Changes

Changelog

13,261 bytes removed, 10 April
This page lists any significant updates made to the game from Version 5 onwards. Smaller changes and fixes which aren't enough to constitute an update, particularly if they are meant to fix or modify errors, typos, or inconsistencies with [[object lines]], will usually be listed in the [[Tsuchinoko (bot)|Tsuchinoko]] updates instead.
 
= Upcoming =
'''Version 6.39.74''' - The 1000-Weapon Update, Part 7: Underbarrel weapons and Crude weaponsUnnamed update
WIPIn progress...
= April 10th 2024 =
'''Version 6.9.3.2''' - Helmet hotfix
= December 28th 2021 ='''Version 6* [[Effects]]: Removal of the Ballistic protective trait, now considered obsolete.3Due to it being a carryover from eras of the game where headshot Pain multipliers used to be much higher than the current 1.6''' - The 1000-Weapon Update5x (3x or higher), Part 6: Shotguns the effect remained unchanged and Whip/Lash weaponsaccidentally overbuffed the protective capabilities of helmets with the trait.* [[Clothing and armor]]: All clothes that had the Ballistic protective trait lose it.
29 new weapons added to the game (23 firearms, 6 melee weapons), bringing the total to 853.
=March 24th 2024 === New weapons ===='''Version 6.9.3.1''' - Say My Name update
* Firearms:** [[Class 1 weapons]]:*** [[Adler Arms A410S]]*** [[Beretta M3P]]*** [[Benelli M2 Compact 20]]*** [[Black Aces Tactical Pro L]]*** [[Hatsan Escort BTS410]]*** [[High Standard Model 10B]]*** [[Ithaca 37 Defense]]*** [[Kessler Arms Model 50 Levermatic]]*** [[Marlin Model 55 Goose Gun]]*** [[Remington 870 Wingmaster]]*** [[Savage Arms Stevens Model 320 FG Compact]]*** [[Smith New Tsuchinoko command, '''& Wesson AS-2]]callsign'''. Generates one of about 200 different names (including variations).*** Callsigns are intended to give, well, callsigns, but also nicknames, war names, and other aliases. Primarily intended for [[TRI Silver Eagle Ranger XT3mercenary|mercenaries]]but easily adaptable to anyone else; Maze Military personnel, raiders, adventurers, and so on.*** [[TriStar Raptor Field]]*** [[TriStar Tac 12]]*** [[TriStar Viper G2]]** [[Class 2 weapons]]:*** [[Charles Daly Honcho]]*** [[Mossberg 590 Shockwave 20]]*** [[Remington 870 TacThe command is designed to be expanded over time in even smaller, Tsuchi-14 20]]*** [[Truvelo Armory NeoStead 2000]]*** [[UTAS UTS-15]]** [[Class 3 weapons]]:*** [[Detonics Gladiator G1]]*** [[Ithaca A&B]]* Melee weapons:** [[Class 5 Long weapons]]:*** [[Straight whip]]*** [[Whip-sword]]** [[Class 5 Short weapons]]:*** [[Heavy nunchaku]]*** [[Kusari-fundo]]*** [[Leather belt]]*** [[Nunchaku]]only updates.
==== Other changes ====
Changes to existing weapons:= March 18th 2024 =* [[Sterling L2A3]] and [[Sterling Mark 7]]: Can now correctly accept [[Sten magazines]] alongside their own Sterling mags'''Version 6.9.3''' - The MazeOS Update
The [[Limb damage value]] * Added a fourth type of all explosive weapons has been flattened; they are no longer dice rolls but flat numbers. The full list of changes is as follows:* Grenade launcher ammo** items requiring [[40mm NATO grenadeidentification]], M381 HE: +4d6 -> +14** [[40mm NATO grenade]]'''Data storage devices.''' Includes floppy disks, Hellhound: +4d6 -> +14** [[40mm Caseless grenade]]zip disks, VOG-25: +3d6 -> +10** [[40mm Caseless grenade]]compact discs (CD), VOG-25P: +3d6 -> +10and hard drive disks (HDD). Camera memory cards also become a type of data storage device.** [[43mm grenade]]When finding data storage devices in the UA, VGM-93they may contain useful or valuable data.100 HE-I: +10d6 -> +30* Rocket launcher ammo** Bring data storage devices to a [[Bur rocket]]: +10d6 -> +35** [[M74 rocket]]: +12d6 -> +42** [[RPG-7 rocketlibrary]]computer to identify them, PG-7V HEAT: +30d6 -> +105** or use a [[RPG-7 rocketCrafting items#Laptop|laptop]], OG-7V HE/Frag: +8d6 -> +28to identify them on the field. Laptops are considered a new type of toolkit and are rechargeable with HITB batteries.** [[RPGLaptops can also double as higher-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]] capacity (disposable rocket launchersand rechargeable):hacking toolkits.** Blank versions of data storage devices are available for sale in workshops (as [[Armblast-APcrafting items]]: +8d6 -> +28). 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 [[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]] Tsuchinoko (grenades, mines, planted explosivesbot)** [[AN/M14|Tsuchinoko]]commands added to support this update: +4d10 '''&data &data-> +20** [[C4 charge, mini]]: +9d6 floppy &data-> +32** [[C4 charge, small]]: +12d6 zip &data-> +42** [[C4 charge, large]]: +15d6 memcard &data-> +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 cd &data-> +140hdd'''
= November 23rd 2021 February 9th 2024 ='''Version 6.39.52''' - The 1000-Weapon Update, Part 5: Combat rifles and Exotic Melee weaponsMushroom update
37 The functionality of [[mushrooms]] has been expanded, and a new weapons added essential shop can now be found in all towns. Mushrooms now become valuable loot ; low value individually, but due to the game (34 firearmstheir extremely low weight, 3 melee weapons)worth hanging onto. Mushrooms can be sold or traded up directly for more valuable mushrooms at dedicated, bringing the total brand-new locations. The mushroom identification costs have also been lowered to 824match the cost of the lowest-value mushrooms.
New [[weapons]]:* Firearms:** [[Class 1 weaponsIdentification]]:*** [[Armat M41A Pulse Rifle]] (weapon implemented, wiki page The cost of identifying mushrooms has been dropped to be written later) '''0.10 P$''' (suggested by Mad Maxpreviously 10 P$)*** [[Cadillac Gage Stoner 63A]]*** [[CEAM Model 1950]]*** [[Colt M4]]*** [[Daewoo K2Mushrooms]] : All mushrooms now have a monetary value (suggested by Jadethey previously did not)roughly consistent with their nutritional value and effects.*** All towns now have a new location, the '''[[FB Radom MSBS Grot C16street kitchen]] (suggested by Andromis)'''*** The street kitchen works as both a restaurant and a shop. The manager is a random [[Heckler & Koch G36Kcitizen]]*** with the [[Heckler & Koch XM8RCharacter traits|Mycologist]] (suggested by Neo)trait.*** [[Howa Type 89F]] (suggested by Darkenend)*** [[HS Produkt VHSThe restaurant part of the street kitchen sells inexpensive, filling, mushroom-D2]]based dishes.*** [[IMI Galil ARM]]The shop part trades mushrooms. It sells a small selection of savory and magic mushrooms, and it will buy back any mushroom '''at cost''', similarly to valuables.*** [[IWI Galil ACE 22Tsuchinoko]] (suggested by Fusi): Pull rates of mushroom types with the '''&marisa''' command have been adjusted to heavily favor normal mushrooms.*** [[IWI Galil ACE 23]] (suggested by Fusi)Normal mushroom pull chance per command: 63.38% -> '''71.81%'''*** [[IWI Galil ACE Magic mushroom chance per command: 32]] (suggested by Fusi)*** [[IWI Galil ACE 52]] (suggested by Fusi)*** [[IWI Galil ACE 53]] (suggested by Fusi)*** [[IZHMASH Kalashnikov AK.39% -103]]> '''12.23%'''*** [[LAPA FA-03]]*** [[MAS Type 62]]*** [[ST Kinetics SAR-21]]*** [[Vahan]]** [[Class 2 weapons]]Unique mushroom chance per command:*** [[Colt XM177E2 Commando]] (suggested by Lilith)*** [[Česká Zbrojovka CZ4.23% -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)> '''15.96%'''
New [[ammunition]]:
** [[Power cutter blade]]
[[Crafting]]= December 27th 2023 =* New blueprint: HSCutter* New ingredient item: Prototype improved power cutter engine'''Version 6.9.1.1''' - Melee Repair Kit hotfix
Other changes:* Norinco QBB-95 renamed Changes to the correct '''[[Norinco QJB-95toolkits]]''':* Increased the [[Colt M1921A Thompson]]'s AutoROF from 5 to '''8'''Melee repair kits can now repair shields.* [[7.62x51mm NATO]] and [[.260 Remington]]: Barrel length groups changed** Carbine: Up The formula to 16.5" calculate shield HP repaired is equal to the Condition (previously 15.9"with Repair skill bonus)** Rifle: 16divided by 80 and rounded up.6" to 22.9" (previously 16" to 22.9")
= October 18th 2021 December 25th 2023 ='''Version 6.39.41''' - The 1000-Weapon Soldier of Fortune Update, Part 4<br/>''This update was conceptualized and developed almost entirely by [[User: Auto pistols GenericArchangel|GenericArchangel]]; the author mostly took care of minor fixes and Staff/pole weaponsadditions and the final implementation.''
6 new weapons added to the game (2 firearms, 4 melee weapons), bringing A minor update focused on fleshing out [[MAIM]] and giving players the total option to 787hire mercenaries.
New [[weaponsOccupations|occupation]]:* Firearms:** [[Mauser M712]]** [[Norinco Type 80]]* Melee weapons:** [[Barbed spear]]** [[Battle staff]]** [[Corvus]]** [[PitchforkMercenary]]
New [[magazines]]:* [[M712 magazines]]* [[Type 80 magazinesList of named MAIM personnel|named characters]](14 mercenaries, with different skillsets and loadouts)
Minor lore tweaks to MAIM itself to make it a legitimate organization, now headquartered in [[Ferron City]].
= October 3rd 2021 =
'''Version 6.3.3.1''' - The 1000-Weapon Update, Part 3.1: New speedloaders and speed strips
New [[weapon accessories]]:= October 4th 2023 =* [[Speedloaders]]:** .41 Magnum 5-round speedloader** .41 Magnum '''Version 6-round speedloader** .327 Federal Magnum 69''' -round speedloader** .327 Federal Magnum 7-round speedloader* [[Speed strips]]:** (Customs only) .41 Magnum 5-round speed strip** (Customs only) .41 Magnum 6-round speed strip** .44 Magnum/Special/.50 AE 5-round speed strip (moved from Customs to retail)** (Customs only) .327 Federal Magnum 6-round speed strip** .327 Federal Magnum 7-round speed strip** (Customs only) .327 Federal Magnum 8-round speed strip** (Customs only) .327 Federal Magnum 9The Nice, Big Re-round speed stripBalance Update
Modified New gameplay concept and ability: [[weapon accessoriesHebizuka's Favors]]:.* All speed strips capable They are MazeWorld's version of accepting [[Edge points.44 Magnum]] and [[Burn to re-roll a variety of unfavorable rolls.44 Special]] can now also accept * A [[.50 Action ExpressCharacter traits|trait]] (the rim is the same size), '''Hebizuka's Favorite,''' allows you to have a maximum of 4 Favors instead of 3. This affects the following:** .44 Magnum/Special 5-round speed strip => .44 Magnum/Special/.50 AE 5-round speed strip** .44 Magnum/Special 6-round speed strip => .44 Magnum/Special/.50 AE 6-round speed strip
Changes to [[Abilities]]:
* New technique, [[Shaft Splitter]]. Lessons to learn this technique can be purchased at a [[dojo]] for 2000 P$.
* New technique, [[Two Become One]]. Lessons to learn this technique can be purchased at a [[dojo]] for 3000 P$.
** The [[makaryuudo]] have been given this technique, as they have canonically invented it.
= October 2nd 2021 =Changes to [[Ammunition]]:* [[RPG-7 rocket]]: TBG-7V rockets now cost 425 P$, increased from 265* [[RPG-29 rocket]]: TBG-29V rockets now cost 500 P$, increased from 300* [[Ammunition types]]: New ammo type for shotgun calibers, '''Version 6.3.3Dragon's Buckshot (D-Buck)'' - The 1000-Weapon Update, Part 3: Revolvers and bayonets'.
18 new weapons added Changes to the game (15 firearms, 2 bayonets[[Combat mode]]:* Escaping now causes [[UA]] trip length to increase automatically by 1, as if it was a Detour +1 integrated bayonet), bringing the total to 781.
New Changes to [[weaponsClothing and armor]]:* Firearms:** , [[Charter Arms Mag Pugyoukai outfits]]** , and [[Colt Buntline Specialtrauma plates]]:** Many pieces of armor have received new effects (or had existing effects modified or deleted), mainly to hamper [[Colt New FrontierAgility]]. The general idea is that the heavier the armor, the bulkier and harder it is to move in.** [[Freedom Arms Model 555]]Activist Recon Outfit (ARO), all five types: Agi+1 effect deleted** [[Ruger GP100]]EOD Suit: Plate carrier effect added** [[Ruger LCRx]]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, [[Ruger Single Seventrauma plate|Light steel trauma plate, Composite armor trauma plate]]: All of these received an Agi-1 effect** [[Ruger SP101]]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.* [[Smith & Wesson Model 57]]* Heavy steel helmet: Increase to 250** [[Smith & Wesson Model 329PD Airlite]]T armor helmet: Increase to 500** [[Smith & Wesson Model 657]]K armor helmet: Increase to 750** [[Taurus Raging Bull M416]]D armor helmet: Increase to 900** [[Tula Arms Nagant M1895 Commander]]Cerashield helmet: Increase to 1250** [[Tula Arms TOZ-81]]Titanium/Steel helmet: Increase to 1300** [[Webley & Scott Mark VI]]EOD helmet: Increase to 2000* [[Bayonets]]* MASKA helmet:Increase to 2500** [[Johnson bayonet]] (the corresponding host weapon will be introduced in a later update)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 [[MSBS bayonetyoukai outfit]] (has been added, the corresponding host weapon will be introduced in '''Combat Outfit.''' It is a later update)generic, non-faction 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.** [[TOZ-81 bayonetStyle shop]] (integrated to the [[TOZ-81]]): 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.
Balance changesChanges to [[Creatures]]:* [[Bastard swordKasha]]: Limb damage to be buffed from Natural [[Agility]] is now '''+4 to 1''' instead of +60.
Changes to [[Effects]]:
* Travel Fatigue: Now burns 20 [[nutrition]] and 10 [[hydration]] per room traveled, on top of the Fatigue effects.
= September 6th 2021 =Changes to [[Skills]]:* [[Evasion]]:** Successfully Dodging a critical hit now downgrades it to an inaccurate hit instead of turning it into a miss, meaning crits remain dangerous in both directions.* [[Handloading]]:** Picking up spent casings now grants Skill Points, at a rate of '''Version 61 SP per 20 cases/hulls salvaged''' (or '''0.305 SP per case/hull''')** Disassembling ammunition into components now grants Skill Points, at a rate of '''1 SP per 20 rounds disassembled''' (or '''0.205 SP per round''' - )** The 1000-Weapon UpdateSkill Point bonus for handloading ammunition is doubled, Part 2the rate is now '''1 SP per 10 rounds loaded''' (or '''0.10 SP per round''')* [[Repair]]: Machine guns ** All skill thresholds have been halved. It now requires '''25 SP for Basic, 100 SP for Skilled, 250 SP for Expert''', and one-handed swords'''500 SP for Master'''.
12 new weapons added Changes to the game (7 firearms[[Weapons]]:* [[Brick]], 5 melee)[[Broken bottle]], bringing [[Iron ball]], [[Stone]]: New throw mode. ** Throwing the total 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 763100 P$, from 750.Rarity adjusted to 1, from 2.* [[Small C4 charge]]: Price reduced to 300 P$, from 1500. Rarity adjusted to 1, from 4.* [[Large C4 charge]]: Price reduced to 500 P$, from 2500. Rarity adjusted to 1, from 5.* [[Taser X26c]]: Stun effect buffed to 2 turns instead of 1* [[Stun baton]]: Stun effect buffed to 3 turns instead of 1d2* [[Stun knife]]: Stun effect buffed to 2 turns instead of 1d2* [[Shock gloves]]: Stun effect buffed to 3 turns instead of 1d2
New [[weapons]]:
* Firearms:
** [[Arsenal MG-M2]]
** [[Enfield RSAF L86A2 LSW]]
** [[IWI Negev NG7]]
** [[Mendoza C1934]]
** [[ST Kinetics Ultimax 100 Mk3]]
** [[TsNIITochMash PU-21 Poplin]]
** [[ZVI UK vz. 59]]
* Melee weapons:
** [[Butterfly sword]]
** [[Ceremonial sword]]
** [[Kora]]
** [[Rending Scissor Blade]] (artifact)
** [[Sword-cane]]
New [[List of magazines|magazines]]:= September 26th 2023 =* [[Mendoza C1934 magazines]]: 30'''Version 6.82''' -round mag* [[Ultimax magazines]]: 100-round drumExplosives hotfix
New Changes to [[ammo beltsExplosives]]:* [[PU-21 ammo belt]]Pressure mine disposal: * [[Vz* 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. 59 ammo belt]]
Other:
* Rule clarifications: On the rare weapons that possess a foregrip and a bipod at the same time ([[PKP Pecheneg|Pecheneg Zenit]], [[Ultimax]], [[UK vz. 59]]), the effects of only one accessory apply at a time. If the bipod is deployed, only the bipod's effects are applied. Otherwise, only the foregrip's effects apply.
= August 19th 2023 =
'''Version 6.81''' - Mining hotfix
= August 15th 2021 ='''Version 6Changes to [[Mining]] have been introduced to simplify it and make it easier.3.1''' * Mining now works according to a hit point system instead of a chance- to-succeed system. The 1000objective is to make mining more of a straight trade of resources and favor strength-Weapon Updatebased builds (which would already benefit from using tools like pick-axes and mattocks as weapons).* Each mining target (ore bundle, Part 1: Firstobstructions) now has a set number of hit points.* A pick or drill strike reduces the target's hit points; the check is based on the skill level (1d20 to 1d60, in increments of 10), multiplied by Strength.* Explosives damage equal to their limb damage multiplied by a number that depends on skill level (x1 to x3, in 0.5 increments).* The Ammolength of a Mining Level has been shortened from 15 + Mine level to 8 + Mine level* It is now possible to save your progress exploring a mine and leave without having to start over from Level -1. * New items at the mining supplies store now allow you to reset your progress in a mine and start over.
[[Ammunition]] - New calibers:= June 19th 2023 =* [['''Version 6.327 Federal Magnum]]* [[.41 Magnum]]* [[.50 Beowulf]]* [[5.8x21mm]]* [[6x45mm]]* [[7x57mm Mauser]] (suggested by: Jade, Andromis)* [[10x24mm Caseless]] (suggested by: Mad Max)8''' - Deep Wound update
New * '''Introduction of a new [[Handloading|handloadinginjury]] components:type called deep wound (DWs)'''* Casings for each of the new calibers, except 10x24mm Caseless * A deep wound is similar to a normal wound (to be renamed '''light wound (obviouslyLWs)'''), but causes four times the amount of bleeding per turn: -1.2 Blood per turn instead of -0.3.* New projectiles:* Piercing-type damage now causes deep wounds** .236, 46 grain Bullet-type damage now causes light wounds on inaccurate hits and deep wounds on solid hits and criticals (5.8x21mmexcept as otherwise dictated by ammo type)** .243, 90 grain * Rubber buckshot and rubber slugs continue causing fractures instead of LWs (6x45mmno change to behavior)** .284, 175 grain (7x57mm Mauser)* Flechette can now only cause LWs** .312, 100 grain * Sintered Frangible (.327 Federal MagnumSF)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.** .410, 210 grain * Broadhead arrows (.41 MagnumBRD)can now cause 2 wounds per successful hit instead of just 1
* New items:
** '''[[Meds]]'''
*** Tranexamic acid (TXA): Syringe, 400 P$, not addictive. Reduces bleed rate to 0.0/turn (effectively stops bleeding) for 10 turns
** '''[[Mushrooms]]'''
*** Extra wound healing (Extra vulnus medicae): Heals 3 wounds, prioritizing Deep Wounds first, then Light Wounds.
*** Stop the bleed (Cessant sanguinem): Reduces bleed rate to 0.0/turn (effectively stops bleeding) for 10 turns
= June 27th 2021 =* 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 '''Version 615/12/9/5/2'''*** [[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''' - The Shields Update
Written with suggestions from the community - thank you, everyone!* Changes to [[crafting]]** [[Crafting items]]: Rags have a chance to fix 1 LW.
* Changes to [[Class 5 Long weaponscreatures]]:** New weapon category and new game mechanics: [[Shields]]** 14 shields added to the weapon roster Numerous creatures have attacks that variously cause extra wounds (13 retail weapons1d2, 1 artifact1d3, 2d2, etc.), all on a hit. Most of which are Class 5 Longthese now cause either LWs or DWs depending on damage type.** Retail shields: [[Round shield]], [[Leather shield]], [[Trash Many creatures with healing spells will have their effects updated. They can lid]]now close both wound types, [[Scutum]]but will prioritize DWs first, [[Wicker shield]]LWs second, [[Buckler shield]], [[Kame-tate]], [[Heater shield]], [[Ballistic shield - Soft]], [[Ballistic shield - Alpha]], [[Ballistic shield - Bravo]], [[Ballistic shield - Delta]], [[EOD portable blast shield]]** Artifact shield: [[King's Roundel]]* [[Dojo]]** Shield training is now available, and round shields have been added to just like the list of rental weapons. Functionally Stop the same, bur lore-wise, dojos are now equipped with harmless dart launchers for shield practice.* [[Skills]]** New combat skill: '''Shields'''* [[Creatures]]:** When butchering a [[giant tortoise]], it will drop a [[Kame-tate]]bleed mushroom.
* Changes to [[hospital|hospitals]]
** Light Wounds cost 10 P$ apiece to heal.
** Deep Wounds cost 25 P$ apiece to heal.
= May 29th 2021 =* Changes to [[Maze Customs]]'''Version 6** 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 50.100]]: 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- Various changes and fixes1 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
* Changes to [[Class 4 weaponsmeds]]:** Mini-grenades no longer "count as 0.5 item in LBE" to reduce confusion.* [[Ammunition]]Gauze roll:** The "rare calibers" ([[.260 Remington]], [[.300 AAC Blackout]], [[.338 Norma Magnum]], [[.460 Rowland]], [[9x25mm Dillon]]) now have retail ammunition available. The "rare caliber" moniker remains in One use, to symbolize the fact no standard retail firearms are available in these chamberingsfixes 1 LW.** .260 RemingtonIndividual Bandage: Standard (FMJ, Match, JHP, JSP)** Fixes 1 LW.300 AAC Blackout: Standard (FMJ, Match, JHP, AP), Reduced Velocity (FMJ)** .338 Norma MagnumHemostatic Agent Pack: Standard (FMJ, Match, JHP), Sniper Premium (FMJ, Match)** One use fixes 1 DW.460 Rowland: Standard (FMJ, JHP, Lead), Personal Defense (FMJ, JHP)** 9x25mm Dillon: Standard (FMJ, Match, Lead, LSWC, JHP)
* Changes to [[weapons]]
** [[Barbed nine-tails]], [[Broken bottle]], [[Long spiked chain whip]], [[Shuriken]], [[Spiked chain whip]], [[Barbed Lucille]]: Text update reflecting they now cause Light Wounds.
** [[Meat fork]], [[Pitchfork]], [[Trident]], [[War fork]]: Text update reflecting they now cause Deep Wounds.
** [[Tekko-kagi]]: Slashes cause LWs, stab punches cause DWs
** [[Last Blood]], [[Rending Scissor Blade]]: Slashes cause 4 LWs per hit, stabs cause 2 DWs per hit
** [[Muramasa]]: Gains 1 Bloodthirst point for every LW caused, and 2 points for every DW caused. Max Bloodthirst points is still 14.
= May 3rd 2021 =* Other changes'''Version 6** [[Basic mechanics]]: Sarah example updated to reflect LWs and DWs.** [[Convenience store]]: Updated the Meds aisle accordingly** [[Damage types]]: Updated accordingly** [[Explosives]]: *** Injuries caused by explosions: No longer causes wounds of either type. Instead, 1''' fracture goes to a random body part for every 6 Base Explosive Damage (BED) caused. e.g., a MkIIIA2 grenade causes 1d8+18 BED, which results in 3-4 fractures.*** Injuries caused by shrapnel: Shrapnel can only cause LWs, despite being Bullet-type.** [[Limb health]]: Updated accordingly** [[Healing]] (non- Character Traits Updatecombat skill): Updated accordingly
* [[Character customization]]:
** Direct modification of Primary stats has been removed.
** Constitution is now part of your character's appearance and has no effect on stats anymore.
** Pain Thresholds (PBT, PDT) have been removed from the game (due to redundancy with [[Pain Sensitivity]]. Now every creature passes out at 100% [[Pain]] and dies at 150% without exception.
** '''Introduction of [[Character traits]]''' - 50 traits to customize your characters to your liking!
** Trait assignment now happens after selecting species but before skill attribution.
* Other
** Transition to Google Sheets for player inventory sheets is now underway (keep an eye on Discord for details)
Special thanks to everyone who contributed ideas and suggestions for character traits!= March 18th 2023 ='''Version 6.7.1'''- The Mining Overhaul Update (+ extra goodies)
* [[Mining]] received a major overhaul
** The exploration process was completely overhauled to reward progressing as deeply as possible.
** Introduction of a minecart feature to transport ores in and out of the mining facility
** Introduction of mine bosses, acting as guardians of specific depth levels
** The end of a mining facility should contain a GM-defined treasure (our recommendation is to make it an artifact weapon)
** Metal ore bundle generation is reduced from 1d800*5 to '''1d200*5''', reducing the maximum size of a single bundle from 4 kg to 1 kg.
** Gemstone ore bundle generation is reduced from 1d800*5 to '''1d10*50''', reducing the maximum size of a single bundle from 2 kg to 500 grams.
* New [[List of UGL|underbarrel grenade launcher]]: [[ISL-201 UGL-I]] integrated underbarrel grenade launcher, exclusive to Customs MP5s with the ISL-201 handguard.
* [[Maze Customs]]
** [[Customs:Major#Blackhawk|Blackhawk]] and [[Customs:Major#Redhawk|Redhawk]] revolvers receive a new modification: Barrel porting, which acts as an integrated muzzle brake ([[Recoil]] -1).
** [[Customs:Major#MP5|MP5]] receives a new handguard: ISL-201 handguard (Adds an [[ISL-201 UGL-I]] underbarrel grenade launcher). Not compatible with Short MP5K barrel or Long barrel.
** Minor: RL optics for [[RPG-7]]
** Minor: Tokarev magazine conversion for [[Thompson]]
* [[Uncivilized Area]]: 5 new roomstyles, each designed to offer players opportunities to exercise non-combat skills.
** '''Blocked pathway''': The front door leads to a Shortcut -1 but is blocked by the carcass of a rotting creature. The carcass must be [[Hunting|butchered]] to pass the door.
** '''Dismantled roadway''': The front door leads to a Shortcut -2 but is locked and missing a doorset. You must [[Crafting|craft one]] with a Crafting toolkit to open the door. Crafting a doorset is treated as a Level 2 blueprint with no particular ingredients (50% base chance of success per kit use).
** '''Caved-in causeway''': The front door leads to a Shortcut -3 but is caved-in by dirt, sand, or gravel. You must [[Mining|mine your way through it]] by successfully striking the obstruction 3 times. If you clear it, roll 1d20. On a 11-18, you receive one bundle of common ore. On a 19-20, you receive one bundle of rare ore.
** '''Collapsed highway''': The front door leads to a Shortcut -4, but was destroyed to the point of impossibility. You must use a [[Repairing|Gun Repair Kit (GRK), Melee weapon Repair Kit (MRK), or Explosives Toolkit (XTK)]] to repair it. Each usage of any of these kits repairs the door by 1d50%. Skill level bonus is +10% for every level above Unskilled.
** '''Padlocked cache''': The front door has been fitted with a lock, requiring the right key, [[Lockpicking|lockpicking]], or brute-forcing to open. Roll '''&genbox''' to determine loot and lock type. Opening the door adds extra loot to the next room, if applicable. (2x '''&boxlootW''' or '''&boxlootM''' depending on the results of '''&genbox''').
= April 9th 2021 =
'''Version 6.03''' - Simplification Update #9: Kiwami Edition
* [[Evasion]]: Dodge checks have been simplified and buffed significantly.= January 23rd 2023 =* [[Healing]]: The ''Addiction resistance'Version 6.7' effect was removed, and can therefore no longer be earned as a bonus for reaching Master in Healing skill.* [[Negotiation]]: Critical successes and critical failures are no longer possible in Negotiation checks. Tables have been edited to reflect the possibility of rolling more than 12 in a negotiation check (due to Negotiation skill bonuses)* [[Dojo#Training machines|Training machines]]: Agility training now levels natural [[Agility]] up by +1 every 1000 XP regardless of circumstances. (Previously: +1 every 1500 XP or 750 XP if natural Agility is under +0)'' - The Bestiary Update
* [[Yousei]] now possess This update was co-designed with GenericArchangel and aims to make the '''Limitless Potential''' creature traitbestiary more interesting and varied, removing or increasing almost all of their [[Dojo#Training machines|training machine XP]]more dangerous, yet make fighting worth the effort more often than not.
* Backtracking is now an option when traveling in the Changes to existing [[Uncivilized Areacreatures]]** [[Aquagon]], with certain caveats:Gains two new attacks: '''Electric bite''' and '''Mist ball.'''** If [[Electragon]]: Changed the type of the player confirms they wish '''stun attack''' from '''Piercing''' to backtrack'''Spec-Elec''', the traveling direction is reversed (town/intersection of origin increased base Pain to '''44%.'''** [[Everdragon]]: Armor Class was increased from A4 to '''A5'''.** [[Kappa]] and destination are flipped)[[Kenmun]]: Each gains a new attack, and the number of rooms to destination becomes equal to the number of rooms passed + 5'''Mist ball.'''** If [[Jami]], [[Daijami]], [[Oujami]], Aquagon, Kappa, Kenmun: Changed the player has chosen type of the '''mist ball''' from Special to backtrack once during their current UA trip'''Spec-Aqua, they cannot backtrack again in ''' giving it the same tripability to cause [[Effects#Elemental|Water-Soaked]].
* All Changes to [[Foodeffects]]** [[Effects#Unsparable food itemsElemental|restaurantsWater-soaked]] : Is now feature breakfast itemsa semi-permanent effect intended to represent the effects of being drenched in water. As long as the effect is active, it overrides '''On Fire''' (disables any fires on the creature's body and prevents new fires from starting), but makes '''Spec-Elec''' cause double damage. Additionally, while the effect is active, the creature '''+0.2% Fatigue per turn''' at the end of combat, and '''+0.1% Fatigue per room traveled''' at the end of a UA trip. This effect is separate from actual Travel Fatigue, meaning it is unaffected by the [[Traits|Wherever I May Roam trait]].* The * New item introduced: '''Dispoable bath towel,''' Weight 0.5. This [[Food#Cocktailscrafting items|cocktail listitem]] has been updated is a consumable with several new entriesthe sole purpose of removing an active Water-soaked effect. Once used, it is discarded. Available in [[Workshop|workshops]] for [[File:Parallar symbol.png|10px]]'''7'''. ** '''''GM tip:''''' A non-specified supply of bath towels is assumed to always be available in bathrooms, shower rooms, laundry rooms, and anywhere it would make sense to find them.
* Major changes Changes to [[Weapon accessoriescontainers]] and [[Ammunition]]:** The weight Mimics, in the form of a [[feeding systemContainers#Mimic traps|mimic traps]] '''no longer changes''' depending on the ammunition loaded, remaining at their base weighthave been introduced. ThereforeUpon being approached by an adventurer, it is '''more space efficient''' they turn into creature-like constructs that must be fought to keep your magazines loadedaccess the loot inside.** A new size tier is introduced: '''Lean''', with a weight Four types of '''0.75 units'''. Several magazines mimic traps have been converted to this size tier.*** AK-22 30-round magazine*** Colt 9mm SMG 32-round magazine*** CZ 75 9mm 30-round magazine*** Glock .40/.357 22-round magazine*** Glock .45 30-round magazine*** Glock 9mm 33-round magazine*** Glock 10mm 33-round magazine*** Kashtan 30-round magazine*** Kedr 30-round magazine*** Kiparis 30-round magazine*** m/45 36-round magazine*** M3 30-round magazine*** MAB-38 30-round and 40-round magazine*** MAC-10 30-round magazine*** MAC-11 32-round magazine*** MAT-49 32-round magazine*** MP5 9mm 30-round magazine*** MP5 10mm/.40 30-round magazine*** MP7 40-round magazine*** MP40 32-round magazine*** MPX 9mm 30-round magazine*** MT-9 30-round magazine*** MT-40 30-round magazine*** OTs-33 27-round magazine*** OTs-39 30-round magazine*** P226 9mm 32-round magazine*** PM-63 RAK 25-round magazine*** PP-2000 44-round magazine*** PPS-43 35-round magazine*** Skorpion .380 30-round magazine*** Sten 32-round magazine*** Sterling 34-round magazine*** Steyr MPi 25-round and 32-round magazine*** Steyr TMP 30-round magazine*** Suomi 36-round magazine*** Tec-9 32-round magazine*** Thompson 20-round magazine*** Type 85 30-round magazine*** UMP9 30-round magazine*** UMP40 30-round magazine*** UMP45 25-round magazine*** USP .45 20-round magazine*** UZI 32-round and 40-round magazine*** Vz. 26 32-round magazine*** ZK-383 30-round and 40-round magazine*** Maze Customs magazinesintroduced: Glock .32 38-roundBiter, Glock .380 30-roundBasher, Glock Mak 33-roundMelter, Glock Tok 30-round, MP5 and Burner.22 25-round** '''Large''' size tier is now '''1.5 units''' instead of 1.2 units.** Five new [[LBE]] items introduced:*** Three tactical vests: SOT-SMG tactical vest, SMG chest rig, RPCC competition vest*** One utility belt: Spider battle belt*** One leg rig: SMG mag rig** The weight of all [[List of ammo belt types|ammo belt boxes]] Each has been rebalancedan appropriate attack.
= February 18th 2021 =* New [[stripper clips|stripper clip]]: '''Version 6.02Arisaka 5-round stripper clip''' - Telephone Club Update (does not contain actual telephone clubs), compatible with the [[Type 38]], [[Type 44]], and [[Type 97]].
* 21 new [[Mobile phonecreatures]] and :** Bugs:*** [[Crafting items|mobile phone batteriesBlack Widowmaker]] no longer have battery indicators. Making phone calls no longer drains arbitrary battery units. ** Battery charge is no longer relevant, spare batteries are essentially downgraded to just components for the phone bomb. Phones return to their original purpose as storytelling tools with no need to worry about charge.* [[Phantom Spider]]* New * Canines:*** [[Effects|EffectFox]]** Dragons: '''Travel fatigue'''. At the end of a trip in the UA, upon reaching their destination, a character will gain an amount of *** [[FatigueSaken]] corresponding to the number of rooms traveled, at a random rate varying between 0.1% and 0.8% multiplied by rooms traveled. ** Travel fatigue applies even if you '''Skip travel'''.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]]
= February 7th 2021 ='''Version 6* Numerous [[creatures]], both new and existing, receive new drops that can be either obtained on death or harvested through [[Hunting|butchering]].01''' 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- Various minor changes headed serpent scale* [[Crafting]]:** 7 new crafting [[blueprints]] and improvements.associated recipes: HmVnmS, HmVnmC, HmVnmM, HmVnmT, HmVnmL, DragonSP, HydraSP* [[Trauma plates]]:** 2 new crafting-only plates: Dragon scale plate and Hydra scale plate
* Numerous [[Lockpickingcreatures]]: Lockpicking kits no longer , both new and existing, have limited uses; they are now semi-durable items with a chance received changes to break every X guessestheir attacks to make them more lethal and more specialized. The gap between every lockpick break check varies depending on ** Bears*** [[Brown bear]]: Added new technique, FP Ripping claws.*** [[Grizzly bear]], [[Armored grizzly]]: Added new techniques, FP Ripping claws and FP Tearing bite.** Birds*** [[Bearded vulture]]: Increased MAPT of all attacks*** [[Emu]]: Increased MAPT of Peck*** [[Black vulture]]: Increased MAPT of Talon attack*** [[Elephant bird]]: Added multi-wound effect to Peck and Talon attack*** [[Bronze bird]]: Modified the Lockpicking 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 level: Evasion (Skilled). A broken kit is removed from *** [[Basilisk]]: Increased MAPT of Peck and Poison spit.** Bugs*** [[Giant scorpion]]: Modified the property of the inventorypoison sting into an AP attack.** Every 5 guesses at UnskilledCanines*** [[Fox]], 6 at Basic[[Wolf]], 7 at Skilled[[Warg]], 8 at Expert[[Lupian]], and 9 at Master[[Kallwolf]]: Added new technique, Scent detect.** Deer*** [[Maze CustomsElk]]: New Customs packages for various G3 derivatives.Added non-combat skill: Evasion (Basic)*** [[Heckler & Koch G3A3Snawfus]]: G3A3 Tactical, PTRAdded non-32 Tactical, PTRcombat skill: Evasion (Skilled)*** [[Danger Deer]]: Added non-33 Tactical, G3A3 LBR Tacticalcombat skill: Evasion (Expert)** Felines*** [[Heckler & Koch G41Jaguar]]: G41 TacticalAdded multi-wound effect to Bite and Claws*** [[Heckler & Koch HK21Pantherian]]: HK21 TacticalAdded multi-wound effect to Bite and Claws*** [[Heckler & Koch HK33A2Splintercat]]: HK33A2 TacticalAdded multi-wound effect to Bite and Claws*** [[Heckler & Koch HK41A2Golden Lion]]: HK41A2 Tactical, PTRAdded multi-32S Tacticalwound effect to AP bite and AP claws** Golems*** [[Steel golem]]: Added trait: Blast-resistant** Humanoids*** [[Psionic fighter]], PTR[[Psionic warrior]]: Added new technique, Psi-33S Tacticalscan.** Mamono*** [[Shinigami]]: Raised MAPT of Force Bullet. Added new technique, HK41A2 LBR TacticalAP Force Bullet.** Reptiles*** [[Heckler & Koch MSG-90Firelizard]]: MSG-90 TacticalAdded new technique, FP Tearing poison bite*** [[Heckler & Koch PSGTwo-1headed serpent]]: PSGAdded 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-1 Tacticalwound effect to Claws** [[Heckler & Koch HK53A3Youkai]]*** [[Guhin]]: HK53A3 TacticalAdded new technique, Scent detect.*** [[Vollmer HK51Kasha]]: Added multi-Bwound effect to Bite and Claws*** [[Satori]]: Vollmer TacticalAdded new technique, Psi-scan.
= January 28th 2021 December 24th 2022 ='''MazeWorld version Version 6.6.3.1''' - The Big OneScary Snipers with Braking Power Mini-Update
Latest changes:* [[Food#Unsparable food items|Restaurant menus]] have been revamped, now offering many more choicesThis update was entirely designed by GenericArchangel to fix a flaw related to muzzle brakes.* '''Official reopening of the community'''
* Changes to [[Weapon accessories]]
** [[Weapon accessories#Muzzle brakes|Muzzle brakes]]: If equipped to a weapon that is also equipped with a scope, the brake limits that weapon's maximum Recoil to 6 on top of applying its normal Recoil -1 effect. In this case, if that weapon's Recoil were to exceed 6 after applying all modifiers, it is treated as 6.
= January 24th 2021 =
'''Version 5.59''' - Expansion of [[Maze Customs]] Minor mods
This update adds many [[Customs:Minor|Minor]] conversions for several [[weapons]]= November 1st 2022 ='''Version 6. Many were suggestions by members of our community, listed in parentheses below6.3''' - The Static MG Update
New Minor mods for This update was co-designed with GenericArchangel and aims to adds more flavor and additional combat opportunities to 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 SOGworld.
* Changes to [[Cover]]:
** New category of non-random cover (cannot appear in the UA): '''Machine gun emplacements''' (125 health, A4 armor)
** Four types of MG emplacements: three based on existing weapons ([[M249|Static M249]], [[QJY-88|Static QJY-88]], [[M60|Static M60]]) and a unique new one, based on the Browning M2 .50 BMG machine gun: [[Static M2HB]]
** Although static MGs function like weapons, they are non-equippable and not counted as new weapons (as they are elements of a piece of cover)
** MG emplacements appear only in Towns at the [[Town Entrance|Town Gate]]. The type they receive depends on the town's population ("the larger the town, the bigger the bullets")
* New [[weapon accessories]]:
** [[M2 ammo belt|M2 ammo belts]] and belt links
= January 20th 2021 =
'''Version 5.58''' - The late, late [[LBE]] update
This update introduces several new [[LBE]] items and changes many existing ones= October 30th 2022 ='''Version 6.6.2''' - The Redrawn Map Update
New [[tactical vests]]:* Micro chest rig* Wartech tactical vestThis update was co-designed with GenericArchangel and aims to make traveling across the Mazes more immersive. The changes made in this update will also be used to support further future map and location-related updates.
New * Changes to [[backpacksUncivilized Area]] and [[Civilized Areas]]:* Tactical sling bag* Duffle backpackFast, Safe, and Deep routes are no longer available between all locations. While most locations are connected by a Deep route, the availability of a Safe or Fast route depends on the existence of a major trade route or traveling axis.* Durabag* LAWgiver backpackAll wiki pages for each town, alongside the [[Intersection]] page, now feature route notation to inform players of each available route between each location.* Mechanism pack* Phantom Sniper bag* Rocketeer backpack* SO Raid rucksackA new [https://cdn.discordapp.com/attachments/379673260302008320/1036360652719149116/MzW_World_Map_11-2022.jpg world map] has been produced. It now shows a visual representation of each available route (green for Safe, blue for Fast, red for Deep).
New [[utility belts]]:
* Simplex pouch
* Duplex pouch
* Triplex pouch
* Handyman belt
* Nade Drake belt
* Viper battle belt
New [[leg rigs]]:= October 18th 2022 =* Hunger holster* Mushroom Collector rig'''Version 6.6.1''' - The Str⑨ngest Balance Update
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), This update was co-designed with GenericArchangel 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)addresses minor balancing issues with specific [[Character traits]], [[yousei]] and Extra storage 3 (any items, 10 units)* Blackhawk Cyclone pack: Renamed to Cyclonus backpack[[kitsune]]. 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)
* [[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).
= November 15th 2020 =
'''Version 5.57''' - The '''Shotgun Blitz''' update
Changes to [[Ammunition]]:= October 17th 2022 = * All shotgun calibers ([[12 gauge]], [[12 gauge CAWS]], [[20 gauge]], [[.410 bore]]) have had their buckshot, slug, and flechette base damage revised, in compliance with newly obtained data; 20 gauge buckshot and flechette have been buffed, everything else received very minor adjustments..* [[12 gauge CAWS]]: Flechette shells now carry 30 projectiles instead of 20.* New shotgun projectile type: '''AP-Slug''', an armor-piercing slugVersion 6. No retail availability, these projectiles must be handloaded.* Establishment of 6'''barrel length groups for all shotgun calibers'''. All four receive 4 groups each: Hunting, Combat, Short, and Super-short. See each individual caliber page for damage multipliers.The Battle Rifle Update
Changes to [[Civilized Areas]]:* [[Towns]]: There is no longer any distinction between a "shop hub" This update was co-designed with few emplacements GenericArchangel and a "mall" with many. All town shop hubs now possess 5 streets and 10 shop emplacements; 8 [[individual shop|individual shops]]aims to address power ranges across specific calibers, introduce a [[restaurant]] and a [[bar]].* Certain types of [[individual shop]] may be closed on certain [[Calendar#Days|days of the week]]; these are known battle rifle family to Maze Customs, as inventory dayswell as new calibers, during which the shop is being restockedweapons, ammunition, and Customs mods.
Changes to ==== [[CraftingMaze Customs]]:====* New [[Specs docsCustoms:Major|Major]]family: 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'AR-10''' item, alongside money (which includes the existing [[ArmaLite AR-10]] and in some cases[[KAC M110 SASS]], specific itemsa new weapon (the [[ArmaLite AR-10(T)]]). In exchange, these items cost significantly less than they used and a range of new calibers listed below** 6 rechambering options** 5 barrel lengths, from 12.5" to - all prices were slashed to 1/24"** 5 fire control group options** 3 handguards** 4 their previous values.stock options** 3 upper receiver options* All existing Minor mods for the AR-10 and M110 SASS will be deleted
Changes to ==== [[LockpickingAmmunition]] ====* '''2 existing calibers re-balanced'''** [[7.62x51mm NATO]]:'''Buffed to a base Pain of 161%''' (16 more). New ballistic model (more closely matches M80 ball), new reference barrel (20" barrel from the [[ArmaLite AR-10|AR-10]] instead of the 17.7" [[Heckler & Koch G3A3|H&K G3A3]]) * As part * [[.260 Remington]]: '''Buffed to a base Pain of 133%''' (7 more). New reference barrel (20" instead of the ongoing work previous 17.7")* '''5 new calibers'''** [[.243 Winchester]]: 115% Base Pain cartridge meant to update all locationsbe a low power, FL/HS locks are now deprecatedlow recoil alternative to 7. The only lock types in 62 NATO and .260 Remington. Available as a rechambering option for the game are now mechanical locks AR-10 and electronic Rem 700 families.** [[.300 RSAUM]] (keycardRemington Short Action Ultra Magnum) locks: 172% Base Pain cartridge, serves as an "optimized" alternative to 7.62 NATO. Rare caliber - no base weapons offered for it, but will be available as a rechambering option for the AR-10 and Rem 700 families. (and some non-Customs weapon systems)** [[.338 Federal]]: 182% Base Pain hunting-oriented big-bore cartridge, serves as one of the two "fat" alternatives to 7.62 NATO. Available as a rechambering option for the AR-10 and Rem 700 families.** [[.358 Winchester]]: 200% Base Pain hunting-oriented big-bore cartridge, serves as the other of the two "fat" alternatives to 7.62 NATO. Available as a rechambering option for the AR-10 and Rem 700 families.** [[8x50mm R Lebel]]: 164% Base Pain cartridge, selected for its historical significance. Available as a rechambering option for the Rem 700 family.
==== [[Handloading]] ====
* New casings: [[.243 Winchester]], [[.300 RSAUM]], [[.338 Federal]], [[.358 Winchester]], [[8x50mm R Lebel]]
* New projectiles:
** .327, 198 grain: [[8x50mm R Lebel]]
** .338, 225 grain: [[.338 Federal]]
** .358, 200 grain: [[.358 Winchester]]
* Existing projectiles:
** .243, 90 grain: Gains compatibility with [[.243 Winchester]]
** .308, 150 grain: Gains compatibility with [[.300 RSAUM]]
* Primers:
** Large Rifle: Gains compatibility with [[.243 Winchester]], [[.338 Federal]], [[.358 Winchester]], [[8x50mm R Lebel]]
** Large Rifle Magnum: Gains compatibility with [[.300 RSAUM]]
= October 15th 2020 === [[Weapons]] ===='''Version 5* 15 new firearms:** [[ArmaLite AR-10(T)]] - New AR-10 family member, semi-automatic rifle, [[.56''' 338 Federal]]** [[Breda PG]] - The Unintuitively Named Update burst-fire only machine gun, [[7x57mm Mauser]]** [[Browning BAR]] (that has nothing not to do be confused with 5[[Colt M1918 BAR|the other BAR]]) - semi-automatic rifle, [[.56mm firearms243 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 [[Weapons]]:
* New concept introduced: '''Traditional inner tubes'''. 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.
= October 3rd 2022 =
'''Version 6.5.4.1''' - Archery rule patch
= September 8th 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.55''' ** Under normal conditions, all hits and misses produce arrows that can be retrieved. Only critical failures result in arrow or bolt breakage.** If the arrowhead is XPL (Explosive): All hits and misses result in detonation, making explosive arrows 100% non- 555-WE-SAFE updatereusable.** If the arrowhead is IMP (Improvised): Misses and critical misses result in breakage. Only hits are reusable.
New [[Creatures|creature]]:
* The [[horse]] returns to the bestiary.
Changes to [[Ammunition]]:= September 18th 2022 =* '''Sintered Frangible (SF)Version 6.5.4''' ammunition now has a different effect:** Against unarmored ACs: 1.2x Pain- Guns, 1.2x LD** Against armored ACs: 0.5x PainBlood, 0.5x LD** Every hit successfully causing an injury will open 3 Wounds instead of 1.and Drugs; A balancing update
Changes to ==== [[Unarmed combatMaze Customs]]====* The [[Heckler & Koch MP5K]] is added to the MP5 Customs family.* Customs: New modifications for the MP5:* Two new techniques* Barrel length: Short MP5K barrel (4.5-inch barrel) - Muzzle: N/A, '''Steal''' Underbarrel: Integrated foregrip - Cost: 150 P$** The Short MP5K barrel is incompatible with the Surefire 628 and '''Monkey's Paw''', have been introduced.Quad rails
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|10pxWounds]]now cause a bleeding rate of '''1000''' and allows the player access to a 50-unit vault0. This vault can be upgraded in 50-unit increments, up to the maximum size of 400 units; upgrading costs [[File:Parallar symbol3 Blood per wound per turn.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.
==== [[Meds]] ====
* First aid kit (FAK): Weight reduced to 1 (previously 2)
* Epoetin-alfa: Effect modified to Blood +0.2/turn, -30 ntri/turn, +0.4% Fatigue/turn for 20 turns
= June 24th 2020 === [[Addictions]] ===='''Version 5* New addiction mechanics simplifying the previous system: As before, using a substance comes with a percentage chance of becoming addicted.54However, the withdrawal tiers now function differently and more simply. Now, every use of an addictive substance is a chance to increase the current addiction level by 1, from the minimum of 0 (no effects) to the maximum of 3.* Instead of disabling corresponding withdrawal effects when an addictive substance''' - Magazines s effects are active, withdrawal effects are now truly permanent and continue being active even if the character uses the corresponding substance. In other knickwords, 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 -knacks1*** Level 3: Need a drink (level 3) applies to this character (see below), Agility -2, IS tier +1, Hallucinations** Cannabis withdrawal*** Level 1: Mild munchies*** Level 2: Minimum Stress set to 15.0%, Mild munchies, Mild thirst*** Level 3: Minimum Stress set to 30.0%, Intense munchies, Mild thirst** Anabolic steroid withdrawal*** Level 1: Minimum Stress set to 30.0%*** Level 2: Minimum Stress set to 60.0%*** Level 3: Minimum Stress set to 90.0%, Rage** Sick hakutaku syndrome*** Level 1: IR +1*** Level 2: FT +1, IR +1*** Level 3: FT +1, IR +1, Hallucinations
Changes introduced:==== [[Effects]] ====* Alcohol affinity ([[Glock 18COni]]creature trait): Event line Effect simplified. Instead of both halving Inebriation received and wiki page now correctly state that doubling the weapon is fitted with the '''Ported barrel''' Maze Customs mod instead Stress relief effect of an integrated muzzle brake.* New [[Weapon accessoriesEffects#Muzzle brakesStress|muzzle brakeNeed a drink]]: '''Muzzle brake, Shotgun, standardto compensate, this trait now simply doubles the Stress relief effect but gives the normal amount of Inebriation.410 bore'''* New [[magazines]]:** [[Delta Elite magazines|Delta Elite 11-round The "Need a drink" effect has been delineated into 4 variants; Level 0, Level 1, Level 2, and 17-round extended magazines]]** [[Nightmare magazines|Nightmare 11-round Level 3. In essence, the "Need a drink" effect progressively offers less 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 less Stress relief per Inebriation gained as your character'''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 [[7s level of Alcohol addiction increases.62x25mm Tokarev]]
= May 23rd 2020 August 24th 2022 ='''Version 6.5.533''' - The R&R Update to [[food]] and [[hunting]].
Changes to ==== [[HuntingBasic mechanics]]:====* Game meat from certain creatures no longer provide [[Effects]] such as Alertness increase or Strength +10%/+20% for a few turns.* Instead, a system Created and defined the concept of '''[[Hunting#High-value meat|high-value meatDowntime]]''' was created. Meat from certain creatures is now considered to be either a '''Delicacy''' (Double value) or a '''Luxury''' (Triple value).
Changes to [[Creatures]]:
* The item lines of all relevant creatures now state if they produce delicacy meat, luxury meat, tainted meat, illegal meat, or if they produce no meat at all.
** An exception was made for humans, halflings and youkai - their item lines do not display meat status, as it is assumed that the meat of all playable species is already known to be illegal.
* All references to "Poisonous meat" have been changed to the correct term: [[Hunting#Tainted meat|Tainted meat]].
Changes to [[Food]]:= July 20th 2022 =* The '''Hot-gonVersion 6.5.2''' no longer has a Strength boosting effect, in accordance to the changes listed above. Instead, nutrition was increased from 296 to 592.- Lockpicking minigame update
==== [[Skills]] ====
* The [[Lockpicking#Picking electronic locks|electronic lockpicking]] minigame has been updated with an easier and more balanced variant.
= May 14th 2020 =
'''Version 5.52 part 2''' - Bestiary update
Changes to [[Creatures]]:= April 20th 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: 1'''Janitor, Head janitor, 8 different flavors of non-faction criminals, Youkai activist squadleader, and 3 different ranks of Yatela gangsters'''Simplification Update #10: Completely Baked Edition
Changes to ==== Basic game mechanics ====* [[CraftingRecoil]]:* New blueprint: '''Kama''' blueprint has been simplified; there is no point of aim shift after crossing ADT anymore (Level 1due to it being a remnant of when Recoil required checking for shot order)* New crafting ingredient item: '''Sickle blade'''.
Pending: The wiki will be edited ==== [[Weapon accessories]] ====Effect changes to reflect the new changes as soon following accessories:* Laser sights: No longer cancel the point of aim shift (as possiblethat mechanic has been deleted), now gives '''IR -1'''.
= May 7th 2020 March 22nd 2022 ='''Version 56.52 part 15''' - Bestiary update: Preparatory changesFurther Balance Updates
==== Basic game mechanics ====Changes to [[ammunition]]the following core game mechanics:* Major change to the [[Small boltlimb groups]]system: Base hits to the LIMB group now cause '''0.5x''' damage nerfed by 4% (46% -> 42%same as hits to the EXTREMITIES)instead of the previous 0.4x.
Changes to ==== [[weaponsAmmunition]]:====* [[Pistol crossbow]]: No longer has a damage multiplier (previously was x0.8)* [[Lambda magazine crossbow]]Major rebalancing to the ammunition type cost multipliers: Now has a 1.2x damage multiplier
New [[clothing and armor]]* Tracer:'''1.1x''' (previously 1.5x)* New human clothing and armorMatch: '''Hooded robe, Sleeveless jumpsuit, Janitor outfit shirt, Janitor outfit pants, Security guard hat, Armored trench-coat3.0x'''(previously 4.0x)* New youkai outfits LSWC: '''0.8x''' (previously 0.85x)* JHP: '''1.5x''' (previously 3.0x)* JSP: '''1.2x''' (previously 2.0x)* LSWCHP: '''2.0x''' (previously 2.5x)* HPX: '''2.5x''' (previously 4.0x)* AP: '''1.5x''' (previously 3.0x)* SAP: '''1.2x''' (previously 2.0x)* APX: '''2.5x''' (for all previously 5 body types.0x)* API: '''Bandit outfit, Farmer outfit, Janitor outfit, Maid outfit, Prison outfit, Scientist outfit, Security outfit, Technician outfit2.5x'''(previously 4.0x)* SF: '''1.2x''' (previously 1.5x)* UHS: '''1.2x''' (previously 2.5x)
New ==== [[weaponsCharacter creation]]:* Class 5 Long: and [[ScytheCharacter customization]]====* Class 5 Short: [[Hasami bladeHuman]]characters now receive '''4 starting trait points''' instead of the normal 3, to compensate for the lack of racial benefits.
Pending: The wiki will be edited to reflect the new changes as soon as possible.==== [[Convenience store|Convenience stores]] ====* Convenience stores now sell [[M67]] frag grenades, [[M18 smoke grenade|M18]] smoke grenades and [[M84]] flashbang grenades (1d8 per store)
==== [[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 '''10 uses''' instead of 3. Price per unit is unchanged.
** Gun Cleaning Kits: Now repairs '''200 Condition''' per use (previously 100).
** Gun Repair Kits and Melee Repair Kits: Now repairs '''400 Condition''' per use (previously 250).
= April 10th 2020 === [[Traits]] ====New traits (<span style="color:#00CC00">'''Version Green: Positive'''</span> ; <span style="color:#CC0000">'''Red: Negative'''</span>):* <span style="color:#CC0000">'''Bad eyesight'''</span> (+2): Your character has a natural vision impairment that cannot be corrected with eyeglasses. You suffer from a permanent FT+1 effect.* <span style="color:#00CC00">'''Druggist'''</span> (-2): Ability to [[Identification|identify]] [[meds]] on sight* <span style="color:#00CC00">'''Fast learner'''</span> (-1): Your character earns Training Points at a faster rate.** When training at the [[shooting range]] or the [[dojo]], you divide the number of successes by '''4 instead of 5''' to obtain your Training Points (effectively corresponds to ~25% faster learning).** You earn [[training machine]] XP at a faster rate.51When using a Dojo's training machines, you gain '' '8d25 XP''' per use instead of the normal 4d25.** Not compatible with Slow Learner* <span style="color:#CC0000">'''Frigid'''</span> (+2): Your character '''heals no [[Stress]]''' in the following situations: [[Strip club]]: Pole- Changes dancing shows, private dances, special services ; [[Sanctum]]: Stress-relief chamber ; [[Cubus]]: Sex services ; Reading [[book|erotic books]] ; Any sexual or intimate situation (at the GM's discretion)** Not compatible with Horny* <span style="color:#00CC00">'''Jeweler's Eye'''</span> (-2): Ability to game mechanics[[Identification|identify]] [[gemstones]] on sight (although not appraise them)* <span style="color:#00CC00">'''Mycologist'''</span> (-2): Ability to [[Identification|identify]] [[mushrooms]] on sight** If your character is a [[hakutaku]], simplification you have this trait by default, at no cost. (This trait cannot be removed.)* <span style="color:#CC0000">'''Slow learner'''</span> (+1): Your character earns Training Points at a slower rate.** When training at the [[shooting range]] or the [[dojo]], you divide the number of damage modelssuccesses 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 core gameplay mechanicsexisting character traits:* The '''C2Galaxy Brain''' [[Armor Class]] is entirely scrapped from the game, as it is considered unnecessaryhas been removed. The AC previously called C3 is now known as C2* '''Phobia''': Additional effect. All weapons and ammunition If you were in the game no longer have combat against a damage value creature or a category for while you have a phobia, you receive '''quadruple Stress''' at the scrapped AC. Most clothing and armor that was classified as C2 will be reclassified as C1end of combat.
Changes to ==== [[ammunitionEffects]]====The following Effects have been modified:* '''Combat Stress''': Base effect is '''doubled''', meaning that each turn of combat now causes +0.2% to +0.8% [[.30-06 SpringfieldStress]]: Base damage buffed per turn multiplied by 1% (166% -> 167%) so that the new C2 damage value (old C3) becomes 150% (previously 149%)number of starting enemies.* '''Travel Fatigue''': The base roll is a '''2d4''' instead of the previous 1d8, meaning that each room traveled adds +0.2% to +0.8% [[9x25mm DillonFatigue]]: Base damage buffed by 1% (54% -> 55%), so that with a bell curve effect biased towards the new C2 damage value median of 5 (old C3) becomes 50% (previously 49+0.5%).
Notes:
* Creatures have not been modified yet, as the bestiary update is still in progress.
= March 5th 2022 =
'''Version 6.4''' - The Love Hotel Grabbag of Optimizations Update
= March 17th 2020 === [[Weapons]] ===='''Version 5Several melee weapons have had their damage values and Weight changed to improve balance.5''' - Game mechanics List of changes, new ammo typesby melee weapon category
Changes to Axes* [[RecoilFire axe]]:* Recoil calculation and effects no longer rely on exact shot order, but now instead only needs total shots fired, significantly cutting down on the amount of time that needs Increased base damage to be spent counting and checking shots.* The new Recoil system works as follows: Every Recoil level has a limit of shots (the Accuracy Drop Threshold, or ADT) that can be fired 72% - if a character shoots over ADT, accuracy and aim wandering effects are applied to the entirety of the shot string, and not just the shots that go over ADT. A second level with even more severe penalties is applied if the amount of shots fired is equal to more than double the limit.** As before, going over ADT will result in aim wandering (which sends shots to &bodyaim instead of the desired point of aim), however instead of being applied only starting from the shot that went over the limit, aim wandering applies to ALL shots if the total amount of shots fired goes over the limit. [[Weapon accessories#Laser sights|Laser sights]] still cancel out this aim wandering effect.** Accuracy windows and effects of going over ADT once and twice will also be updated.72/65 54/43/32/14/4
Changes to Crude weapons* [[Combat modeMeat fork]] and [[Weapons]]; specifically, '''[[Weapons#Firearm failure types|critical failure]]''' effects:* Like with Recoil changes above, critical failure effects no longer rely on knowing exact shot order, but only the total shot count, and in particular the critical failure count.** '''Failures Increased base damage to eject (stovepipes)''': For every stovepipe that occurs, the two highest scoring shots (excluding critical failures) are cancelled. If 3 stovepipes occur in a single string of fire, the 30% - 30/27 21/17/12/6 highest scoring shots are never fired. This has the potential of cancelling critical hits.** '''Failures to fire (misfires)''': No changes.** '''Failures to feed''': *** If '''2 or less''' occurred during the same string of fire: Same as stovepipes.*** If '''3 or more''' occurred during the same string of fire: All shots are cancelled and the weapon is considered to be '''jammed'''; this can be fixed by performing a reload action.** '''Failures to burn''': No changes./1
New Knives* [[ammunition typesDagger]] for pistol and rifle calibers:* '''Tracer (T)''': FMJ bullets with an illuminating compound at the Increased base of the bullet, which lights up and displays bright, colored light when fired. Tracer ammunition is used damage to visibly see the flight path of a bullet, and is useful for controlling long strings of fire, particularly full auto, as it allows a shooter to physically see where the bullets are going.** Effects: Increases ADT by a certain amount of shots, which scales with Recoil level. However, it always breaks Stealth even when shot with a silenced firearm; the tracer light works both ways and can be seen by others, thus revealing your position.*** Recoil 153% -2: ADT +4 shots*** Recoil 53/48 40/32/24/11/3-4: ADT +3 shots*** Recoil 5-6: ADT +2 shots*** Recoil 7-8: ADT +1 shots* '''Semi-Armor Piercing (SAP)''': Also known as metal-piercing bullets, they offer a lower cost alternative to full AP or APX, but are less effective at defeating armored targets.** Effects: 0.8x damage against unarmored ACs, 1.3x damage against armored ACs.* Retail ammunition using these new projectiles is now also available:** [[.22 Long RifleKarambit]]: Standard T** [[.30 Carbine]]: Standard T, Standard SAP, Milsurp T** [[.30Decreased base damage to 28% -06 Springfield]]: Standard T, Milsurp T** [[.303 British]]: Standard T, Milsurp T** [[.32 ACP]]: Standard T, Standard SAP, Milsurp T, Milsurp SAP** [[.357 Magnum]]: Standard SAP** [[.357 SIG]]: Standard T, Standard SAP, Personal Defense SAP, Pocket Dragon SAP** [[.380 ACP]]: Standard T, Standard SAP, Milsurp T** [[.40 S&W]]: Standard T, Standard SAP, Personal Defense T, Personal Defense SAP, Pocket Dragon T, Pocket Dragon SAP** [[.45 ACP]]: Standard T, Standard SAP, Personal Defense T, Personal Defense SAP, Pocket Dragon T, Pocket Dragon SAP, Milsurp T** [[.50 BMG]]: Standard T, Milsurp T** [[4.6x30mm]]: Standard T, Milsurp T** [[5.45x39mm]]: Standard T, Standard SAP, Milsurp T, Milsurp SAP** [[5.56x45mm NATO]]: Standard T, Standard SAP, Milsurp T, Milsurp SAP** [[5.7x28mm]]: Standard T, Milsurp T** [[5.8x42mm]]: Standard T, Standard SAP, Milsurp T, Milsurp SAP** [[7.62x25mm Tokarev]]: Standard T, Standard SAP, Milsurp T, Milsurp SAP, Milsurp Cold T, Milsurp Cold SAP, Milsurp Hot T, Milsurp Hot SAP** [[7.62x39mm]]: Standard T, Standard SAP, Reduced Velocity SAP, Milsurp T, Milsurp SAP** [[7.62x54mm R]]: Standard T, Standard SAP, Milsurp T, Milsurp SAP** [[7.62x51mm NATO]]: Standard T, Milsurp T** [[7.92x33mm Kurz]]: Standard T, Milsurp T** [[7.92x57mm Mauser]]: Standard T, Milsurp T** [[9x18mm Makarov]]: Standard T, Standard SAP, High Impulse T, High Impulse SAP, Milsurp T, Milsurp SAP, Milsurp Hot T, Milsurp Hot SAP** [[9x19mm Parabellum]]: Standard T, Standard SAP, Personal Defense T, Personal Defense SAP, Pocket Dragon T, Pocket Dragon SAP, Milsurp T, Milsurp SAP, Milsurp Hot T, Milsurp Hot SAP** [[10x25mm Auto]]: Standard SAP28/25 20/15/11/6/1
One-handed clubs
* [[Heavy spiked gada]]: Increased LDV to +3
* [[Flanged mace]]: Increased LDV to +3
* [[Pipe wrench]]: Increased weight to 9. Increased base damage to 70% - 70/67 56/46/35/18/5
* [[Wrench]]: Decreased weight to 2. Decreased base damage to 33% - 33/30 25/20/15/7/2
* [[Hammer]]: Increased weight to 3.
= January 12th 2020 =One-handed swords'''Version 5.49''' * [[Butterfly sword]]: Decreased base damage to 45% - Simplification update #845/41 32/25/18/9/1
Changes to Two-handed club* [[AddictionsIron bat]]:* Advancement of withdrawal levels is now tied Increased base damage to [[Daily Reset]].50% - 50/48 40/33/25/13/4
Changes to Whip/Lash* [[InebriationKusari-fundo]]:Increased LDV to +3. Increased base damage to 55% - 55/52 44/36/28/14/4* Inebriation no longer naturally decays at a rate of 0.1 per turn.[[Straight whip]]: Decreased base damage to 45% - 45/43 36/29/23/11/3* New [[EffectBullwhip]]: '''For every Increased LDV to +02.1 Inebriation gained, Increased base damage to 49% - 49/47 39/32/25/12/4* [[StressLight bullwhip]] is decreased by -0: Increased LDV to +1.4Increased base damage to 37%; effectively turning alcohol into a reliable Stress relief method.- 37/33 28/22/17/7/2* 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[[Riding crop]]: Decreased weight to 3.Decreased base damage to 30% - 30/29/24/20/15/8/2* Effects of [[InebriationNine-tails]] have been modified and simplified: Decreased weight to 2.
Changes to ==== [[VenomFood]]:====* Rebuilt the effects 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 Venom poisoning (modified the thresholds and simplified the effects)following: 0.25, 0.5, 1, 2, or 3 units.
= January 6th 2020 ==== New weight values ====='''Version 5Fruit* 0.48''' - Simplification update #725: Apricot, Grapes, Kumquat, Kiwifruit* 0.5: Apple, Pear, Orange, Pomegranate, Banana* 1: Watermelon wedge* 2: Pineapple* 3: Cantaloupe
Changes to [[Stress]]:Vegetable* Stress thresholds for Low and Moderate have been adjusted (respectively 0.0% 25: 19.9% and 20.0% : 49.9%)* Stress is no longer gained from taking damage ([[Pain]]Carrot, [[Limb Damage]]...) or from sustained injuries.* [[Effect#Stress|Stress gained from combat (now clarified as an effect called Combat Stress)]] is now calculated differently; the total amount is now equal to '''(Td4)x0.1xE'''Beet, Turnip, where T is the total amount of turns spent in combatLeek, and E is the amount of enemies at the start of a fight.Wasabi root** Effectively, this means gaining between 0.1% and 0.4% Stress per turn spent5: Tomato, multiplied by the amount of starting enemies.Potato* Stress gained from combat is now given at the end of combat1: Artichoke, instead of gradually turn by turn.Cucumber* The Stress Tolerance [[effect]] is scrapped.2: Cabbage
Related changes:Meat* '''Books''' now heal a flat amount of Stress, -2.0% per reading. Books provide their Stress reducing effect only once per ingame day; an already read book must be marked with a tag.** Suggested tag25: ''"Read recently - provides no effects until next Daily Reset"''* Showers no longer provide negative effects, and the command is now always rolled when using a shower, regardless All types of the location. Each use will now spend 30 ingame minutes and has a chance to provide a positive effect (reduces Stress, Fatigue, or Pain) each time.* Computers now decrease Stress by (4d10)x0.1 at the cost of spending 2 ingame hours.* Radios now decrease Stress by (2d10)x0.1 at the cost of spending 1 ingame hour.game meat
= December 8th 2019 =Seafood'''Version 5* 0.47''' - Simplification update #625: Mussels, Clam, Sardines* 0.5: Trout, Cod* 1: Sea bass, Sole, Grilled eel, Lobster* 2: Cuttlefish, Salmon, Carp, Tuna, Crab
* The [[Cover]] system has received multiple modifications aimed at simplifying their purpose and function:Dessert** Cover no longer have pass-through thresholds or corresponding Pain modifiers (like [[trauma plates]])0.** Deleted the "full protection" trait (which protected against bouncing explosives - of which there is [[VOG-25P|only one type]] currently)** Modified the list of cover types (changed health and AC values on many of them)* [[Explosives]]25:** Simplified the damage calculation method for pressure mines: full limb damage to legs/feetWaffle, 0.25x limb damage to everything else. (PreviouslyMadeleine, Crepe, it also dealt 0.5x damage to torso/hips)Scone** Simplified injury calculation from explosive weapons0. It is now dependent on base explosive damage; specifically5: Yogurt, equal to '''BED / 4 rounded down''' (or in other wordsBrownie, for every 4 full points of limb damage dealt by an explosive weaponIce cream cone, 1 wound is also dealt).* [[Chlorine bomb]] and Chlorine gas clouds:** Removed the 25% chance to lose eyes per turn spent in a chlorine gas cloud. It was replaced by an additional damage effect Fruitcake slice, Millefeuille, Donut, Muffin, Cookies (2 limb damage to a random body part per turn spent in a cloud6)., Large cookie* [[Crafting items]]** Gun Repair Kits can no longer be used to repair dud explosives; this ability was moved to the...** New toolkit1: '''Explosives Toolkit (XTK)'''. Costs [[File:Parallar symbol.png|10px]]'''300''' and can be used up to 5 times. This kit allows users to repair dud explosives and defuse certain types of primed explosives more quickly than with bare hands; consumes 1 use per explosive repaired or defused.* [[Effects]]** '''Nausea''' is now a temporary effect which prevents using [[Food]] items. All items inducing Nausea are now given a turn durationBlack forest cake slice, and no longer induces IR +1.** '''Anti-Oni Syndrome''' now causes creatures under this effect to get [[Pain]] instead of [[Venom]] from drinking alcohol Cream pie slice, Cookies (1% Pain per 0.1 Inebriation18). The Pain gained this way is '''fixed''' and ignores [[Pain Sensitivity]] entirely.** '''Decompensation''' and '''Self-deterioration''' were simplified, introducing a system of points gained at Daily Reset. If these points reach a particular threshold, instant death occurs.** Various effects were simplified or scrapped entirely.
Snacks
* 0.25: Chocolate bar, Caramel, Bread slice, Cheddar slice, Fortune cookie, Energy bar, Granola bar, Whole wheat biscuits, Candy (mint), Candy (strawberry), Fruit bar, Milk and cereal bar, Peanut caramel bar
* 0.5: Candied fruit can, Peanut chocolates (27), Salt crackers (10), Breadsticks (10), Breakfast biscuits
* 1: Peanut chocolates (168), Salt crackers (20), Breadsticks (20), Pretzels, Popcorn (plain), Popcorn (caramel), Honey-roasted nuts
= November 14th 2019 =Fast-food'''Version 5* 0.46''' - Simplification update #5: Fries, Fried potatoes, Nuggets (6), Pizza (1 slice), Sandwich, Cup noodles* 1: Cheeseburger, Double cheeseburger, Nuggets (20), Hamburger, Hot-dog, Chili-dog, Corn-dog, Hot-gon* 2: Potato chips* 3: Pizza (8 slices)
* [[Weapons]]:Beverages** In a manner similar to the [[MAC-10]] and [[MAC-11]], these weapons are now considered to be '''auto pistols''' if their stock is folded0.5: [[B+T MP9-N]]Orange juice, [[CZ Sa vz. 26]]Tea (black), [[CZ Skorpion vz. 61]]Tea (green), [[CZ Skorpion vz. 83]]Lemonade, [[IMI UZI]]Cola, [[KBP PP-2000]]Coffee (black), [[Ruger MP9]]Apple juice, [[Steyr MPi 81]]** These weapons have changed categories entirely: [[Danuvia VD-01]] (Submachine gun -> Auto pistol)Grape juice, Energy drink, [[H&K MP5K]] Coffee (Submachine gun -> Auto pistolcappucino)** Artifact weapons; [[Bat out of Hell]], [[Doomslayer]]: No longer dependent on the Contestant story for acquisition. Their effects and special abilities have also been modified - see each page for further details.Hot cocoa* [[Statistics]]1:** [[Pain]]: No longer naturally regenerates at a rate of -2% per turn; in factMineral water, the entire concept of "Pain regeneration per turn" is removed. InsteadMilk, 40% Pain is healed every day during the Daily Reset Beer (10% in Survival Mode at every Trading Post insteadblonde)* [[Meds]]:** Cannabis no longer increases pain regeneration per turn, but instead decreases Pain by a flat amount; -25%.* Other changes:** '''Augmentations''': Guardian LSS modified so it doesn't improve pain regeneration per turn anymoreBeer (brown), but instead reduces Pain Sensitivity and improves the effectiveness of Pain healing at the Daily Reset Beer (Level 2: Pain Sensitivity -10%stout), Daily Reset Pain healed by 70%. Level 3: Pain Sensitivity -20%, Daily Reset Pain healed by 100%.Craftable powdered drinks (all of them)** '''Tanuki special abilities'''2: 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 expensiveChampagne, Red wine, bumped up to 5 TB. Many abilities have had their effects simplified as well.Vodka, Mead, Absinthe, Sake, Whiskey, Brandy, Cider
===== Changes to rations =====
The contents of specific rations have been changed.
= November 10th 2019 =* Ration B1: Added 1 extra pack of whole wheat biscuits and 1 can of spam'''Version * Ration B2: Removed 1 packet of powdered coffee* Ration L1: Removed 5.45''' - Simplification update #4cigarettes and 5 safety matches* Ration L2: Added 1 can of pasta with tomato sauce* Ration S1: OresAll item quantities doubled, metals added 2 milk and miningcereal bars
* [[Valuables]]: ** Scandium and palladium ingots have been scrapped ** Introduction of new types of ingots: Zinc, Iron, and Tungsten** All ingots are now available in four sizes: 100g (0.2 Weight units), 250g (0.5 units), 500g (1 unit) and 1000g (2 units)** "Hardened steel" was renamed to just "Steel"** Value per kilogram of brass is now 240 P$ (previously 224 P$)** Value per kilogram of electrum is now 1400 P$ (previously 1340 P$)* [[Ores]] and [[mining]]:** All metal ores have been completely scrapped and rebuilt from the ground up. All types of metal ores now contain a percentage of ONE useful metal or "quick cash" element, and are now based on more realistic types of minerals. ** The list of "Primary" mining elements (which can be exchanged for ingots) has been rewritten, and now includes (from least to most valuable): Zinc, Lead, Iron, Copper, Tungsten, Silver, Gold, Platinum.** The list of "Secondary" mining elements (which can be exchanged for cash) has been rewritten, and now includes (from least to most valuable): Coal, Sulfur, Nickel, Mercury, Magnesium, Tin, Cobalt, Aluminium, Molybdenum, Titanium, and Chromium.** There isn't a tertiary "garbage" category of ore materials anymore.** Object line nomenclature for all metal and gemstone ores has been redone for clarity.* ===== Other food related changes:** Dimensions of [[Parallar|brass and electrum]] coins were modified slightly to account for the changes.=====
= September 24th 2019 =* [[LBE]]: All LBE with a Food holster: the effect is replaced to "max weight: 3" instead of "max items: 2"'''Version 5.44''' * [[Style shop]]: Custom food holsters are now weight- Various changes in various domainsbased instead of item count-based, as above.
* '''Buff to the ==== [[goheiMeds]] and [[shaku]]''': Each weapon now gains a Charge point when killing a creature it is designed to deal double damage to, and for every Charge point it holds, the weapon deals an additional LDV+1. If at least 1 Charge point is in the weapon, the user can use a special attack ("Terminating Seal" for the gohei, "Cleansing Fire" for the shaku) which will allow the weapon to temporarily deal quadruple (4x) damage instead of just double against the species it is designed to hurt, for one turn only. On the following turn, the weapon loses all of its Charge points.====* Introducing a new type of key item, the '''skeleton key'''; 10 different types exist, from Type 0 to Type 9. The purpose of a skeleton key is to open any mechanical lock, as long as the type matches the first digit of the lock's serial number (e.g. a Type 2 skeleton key will open any lock from 2000 to 2999).** Skeleton keys break after one use.** They can be sometimes found in '''&stuff'''.** They can also be crafted; two new crafting blueprints, '''SkelKeyA''' and '''SkelKeyB''' were introduced. In a first for the game, these recipes also require a certain skill level in Lockpicking in order to use (respectively, Lv2 - Basic, and Lv3 - Skilled).* Introducing a new type of toolkit, the '''hacking tool''', which is essentially an electronic lockpick. Hacking tools are disposable devices with electronic spoofing software; they can be used up to 10 times, then brick themselves.** It replaces the HX-1337 series of hacking augmentations, which have been scrapped from the game.** Modifications to the hacking mini-games were made to accomodate for the new hacking tool.** The '''&loginwords''' command was renamed to '''&words''', and its dictionary of words was increased from 810 to 8738 words.* '''Kasha buffs''': Kasha base stats have been improved (Base limb health: 43 -> 60, Max Blood 12 -> 17, Pain sensitivity 163% -> 117%), and their old "Savage" ability was removed, and replaced with two new abilities, '''Natural Hunter''' and '''Savage Mode''':** '''Natural Hunter''': As a passive ability, kasha claws are tough enough to allow for Butchering without the need for a suitable tool. All Kasha also start with Lv2 - Basic in Hunting.** '''Savage Mode''': Kasha can, at will, give themselves +10.0% Stress in exchange for +40% Strength and -40% Pain Sensitivity for 20 turns. If Savage Mode is already active, Kasha can activate the ability again to extend the remaining duration by another 20 turns.* '''Nerfing [[Ammunition#Pistol and rifle caliber projectiles|UHS ammunition]]''': It now deals 1.3x damage (Pain and LD) instead of 1.4x.* '''Changes to MAIM''': Rie "Fireball" Kirari, being a kasha, now benefits from the new abilities introduced above. Her natural Pain Sensitivity was also lowered to 87%.* '''Changes to healing''': First Aid Kits (FAKs) and Field Surgery Kits now instantly heal HP instead of HP over time (Light: +7 HP; Strong: +12 HPFSKs). The bonuses introduced by the Healing skill now give additional HP receive simplifications to all of the limbs not targeted by the FAK/FSK - +1 HP at Basic, +2 HP at Skilled, +3 HP at Expert, make them easier to use and +4 HP at Master. The bonus HP is free and costs no Nutrition or Fatigue.manage:
* FAKs and FSKs no longer serve as mini containers capable of carrying extra meds (IBs, paracetamol, HAP, epinephrine, etc.)
* Instead, FAKs and FSKs are now multiple-use. FAKs have 3 uses before depletion, FSKs have 5 uses (1d3 and 1d5 on randomly found ones)
* No changes to pricing or limb healing effects, all 3 uses of an FAK can therefore heal up to 21 HP, and all 5 uses of an FSK, 60 HP.
= September 6th 2019 (2) === [[Hotel|Hotels]] ===='''Version 5A new hotel classification has been added: Love Hotels.43 * Falls outside of the luxury level (part 3star 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 SteveMRE Konbini update part 3/3intention is to provide couples (or groups) with the privacy needed for intimacy.* In exchange, the stay is cheap - just [[File: Convenience storesParallar symbol.png|10px]]'''50''' to get in.
== Convenience stores ==Several towns received new hotels:* Convenience stores are a new shop type which replaces the previously existing takeout stands.Neutral towns* Convenience stores are a type of individual shop, sharing the same layout as other types of individual shops.* Calfair Sector - ★★ Rudolf's Lodge* * Littleton - ★★ Little Inn** Nanton - ★★★ Slow Wave Hotel** Ovis City - ★ The purpose of convenience stores is to sell a fixed inventory of items considered to be basic necessities. Unlike most other shops in the Mazes, the majority of their inventory is not random.Roadside Resort* Items sold at convenience stores are divided in four aisles: Food aisle, Ammo aisle, * 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 Aid aisle, 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 Misc aisle.Barrel Hostel* Each convenience store belongs to one of five chains; '''24* Elusec -Seven, Fusco★★★ Kilburn's Bodega** Murberry - ★ Layd Backe** Wayward - ★★ Thornton Hostel* Syndicate towns** Baden Town - ★★ The Run-Inn** Viris Area - ♡ Lovelight* Youkai towns** Aosaidan - ★★ Kaneda (金田)** Masatomo - ★★★ Lodge of the Fork** Kazama - ★★ Amane Hotel (天音 HOTEL, Angelstop, Circle H''' and '''Tomato Konbini'''lit. Each chain has their own traits and extra features"Divine Sound Hotel")** Kijirou - ★★★ Dou to Gin (銅と銀, such as raffle tickets for every 250 P$ of purchases, extra gear, or extra serviceslit."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 6th 2019 (1) === [[Creatures]] and [[Occupations]] ===='''Version 5.43 (part 2) - The SteveMRE Konbini update part 2/3: New following creatures and improved rations, new food items'''occupations received changes to their loadouts and skills:
This is the second 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
== New food items == Other changes ====* 11 new and improved rations [[M1 Garand]]: Missing Customs combinations have been introduced, replacing the previous 3 completely.added* New category [[Hospital]]: Cost of food item, healing limb damage dropped from [[File:Parallar symbol.png|10px]]'''powdered drinks25'''. Powdered drinks are inedible on their own, but can be combined with a bottle of water to create a drink[[File:Parallar symbol.** 8 powdered drink packets, and 8 corresponding crafting-only beverages introduced.* 20 new types of regular food items introduced, many of which can be found in the new rationspng|10px]]'''15'''.
All of the new items have been added to the '''[[Food]]''' page.
== Other changes =February 10th 2022 =* New crafting item, the '''Mini-bag of 5 safety matchesVersion 6.3.13'''- The 1000-Weapon Update, which is found in many rations, but can also be found for sale at Workshops for [[FilePart 13:Parallar symbol.png|10px]]'''0.10''' apiece.Submachine guns and Two-handed swords
15 new weapons added to the game (14 firearms, 1 melee weapon), bringing the total to the covered '''1,000'''!
= September 5th 2019 ='''Version 5.43 (part 1) - The SteveMRE Konbini update part 1/3: Changes to consumables'''== New weapons ====
This is the first part out of a series of three updates.* 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]]
The effects ==== Other changes ====* [[Style shop]]: Now offers a custom LBE service* [[Maze Customs]]: AR-15s equipped with both a flat-top receiver and quad-rails get a NATO mount instead of many consumables have been modifieda NATO-S mount (the top rail acts as an extension)* Updated the [[List of silencers|silencer]] roster for compatibility with the new calibers:** Pistol, standard, .32: Now compatible with [[.327 Federal Magnum]]** Pistol, standard, .45: Now compatible with [[.41 Magnum]]** Rifle, standard, 5.8mm: Now compatible with [[5.8x21mm]]** Rifle, standard, .260 / 6.7mm: Now compatible with [[6x45mm]]** Rifle, standard, .30 / 7.62mm: Now compatible with [[7x57mm Mauser]]* Updated the [[List of muzzle brakes|muzzle brake]] roster for compatibility with the new calibers:** Pistol, standard, .45: Now compatible with [[.41 Magnum]]** Rifle, standard, .260 / 6.7mm: Now compatible with [[6x45mm]]** Rifle, standard, .30 / 7.62mm: Now compatible with [[7x57mm Mauser]]
== 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 9th 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.* 12'''Suppressed hunger''' has been completely rewritten- The 1000-Weapon Update, Part 12: Conventional rifles 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).Handgear
== Changes 37 new weapons and 1 new caliber added to food ==* Can of cola drink: No longer provides Agility +the game (30 firearms, 7 melee weapons, including 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%integrated bayonet), but bringing the effect is lengthened from 15 total to 20 turns, and now also reduces Fatigue by 5985.0% and increases Stress by 0.5%.* Cup of tea, green: Effect now increases alertness instead of Agility, effect now lasts 10 turns* Cup of tea, black: Effect now increases alertness instead of Agility, effect now lasts 10 turns* All game meat boosting Strength or Alertness: All effects now last 20 turns instead of 2 or 3 turns.* Hot-gon (exclusive to Diamond Hot-Dogs): Effect now lasts 20 turns
== Changes to meds ==New caliber ====* [[7.92x107mm]]
Many medical items have had their effects completely rewritten. These are the new effects for the following items:==== New weapons ====
* Cannabis jointFirearms: Agility -1, Pain Regeneration Rate +2% /turn for 20 turns, Stress -** [[Class 1weapons]]:*** [[Alexander Arms AWS]]*** [[FK Maroszek Kb Ur wz.0%35]]* Cigarette: Agility +1, FT -1 for 10 turns** [[General Motors M1A1 Carbine]]* Nitrous oxide: Pain Sensitivity ** [[Henry Brass Lever Action 30-50%, Euphoria Rush for 10 turns30]]* Amphetamines: Agility +2, Alertness increase, FT ** [[Henry Brass Lever Action 45-1 for 20 turns, Stress +3.0%70]]* Pentobarbital: Instant death in 20 turns** [[Henry Big Boy Carbine]]* Steroids (anabolic): Strength +40% for 20 turns** [[Henry Big Boy Classic]]* FG-7142: Suppressed hunger for 40 turns, Stress +8.0%** [[Henry Big Boy Silver]]* Desoxyn (meth pill): Alertness increase, Forced wakefulness for 20 turns, Fatigue -30.0%, Stress +10.0%** [[Henry Big Boy Steel]]* Oxycodone: FT+1 for 10 turns, Pain -50%** [[Henry New Original]]* Epinephrine: Agility +3, Fatigue ** [[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-10.0%, Stress +8.0%29]]* Heroin* [[Class 2 weapons]]: Pain sensitivity *** [[Armalite AR-100%, FT+2 for 30 turns, Pain -90%7 Explorer]]* Lorazepam: Forced sleep for 30 turns** [[Mauser M1917 Trench Carbine]]* Morphine: Pain sensitivity ** [[Taurus CT-75%, Agility -2 for 30 turns, Pain -70%]]* Cocaine: Pain sensitivity -100%, Alertness increase, Hallucinations for 20 turns** [[TNW Firearms ASR 9]]* PCPMelee weapons: Pain sensitivity -50%, Alertness increase for 20 turns* Codeine* [[Class Handgear weapons]]: Nausea, Pain -40%* Concentrated caffeine: Alertness increase, Agility +1 for 10 turns, Fatigue -12.0%, Stress +1.2%** [[Brass knuckles]]* Diazepam: Alertness increase, FT** [[Chainmail gauntlets]]*** [[Push knives]]*** [[Spiked knuckles]]*** [[Tekko-2 for 20 turnskagi]]* Ecstasy** [[Tenderizer knuckles]]** [[List of bayonets|Bayonets]]: Intense relaxation, Euphoria Rush for 40 turns*** [[Type 44 bayonet]] (integrated to the [[Type 44 Arisaka]])
== Changes to mushrooms ==Other changes ====* New ability: [[Steady aiming]]
Many mushrooms have had their effects completely rewritten. These are the new effects for the following items:
* Oni= February 1st 2022 ='''Version 6.3.11'''s Bane mushroom: Anti-oni syndrome for 10 turns* Golden cap, Liberty cap: Hallucinations for 10 turns* Infirmitas: Strength The 1000-20% for 10 turnsWeapon Update, Nausea* TurbatioPart 11: FT+1 for 10 turns* Oni Terror: AntiPrecision rifles and Two-Oni Syndrome for 30 turns, Nausea* Fatigatio: Fatigue +30.0%* Caecitas: FT +3 for 20 turns* Potentia: Strength +20% for 20 turns* Accuratio: FT -1 for 20 turns* Anxietas Medicus: Stress -10.0%* Strenuitas: Alertness increase for 20 turns* Velocitas: Agility +1 for 20 turns* Extra Velocitas: Agility +2 for 20 turns* Furor: Rage for 20 turnshanded clubs
13 new weapons added to the game (7 firearms, 6 melee weapons), bringing the total to 948.
= July 21st 2019 =* Firearms:'''Version 5.42''' ** [[Class 1 weapons]]:*** [[Accuracy International AW]]*** [[CZ TSR]]*** [[KBP VSK- Detective update94]]*** [[Norinco JS]]*** [[St. George Arms Leader 50 A1]]*** [[Winchester Model 70]]*** [[ZVI Falcon OP96]]** [[Class 5 Long weapons]]:*** [[Eku]]*** [[Flat bat]]*** [[Forging sledgehammer]]*** [[Spade]]*** [[Tamping bar]]*** [[Toothbat]]
An accompanying Tsuchinoko update (version 138) will be released on the same day.
=January 23rd 2022 = Changes to [[Creatures]] ==* The Maze Police faction has a new rank, Guard Detective. Ranks above Sergeant but below Chief, they are investigators in plain clothes, in charge of cases and issues. They come with their own set of equipment.** They now appear as a separate type of creature that can be rolled by the '''&encVersion 6.3.10''' and '''&enc-LEO''' commands.* All Maze Guard flavors have received an equipment update; trauma platesThe 1000-Weapon Update, Tasers, better loadPart 10: Pistols and One-bearing equipment.handed clubs
47 new weapons added to the game (32 firearms, 15 melee weapons), bringing the total to 935.
= July 13th 2019 ='''Version 5.41''' - Weapon accessory tweaks and simplifications== New weapons ====
This update aims at trimming some more of the fat with game mechanics, specifically mechanics related to weapon accessories* 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]]
An accompanying Tsuchinoko update (version 137) will be released on the same day.==== Other changes ====
== Changes to [[weapon accessoriesmagazines]] ==:* Scopes: All scope effects have been re-balanced.** Low-power optics: No longer have Desert Eagle magazines now possess a special effect boosting accuracy only when aiming at small body parts, and instead provides a flat FT-1 bonus."Deagle" tag for searching purposes** Medium-power opticsMauser C96 Red 9 stripper clip: 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 activeRenamed to "Mauser C96 stripper clip", it no longer causes a blindness effect. (Flashbangs are unaffected, they still cause enhanced blindness to creatures compatible 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, both [[Mauser C96 Broomhandle]] and P3X Fury Tactical) due to redundancy.* One new type of dual modules introduced: the '''Streamlight TLR-4''', which can be fitted [[Mauser C96 Red 9]] depending 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.loaded ammunition
== Other general changes ==* Changes to [[CoverMaze Customs magazines]] mechanics simplified (effectively returned :* Glock-SF .22 and Glock-LF .22 magazines: Capacity increased from 10 rounds to a previous state); the Exposure system 12* 1911SS 9mm and 1911DS 9mm magazines deleted (exposed/hidden) is scrappedreplaced with [[1911RO magazines]] and [[P-18 magazines]], cover now returns to protecting the full bodies of everyone that is behind cover.respectively)
= May 18th 2019 January 9th 2022 ='''Version 56.43.9''' - Simplification update #3 The 1000-Weapon Update, Part 9: Stress Grenade launchers and inaccurate hitsKnives
This update aims at further simplifying certain 12 new weapons added to the game mechanics(2 firearms, 10 melee weapons), bringing the total to 888.
== General changes ==* Firearms:* Stress* [[Class 1 weapons]]: All stress levels from Moderate and up no longer cause incremental fatigue effects.* Inaccurate hits with ranged ** [[NAWS China Lake]]*** [[Springfield T148E1]]* Melee weapons no longer call for a 1d2:** [[Class 5 Short weapons]]:*** [[Bou-1 check to determine if the shot hits. From now on, all inaccurate hits are hits.shuriken]]* All inaccurate hits now deal 0.7x Pain and Limb Damage, including in melee ** [[Gerber Mark II]]*** [[Handmade knife]]*** [[Heavy throwing knife]]*** [[Kamisori]]*** [[Karambit]]*** [[Last Blood]] (down from 0.8xartifact)*** [[Smatchet]]*** [[Stun knife]]*** [[Throwing knife]]
= April 23rd 2019 January 2nd 2022 ='''Version 56.3.8''' - Simplification update #2 The 1000-Weapon Update, Part 8: BloodHand grenades and Axes
This update aims at simplifying some of the mechanics related to the Blood statistic.==== New weapons ====
== 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 11 new weapons added 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 game (as long as there are no open wounds at that moment). Upon hitting the daily resert6 firearms, 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$.* A new type of medical item ('''Epoetin-alfa'''melee weapons), syringe) can be consumed to start a 20-turn effect resembling bringing the old natural regeneration effect: +0.1 Blood per turn, in exchange for -15 ntri and +0.2% Fatigue per turn. In total, the item would help your body regenerate up to 2 Blood but burn up to 300 ntri and 4% Fatigue. Syringes of Epoetin-alfa cost 100 P$, making them the cheapest syringe-type medical item.* Changes to '''Augmentations''': The Guardian LSS no longer increases the amount of Blood regenerated per turn, since that mechanic is gone. Instead, each level increases the amount of Blood regenerated every day by 1, at no extra cost of nutrition and fatigue. Level 1 therefore lets you heal 2 Blood per day, Level 2 is 3 Blood per day, and Level 3 is 4 Blood per day, all for the same cost of 150 ntri/2% Fatigue per turn, making it viable to heal large amounts of Blood loss over the space of a few days.* Changes to '''Clothing protections''': Buffs to protection ratings. ''-Resistant'' will prevent injuries on hits dealing up to 4 limb damage (previously, 2), and ''-PROOF'' will prevent injuries on hits dealing up to 8 limb damage (previously, 4)876.
* Firearms:
** [[Class 4 weapons]]:
*** [[Model 9210]]
*** [[Model 9430 Tear-ball]]
*** [[Model 9590 Sting-ball]]
*** [[No. 77]]
*** [[Stinger]]
*** [[Zarya-3]]
* Melee weapons:
** [[Class 5 Long weapons]]:
*** [[Hookaroon]]
*** [[Ice axe]]
** [[Class 5 Short weapons]]:
*** [[Falx]]
*** [[Gerber Downrange Tomahawk]]
*** [[Tomahawk]]
= February 20th 2019 ='''Version 5.2''' - Extra game modes update== Other changes ====
This update introduces two new methods of playing MazeWorldChanges to existing weapons: * [[M84]]: Weight changed to '''Survival2''' 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.(from 1)
== General changes ==
* The [https://docs.google.com/forms/d/1fLN_YUoVStGt0ElBtVpyMg1bIvn1Eqxc3BuDJrdIkBk/ character sign-up form] has been updated to account for the changes below.
== Survival =January 1st 2022 =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'''Version 6. Survival is mainly inspired from old3.7''' -school MazeWorldThe 1000-Weapon Update, it is essentially an endless Uncivilized Area run, just as it once was.Part 7: Underbarrel weapons and Crude weapons
When playing Survival, players have 12 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 death2 firearms, or at player request10 melee weapons), bringing the total to 865.
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).[[List of underbarrel shotguns|Underbarrel shotguns]]:* Date and time are not tracked.** [[Lockhart UBS-12]]* No Faction Reputation and no Renown to worry about.** [[Ten-X Tactical TX-12 STW]]* All skills are unlockedMelee weapons: Survivors start with Unskilled in all non-combat skills (unless skill levels were purchased at Startgame)* The Survivor starts with a MAIM account, with all generic and regular named mercenaries available (Special mercs are not available as they're tied to the story).* [[Class 5 Long weapons]]:* 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)** [[Guitar]]* 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!** [[Mop]]* If playing on Tier X, X corresponds to the amount of Challenges the player must complete in order to reach the end.** [[Signboard]]** 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.* [[Skull staff]]** The author personally recommends first-time players and GMs to try Survival Tier 4, for a 401-room adventure.* [[Ted]]* Mercenaries function differently* [[Class 5 Short 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.* [[Crysknife]]** Upon being hired, a mercenary will immediately join the Contestant with no waiting time.* [[Dart]]** Merc deaths do not need to be reported.* [[Ibuki Gourd]]** All mercenaries show up with their gear. There are no gear costs - their equipment is essentially free.* [[Ice pick]]** All special parameters are ignored.* [[Worm tooth]]
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 runNew [[crafting]] items:* [[Blueprints]]: Skull blueprint, as well as rooms visited in Survival Endless.Fremen blueprint* [[Crafting items#Ingredient items|Ingredient items]]: Preserved skull
== Freeform play ==
This is essentially the normal game, but without main story quests or sidequests and with certain shops, services and other conveniences immediately available. This mode aims at a more relaxed experience, without the pressure of the pre-made main story, as well as offering an opportunity to design your own stories and plots.
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)= Prior versions =
 = January 17th 2019 ='''Version 5.1''' - KISS Update (Keep It Simple, Stupid!) This update aims at simplifying several game mechanics deemed too granular or generally not fun enough. == Simplified nutrition and hydration ==* Nutrition and hydration no longer decay at a rate of 1 per turn. Instead, these stats are slashed by a set amount at a fixed rate and frequency, to symbolize meeting daily recommended needs; these are called the '''Nutrition Reset''' and '''Hydration Reset''', respectively.** Nutrition is reset every day at midnight. The reset will reduce the current Nutrition by an amount equivalent to (meat worth x 30). For a human, that amount is 2100 ntri. ** Hydration is reset every day at midnight. The reset will reduce the current Hydration by an amount equivalent to (meat worth x 10). For a human, that amount is 700 wtr.* Nutrition and hydration each have new value ranges and corresponding effects; they are generally simpler and more clear-cut effects.** Nutrition going too high will increase minimum Fatigue, and eventually reduce Agility.** Nutrition going too low will decrease Strength, and eventually disable the ability to heal Pain, Blood or Limb Damage (due to the body not having the "fuel" to do so).** Hydration going too low will decrease Strength, then Accuracy, then cause Hallucinations, until eventually causing death. == Simplified fatigue ==* 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.* [[Changelog/2021]]: All effects of high fatigue now decrease Agility, and eventually decrease accuracy and cause Hallucinations2021 updates== 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 scrapped.* Durability is renamed Max Condition, and all firearms' Max Condition values have been rewritten.* Critical failures have been completely revamped and simplified. Condition is now meant to be lost on a critical failure, and for each 2 rolled, the new command '''@critfail''' must be used.** @critfail contains 80 possible effects, half of which are simple condition loss effects (ranging from 100 to 2000). The other half are condition loss effects (ranging from 50 to 1000) with a weapon failure (failure to fire, eject, etc.) effect on top. If the relevant weapon is a melee weapon or does not have a corresponding weapon failure type, the condition loss effect is doubled instead. Changes to handloading2020]]:* Load level (hotness) of ammunition affects the severity of the Condition loss on a critical failure. -P/Cold: Condition loss x0.5. +P/Hot: Condition loss x2. +P+/Super: Condition loss 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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