [[Lockhart UBS-12]]** 4150CS + Titanium Nitride (TiN) coating* [[Ten-X Tactical TX-12 STW]]* Melee weapons: Max Condition x1.5** 4150CS + Titanium Carbonitride (TiCN) coating[[Class 5 Long weapons]]: Max Condition x2** 4150CS + NP3 coating: Max Condition x1.25, Condition loss on critical failure x0.* [[Guitar]]*** [[Mop]]*** [[Signboard]]*** [[Skull staff]]*** [[Ted]]** [[Class 5Short weapons]]:** Rechambering a firearm with an improved barrel no longer causes the improved barrel to be replaced by a normal one (forcing the user to re-purchase the barrel improvements again). Making engineers slightly less evil!...* [[Crysknife]]** Maze Customs now also offers the possibility to return to a non-improved, stock barrel, for 100 P$.* [[Dart]]*** [[Ibuki Gourd]]*** [[Ice pick]]*** [[Worm tooth]]
== Extras ==* New command[[crafting]] items: '''@asktsuchi'''. Ask a yes/no question and use that command. Results may vary.  = November 27th 2018 ='''Version 5 update''' - The Finished State update == Quests ==* '''Story Arc #3[[Blueprints]]: The Human-Youkai War''' released! Features 33 questsSkull blueprint, 1 sidequest, and 1 emergency quest.Fremen blueprint* '''Endgame content''' now available! The Contestant story may now come to an end as soon as all four Amulets are gathered == Content ==Abilities[[Crafting items#Ingredient items|Ingredient items]]:* Several special abilities were renamed to '''techniques''', due to their similarity with martial arts techniques. Techniques are actions that can be performed instead of a regular combat action, and which, if the prerequisites are met, may allow their users to perform special moves that wouldn't otherwise be possible.* Introduction of several new combat techniques:** Techniques that are learned upon reaching '''Expert skill level''' with a corresponding combat skill:*** Firearm techniques: Failure Drill (DA revolver, Semi-auto pistol/rifle/shotgun), Fanning (SA revolver), Mad Minute (Bolt-action), Recoil Control Stance (Automatic pistol/rifle/shotgun), Rifleman Trick (Lever-action), Zero's Trick (Pump-action)*** Melee techniques: Any-Bash (One- and Two-handed clubs), Any-throw (Thrown weapons), Backlash (Whip/Lash weapons), Desperate Smash (Crude weapons), Double Cleave (Axes, One- and Two-handed swords), Stabbing Rush (Knives)** Techniques that can be '''purchased''': Lightning Reload (available for 3000 P$ at any shooting range) Maze Customs:* 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 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).Preserved skull
= Prior versions =
 * [[Changelog/2021]]: All 2021 updates.* [[Changelog/2020]]: All 2020 updates.* [[Changelog/2018-2019]]: All 2019 updates.* Older updates: You can find all of the previous updates up to version 5 on the [http://old.mazeworld.net/wiki/Guide:Changelog old wiki's changelog].
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