Changes

Changelog

11,931 bytes removed, 10 April
= Upcoming =
'''Version 6.39.64''' - The 1000-Weapon Update, Part 6: Shotguns and Whip/Lash weaponsUnnamed update
WIPIn progress...
Other changes:= April 10th 2024 ='''Version 6.9.3.2''' - Helmet hotfix
* The [[Limb damage valueEffects]] : Removal of all explosive weapons has been flattened; they are no longer dice rolls but flat numbersthe Ballistic protective trait, now considered obsolete. The full list Due to it being a carryover from eras of changes is as follows:** Grenade launcher amm*** [[40mm NATO grenade]], M381 HE: +4d6 -> +14*** [[40mm NATO grenade]], Hellhound: +4d6 -> +14*** [[40mm Caseless grenade]], VOG-25: +3d6 -> +10*** [[40mm Caseless grenade]], VOG-25P: +3d6 -> +10*** [[43mm grenade]], VGM-93the game where headshot Pain multipliers used to be much higher than the current 1.100 HE-I: +10d6 -> +30** Rocket launcher ammo*** [[Bur rocket]]: +10d6 -> +35*** [[M74 rocket]]: +12d6 -> +42*** [[RPG-7 rocket]], PG-7V HEAT: +30d6 -> +105*** [[RPG-7 rocket]], OG-7V HE/Frag: +8d6 -> +28*** [[RPG-7 rocket]], TBG-7V Thermobaric: +35d6 -> +122*** [[RPG-29 rocket]], PG-29V HEAT: +40d6 -> +140*** [[RPG-29 rocket]], TBG-29V Thermobaric: +35d6 -> +125*** [[SMAW rocket]], Mk3 HE/FRAG: +20d6 -> +70*** [[SMAW rocket]], Mk6 HEAT: +30d6 -> +100** [[Class 1 weapons]] 5x (disposable rocket launchers3x or higher):*** [[Armblast-AP]]: +8d6 -> +28*** [[AT4]]: +35d6 -> +125*** [[LAW-80]]: +30d6 -> +110*** [[M72A2 LAW]]: +22d6 -> +77*** [[RPO-A Shmel]]: +30d6 -> +100*** [[RPG-18 Mukha]]: +20d6 -> +70*** [[RPG-26 Aglen]]: +25d6 -> +85** [[Class 4 weapons]] (grenades, mines, planted explosives)the effect remained unchanged and accidentally overbuffed the protective capabilities of helmets with the trait.*** [[AN/M14Clothing and armor]]: +4d10 -> +20*** [[C4 charge, mini]]: +9d6 -> +32*** [[C4 charge, small]]: +12d6 -> +42*** [[C4 charge, large]]: +15d6 -> +52*** [[LU-216]]: +3d6 -> +10*** [[M26]]: +2d6 -> +8*** [[M67]]: +2d6 -> +7*** [[MkII]]: +3d6 -> +10*** [[MkIIIA2]]: +5d6 -> +18*** [[PMN-2]]: +6d8 -> +27*** [[RGD-5]]: +2d6 -> +6*** [[RGN]]: +1d4 -> +2*** [[SLAM]]: +5d8 -> +22*** [[Type 86P]]: +2d6 -> +6*** [[TS-50]]: +3d6 -> +10*** [[V40]]: +1d6 -> +3*** [[Phone bomb]]: +6d8 -> +25*** [[Pipe bomb]]: +24d6 -> +80*** [[SUPER SLAM]]: +25d10 -> +140All clothes that had the Ballistic protective trait lose it.
= November 23rd 2021 March 24th 2024 ='''Version 6.9.3.51''' - The 1000-Weapon Update, Part 5: Combat rifles and Exotic Melee weaponsSay My Name update
37 new weapons added to the game (34 firearms* New Tsuchinoko command, 3 melee weapons'''&callsign'''. Generates one of about 200 different names (including variations).* Callsigns are intended to give, bringing the total well, callsigns, but also nicknames, war names, and other aliases. Primarily intended for [[mercenary|mercenaries]] but easily adaptable to 824anyone else; Maze Military personnel, raiders, adventurers, and so on.* The command is designed to be expanded over time in even smaller, Tsuchi-only updates.
New [[weapons]]:
* Firearms:
** [[Class 1 weapons]]:
*** [[Armat M41A Pulse Rifle]] (weapon implemented, wiki page to be written later) (suggested by Mad Max)
*** [[Cadillac Gage Stoner 63A]]
*** [[CEAM Model 1950]]
*** [[Colt M4]]
*** [[Daewoo K2]] (suggested by Jade)
*** [[FB Radom MSBS Grot C16]] (suggested by Andromis)
*** [[Heckler & Koch G36K]]
*** [[Heckler & Koch XM8R]] (suggested by Neo)
*** [[Howa Type 89F]] (suggested by Darkenend)
*** [[HS Produkt VHS-D2]]
*** [[IMI Galil ARM]]
*** [[IWI Galil ACE 22]] (suggested by Fusi)
*** [[IWI Galil ACE 23]] (suggested by Fusi)
*** [[IWI Galil ACE 32]] (suggested by Fusi)
*** [[IWI Galil ACE 52]] (suggested by Fusi)
*** [[IWI Galil ACE 53]] (suggested by Fusi)
*** [[IZHMASH Kalashnikov AK-103]]
*** [[LAPA FA-03]]
*** [[MAS Type 62]]
*** [[ST Kinetics SAR-21]]
*** [[Vahan]]
** [[Class 2 weapons]]:
*** [[Colt XM177E2 Commando]] (suggested by Lilith)
*** [[Česká Zbrojovka CZ-807 BREN 2]]
*** [[HS Produkt VHS-K2]]
*** [[IWI Galil ACE 21]] (suggested by Fusi)
*** [[IWI Galil ACE 31]] (suggested by Fusi)
*** [[IZHMASH Kalashnikov AK-102]]
*** [[IZHMASH Kalashnikov AK-104]]
*** [[Kalashnikov Concern AM-17]]
*** [[Kalashnikov Concern AMB-17]]
*** [[SIG Sauer MCX Rattler]]
** [[Class 5 Long weapons]]:
*** [[Power cutter]]
*** [[HS Power cutter]]
** [[Class 5 Short weapons]]:
*** [[Pocket sand]] (suggested by Asica)
New [[ammunition]]:= March 18th 2024 =** [[Power cutter blade]]'''Version 6.9.3''' - The MazeOS Update
* Added a fourth type of items requiring [[identification]]: '''Data storage devices.''' Includes floppy disks, zip disks, compact discs (CD), and hard drive disks (HDD). Camera memory cards also become a type of data storage device.* When finding data storage devices in the UA, they may contain useful or valuable data.* Bring data storage devices to a [[library]] computer to identify them, or use a [[Craftingitems#Laptop|laptop]]to identify them on the field. Laptops are considered a new type of toolkit and are rechargeable with HITB batteries.* New blueprint: HSCutter* 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 ingredient item[[Tsuchinoko (bot)|Tsuchinoko]] commands added to support this update: Prototype improved power cutter engine'''&data &data-floppy &data-zip &data-memcard &data-cd &data-hdd'''
Other changes:
* Norinco QBB-95 renamed to the correct '''[[Norinco QJB-95]]'''
* Increased the [[Colt M1921A Thompson]]'s AutoROF from 5 to '''8'''.
* [[7.62x51mm NATO]] and [[.260 Remington]]: Barrel length groups changed
** Carbine: Up to 16.5" (previously 15.9")
** Rifle: 16.6" to 22.9" (previously 16" to 22.9")
= February 9th 2024 =
'''Version 6.9.2''' - Mushroom update
= October 18th 2021 ='''Version 6The functionality of [[mushrooms]] has been expanded, and a new essential shop can now be found in all towns.3Mushrooms now become valuable loot ; low value individually, but due to their extremely low weight, worth hanging onto.4''' Mushrooms can be sold or traded up directly for more valuable mushrooms at dedicated, brand- new locations. The 1000mushroom identification costs have also been lowered to match the cost of the lowest-Weapon Update, Part 4: Auto pistols and Staff/pole weaponsvalue mushrooms.
6 new weapons added * [[Identification]]: The cost of identifying mushrooms has been dropped to the game '''0.10 P$''' (2 firearms, 4 melee weaponspreviously 10 P$)* [[Mushrooms]]: All mushrooms now have a monetary value (they previously did not) roughly consistent with their nutritional value and effects.* All towns now have a new location, bringing the total '''[[street kitchen]]'''** The street kitchen works as both a restaurant and a shop. The manager is a random [[citizen]] with the [[Character traits|Mycologist]] trait.** The restaurant part of the street kitchen sells inexpensive, filling, mushroom-based dishes.** The shop part trades mushrooms. It sells a small selection of savory and magic mushrooms, and it will buy back any mushroom '''at cost''', similarly to 787valuables.* [[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%'''
New [[weapons]]:
* Firearms:
** [[Mauser M712]]
** [[Norinco Type 80]]
* Melee weapons:
** [[Barbed spear]]
** [[Battle staff]]
** [[Corvus]]
** [[Pitchfork]]
New [[magazines]]:= December 27th 2023 =* [[M712 magazines]]* [[Type 80 magazines]]'''Version 6.9.1.1''' - Melee Repair Kit hotfix
Changes to [[toolkits]]:
* Melee repair kits can now repair shields. The formula to calculate shield HP repaired is equal to the Condition (with Repair skill bonus) divided by 80 and rounded up.
= October 3rd 2021 =
'''Version 6.3.3.1''' - The 1000-Weapon Update, Part 3.1: New speedloaders and speed strips
New [[weapon accessories]]:= December 25th 2023 =* [[Speedloaders]]:** .41 Magnum 5-round speedloader** .41 Magnum '''Version 6-round speedloader** .327 Federal Magnum 6-round speedloader** 9.327 Federal Magnum 71''' -round speedloaderThe Soldier of Fortune Update<br/>* ''This update was conceptualized and developed almost entirely by [[Speed stripsUser:GenericArchangel|GenericArchangel]]:** (Customs only) ; the author mostly took care of minor fixes and additions and the final implementation.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 A minor update focused on fleshing out [[weapon accessories]]:* All speed strips capable of accepting [[.44 MagnumMAIM]] and [[.44 Special]] can now also accept [[.50 Action Express]] (giving players the rim is the same size). This affects the following:** .44 Magnum/Special 5-round speed strip => .44 Magnum/Special/.50 AE 5-round speed strip** .44 Magnum/Special 6-round speed strip => .44 Magnum/Special/option to hire mercenaries.50 AE 6-round speed strip
New [[Occupations|occupation]]: [[Mercenary]]
= October 2nd 2021 ='''Version 6.3.3''' - The 1000-Weapon UpdateNew [[List of named MAIM personnel|named characters]] (14 mercenaries, Part 3: Revolvers with different skillsets and bayonetsloadouts)
18 new weapons added Minor lore tweaks to the game (15 firearmsMAIM itself to make it a legitimate organization, 2 bayonets, 1 integrated bayonet), bringing the total to 781now headquartered in [[Ferron City]].
New [[weapons]]:
* 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-81]])
Balance changes:= October 4th 2023 =* [[Bastard sword]]: Limb damage to be buffed from +4 to +'''Version 6.9''' - The Nice, Big Re-Balance Update
New gameplay concept and ability: [[Hebizuka's Favors]].
* They are MazeWorld's version of Edge points. Burn to re-roll a variety of unfavorable rolls.
* A [[Character traits|trait]], '''Hebizuka's Favorite,''' allows you to have a maximum of 4 Favors instead of 3.
= September 6th 2021 =Changes to [[Abilities]]: '''Version 6* New technique, [[Shaft Splitter]].3Lessons to learn this technique can be purchased at a [[dojo]] for 2000 P$.2''' - * New technique, [[Two Become One]]. Lessons to learn this technique can be purchased at a [[dojo]] for 3000 P$.** The 1000-Weapon Update[[makaryuudo]] have been given this technique, Part 2: Machine guns and one-handed swordsas they have canonically invented it.
12 new weapons added Changes to the game ([[Ammunition]]:* [[RPG-7 firearmsrocket]]: TBG-7V rockets now cost 425 P$, 5 melee)increased from 265* [[RPG-29 rocket]]: TBG-29V rockets now cost 500 P$, bringing the total to 763increased from 300* [[Ammunition types]]: New ammo type for shotgun calibers, '''Dragon's Buckshot (D-Buck)'''.
New Changes to [[weaponsCombat mode]]:* Firearms:** Escaping now causes [[Arsenal MG-M2UA]]** [[Enfield RSAF L86A2 LSW]]** [[IWI Negev NG7]]** [[Mendoza C1934]]** [[ST Kinetics Ultimax 100 Mk3]]** [[TsNIITochMash PU-21 Poplin]]** [[ZVI UK vztrip length to increase automatically by 1, as if it was a Detour +1. 59]]* Melee weapons:** [[Butterfly sword]]** [[Ceremonial sword]]** [[Kora]]** [[Rending Scissor Blade]] (artifact)** [[Sword-cane]]
New Changes to [[List Clothing and armor]], [[youkai outfits]], and [[trauma plates]]:* Many pieces of magazines|magazinesarmor 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, [[Mendoza C1934 magazinestrauma plate|Light steel trauma plate, Composite armor trauma plate]]: 30All of these received an Agi-round mag1 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 [[Ultimax magazinesyoukai outfit]]: 100has been added, the '''Combat Outfit.''' It is a generic, non-round drumfaction 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.
New Changes to [[ammo beltsCreatures]]:* [[PU-21 ammo beltKasha]]* : Natural [[Vz. 59 ammo beltAgility]]is now '''+1''' instead of +0.
OtherChanges to [[Effects]]:* Rule clarificationsTravel Fatigue: On the rare weapons that possess a foregrip and a bipod at the same time (Now burns 20 [[PKP Pecheneg|Pecheneg Zenitnutrition]], and 10 [[Ultimaxhydration]]per room traveled, [[UK vz. 59]]), the effects on top 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 Fatigue effects apply.
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'''.
= August 15th 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$, from 750. Rarity adjusted to 1''' - The 1000-Weapon Update, Part from 2.* [[Small C4 charge]]: Price reduced to 300 P$, from 1500. Rarity adjusted to 1, from 4.* [[Large C4 charge]]: FirstPrice reduced to 500 P$, The Ammofrom 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
[[Ammunition]] - New calibers:
* [[.327 Federal Magnum]]
* [[.41 Magnum]]
* [[.50 Beowulf]]
* [[5.8x21mm]]
* [[6x45mm]]
* [[7x57mm Mauser]] (suggested by: Jade, Andromis)
* [[10x24mm Caseless]] (suggested by: Mad Max)
New [[Handloading|handloading]] components:= September 26th 2023 =* Casings for each of the new calibers, except 10x24mm Caseless (obviously)* New projectiles:** .236, 46 grain (5.8x21mm)** .243, 90 grain (6x45mm)** .284, 175 grain (7x57mm Mauser)** .312, 100 grain (.327 Federal Magnum)** .410, 210 grain ('''Version 6.41 Magnum)82''' - Explosives hotfix
Changes to [[Explosives]]:
* Pressure mine disposal:
** You can now shoot a mine to detonate it, but you must deliberately aim at one mine and score at least one inaccurate hit.
** You no longer need to roll for accuracy when using an explosive; the explosive blast will set primed pressure mines off automatically.
* Directional mine disposal:
** You can now shoot a directional mine to destroy it (will not detonate on a hit), but you must deliberately aim at one mine and score at least one inaccurate hit.
** If you use a weapon that causes a Standard explosion, it will destroy all mines on the same Side, not just the one you targeted.
** You can now deliberately approach a primed directional mine from a Targeted Side, but you must pass two successive Agility checks (8+ to pass) to avoid setting it off. If you pass both, you enter the Side without setting the mine off. If you fail one check, you still enter the Protected Side, but it sets the mine off at 0.5x damage. Failing both sets it off at full damage. Regardless of the result, carefully approaching a mine breaks Stealth. However, it can also be done outside of combat.
= June 27th 2021 =
'''Version 6.2''' - The Shields Update
Written with suggestions from the community = August 19th 2023 ='''Version 6.81''' - thank you, everyone!Mining hotfix
* Changes to [[Class 5 Long weaponsMining]]:have been introduced to simplify it and make it easier.** New weapon category 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 new game mechanics: [[Shields]]favor strength-based builds (which would already benefit from using tools like pick-axes and mattocks as weapons).** 14 shields added to the weapon roster Each mining target (13 retail weaponsore bundle, 1 artifactobstructions), all now has a set number of which are Class 5 Longhit points.** Retail shields: [[Round shield]]A pick or drill strike reduces the target's hit points; the check is based on the skill level (1d20 to 1d60, [[Leather shield]]in increments of 10), [[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]]multiplied by Strength.** Artifact shield: [[King's Roundel]]Explosives damage equal to their limb damage multiplied by a number that depends on skill level (x1 to x3, in 0.5 increments).* [[Dojo]]The length of a Mining Level has been shortened from 15 + Mine level to 8 + Mine level** Shield training It is now available, possible to save your progress exploring a mine and round shields have been added leave without having to the list of rental weapons. Functionally the same, bur lorestart over from Level -wise, dojos are now equipped with harmless dart launchers for shield practice1.* [[Skills]]** New combat skill: '''Shields'''* [[Creatures]]:** When butchering items at the mining supplies store now allow you to reset your progress in a [[giant tortoise]], it will drop a [[Kame-tate]]mine and start over.
= June 19th 2023 =
'''Version 6.8''' - Deep Wound update
= May 29th 2021 =* '''Introduction of a new [[injury]] type called deep wound (DWs)'''** A deep wound is similar to a normal wound (to be renamed '''Version 6.1.1light wound (LWs)''' ), but causes four times the amount of bleeding per turn: - Various changes 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 fixesdeep wounds on solid hits and criticals (except as otherwise dictated by ammo type)*** Rubber buckshot and rubber slugs continue causing fractures instead of LWs (no change to behavior)*** Flechette can now only cause LWs*** Sintered Frangible (SF) can only cause 2 wounds per successful hit, but the wound type is accuracy dependent; 2 LWs on an inaccurate hit, 2 DWs on a solid or critical hit.*** Broadhead arrows (BRD) can now cause 2 wounds per successful hit instead of just 1
* [[Class 4 weapons]]New items:** Mini-grenades no longer "count as 0.5 item in LBE" to reduce confusion.* '''[[AmmunitionMeds]]:'''** The "rare calibers" * Tranexamic acid ([[.260 Remington]]TXA): Syringe, [[.300 AAC Blackout]]400 P$, [[not addictive.338 Norma Magnum]], [[Reduces bleed rate to 0.460 Rowland]], 0/turn (effectively stops bleeding) for 10 turns** '''[[9x25mm DillonMushrooms]]) 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 * Extra wound healing (FMJ, Match, JHP, JSPExtra vulnus medicae)** .300 AAC Blackout: Standard (FMJHeals 3 wounds, Matchprioritizing Deep Wounds first, JHP, AP), Reduced Velocity (FMJ)then Light Wounds.** .338 Norma Magnum: Standard (FMJ, Match, JHP), Sniper Premium (FMJ, Match)** .460 Rowland: Standard Stop the bleed (FMJ, JHP, LeadCessant sanguinem), Personal Defense (FMJ, JHP)** 9x25mm Dillon: Standard Reduces bleed rate to 0.0/turn (FMJ, Match, Lead, LSWC, JHPeffectively stops bleeding)for 10 turns
* Changes to [[ammunition]]
** Flechette damage tables balanced on all calibers to behave more like armor-piercing ammunition. All flechette damage on Ax armor classes has been buffed, damage on Cx is unchanged. New tables are as follows:
*** [[12 gauge]] flechette: 12/11 '''15/12/9/5/2'''
*** [[12 gauge CAWS]] flechette: 14/12 '''17/14/11/5/2'''
*** [[20 gauge]] flechette: 12/11 '''15/12/9/5/2'''
*** [[.410 bore]] flechette: 12/11 '''14/12/9/5/2'''
= May 3rd 2021 =* Changes to [[crafting]]'''Version 6.** [[Crafting items]]: Rags have a chance to fix 1''' - Character Traits UpdateLW.
* Changes to [[Character customizationcreatures]]:** Direct modification Numerous creatures have attacks that variously cause extra wounds (1d2, 1d3, 2d2, etc.) on a hit. Most of Primary stats has been removed.** Constitution is these now part of your character's appearance and has no effect cause either LWs or DWs depending on stats anymoredamage type.** Pain Thresholds (PBT, PDT) Many creatures with healing spells will have been removed from the game (due to redundancy with [[Pain Sensitivity]]their effects updated. 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 They can now happens after selecting species close both wound types, but before skill attributionwill prioritize DWs first, LWs second, just like the Stop the bleed mushroom.* Other** Transition to Google Sheets for player inventory sheets is now underway (keep an eye on Discord for details)
Special thanks * Changes to everyone who contributed ideas and suggestions for character traits![[hospital|hospitals]]** Light Wounds cost 10 P$ apiece to heal. ** Deep Wounds cost 25 P$ apiece to heal.
* Changes to [[Maze Customs]]
** 26 weapons receive new [[Customs:Minor|Customs Minor modifications]]
*** [[Accuracy International AW]]: AW 243, AW-F 243
*** [[CZ TSR]]: TSR Ultra Magnum
*** [[DSA SA58 FAL SPR]]: FAL SPR-243, FAL SPR-243 FA, FAL SPR-300 UM, FAL SPR-300 UM FA, FAL SPR-338, FAL SPR-338 FA
*** [[DSA SA58 FAL OSW]]: FAL OSW Superlight, FAL OSW Magnum, FAL OSW Heavy
*** [[FN Herstal FAL 50.00]]: FAL LRBR, FAL UM, FAL HBR
*** [[FN Herstal FAL 50.61 Paratrooper]]: FAL Para LRBR, FAL Para UM, FAL Para HBR
*** [[FN Herstal FNAR Match]]: FNAR Hunter, FNAR Tactical Hunter
*** [[FN Herstal SCAR-H CQC]]: SCAR-H CQC UM, SCAR-H CQC HBR, SCAR-H LB, SCAR-H STD UM, SCAR-H STD HBR, SCAR-H LB LBR, SCAR-H LB OPFOR, SCAR-H LB UM, SCAR-H LB HBR
*** [[Heckler & Koch G3A3]]: G3A3 Ultra Magnum, G3A3 HBR, G3A3 UM Tactical, G3A3 HBR Tactical
*** [[Heckler & Koch HK41A2]]: HK41A2 Ultra Magnum, HK41A2 HBR, HK41A2 UM Tactical, HK41A2 HBR Tactical
*** [[Heckler & Koch HK417]]: HK417 HBR, HK417 UM, HK417 Recce, HK417 DMR-H, HK417 DMR-U, HK417 Recce-L, HK417 Recce-H, HK417 Recce-U
*** [[Heckler & Koch MSG-90]]: MSG-90 Ultra Magnum, MSG-90 HBR, MSG-90 UM Tactical, MSG-90 HBR Tactical
*** [[Heckler & Koch PSG-1]]: PSG-1 Ultra Magnum, PSG-1 HBR, PSG-1 UM Tactical, PSG-1 HBR Tactical
*** [[IWI Galil ACE 52]]: Galil ACE-H 52
*** [[IWI Galil ACE 53]]: Galil ACE-H 53
*** [[IWI Tavor 7]]: Tavor 7 HBR, Tavor 7 HBR Enhanced
*** [[IZHMASH Kalashnikov SVK-12]]: SVK-12 HBR
*** [[Kel-Tec RFB]]: LR-RFB, H-RFB, U-RFB, BG-RFB
*** [[McMillan ALIAS CS5-T]]: CS5-T Heavy
*** [[MKEK MPT-76]]: MPT-76 HBR
*** [[Nemesis Arms Vanquish]]: Vanquish 243, Vanquish Magnum, Vanquish 358
*** [[Parker-Hale M82]]: M82 Super Varmint, M82 Ultra Magnum, M82 Bear Eliminator
*** [[Springfield M14]]: Model conversion to M1A, M14 UM, M14 HBR, M14 EUBR Custom, M14 EHBR Custom
*** [[Springfield M21]]: M21 UM, M21 HBR, M21 EUBR Custom, M21 EHBR Custom
*** [[Springfield M1A]]: Model conversion to M14, M1A UM, M1A HBR, M1A EUBR Custom, M1A EHBR Custom
*** [[Steyr Scout]]: Hunting Scout, Light Scout, Magnum Scout, Heavy Scout, Big Game Scout
= April 9th 2021 =* Changes to [[meds]]'''Version 6** Gauze roll: One use fixes 1 LW.03''' - Simplification Update #9** Individual Bandage: Kiwami EditionFixes 1 LW.** Hemostatic Agent Pack: One use fixes 1 DW.
* Changes to [[Evasionweapons]]** [[Barbed nine-tails]], [[Broken bottle]], [[Long spiked chain whip]], [[Shuriken]], [[Spiked chain whip]], [[Barbed Lucille]]: Dodge checks have been simplified and buffed significantlyText update reflecting they now cause Light Wounds.** [[HealingMeat fork]]: The ''Addiction resistance'' effect was removed, and can therefore no longer be earned as a bonus for reaching Master in Healing skill[[Pitchfork]], [[Trident]], [[War fork]]: Text update reflecting they now cause Deep Wounds.** [[NegotiationTekko-kagi]]: Critical successes and critical failures are no longer possible in Negotiation checks. Tables have been edited to reflect the possibility of rolling more than 12 in a negotiation check (due to Negotiation skill bonuses)Slashes cause LWs, stab punches cause DWs* * [[Last Blood]], [[Dojo#Training machines|Training machinesRending Scissor Blade]]: Agility training now levels natural Slashes cause 4 LWs per hit, stabs cause 2 DWs per hit** [[AgilityMuramasa]] up by +1 every 1000 XP regardless of circumstances. (Previously: +Gains 1 Bloodthirst point for every 1500 XP or 750 XP if natural Agility LW caused, and 2 points for every DW caused. Max Bloodthirst points is under +0)still 14.
* Other changes** [[YouseiBasic mechanics]] now possess : Sarah example updated to reflect LWs and DWs.** [[Convenience store]]: Updated the '''Limitless Potential''' creature trait, removing or increasing almost all of their Meds aisle accordingly** [[Dojo#Training machines|training machine XPDamage types]]: Updated accordingly** [[Explosives]]: *** Injuries caused by explosions: No longer causes wounds of either type.Instead, 1 fracture goes to a random body part for every 6 Base Explosive Damage (BED) caused. e.g., a MkIIIA2 grenade causes 1d8+18 BED, which results in 3-4 fractures.*** Injuries caused by shrapnel: Shrapnel can only cause LWs, despite being Bullet-type.** [[Limb health]]: Updated accordingly** [[Healing]] (non-combat skill): Updated accordingly
* Backtracking is now an option when traveling in the [[Uncivilized Area]], with certain caveats:
** If the player confirms they wish to backtrack, the traveling direction is reversed (town/intersection of origin and destination are flipped), and the number of rooms to destination becomes equal to the number of rooms passed + 5.
** If the player has chosen to backtrack once during their current UA trip, they cannot backtrack again in the same trip.
* All [[Food#Unsparable food items|restaurants]] now feature breakfast items.= March 18th 2023 =* The [[Food#Cocktails|cocktail list]] has been updated with several new entries'''Version 6.7.1'''- The Mining Overhaul Update (+ extra goodies)
* Major changes to [[Weapon accessoriesMining]] and [[Ammunition]]:received a major overhaul** The weight exploration process was completely overhauled to reward progressing as deeply as possible.** Introduction of a [[feeding system]] '''no longer changes''' depending on minecart feature to transport ores in and out of the ammunition loaded, remaining at their base weight. Thereforemining 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 '''more space efficient1d200*5''' , reducing the maximum size of a single bundle from 4 kg to keep your magazines loaded1 kg.** A new size tier Gemstone ore bundle generation is introduced: reduced from 1d800*5 to '''Lean1d10*50''', with a weight reducing the maximum size of '''0.75 units'''. Several magazines have been converted a single bundle from 2 kg to this size tier500 grams.*** AKNew [[List of UGL|underbarrel grenade launcher]]: [[ISL-22 30201 UGL-round magazine*** Colt 9mm SMG 32I]] integrated underbarrel grenade launcher, exclusive to Customs MP5s with the ISL-round magazine*** CZ 75 9mm 30-round magazine*** Glock 201 handguard.40/.357 22-round magazine*** Glock .45 30-round magazine[[Maze Customs]]*** 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 [[Customs:Major#Blackhawk|Blackhawk]] and 40[[Customs:Major#Redhawk|Redhawk]] revolvers receive a new modification: Barrel porting, which acts as an integrated muzzle brake ([[Recoil]] -round magazine1).*** MAC-10 30-round magazine*** MAC-11 32-round magazine*** MAT-49 32-round magazine*** [[Customs:Major#MP5 9mm 30-round magazine*** |MP5 10mm/.40 30]] receives a new handguard: ISL-round magazine*** MP7 40201 handguard (Adds an [[ISL-round magazine*** MP40 32201 UGL-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 I]] underbarrel grenade launcher). Not compatible with Short MP5K barrel or Long barrel.380 30-round magazine*** Sten 32Minor: RL optics for [[RPG-round magazine7]]*** Sterling 34-round Minor: Tokarev magazine*** Steyr MPi 25-round and 32-round magazine*** Steyr TMP 30-round magazine*** Suomi 36-round magazine*** Tec-9 32-round magazine*** conversion for [[Thompson 20-round magazine]]*** Type 85 30[[Uncivilized Area]]: 5 new roomstyles, each designed to offer players opportunities to exercise non-round magazinecombat skills.*** UMP9 30'''Blocked pathway''': The front door leads to a Shortcut -round magazine*** UMP40 30-round magazine*** UMP45 25-round magazine*** USP 1 but is blocked by the carcass of a rotting creature. The carcass must be [[Hunting|butchered]] to pass the door.45 20-round magazine*** UZI 32'''Dismantled roadway''': The front door leads to a Shortcut -round 2 but is locked and 40-round magazine*** Vzmissing 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). 26 32-round magazine*** ZK'''Caved-383 30in causeway''': The front door leads to a Shortcut -round and 403 but is caved-round magazine*** Maze Customs magazines: Glock in by dirt, sand, or gravel.32 38-roundYou must [[Mining|mine your way through it]] by successfully striking the obstruction 3 times. If you clear it, Glock roll 1d20.380 30On a 11-round18, Glock Mak 33you receive one bundle of common ore. On a 19-round20, Glock Tok 30-round, MP5 you receive one bundle of rare ore.22 25-round** '''LargeCollapsed highway''' size tier is now '''1.5 units''' instead : The front door leads to a Shortcut -4, but was destroyed to the point of 1impossibility.2 units.** Five new You must use a [[LBERepairing|Gun Repair Kit (GRK), Melee weapon Repair Kit (MRK), or Explosives Toolkit (XTK)]] items introduced: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.*** Three tactical vests'''Padlocked cache''': SOT-SMG tactical vestThe front door has been fitted with a lock, SMG chest rigrequiring the right key, RPCC competition vest*** One utility belt: Spider battle belt*** One leg rig: SMG mag rig** The weight of all [[List of ammo belt typesLockpicking|ammo belt boxeslockpicking]] has been rebalanced, 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''').
= February 18th 2021 =
'''Version 6.02''' - Telephone Club Update (does not contain actual telephone clubs)
* [[Mobile phone]] and [[Crafting items|mobile phone batteries]] no longer have battery indicators. Making phone calls no longer drains arbitrary battery units. = January 23rd 2023 =** Battery charge is no longer relevant, spare batteries are essentially downgraded to just components for the phone bomb. Phones return to their original purpose as storytelling tools with no need to worry about charge.* New [[Effects|Effect]]: '''Travel fatigue'''Version 6. At the end of a trip in the UA, upon reaching their destination, a character will gain an amount of [[Fatigue]] corresponding to the number of rooms traveled, at a random rate varying between 0.1% and 0.8% multiplied by rooms traveled. ** Travel fatigue applies even if you 7'''Skip travel'''.- The Bestiary Update
This update was co-designed with GenericArchangel and aims to make the bestiary more interesting and varied, more dangerous, yet make fighting worth the effort more often than not.
= February 7th 2021 =* Changes to existing [[creatures]]** [[Aquagon]]: Gains two new attacks: '''Version 6Electric bite''' and '''Mist ball.01''' ** [[Electragon]]: Changed the type of the '''stun attack''' from '''Piercing''' to '''Spec- Various minor changes Elec''', increased base Pain to '''44%.'''** [[Everdragon]]: Armor Class was increased from A4 to '''A5'''.** [[Kappa]] and improvements[[Kenmun]]: Each gains a new attack, the '''Mist ball.'''** [[Jami]], [[Daijami]], [[Oujami]], Aquagon, Kappa, Kenmun: Changed the type of the '''mist ball''' from Special to '''Spec-Aqua,''' giving it the ability to cause [[Effects#Elemental|Water-Soaked]].
* Changes to [[Lockpickingeffects]]** [[Effects#Elemental|Water-soaked]]: Lockpicking kits no longer have limited uses; they are Is now a semi-durable items with a chance permanent effect intended to break every X guessesrepresent the effects of being drenched in water. The gap between every lockpick break check varies depending As long as the effect is active, it overrides '''On Fire''' (disables any fires on the Lockpicking skill levelcreature's body and prevents new fires from starting), but makes '''Spec-Elec''' cause double damage. A broken kit Additionally, while the effect is removed from active, the inventorycreature '''+0.** Every 5 guesses 2% Fatigue per turn''' at Unskilled, 6 at Basic, 7 at Skilled, 8 at Expertthe end of combat, and 9 '''+0.1% Fatigue per room traveled''' at Masterthe end of a UA trip.* This effect is separate from actual Travel Fatigue, meaning it is unaffected by the [[Maze CustomsTraits|Wherever I May Roam trait]]: New Customs packages for various G3 derivatives.** New item introduced: '''Dispoable bath towel,''' Weight 0.5. This [[Heckler & Koch G3A3crafting items|item]]: G3A3 Tactical, PTRis a consumable with the sole purpose of removing an active Water-32 Tacticalsoaked effect. Once used, PTR-33 Tactical, G3A3 LBR Tactical** it is discarded. Available in [[Heckler & Koch G41Workshop|workshops]]: G41 Tactical** for [[Heckler & Koch HK21]]File: HK21 Tactical** [[Heckler & Koch HK33A2Parallar symbol.png|10px]]: HK33A2 Tactical'''7'''. ** [[Heckler & Koch HK41A2]]'''''GM tip: HK41A2 Tactical, PTR''''' A non-32S Tacticalspecified supply of bath towels is assumed to always be available in bathrooms, PTR-33S Tacticalshower rooms, HK41A2 LBR Tactical** [[Heckler & Koch MSG-90]]: MSG-90 Tactical** [[Heckler & Koch PSG-1]]: PSG-1 Tactical** [[Heckler & Koch HK53A3]]: HK53A3 Tactical** [[Vollmer HK51-B]]: Vollmer Tacticallaundry rooms, and anywhere it would make sense to find them.
* Changes to [[containers]]
** Mimics, in the form of [[Containers#Mimic traps|mimic traps]], have been introduced. Upon being approached by an adventurer, they turn into creature-like constructs that must be fought to access the loot inside.
** Four types of mimic traps have been introduced: Biter, Basher, Melter, and Burner. Each has an appropriate attack.
= January 28th 2021 =* New [[stripper clips|stripper clip]]: '''MazeWorld version 6Arisaka 5-round stripper clip''' - The Big One, compatible with the [[Type 38]], [[Type 44]], and [[Type 97]].
Latest changes* 21 new [[creatures]]:** Bugs:*** [[Food#Unsparable food items|Restaurant menusBlack Widowmaker]] have been revamped, now offering many more choices.* '''Official reopening of the community'''** [[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]]
* 1 new [[occupations|occupation]]:
** [[Makaryuudo]]
= January 24th 2021 ='''Version 5* Numerous [[creatures]], both new and existing, receive new drops that can be either obtained on death or harvested through [[Hunting|butchering]].59''' The full list is below:** [[Food]]: Raw and fried chicken egg, raw and fried turkey egg, vinepear** [[Meds]]: Poison glands (small, medium, large), chelicera, telson** [[Valuables]]: New [[Valuables#Special valuables|Special valuables]]: Beast fang, blob matter residue, bone antler, borz subdermal scale, bronze feather, dragon scale, frost crystal, firelizard scale, giant rodent tooth, Golden Lion fang, hydra scale, keratin plate, LSS fluid canister, snawfus antler, spiny scale, steel antler, thorny scale, two- Expansion of headed serpent scale* [[Maze CustomsCrafting]] Minor mods:** 7 new crafting [[blueprints]] and associated recipes: HmVnmS, HmVnmC, HmVnmM, HmVnmT, HmVnmL, DragonSP, HydraSP* [[Trauma plates]]:** 2 new crafting-only plates: Dragon scale plate and Hydra scale plate
This update adds many * Numerous [[Customscreatures]], both new and existing, have received changes to their attacks to make them more lethal and more specialized.** Bears*** [[Brown bear]]:Minor|MinorAdded new technique, FP Ripping claws.*** [[Grizzly bear]] conversions for several , [[weaponsArmored grizzly]]: Added new techniques, FP Ripping claws and FP Tearing bite. Many were suggestions by members ** Birds*** [[Bearded vulture]]: Increased MAPT of our communityall 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, listed in parentheses belowPsi-scan.
New Minor mods for the following weapons:
* [[Armalite AR-10]]: AR-10 Tactical, AR-10 LBR Tactical
* [[Armalite AR-18]]: AR-18C (Mad Max)
* [[Benelli M4 Super 90]]: M4 Super 90 Enhanced, M4 Super 90 CS Enhanced
* [[Benelli Nova]]: Nova CS, Nova XM, Nova CSXM
* [[Benelli SuperNova Tactical]]: SuperNova CS, SuperNova XM, SuperNova CSXM
* [[Beretta AR70/90]]: SCP70/90
* [[Beretta 93R]]: Auto-9, Auto-9 Carbine
* [[Beretta 96FS]]: 96A1, 96CMS A1, 96A1 FA, 96CMS A1 FA
* [[Beretta Cx4 Storm]]: Mx4 Storm, Mx4 Storm-9, Mx4 Storm-357
* [[Beretta M9]]: M9A1, M9A1 FA
* [[GIAT FAMAS G1]]: FAMAS L, FAMAS G2/L
* [[FN Herstal F2000]]: F2000 Tactical
* [[FN Herstal P90]]: P90 TR
* [[FN Herstal/Browning Hi-Power]]: Hi-Power Auto, Hi-Power HPC, Hi-Power SMG, Hi-Power Auto HPC, Hi-Power Tacti-Carbine, Hi-Power Tac-SMG (Jade)
* [[Heckler & Koch HK416]]: HK416 CQC, HK416 DMR
* [[Heckler & Koch HK417]]: HK417 DMR, HK417 DMR-L
* [[Heckler & Koch MP7A1]]: MP7A2
* [[Heckler & Koch P2000]]: P2357
* [[Heckler & Koch USP9]]: USP9 Elite
* [[Heckler & Koch USP40]]: USP40 Elite, USP357 Elite
* [[Heckler & Koch USP45]]: USP45 Elite, USP460, USP460 Elite
* [[KAC M110 SASS]]: M110 K1, M110 K1 Light, M110 ASS-K1, M110 ASS-K1 Light
* [[Kel-Tec RFB]]: L-RFB
* [[Manurhin MR 73]]: Manurhin MR 73 Sniper
* [[Mauser Karabiner 98k]]: Kar98k NATO, Kar98k SAR, Kar98k Trench, Kar98k NATO Trench, Kar98k SAR Trench (Jade)
*[[MKEK MPT-76]]: MPT-76 LBR
* [[Mossberg 500 Cruiser]]: M500C-TR, M500C Spec-F, M500C Spec-R, M500C Spec-S, M500C CSTR, M500C CS Spec-F, M500C CS Spec-R, M500C CS Spec-S, M500C-TR Spec-F, M500C-TR Spec-R, M500C-TR Spec-S, M500C CSTR Spec-F, M500C CSTR Spec-R, M500C CSTR Spec-S (Vershike)
* [[Mossberg 500 Persuader]]: M500P-TR, M500P Spec-F, M500P Spec-N, M500P Spec-R, M500P CSTR, M500P CS Spec-F, M500P CS Spec-N, M500P CS Spec-R, M500P-TR Spec-F, M500P-TR Spec-N, M500P-TR Spec-R, M500P CSTR Spec-F, M500P CSTR Spec-N, M500P CSTR Spec-R (Vershike)
* [[Mossberg 500 Tactical]]: M500T Spec-F, M500T Spec-N, M500T Spec-S, M500T-TR Spec-F, M500T-TR Spec-N, M500T-TR Spec-S (Vershike)
* [[Savage Arms Axis]]: Axis II
* [[Savage Arms Axis XP]]: Axis II XP
* [[SIG P220]]: P220R, P220-460, P220R-460 (Vershike)
* [[SIG P226]]: P226R, P226R-40
* [[SIG P226 Navy]]: P226R Navy
* [[Walther Gewehr 43(W)]]: Gew43 Experimental (Jade)
* [[ZiD Degtyaryov RPD]]: RPD SOG
= December 24th 2022 =
'''Version 6.6.3.1''' - Scary Snipers with Braking Power Mini-Update
= January 20th 2021 ='''Version 5.58''' - The late, late [[LBE]] This updatewas entirely designed by GenericArchangel to fix a flaw related to muzzle brakes.
This update introduces several new * Changes to [[LBEWeapon accessories]] items and changes many existing ones** [[Weapon accessories#Muzzle brakes|Muzzle brakes]]: If equipped to a weapon that is also equipped with a scope, the brake limits that weapon's maximum Recoil to 6 on top of applying its normal Recoil -1 effect. In this case, if that weapon's Recoil were to exceed 6 after applying all modifiers, it is treated as 6.
New [[tactical vests]]:
* Micro chest rig
* Wartech tactical vest
New [[backpacks]]:= November 1st 2022 =* Tactical sling bag* Duffle backpack* Durabag* LAWgiver backpack* Mechanism pack* Phantom Sniper bag* Rocketeer backpack* SO Raid rucksack'''Version 6.6.3''' - The Static MG Update
New [[utility belts]]:* Simplex pouch* Duplex pouch* Triplex pouch* Handyman belt* Nade Drake belt* Viper battle beltThis update was co-designed with GenericArchangel and aims to adds more flavor and additional combat opportunities to the world.
* 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 ([[leg rigsM249|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]]* Hunger holster* 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)* Mushroom Collector rig* 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
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)
= October 30th 2022 =
'''Version 6.6.2''' - The Redrawn Map Update
= November 15th 2020 ='''Version 5.57''' This update was co- designed with GenericArchangel and aims to make traveling across the Mazes more immersive. The '''Shotgun Blitz''' changes made in this updatewill also be used to support further future map and location-related updates.
* Changes to [[AmmunitionUncivilized Area]]:* All shotgun calibers (and [[12 gaugeCivilized Areas]]:** Fast, [[12 gauge CAWS]]Safe, [[20 gauge]], [[and Deep routes are no longer available between all locations.410 bore]]) have had their buckshotWhile most locations are connected by a Deep route, slug, and flechette base damage revised, in compliance with newly obtained data; 20 gauge buckshot and flechette have been buffed, everything else received very minor adjustments.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 [[12 gauge CAWSIntersection]]: Flechette shells page, now carry 30 projectiles instead feature route notation to inform players of 20each available route between each location.* New shotgun projectile type* A new [https: '''AP//cdn.discordapp.com/attachments/379673260302008320/1036360652719149116/MzW_World_Map_11-Slug''', an armor-piercing slug2022. No retail availability, these projectiles must be handloadedjpg world map] has been produced.* Establishment It now shows a visual representation of '''barrel length groups each available route (green for all shotgun calibers'''. All four receive 4 groups each: HuntingSafe, Combatblue for Fast, Short, and Super-short. See each individual caliber page red for damage multipliersDeep).
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]]:= October 18th 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 values6.1''' - The Str⑨ngest Balance Update
Changes to This update was co-designed with GenericArchangel and addresses minor balancing issues with specific [[LockpickingCharacter traits]]:* As part of the ongoing work to update all locations, FL/HS locks are now deprecated. The only lock types in the game are now mechanical locks [[yousei]] and electronic (keycard) locks[[kitsune]].
* [[Character traits]]:
** '''Fast learner''' now grants '''5d25 XP''' instead of 8d25 XP.
** '''Just Can't Use This''' now requires you to restrict '''4 [[combat skills]]''' instead of just 2. 2 of the skills restricted must be either Firearms or Heavy Weapons, and the other 2 must be Melee and Misc.
* [[Yousei]]: Due to Limitless Potential, yousei now receive '''4x [[training machine]] XP'''. This effect stacks with the Fast learner and Slow learner traits.
* [[Kitsune]]: Kitsune no longer start with '''Master''' level in [[Negotiation]]. Instead, they start with the [[Character traits|Very Pretty trait]] for free. The trait is non-removable (similar to [[hakutaku]] and Mycologist).
= October 15th 2020 =
'''Version 5.56''' - The Unintuitively Named Update (that has nothing to do with 5.56mm firearms)
Changes to [[Weapons]]:= October 17th 2022 = * New concept introduced: '''Traditional inner tubesVersion 6.6'''. 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.Battle Rifle Update
This update was co-designed with GenericArchangel and aims to address power ranges across specific calibers, introduce a battle rifle family to Maze Customs, as well as new calibers, weapons, ammunition, and Customs mods.
= September 8th 2020 === [[Maze Customs]] ====* New [[Customs:Major|Major]] family: '''Version 5.55AR-10''' , which includes the existing [[ArmaLite AR- 55510]] and [[KAC M110 SASS]], a new weapon (the [[ArmaLite AR-WE10(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-SAFE update10 and M110 SASS will be deleted
==== [[Ammunition]] ====* '''2 existing calibers re-balanced'''** [[7.62x51mm NATO]]: '''Buffed to a base Pain of 161%''' (16 more). New ballistic model (more closely matches M80 ball), new reference barrel (20" barrel from the [[CreaturesArmaLite AR-10|creatureAR-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")* The '''5 new calibers'''** [[horse.243 Winchester]] returns : 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 bestiaryRem 700 family.
Changes to ==== [[AmmunitionHandloading]]====* New casings:[[.243 Winchester]], [[.300 RSAUM]], [[.338 Federal]], [[.358 Winchester]], [[8x50mm R Lebel]]* '''Sintered Frangible (SF)''' ammunition now has a different effectNew projectiles:** Against unarmored ACs.327, 198 grain: 1[[8x50mm R Lebel]]** .2x Pain338, 1225 grain: [[.2x LD338 Federal]]** Against armored ACs.358, 200 grain: 0[[.358 Winchester]]* Existing projectiles:** .5x Pain243, 090 grain: Gains compatibility with [[.5x LD243 Winchester]]** Every hit successfully causing an injury will open 3 Wounds instead of 1.308, 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 ==== [[Unarmed combatWeapons]]:====* Two 15 new techniquesfirearms:** [[ArmaLite AR-10(T)]] - New AR-10 family member, '''Steal''' and '''Monkey's Paw'''semi-automatic rifle, have been introduced[[.338 Federal]]** [[Breda PG]] - burst-fire only machine gun, [[7x57mm Mauser]]** [[Browning BAR]] (not to be confused with [[Colt M1918 BAR|the other BAR]]) - semi-automatic rifle, [[.243 Winchester]]** [[Browning BPR]] - pump-action rifle, [[.243 Winchester]]** [[Remington Model 700 ADL]] - New Rem 700 family member, bolt-action rifle, [[.243 Winchester]]** [[MAS Berthier Model 1892 Artillery Carbine]] - bolt-action rifle, [[8x50mm R Lebel]]** [[MAS Lebel Model 1886/M93]] - bolt-action rifle, [[8x50mm R Lebel]]** [[MAS RSC Model 1918]] - semi-automatic rifle, [[8x50mm R Lebel]]** [[Rossi Circuit Judge]] - semi-automatic rifle/shotgun, [[.45 Colt]] (3-inch chamber)** [[SAKO Tikka T3 Lite]] - bolt-action rifle, [[.338 Federal]]** [[Savage Arms Model 99R]] - lever-action rifle, [[.358 Winchester]]** [[SIDARME Model 1915 CSRG Chauchat]] - machine gun, [[8x50mm R Lebel]]** [[Winchester Model 70 Featherweight]] - bolt-action rifle, [[.358 Winchester]]** [[Winchester Model 88]] - lever-action rifle, [[.243 Winchester]]** [[Winchester XPR Compact]] - bolt-action rifle, [[.243 Winchester]]* 5 new melee weapons:** [[Iron ball]] - Crude weapon** [[M1886 Rosalie]] - Bayonet for the [[MAS Lebel Model 1886/M93]]** [[M1905 sword-bayonet]] - Bayonet for the [[Springfield M1903A3]]** [[Service cutlass]] - One-handed sword** [[Sten Mk I]] - Bayonet for the [[Enfield RSAF Sten Mk II]]* Other changes:** [[Armat M41A Pulse Rifle]]: Removed from retail, becomes an artifact weapon
Changes to shops and services:
* The style shop has been revamped completely and is now a custom clothing service.
** Completely custom human/halfling clothing items and youkai outfits can be designed there. The basic principle is for the player to describe, in free-form, what the item is supposed to look like, then to purchase protection ratings, covered body parts, effects, and more in order to give the custom item a useful purpose. This service is intentionally ''very expensive''.
* Dojos have been expanded, and now offer various machines and training programs designed to improve a character's natural statistics:
** The stats that can be improved are '''Natural [[Pain Sensitivity]], Natural [[Strength]], Max [[Blood]], Max [[Limb health|Limb HP]], Natural [[Endurance]], and Natural [[Agility]]'''
** Each training program has an XP counter. Spending time (and effort) on a training nets XP, which can be spent to increase one natural stat, up to certain limits (some stats cannot be trained further once they reach a certain value, others have a maximum XP limit)
** Training program XP is now tracked on inventory sheets.
* The bank's item vault service has been modified:
** Item vaults are no longer free and unlimited. A player character must first purchase an item vault before it can be used; this costs [[File:Parallar symbol.png|10px]]'''1000''' and allows the player access to a 50-unit vault. This vault can be upgraded in 50-unit increments, up to the maximum size of 400 units; upgrading costs [[File:Parallar symbol.png|10px]]'''(size x 15)'''
** Withdrawing items from a vault now costs [[File:Parallar symbol.png|10px]]'''500 + (weight of items withdrawn x 10)''', and it is not possible to withdraw more than 150 units of items at once.
** Withdrawing items from a vault now requires waiting for 1d3 day periods (between 4 and 12 hours), as delivery time.
** [[LBE]] items must be stored empty. LBE items that cannot be folded down (e.g. most backpacks) are not allowed inside the vault anymore.
= October 3rd 2022 =
'''Version 6.5.4.1''' - Archery rule patch
= June 24th 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.54''' - Magazines ** Under normal conditions, all hits and other knickmisses 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-knacksreusable.** If the arrowhead is IMP (Improvised): Misses and critical misses result in breakage. Only hits are reusable.
Changes introduced:
* [[Glock 18C]]: Event line and wiki page now correctly state that the weapon is fitted with the '''Ported barrel''' Maze Customs mod instead of an integrated muzzle brake.
* New [[Weapon accessories#Muzzle brakes|muzzle brake]]: '''Muzzle brake, Shotgun, standard, .410 bore'''
* New [[magazines]]:
** [[Delta Elite magazines|Delta Elite 11-round and 17-round extended magazines]]
** [[Nightmare magazines|Nightmare 11-round and 17-round extended magazines]]
** [[P-14 magazines|P-14 18-round extended magazine]]
** [[P-16 magazines|P-16 22-round extended magazine]]
* Removed a [[Maze Customs magazines|Maze Customs magazine]]: the '''1911DS Custom 10mm 16-round magazine''' was scrapped (P-16 magazines are now used to feed [[Maze Customs:Major mods#1911DS|1911DS 10mm]] pistols
* [[Maze Customs speed strips]]: [[9x19mm Parabellum]] speed strips are now also compatible with [[7.62x25mm Tokarev]]
= September 18th 2022 =
'''Version 6.5.4''' - Guns, Blood, and Drugs; A balancing update
= May 23rd 2020 ='''Version 5.53''' - Update to == [[foodMaze Customs]] and ====* The [[huntingHeckler & Koch MP5K]]is added to the MP5 Customs family.* Customs: New modifications for the MP5:** Barrel length: Short MP5K barrel (4.5-inch barrel) - Muzzle: N/A, Underbarrel: Integrated foregrip - Cost: 150 P$** The Short MP5K barrel is incompatible with the Surefire 628 and Quad rails
Changes to ==== [[HuntingLimb health]]:====* Game meat from certain creatures no longer provide [[EffectsWounds]] such as Alertness increase or Strength +10%/+20% for now cause a few turns.* Instead, a system bleeding rate of '''[[Hunting#High-value meat|high-value meat]]''' was created0.3 Blood per wound per turn. Meat from certain creatures is now considered to be either a '''Delicacy''' (Double value) or a '''Luxury''' (Triple value).
Changes to ==== [[CreaturesMeds]]====* First aid kit (FAK):Weight reduced to 1 (previously 2)* The item lines of all relevant creatures now state if they produce delicacy meat, luxury meat, tainted meat, illegal meat, or if they produce no meat at allEpoetin-alfa: Effect modified to Blood +0.** An exception was made for humans2/turn, halflings and youkai - their item lines do not display meat status30 ntri/turn, as it is assumed that the meat of all playable species is already known to be illegal.* All references to "Poisonous meat" have been changed to the correct term: [[Hunting#Tainted meat|Tainted meat]]+0.4% Fatigue/turn for 20 turns
Changes to ==== [[FoodAddictions]]====* New addiction mechanics simplifying the previous system:As before, using a substance comes with a percentage chance of becoming addicted. However, the withdrawal tiers now function differently and more simply. Now, every use of an addictive substance is a chance to increase the current addiction level by 1, from the minimum of 0 (no effects) to the maximum of 3.* The 'Instead of disabling corresponding withdrawal effects when an addictive substance''Hots effects are active, withdrawal effects are now truly permanent and continue being active even if the character uses the corresponding substance. In other words, usage effects and withdrawal effects now stack.* [[Hospital]]: Addiction removal is now tier based and depends on the current level. It now costs 250 P$ and 2 day periods of mandatory rest per level, up to 750 P$ and 6 day periods (1 full day) for treating a single Level 3 addiction.* Addiction effects: To account for the possibility of med effects and withdrawal effects being active simultaneously, the following withdrawal effects have been modified:** Nicotine withdrawal*** Level 1: Minimum Stress set to 15.0%** Alcohol withdrawal*** Level 1: Need a drink (level 1) applies to this character (see below), *** Level 2: Need a drink (level 2) applies to this character (see below), Agility -gon''' no longer has 1*** Level 3: Need a Strength boosting effectdrink (level 3) applies to this character (see below), in accordance Agility -2, IS tier +1, Hallucinations** Cannabis withdrawal*** Level 1: Mild munchies*** Level 2: Minimum Stress set to the changes listed above15. Instead0%, nutrition was increased from 296 Mild munchies, Mild thirst*** Level 3: Minimum Stress set to 59230.0%, Intense munchies, Mild thirst** Anabolic steroid withdrawal*** Level 1: Minimum Stress set to 30.0%*** Level 2: Minimum Stress set to 60.0%*** Level 3: Minimum Stress set to 90.0%, Rage** Sick hakutaku syndrome*** Level 1: IR +1*** Level 2: FT +1, IR +1*** Level 3: FT +1, IR +1, Hallucinations
==== [[Effects]] ====
* Alcohol affinity ([[Oni]] creature trait): Effect simplified. Instead of both halving Inebriation received and doubling the Stress relief effect of [[Effects#Stress|Need a drink]] to compensate, this trait now simply doubles the Stress relief effect but gives the normal amount of Inebriation.
* The "Need a drink" effect has been delineated into 4 variants; Level 0, Level 1, Level 2, and Level 3. In essence, the "Need a drink" effect progressively offers less and less Stress relief per Inebriation gained as your character's level of Alcohol addiction increases.
= May 14th 2020 =
'''Version 5.52 part 2''' - Bestiary update
Changes to [[Creatures]]:= August 24th 2022 =* Old creature bestiary was completely removed and replaced with an all-new collection of monsters - in total, '''128 creatures''', including the 20 playable speciesVersion 6.* Human, halfling and youkai occupations have also been revamped - a total of '''34 occupations''' are now listed into the game5.** New occupations: '''Janitor, Head janitor, 8 different flavors of non-faction criminals, Youkai activist squadleader, and 3 different ranks of Yatela gangsters'''The R&R Update
Changes to ==== [[CraftingBasic mechanics]]:====* New blueprint: '''Kama''' blueprint (Level 1)* New crafting ingredient item: '''Sickle blade'''Created and defined the concept of [[Downtime]].
Pending: The wiki will be edited to reflect the new changes as soon as possible.
= July 20th 2022 =
'''Version 6.5.2''' - Lockpicking minigame update
= May 7th 2020 === [[Skills]] ===='''Version 5* The [[Lockpicking#Picking electronic locks|electronic lockpicking]] minigame has been updated with an easier and more balanced variant.52 part 1''' - Bestiary update: Preparatory changes
Changes to [[ammunition]]:
* [[Small bolt]]: Base damage nerfed by 4% (46% -> 42%)
Changes to [[weapons]]:= April 20th 2022 =* [[Pistol crossbow]]: No longer has a damage multiplier (previously was x0'''Version 6.8)* [[Lambda magazine crossbow]]5.1''' - Simplification Update #10: Now has a 1.2x damage multiplierCompletely Baked Edition
New ==== Basic game mechanics ====* [[clothing and armorRecoil]]:* New human clothing and armor: '''Hooded robe, Sleeveless jumpsuit, Janitor outfit shirt, Janitor outfit pants, Security guard hat, Armored trench-coat'''.* New youkai outfits 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 all 5 body typesshot order): '''Bandit outfit, Farmer outfit, Janitor outfit, Maid outfit, Prison outfit, Scientist outfit, Security outfit, Technician outfit'''.
New ==== [[weaponsWeapon accessories]]:====* Class 5 LongEffect changes to the following accessories: [[Scythe]]* Class 5 ShortLaser sights: [[Hasami blade]]No longer cancel the point of aim shift (as that mechanic has been deleted), now gives '''IR -1'''.
Pending: The wiki will be edited to reflect the new changes as soon as possible.
= March 22nd 2022 =
'''Version 6.5''' - Further Balance Updates
= April 10th 2020 === Basic game mechanics ====Changes to the following core game mechanics:* Major change to the [[limb groups]] system: hits to the LIMB group now cause '''Version 50.515x''' - Changes damage (same as hits to game mechanics, simplification the EXTREMITIES) instead of damage modelsthe previous 0.4x.
Changes to core gameplay mechanics:* The '''C2''' ==== [[Armor ClassAmmunition]] is entirely scrapped from ====Major rebalancing to the game, as it is considered unnecessary. The AC previously called C3 is now known as C2. All weapons and ammunition in the game no longer have a damage value for the scrapped AC. Most clothing and armor that was classified as C2 will be reclassified as C1.type cost multipliers:
Changes to [[ammunition]]* Tracer:'''1.1x''' (previously 1.5x)* [[Match: '''3.30-06 Springfield]]0x''' (previously 4.0x)* LSWC: Base damage buffed by '''0.8x''' (previously 0.85x)* JHP: '''1% .5x''' (166% -> 167%previously 3.0x) so that the new C2 damage value * JSP: '''1.2x''' (old C3previously 2.0x) becomes 150% * LSWCHP: '''2.0x''' (previously 149%2.5x)* HPX: '''2.5x''' (previously 4.0x)* [[9x25mm Dillon]]AP: Base damage buffed by '''1% .5x''' (54% -> 55%previously 3.0x), so that the new C2 damage value * SAP: '''1.2x''' (old C3previously 2.0x) becomes 50% * APX: '''2.5x''' (previously 49%5.0x)* API: '''2.5x''' (previously 4.0x)* SF: '''1.2x''' (previously 1.5x)* UHS: '''1.2x''' (previously 2.5x)
Notes:==== [[Character creation]] and [[Character customization]] ====* Creatures have not been modified yet[[Human]] characters now receive '''4 starting trait points''' instead of the normal 3, as to compensate for the bestiary update is still in progresslack of racial benefits.
==== [[Convenience store|Convenience stores]] ====
* Convenience stores now sell [[M67]] frag grenades, [[M18 smoke grenade|M18]] smoke grenades and [[M84]] flashbang grenades (1d8 per store)
= March 17th 2020 === [[Crafting]] ====* Changes to [[Toolkits]]:** Gun Cleaning Kits (GCK), Gun Repair Kits (GRK), Melee Repair Kits (MRK), Explosives Toolkit (XTK): Maximum uses per kit buffed to '''Version 510 uses''' instead of 3.5Price per unit is unchanged.** Gun Cleaning Kits: Now repairs ''' - Game mechanics changes, new ammo types200 Condition''' per use (previously 100).** Gun Repair Kits and Melee Repair Kits: Now repairs '''400 Condition''' per use (previously 250).
Changes to ==== [[RecoilTraits]]====New traits (<span style="color:#00CC00">'''Green: Positive'''</span> ; <span style="color:#CC0000">'''Red: Negative'''</span>):* 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 <span style="color:#CC0000">'''Bad eyesight'''</span> (+2): Your character has a natural vision impairment that needs to cannot be spent counting and checking shotscorrected with eyeglasses. You suffer from a permanent FT+1 effect.* The new Recoil system works as follows<span style="color: Every Recoil level has a limit of shots #00CC00">'''Druggist'''</span> (the Accuracy Drop Threshold, or ADT-2) that can be fired : Ability to [[Identification|identify]] [[meds]] on sight* <span style="color:#00CC00">'''Fast learner'''</span> (- if a 1): Your character shoots over ADT, accuracy and aim wandering effects are applied to earns Training Points at a faster rate.** When training at the entirety of [[shooting range]] or the shot string[[dojo]], and not just you divide the shots that go over ADT. A second level with even more severe penalties is applied if the amount number of shots fired is equal successes by '''4 instead of 5''' to more than double the limitobtain your Training Points (effectively corresponds to ~25% faster learning).** As beforeYou earn [[training machine]] XP at a faster rate. When using a Dojo's training machines, going over ADT will result in aim wandering (which sends shots to &bodyaim you gain '''8d25 XP''' per use instead of the desired point of aimnormal 4d25.** Not compatible with Slow Learner* <span style="color:#CC0000">'''Frigid'''</span> (+2), however instead of being applied only starting from : Your character '''heals no [[Stress]]''' in the shot that went over the limitfollowing situations: [[Strip club]]: Pole-dancing shows, aim wandering applies to ALL shots if private dances, special services ; [[Sanctum]]: Stress-relief chamber ; [[Cubus]]: Sex services ; Reading [[book|erotic books]] ; Any sexual or intimate situation (at the total amount of shots fired goes over the limit. GM's discretion)** Not compatible with Horny* <span style="color:#00CC00">'''Jeweler's Eye'''</span> (-2): Ability to [[Weapon accessoriesIdentification|identify]] [[gemstones]] on sight (although not appraise them)* <span style="color:#Laser sights00CC00">'''Mycologist'''</span> (-2): Ability to [[Identification|Laser sightsidentify]] still cancel out [[mushrooms]] on sight** If your character is a [[hakutaku]], you have this aim wandering effecttrait 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.* Accuracy windows and effects * When training at the [[shooting range]] or the [[dojo]], you divide the number of going over ADT once and twice will also be updatedsuccesses 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 [[Combat mode]] and [[Weapons]]; specifically, '''[[Weapons#Firearm failure types|critical failure]]''' effectsexisting character traits:* Like with Recoil changes above, critical failure effects no longer rely on knowing exact shot order, but only the total shot count, and in particular the critical failure count.** '''Failures to eject (stovepipes)Galaxy Brain''': For every stovepipe that occurs, the two highest scoring shots (excluding critical failures) are cancelled. If 3 stovepipes occur in a single string of fire, the 6 highest scoring shots are never fired. This has the potential of cancelling critical hitsbeen removed.** '''Failures to fire (misfires)Phobia''': No changesAdditional effect.** '''Failures to feed''': *** If '''2 you were in combat against a creature or lessa category for while you have a phobia, you receive ''' occurred during the same string of fire: Same as stovepipes.*** If quadruple Stress'''3 or more''' occurred during at the same string end 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 changescombat.
New ==== [[ammunition typesEffects]] for pistol and rifle calibers====The following Effects have been modified:* '''Tracer (T)Combat Stress''': FMJ bullets with an illuminating compound at the base of the bullet, which lights up and displays bright, colored light when fired. Tracer ammunition Base effect is used to visibly see the flight path of a bullet'''doubled''', and is useful for controlling long strings meaning that each turn of fire, particularly full auto, as it allows a shooter combat now causes +0.2% to physically see where the bullets are going+0.** Effects: Increases ADT 8% [[Stress]] per turn multiplied by a certain amount the number of shots, which scales with Recoil levelstarting enemies. 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)Travel Fatigue''': Also known as metal-piercing bullets, they offer The base roll is a lower cost alternative to full AP or APX'''2d4''' instead of the previous 1d8, but are less effective at defeating armored targetsmeaning that each room traveled adds +0.** Effects: 2% to +0.8x damage against unarmored ACs, 1.3x damage against armored ACs.* Retail ammunition using these new projectiles is now also available:** 8% [[.22 Long RifleFatigue]]: 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** [[with a bell curve effect biased towards the median of 5(+0.45x39mm]]: Standard T, Standard SAP, Milsurp T, Milsurp SAP** [[5%).56x45mm NATO]]: Standard T, Standard SAP, Milsurp T, Milsurp SAP** [[5.7x28mm]]: Standard T, Milsurp T** [[5.8x42mm]]: Standard T, Standard SAP, Milsurp T, Milsurp SAP** [[7.62x25mm Tokarev]]: Standard T, Standard SAP, Milsurp T, Milsurp SAP, Milsurp Cold T, Milsurp Cold SAP, Milsurp Hot T, Milsurp Hot SAP** [[7.62x39mm]]: Standard T, Standard SAP, Reduced Velocity SAP, Milsurp T, Milsurp SAP** [[7.62x54mm R]]: Standard T, Standard SAP, Milsurp T, Milsurp SAP** [[7.62x51mm NATO]]: Standard T, Milsurp T** [[7.92x33mm Kurz]]: Standard T, Milsurp T** [[7.92x57mm Mauser]]: Standard T, Milsurp T** [[9x18mm Makarov]]: Standard T, Standard SAP, High Impulse T, High Impulse SAP, Milsurp T, Milsurp SAP, Milsurp Hot T, Milsurp Hot SAP** [[9x19mm Parabellum]]: Standard T, Standard SAP, Personal Defense T, Personal Defense SAP, Pocket Dragon T, Pocket Dragon SAP, Milsurp T, Milsurp SAP, Milsurp Hot T, Milsurp Hot SAP** [[10x25mm Auto]]: Standard SAP
= January 12th 2020 March 5th 2022 ='''Version 56.494''' - Simplification update #8The Love Hotel Grabbag of Optimizations Update
Changes to ==== [[AddictionsWeapons]]:====* Advancement of withdrawal levels is now tied Several melee weapons have had their damage values and Weight changed to [[Daily Reset]]improve balance.List of changes by melee weapon category
Changes to [[Inebriation]]:Axes* Inebriation no longer naturally decays at a rate of 0.1 per turn.* New [[EffectFire axe]]: '''For every +0.1 Inebriation gained, [[Stress]] is decreased by Increased base damage to 72% -0.72/65 54/43/32/14/4%; effectively turning alcohol into a reliable Stress relief method.* Inebriation decay now depends on the passage of time (and not specifically Daily Reset either), based on the amount of day periods that have passed since the last drink.* Effects of [[Inebriation]] have been modified and simplified.
Changes to Crude weapons* [[VenomMeat fork]]:* Rebuilt the effects of Venom poisoning (modified the thresholds and simplified the effects)Increased base damage to 30% - 30/27 21/17/12/6/1
= January 6th 2020 =Knives'''Version 5.* [[Dagger]]: Increased base damage to 53% - 53/48''' 40/32/24/11/3* [[Karambit]]: Decreased base damage to 28% - Simplification update #728/25 20/15/11/6/1
Changes to One-handed clubs* [[StressHeavy spiked gada]]:Increased LDV to +3* Stress thresholds for Low and Moderate have been adjusted (respectively 0.0% : 19.9% and 20.0% : 49.9%)* Stress is no longer gained from taking damage ([[PainFlanged mace]], : Increased LDV to +3* [[Limb DamagePipe wrench]]: Increased weight to 9...) or from sustained injuries.Increased base damage to 70% - 70/67 56/46/35/18/5* [[Effect#Stress|Stress gained from combat (now clarified as an effect called Combat Stress)Wrench]] is now calculated differently; the total amount is now equal : Decreased weight to '''(Td4)x02.1xE''', where T is the total amount of turns spent in combat, and E is the amount of enemies at the start of a fight.** Effectively, this means gaining between 0.1Decreased base damage to 33% and 0.4% Stress per turn spent, multiplied by the amount of starting enemies.- 33/30 25/20/15/7/2* Stress gained from combat is now given at the end of combat, instead of gradually turn by turn.* The Stress Tolerance [[effectHammer]] is scrapped: Increased weight to 3.
Related changes:* '''Books''' now heal a flat amount of Stress, One-2.0% per reading. Books provide their Stress reducing effect only once per ingame day; an already read book must be marked with a tag.handed swords** Suggested tag[[Butterfly sword]]: ''"Read recently Decreased base damage to 45% - provides no effects until next Daily Reset"''* Showers no longer provide negative effects, and the command is now always rolled when using a shower, regardless of the location. Each use will now spend 30 ingame minutes and has a chance to provide a positive effect (reduces Stress, Fatigue, or Pain) each time.* Computers now decrease Stress by (4d10)x0.1 at the cost of spending 2 ingame hours.* Radios now decrease Stress by (2d10)x0.1 at the cost of spending 45/41 32/25/18/9/1 ingame hour.
= December 8th 2019 =Two-handed club'''Version 5.47''' * [[Iron bat]]: Increased base damage to 50% - Simplification update #650/48 40/33/25/13/4
Whip/Lash* The [[CoverKusari-fundo]] system has received multiple modifications aimed at simplifying their purpose and function:Increased LDV to +3. Increased base damage to 55% - 55/52 44/36/28/14/4** Cover no longer have pass-through thresholds or corresponding Pain modifiers (like [[trauma platesStraight whip]]).** Deleted the "full protection" trait (which protected against bouncing explosives : Decreased base damage to 45% - 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)45/43 36/29/23/11/3* [[ExplosivesBullwhip]]:** Simplified the damage calculation method for pressure mines: full limb damage Increased LDV to legs/feet, 0+2.25x limb Increased base damage to everything else. (Previously, it also dealt 0.5x damage to torso49% - 49/hips)** Simplified injury calculation from explosive weapons. It is now dependent on base explosive damage; specifically, equal to '''BED 47 39/32/25/12/ 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 bombLight bullwhip]] and Chlorine gas clouds:** Removed the 25% chance Increased LDV to lose eyes per turn spent in a chlorine gas cloud+1. It was replaced by an additional damage effect (2 limb Increased base damage to a random body part per turn spent in a cloud).37% - 37/33 28/22/17/7/2* [[Crafting itemsRiding crop]]** 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 Decreased weight to 5 times3. This kit allows users Decreased base damage 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.30% - 30/29/24/20/15/8/2* [[EffectsNine-tails]]** '''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 : Decreased weight to get [[Pain]] instead of [[Venom]] from drinking alcohol (1% Pain per 0.1 Inebriation). The Pain gained this way is '''fixed''' and ignores [[Pain Sensitivity]] entirely.** '''Decompensation''' and '''Self-deterioration''' were simplified, introducing a system of points gained at Daily Reset. If these points reach a particular threshold, instant death occurs.** Various effects were simplified or scrapped entirely2.
==== [[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.
= November 14th 2019 ==== New weight values ====='''Version 5Fruit* 0.25: Apricot, Grapes, Kumquat, Kiwifruit* 0.46''' - Simplification update #5: Apple, Pear, Orange, Pomegranate, Banana* 1: Watermelon wedge* 2: Pineapple* 3: Cantaloupe
* [[Weapons]]:Vegetable** In a manner similar to the [[MAC-10]] and [[MAC-11]], these weapons are now considered to be '''auto pistols''' if their stock is folded0.25: [[B+T MP9-N]]Carrot, [[CZ Sa vz. 26]]Beet, [[CZ Skorpion vz. 61]]Turnip, [[CZ Skorpion vz. 83]]Leek, [[IMI UZI]], [[KBP PP-2000]], [[Ruger MP9]], [[Steyr MPi 81]]Wasabi root** These weapons have changed categories entirely: [[Danuvia VD-01]] (Submachine gun -> Auto pistol), [[H&K MP5K]] (Submachine gun -> Auto pistol)** Artifact weapons; [[Bat out of Hell]], [[Doomslayer]]: No longer dependent on the Contestant story for acquisition0. Their effects and special abilities have also been modified - see each page for further details.* [[Statistics]]5:** [[Pain]]: No longer naturally regenerates at a rate of -2% per turn; in factTomato, 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)Potato* [[Meds]]1:** Cannabis no longer increases pain regeneration per turnArtichoke, but instead decreases Pain by a flat amount; -25%.Cucumber* 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.Cabbage
Meat
* 0.25: All types of game meat
= November 10th 2019 =Seafood'''Version 5* 0.45''' - Simplification update #425: OresMussels, Clam, Sardines* 0.5: Trout, Cod* 1: Sea bass, Sole, Grilled eel, Lobster* 2: Cuttlefish, Salmon, Carp, Tuna, metals and miningCrab
* [[Valuables]]: Dessert** Scandium and palladium ingots have been scrapped ** Introduction of new types of ingots0.25: ZincWaffle, Madeleine, IronCrepe, and TungstenScone** All ingots are now available in four sizes: 100g (0.2 Weight units), 250g (0.5 units), 500g (1 unit) and 1000g (2 units)** "Hardened steel" was renamed to just "Steel"** Value per kilogram of brass is now 240 P$ (previously 224 P$)** Value per kilogram of electrum is now 1400 P$ (previously 1340 P$)* [[Ores]] and [[mining]]:** All metal ores have been completely scrapped and rebuilt from the ground up. All types of metal ores now contain a percentage of ONE useful metal or "quick cash" elementYogurt, and are now based on more realistic types of minerals. ** The list of "Primary" mining elements (which can be exchanged for ingots) has been rewrittenBrownie, and now includes (from least to most valuable): ZincIce cream cone, LeadFruitcake slice, IronMillefeuille, CopperDonut, TungstenMuffin, SilverCookies (6), Gold, Platinum.Large cookie** The list of "Secondary" mining elements (which can be exchanged for cash) has been rewritten1: Black forest cake slice, and now includes Cream pie slice, Cookies (from least to most valuable18): Coal, Sulfur, Nickel, Mercury, Magnesium, Tin, Cobalt, Aluminium, Molybdenum, Titanium, and Chromium.** There isn't a tertiary "garbage" category of ore materials anymore.** Object line nomenclature for all metal and gemstone ores has been redone for clarity.* Other changes:** Dimensions of [[Parallar|brass and electrum]] coins were modified slightly to account for the changes.
= September 24th 2019 =Snacks'''Version 5* 0.44''' 25: Chocolate bar, Caramel, Bread slice, Cheddar slice, Fortune cookie, Energy bar, Granola bar, Whole wheat biscuits, Candy (mint), Candy (strawberry), Fruit bar, Milk and cereal bar, Peanut caramel bar* 0.5: Candied fruit can, Peanut chocolates (27), Salt crackers (10), Breadsticks (10), Breakfast biscuits* 1: Peanut chocolates (168), Salt crackers (20), Breadsticks (20), Pretzels, Popcorn (plain), Popcorn (caramel), Honey- Various changes in various domainsroasted nuts
Fast-food* '''Buff to the [[gohei]] and [[shaku]]'''0.5: Each weapon now gains a Charge point when killing a creature it is designed to deal double damage toFries, and for every Charge point it holdsFried potatoes, the weapon deals an additional LDV+1. If at least 1 Charge point is in the weapon, the user can use a special attack Nuggets ("Terminating Seal" for the gohei6), "Cleansing Fire" for the shaku) which will allow the weapon to temporarily deal quadruple Pizza (4x1 slice) damage instead of just double against the species it is designed to hurt, for one turn only. On the following turnSandwich, the weapon loses all of its Charge points.Cup noodles* Introducing a new type of key item1: Cheeseburger, the '''skeleton key'''; 10 different types existDouble cheeseburger, 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 Nuggets (e.g. a Type 2 skeleton key will open any lock from 2000 to 299920).** 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 (respectivelyHamburger, Lv2 Hot- Basicdog, and Lv3 Chili- Skilled).* Introducing a new type of toolkitdog, the '''hacking tool''', which is essentially an electronic lockpick. Hacking tools are disposable devices with electronic spoofing software; they can be used up to 10 times, then brick themselves.** It replaces the HXCorn-1337 series of hacking augmentationsdog, which have been scrapped from the game.** Modifications to the hacking miniHot-games were made to accomodate for the new hacking tool.gon** The '''&loginwords''' command was renamed to '''&words''', and its dictionary of words was increased from 810 to 8738 words.* '''Kasha buffs''': Kasha base stats have been improved (Base limb health: 43 -> 60, Max Blood 12 -> 17, Pain sensitivity 163% -> 117%), and their old "Savage" ability was removed, and replaced with two new abilities, '''Natural Hunter''' and '''Savage Mode'''2:Potato chips** '''Natural Hunter'''3: As a passive ability, kasha claws are tough enough to allow for Butchering without the need for a suitable tool. All Kasha also start with Lv2 - Basic in Hunting.** '''Savage Mode''': Kasha can, at will, give themselves +10.0% Stress in exchange for +40% Strength and -40% Pain Sensitivity for 20 turns. If Savage Mode is already active, Kasha can activate the ability again to extend the remaining duration by another 20 turns.* '''Nerfing [[Ammunition#Pistol and rifle caliber projectiles|UHS ammunition]]''': It now deals 1.3x damage Pizza (Pain and LD8 slices) 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 87%.* '''Changes to healing''': First Aid Kits and Field Surgery Kits now instantly heal HP instead of HP over time (Light: +7 HP; Strong: +12 HP). The bonuses introduced by the Healing skill now give additional HP 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.
Beverages
* 0.5: Orange juice, Tea (black), Tea (green), Lemonade, Cola, Coffee (black), Apple juice, Grape juice, Energy drink, Coffee (cappucino), Hot cocoa
* 1: Mineral water, Milk, Beer (blonde), Beer (brown), Beer (stout), Craftable powdered drinks (all of them)
* 2: Champagne, Red wine, Vodka, Mead, Absinthe, Sake, Whiskey, Brandy, Cider
= September 6th 2019 (2) ==== Changes to rations ====='''Version 5.43 (part 3) - The SteveMRE Konbini update part 3/3: Convenience stores'''contents of specific rations have been changed.
== Convenience stores ==* Convenience stores are a new shop type which replaces the previously existing takeout stands.* Convenience stores are a type Ration B1: Added 1 extra pack of individual shop, sharing the same layout as other types whole wheat biscuits and 1 can of individual shops.spam* The purpose Ration B2: Removed 1 packet of convenience stores is to sell a fixed inventory of items considered to be basic necessities. Unlike most other shops in the Mazes, the majority of their inventory is not random.powdered coffee* Items sold at convenience stores are divided in four aislesRation L1: Food aisle, Ammo aisle, First Aid aisle, Removed 5 cigarettes and Misc aisle.5 safety matches* Each convenience store belongs to one Ration L2: Added 1 can of five chains; '''24-Sevenpasta with tomato sauce* Ration S1: All item quantities doubled, Fusco's Bodega, Angelstop, Circle H''' added 2 milk 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.cereal bars
===== Other food related changes =====
= September 6th 2019 (1) ='''Version 5.43 (part 2) - The SteveMRE Konbini update part 2/* [[LBE]]: All LBE with a Food holster: the effect is replaced to "max weight: 3" instead of "max items: New and improved rations, new 2"* [[Style shop]]: Custom food items'''holsters are now weight-based instead of item count-based, as above.
This is the second part out of a series of three updates.==== [[Meds]] ====First Aid Kits (FAKs) and Field Surgery Kits (FSKs) receive simplifications to make them easier to use and manage:
== New food items ==* 11 new FAKs and improved rations have been introduced, replacing the previous 3 completely.* New category FSKs no longer serve as mini containers capable of food itemcarrying extra meds (IBs, '''powdered drinks'''. Powdered drinks are inedible on their ownparacetamol, but can be combined with a bottle of water to create a drinkHAP, epinephrine, etc.)** 8 powdered drink packetsInstead, FAKs and 8 corresponding craftingFSKs are now multiple-only beverages introduceduse.FAKs have 3 uses before depletion, FSKs have 5 uses (1d3 and 1d5 on randomly found ones)* 20 new types of regular food items introducedNo changes to pricing or limb healing effects, many all 3 uses of which an FAK can be found in the new rationstherefore heal up to 21 HP, and all 5 uses of an FSK, 60 HP.
All of the ==== [[Hotel|Hotels]] ====A new items have hotel classification has been added : Love Hotels.* Falls outside of the luxury level (star system) by offering a unique service, represented by a heart symbol (♡)* Love hotel rooms possess a single king-size bed intended mainly for couples, similar to ★★★★ hotels.* Love hotels only allow you to book a room if you have at least one partner, and booking only lasts 4 hours, not 24. The intention is to provide couples (or groups) with the '''privacy needed for intimacy.* In exchange, the stay is cheap - just [[FoodFile:Parallar symbol.png|10px]]''' page50''' to get in.
== Other changes ==Several towns received new hotels:* New crafting item, the 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''Minis** Murberry - ★ Layd Backe** Wayward - ★★ Thornton Hostel* Syndicate towns** Baden Town - ★★ The Run-Inn** Viris Area - ♡ Lovelight* Youkai towns** Aosaidan - ★★ Kaneda (金田)** Masatomo -bag ★★★ Lodge of 5 safety matches'''the Fork** Kazama - ★★ Amane Hotel (天音 HOTEL, which is found in many rations, but can also be found for sale at Workshops for [[File:Parallar symbollit.png|10px]]'''0.10''' apiece"Divine Sound Hotel")** Kijirou - ★★★ Dou to Gin (銅と銀, lit."Copper and Silver")
A few existing hotels changed classification:
* Ellen Sector - Warm Case Hotel - Was ★★, becomes ♡
* Abakash - Brim Inn - Was ★★, becomes ♡
* Garica Block - Marion's Inn - Was ★★, becomes ♡
= September 5th 2019 === [[Creatures]] and [[Occupations]] ===='''Version 5.43 (part 1) - The SteveMRE Konbini update part 1/3: Changes following creatures and occupations received changes to consumables'''their loadouts and skills:
This is the first part out of a series of three updates* [[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
The effects of many consumables ==== Other changes ====* [[M1 Garand]]: Missing Customs combinations have been modifiedadded* [[Hospital]]: Cost of healing limb damage dropped from [[File:Parallar symbol.png|10px]]'''25''' to [[File:Parallar symbol.png|10px]]'''15'''.
== General changes to all consumables ==
* All consumables that previously listed a percentage chance to get an effect, now always give the listed effect. The percentage chance effects have been scrapped.
== Changes to Effects =February 10th 2022 =* '''Nausea''' is now a permanent effect that gives the afflicted creature an '''IR +1''' effect and a nauseous sensationVersion 6. This effect can, however, be eliminated by attempting to throw up3. Even if the attempt fails, Nausea will always be eliminated this way.** All references to Nausea having a turn duration have also been eliminated.* 13'''Suppressed hunger''' has been completely rewritten- The 1000-Weapon Update, Part 13: Submachine guns and now works as follows: If Hungry, Famished or Starving, this effect will treat the creature's Nutrition level as being OK (temporarily canceling any negative effects from low nutrition).Two-handed swords
== Changes 15 new weapons added to food ==* Can of cola drink: No longer provides Agility +the game (14 firearms, 1 and Alertness increase - still affects Fatigue and Stress* Can of lemonade: No longer provides any effects besides nutrition and hydration* Can of energy drink: No longer provides Strength +10%melee weapon), but bringing the effect is lengthened from 15 total to 20 turnsthe covered '''1, and now also reduces Fatigue by 5.0% and increases Stress by 0.5%.* Cup of tea, green: Effect now increases alertness instead of Agility, effect now lasts 10 turns* Cup of tea, black: Effect now increases alertness instead of Agility, effect now lasts 10 turns* All game meat boosting Strength or Alertness: All effects now last 20 turns instead of 2 or 3 turns.* Hot-gon (exclusive to Diamond Hot-Dogs): Effect now lasts 20 turns000'''!
== Changes to meds == New weapons ====
Many medical items have had their effects completely rewritten. These are the new effects for the following items* Firearms:** [[Class 2 weapons]]:*** [[Angstadt Arms UDP9 PDW]]*** [[Beretta PM12S]]*** [[Blyskawica]]*** [[Changfeng CS/LS06]]*** [[Enfield RSAF Sten Mk II]]*** [[Franchi LF-57]]*** [[IMI Mini UZI]]*** [[IZHMASH PP-19 Bizon-2-01]]*** [[IZHMASH PP-19 Bizon-2-02]]*** [[IZHMASH PP-19-01 Vityaz]]*** [[Lysaght Works Owen Mark I]]*** [[Mendoza Bulldog]]*** [[Norinco QCW-05]]*** [[TAO Jatimatic]]* Melee weapons:** [[Class 5 Long weapons]]:*** [[Sickle-sword]]
==== Other changes ====* Cannabis joint[[Style shop]]: Agility -1, Pain Regeneration Rate +2% /turn for 20 turns, Stress -1.0%Now offers a custom LBE service* Cigarette[[Maze Customs]]: Agility +1, FT AR-15s equipped with both a flat-1 for 10 turnstop receiver and quad-rails get a NATO mount instead of a NATO-S mount (the top rail acts as an extension)* Nitrous oxideUpdated the [[List of silencers|silencer]] roster for compatibility with the new calibers: Pain Sensitivity -50%, Euphoria Rush for 10 turns* Amphetamines: Agility +2* Pistol, Alertness increasestandard, FT -1 for 20 turns, Stress +3.0%* Pentobarbital32: Instant death in 20 turnsNow compatible with [[.327 Federal Magnum]]* Steroids (anabolic): Strength +40% for 20 turns* FG-7142Pistol, standard, .45: Suppressed hunger for 40 turns, Stress +8Now compatible with [[.0%41 Magnum]]* Desoxyn (meth pill): Alertness increase* Rifle, Forced wakefulness for 20 turnsstandard, Fatigue -305.0%, Stress +108mm: Now compatible with [[5.0%8x21mm]]* Oxycodone: FT+1 for 10 turns, Pain -50%* Epinephrine: Agility +3Rifle, Fatigue -10.0%standard, Stress +8.0%260 / 6.7mm: Now compatible with [[6x45mm]]* Heroin: Pain sensitivity -100%* Rifle, FT+2 for standard, .30 turns, Pain -90%/ 7.62mm: Now compatible with [[7x57mm Mauser]]* LorazepamUpdated the [[List of muzzle brakes|muzzle brake]] roster for compatibility with the new calibers: Forced sleep for 30 turns* Morphine: Pain sensitivity -75%* Pistol, Agility -2 for 30 turnsstandard, Pain -70%.45: Now compatible with [[.41 Magnum]]* Cocaine: Pain sensitivity -100%* Rifle, Alertness increasestandard, Hallucinations for 20 turns* PCP.260 / 6.7mm: Pain sensitivity -50%, Alertness increase for 20 turnsNow compatible with [[6x45mm]]* Codeine: Nausea, Pain -40%* Concentrated caffeine: Alertness increaseRifle, Agility +1 for 10 turnsstandard, Fatigue -12.0%, Stress +130 / 7.2%* Diazepam62mm: Alertness increase, FT-2 for 20 turns* Ecstasy: Intense relaxation, Euphoria Rush for 40 turnsNow compatible with [[7x57mm Mauser]]
== Changes to mushrooms ==
Many mushrooms have had their effects completely rewritten= February 9th 2022 ='''Version 6. These are the new effects for the following items3.12''' - The 1000-Weapon Update, Part 12:Conventional rifles and Handgear
* Oni's Bane mushroom: Anti-oni syndrome for 10 turns* Golden cap37 new weapons and 1 new caliber added to the game (30 firearms, Liberty cap: Hallucinations for 10 turns* Infirmitas: Strength -20% for 10 turns7 melee weapons, Nausea* Turbatio: FT+including 1 for 10 turns* Oni Terror: Anti-Oni Syndrome for 30 turnsintegrated bayonet), Nausea* Fatigatio: Fatigue +30bringing the total to 985.0%* 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
==== New caliber ====
* [[7.92x107mm]]
= July 21st 2019 ='''Version 5.42''' - Detective update== New weapons ====
An accompanying Tsuchinoko update * 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]] (version 138) will be released on integrated to the same day.[[Type 44 Arisaka]])
== Changes to == Other changes ====* New ability: [[CreaturesSteady aiming]] ==* The Maze Police faction has a new rank, Guard Detective. Ranks above Sergeant but below Chief, they are investigators in plain clothes, in charge of cases and issues. They come with their own set of equipment.** They now appear as a separate type of creature that can be rolled by the '''&enc''' and '''&enc-LEO''' commands.* All Maze Guard flavors have received an equipment update; trauma plates, Tasers, better load-bearing equipment.
= July 13th 2019 February 1st 2022 ='''Version 56.413.11''' - The 1000- Weapon accessory tweaks Update, Part 11: Precision rifles and simplificationsTwo-handed clubs
This update aims at trimming some more of 13 new weapons added to the fat with game mechanics(7 firearms, specifically mechanics related 6 melee weapons), bringing the total to weapon accessories948.
An accompanying Tsuchinoko update (version 137) will be released on the same day* Firearms:** [[Class 1 weapons]]:*** [[Accuracy International AW]]*** [[CZ TSR]]*** [[KBP VSK-94]]*** [[Norinco JS]]*** [[St.George Arms Leader 50 A1]]*** [[Winchester Model 70]]*** [[ZVI Falcon OP96]]** [[Class 5 Long weapons]]:*** [[Eku]]*** [[Flat bat]]*** [[Forging sledgehammer]]*** [[Spade]]*** [[Tamping bar]]*** [[Toothbat]]
== Changes to [[weapon accessories]] ==
* 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.
== Other general changes =January 23rd 2022 =* [[Cover]] mechanics simplified (effectively returned to a previous state); the Exposure system (exposed/hidden) is scrapped'''Version 6.3.10''' - The 1000-Weapon Update, cover now returns to protecting the full bodies of everyone that is behind cover.Part 10: Pistols and One-handed clubs
47 new weapons added to the game (32 firearms, 15 melee weapons), bringing the total to 935.
= May 18th 2019 ='''Version 5.4''' - Simplification update #3 : Stress and inaccurate hits== New weapons ====
This update aims at further simplifying certain game mechanics* Firearms:** [[Class 3 weapons]]:*** [[Beretta APX]]*** [[Beretta M9-22LR]]*** [[BSA Welrod Mk I]]*** [[Colt Model 1903]]*** [[DW Ortgies 7.65]]*** [[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 == Other changes ==* Stress: All stress levels from Moderate and up no longer cause incremental fatigue effects.* Inaccurate hits with ranged weapons no longer call for a 1d2-1 check to determine if the shot hits. From now on, all inaccurate hits are hits.* All inaccurate hits now deal 0.7x Pain and Limb Damage, including in melee (down from 0.8x)==
Changes to [[magazines]]:
* All Desert Eagle magazines now possess a "Deagle" tag for searching purposes
* Mauser C96 Red 9 stripper clip: Renamed to "Mauser C96 stripper clip", compatible with both [[Mauser C96 Broomhandle]] and [[Mauser C96 Red 9]] depending on loaded ammunition
= April 23rd 2019 =Changes to [[Maze Customs magazines]]:'''Version 5* Glock-SF .3''' 22 and Glock- Simplification update #2 LF .22 magazines: BloodCapacity increased from 10 rounds to 12* 1911SS 9mm and 1911DS 9mm magazines deleted (replaced with [[1911RO magazines]] and [[P-18 magazines]], respectively)
This update aims at simplifying some of the mechanics related to the Blood statistic.
=January 9th 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 9'''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 9: Buffs to protection ratings. ''-Resistant'' will prevent injuries on hits dealing up to 4 limb damage (previously, 2), Grenade launchers and ''-PROOF'' will prevent injuries on hits dealing up to 8 limb damage (previously, 4).Knives
12 new weapons added to the game (2 firearms, 10 melee weapons), bringing the total to 888.
= February 20th 2019 =* Firearms:'''Version ** [[Class 1 weapons]]:*** [[NAWS China Lake]]*** [[Springfield T148E1]]* Melee weapons:** [[Class 5.2''' Short weapons]]:*** [[Bou- Extra game modes updateshuriken]]*** [[Gerber Mark II]]*** [[Handmade knife]]*** [[Heavy throwing knife]]*** [[Kamisori]]*** [[Karambit]]*** [[Last Blood]] (artifact) *** [[Smatchet]]*** [[Stun knife]]*** [[Throwing knife]]
This update introduces two new methods of playing MazeWorld: '''Survival''' and '''Freeform''', and retroactively renames the 'main' mode into '''Contestant Story''' or just '''Story'''. These new game modes, so to speak, aim at providing more flavors for players and future GMs to enjoy.
== General changes =January 2nd 2022 =* The [https://docs'''Version 6.google3.com/forms/d/1fLN_YUoVStGt0ElBtVpyMg1bIvn1Eqxc3BuDJrdIkBk/ character sign8''' -up form] has been updated to account for the changes below.The 1000-Weapon Update, Part 8: Hand grenades and Axes
== Survival ==In this new mode, players adopt the role of a Survivor, whose only objective is to kill anyone that looks at them wrong, and survive as long as possible. Survival is mainly inspired from old-school MazeWorld, it is essentially an endless Uncivilized Area run, just as it once was.New weapons ====
When playing Survival, players have 11 new weapons added to the option to choose between two modes: '''Tier X''' (The game ends after completing X Challenges) or '''Endless''' (The game only ends with the Survivor's death6 firearms, or at player request5 melee weapons), bringing the total to 876.
The main differences introduced by Survival are as follows* Firearms:* 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).[[Class 4 weapons]]:* Date and time are not tracked.* No Faction Reputation and no Renown to worry about.* [[Model 9210]]* All skills are unlocked: Survivors start with Unskilled in all non** [[Model 9430 Tear-combat skills (unless skill levels were purchased at Startgame)ball]]* 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![[Model 9590 Sting-ball]]* If playing on Tier X, X corresponds to the amount of Challenges the player must complete in order to reach the end** [[No.77]]** 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.* [[Stinger]]** The author personally recommends first* [[Zarya-time players and GMs to try Survival Tier 4, for a 401-room adventure.3]]* Mercenaries function differentlyMelee weapons:** 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.[[Class 5 Long weapons]]:** Upon being hired, a mercenary will immediately join the Contestant with no waiting time.* [[Hookaroon]]** Merc deaths do not need to be reported.* [[Ice axe]]** All mercenaries show up with their gear. There are no gear costs - their equipment is essentially free.[[Class 5 Short weapons]]:** All special parameters are ignored.* [[Falx]]*** [[Gerber Downrange Tomahawk]]*** [[Tomahawk]]
The only objective in Survival is to survive. Each Survivor will be entered into a leaderboard for creatures killed and KV score obtained at the end of their run, as well as rooms visited in Survival Endless.==== Other changes ====
== Freeform play ==Changes to existing weapons:This is essentially the normal game, but without main story quests or sidequests and with certain shops, services and other conveniences immediately available. This mode aims at a more relaxed experience, without the pressure of the pre-made main story, as well as offering an opportunity * [[M84]]: Weight changed to design your own stories and plots. '''2''' (from 1)
The main differences introduced by Freeform are as follows:
* All skills are unlocked. Freeform characters start with Unskilled in all non-combat skills, as well as a MAIM account.
* The Freeform character starts with a MAIM account, with all generic and regular named mercenaries available (Special mercs are not available as they're tied to the story).
** Reputation and Renown requirements from certain mercenaries are disabled.
* Roazon is collapsed, exactly as it would after the Contestant completes Sidequest S3-2.
* All repeatable activities are available: Trading Missions, Mercenary Contracts, Mining, and Bounty Hunter
* Several shops and services that are normally only obtained as sidequest rewards are available from the start:
** The Power Armor Shop (Ferland Sector) is available and fully upgraded.
** The Advanced Handloading Services are available at the Ellen Sector factory.
** The Powder & Primer Shop is available at the Littleton factory.
* Renown and Reputation are disabled, to allow GMs more flexibility.
** It is recommended to replace any rewards in Renown/Rep with money, where applicable and where it would make sense. (e.g. Vigilante work)
= January 1st 2022 =
'''Version 6.3.7''' - The 1000-Weapon Update, Part 7: Underbarrel weapons and Crude weapons
= January 17th 2019 ='''Version 5.1''' - KISS Update 12 new weapons added to the game (Keep It Simple2 firearms, Stupid!10 melee weapons), bringing the total to 865.
This update aims at simplifying several game mechanics deemed too granular or generally not fun enough.* Firearms:** [[List of underbarrel shotguns|Underbarrel shotguns]]:*** [[Lockhart UBS-12]]*** [[Ten-X Tactical TX-12 STW]]* Melee weapons:** [[Class 5 Long weapons]]:*** [[Guitar]]*** [[Mop]]*** [[Signboard]]*** [[Skull staff]]*** [[Ted]]** [[Class 5 Short weapons]]:*** [[Crysknife]]*** [[Dart]]*** [[Ibuki Gourd]]*** [[Ice pick]]*** [[Worm tooth]]
== Simplified nutrition and hydration ==New [[crafting]] items:* Nutrition and hydration no longer decay at a rate of 1 per turn. Instead[[Blueprints]]: Skull blueprint, these stats are slashed by a set amount at a fixed rate and frequency, to symbolize meeting daily recommended needs; these are called the '''Nutrition Reset''' and '''Hydration Reset''', respectively.Fremen blueprint** Nutrition is reset every day at midnight. The reset will reduce the current Nutrition by an amount equivalent to (meat worth x 30). For a human, that amount is 2100 ntri. ** Hydration is reset every day at midnight. The reset will reduce the current Hydration by an amount equivalent to (meat worth x 10). For a human, that amount is 700 wtr.* Nutrition and hydration each have new value ranges and corresponding effects; they are generally simpler and more clear-cut effects.** Nutrition going too high will increase minimum Fatigue, and eventually reduce Agility.** Nutrition going too low will decrease Strength, and eventually disable the ability to heal Pain, Blood or Limb Damage (due to the body not having the "fuel" to do so).** Hydration going too low will decrease Strength, then Accuracy, then cause Hallucinations, until eventually causing death.[[Crafting items#Ingredient items|Ingredient items]]: Preserved skull
== Simplified fatigue ==
* Fatigue no longer gradually increases every turn (what was called "natural fatigue"). Effects that can increase Fatigue bit by bit every turn still do exist.
* The "Energized" tier is deleted.
* Reaching an amount of Fatigue equal to 2x Endurance will result in death.
* All effects of high fatigue now decrease Agility, and eventually decrease accuracy and cause Hallucinations.
=Prior versions = 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 = 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 ==* The Reliability[[Changelog/Max Cleanliness stat is scrapped2021]]: All 2021 updates.* Durability is renamed Max Condition, and all firearms' Max Condition values have been rewritten.* Critical failures have been completely revamped and simplified. Condition is now meant to be lost on a critical failure, and for each 2 rolled, the new command '''@critfail''' must be used.** @critfail contains 80 possible effects, half of which are simple condition loss effects (ranging from 100 to 2000). The other half are condition loss effects (ranging from 50 to 1000) with a weapon failure (failure to fire, eject, etc.) effect on top. If the relevant weapon is a melee weapon or does not have a corresponding weapon failure type, the condition loss effect is doubled instead. Changes to handloading:* Load level (hotness) of ammunition affects the severity of the Condition loss on a critical failure. -P[[Changelog/Cold2020]]: Condition loss x0.5. +P/Hot: Condition loss x2. +P+/Super: Condition loss x4All 2020 updates.* 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:* Since Cleanliness no longer exists, silencers no longer apply a malus on the equipped firearm. Changes to crafting:* Gun Cleaning Kits: They are now used to restore a firearm's Condition, as long as it's 60% or higher. Gun Repair Kits can still be used at any Condition percentage. Changes to Maze Customs:* Improved barrels now have different effects.** 4150CS barrel: Max Condition x1.25.** 4150CS + Titanium Nitride (TiN) coating: Max Condition x1.5** 4150CS + Titanium Carbonitride (TiCN) coating: Max Condition x2** 4150CS + NP3 coating: Max Condition x1.25, Condition loss on critical failure x0.5** Rechambering a firearm with an improved barrel no longer causes the improved barrel to be replaced by a normal one (forcing the user to re-purchase the barrel improvements again). Making engineers slightly less evil!...** Maze Customs now also offers the possibility to return to a non-improved, stock barrel, for 100 P$. == Extras ==* New command: '''@asktsuchi'''. Ask a yes[[Changelog/no question and use that command. Results may vary.  = November 27th 2018 ='''Version 5 update''' - The Finished State update == Quests ==* '''Story Arc #32019]]: The Human-Youkai War''' released! Features 33 quests, 1 sidequest, and 1 emergency quest.* '''Endgame content''' now available! The Contestant story may now come to an end as soon as all four Amulets are gathered == Content ==Abilities:* Several special abilities were renamed to '''techniques''', due to their similarity with martial arts techniques. Techniques are actions that can be performed instead of a regular combat action, and which, if the prerequisites are met, may allow their users to perform special moves that wouldn't otherwise be possible.* Introduction of several new combat techniques:** Techniques that are learned upon reaching '''Expert skill level''' with a corresponding combat skill:*** Firearm techniques: Failure Drill (DA revolver, Semi-auto pistol/rifle/shotgun), Fanning (SA revolver), Mad Minute (Bolt-action), Recoil Control Stance (Automatic pistol/rifle/shotgun), Rifleman Trick (Lever-action), Zero's Trick (Pump-action)*** Melee techniques: Any-Bash (One- and Two-handed clubs), Any-throw (Thrown weapons), Backlash (Whip/Lash weapons), Desperate Smash (Crude weapons), Double Cleave (Axes, One- and Two-handed swords), Stabbing Rush (Knives)** Techniques that can be '''purchased''': Lightning Reload (available for 3000 P$ at any shooting range) Maze Customs:* 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 32019 updates.* Difficulty modes are no longer tied to RePoints. The starting amount of lives (HardOlder updates: 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).  = Prior versions =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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