Changes

Changelog

14,094 bytes removed, 10 April
= Upcoming =
'''Version 6.39.84''' - The 1000-Weapon Update, Part 8: Hand grenades and AxesUnnamed update
==== New weapons ====In progress...
WIP= April 10th 2024 ='''Version 6.9.3.2''' - Helmet hotfix
==== Other changes ====* [[Effects]]: Removal of the Ballistic protective trait, now considered obsolete. Due to it being a carryover from eras of the game where headshot Pain multipliers used to be much higher than the current 1.5x (3x or higher), the effect remained unchanged and accidentally overbuffed the protective capabilities of helmets with the trait.* [[Clothing and armor]]: All clothes that had the Ballistic protective trait lose it.
Changes to existing weapons:
* [[M84]]: Weight changed to '''2''' (from 1)
= March 24th 2024 =
'''Version 6.9.3.1''' - Say My Name update
= January 1st 2022 =* New Tsuchinoko command, '''Version 6.3.7&callsign''' - The 1000-Weapon Update. Generates one of about 200 different names (including variations).* Callsigns are intended to give, well, callsigns, but also nicknames, war names, Part 7: Underbarrel weapons and Crude weaponsother aliases. Primarily intended for [[mercenary|mercenaries]] but easily adaptable to anyone else; Maze Military personnel, raiders, adventurers, and so on.* The command is designed to be expanded over time in even smaller, Tsuchi-only updates.
12 new weapons added to the game (2 firearms, 10 melee weapons), bringing the total to 865.
* Firearms:= March 18th 2024 =** [[List of underbarrel shotguns|Underbarrel shotguns]]:*** [[Lockhart UBS'''Version 6.9.3''' -12]]*** [[Ten-X Tactical TX-12 STW]]* Melee weapons:** [[Class 5 Long weapons]]:*** [[Guitar]]*** [[Mop]]*** [[Signboard]]*** [[Skull staff]]*** [[Ted]]** [[Class 5 Short weapons]]:*** [[Crysknife]]*** [[Dart]]*** [[Ibuki Gourd]]*** [[Ice pick]]*** [[Worm tooth]]The MazeOS Update
New * Added a fourth type of items requiring [[craftingidentification]] items:'''Data storage devices.''' Includes floppy disks, zip disks, compact discs (CD), and hard drive disks (HDD). Camera memory cards also become a type of data storage device.* When finding data storage devices in the UA, they may contain useful or valuable data.* Bring data storage devices to a [[Blueprintslibrary]]: Skull blueprintcomputer to identify them, Fremen blueprint* or use a [[Crafting items#Ingredient itemsLaptop|Ingredient laptop]] to identify them on the field. Laptops are considered a new type of toolkit and are rechargeable with HITB batteries.** Laptops can also double as higher-capacity (and rechargeable) hacking toolkits.* Blank versions of data storage devices are available for sale in workshops (as [[crafting items]]). Blank devices currently have no specific purpose but GMs are encouraged in any story or quest where writing or saving data could be useful.* New [[Tsuchinoko (bot)|Tsuchinoko]] commands added to support this update: Preserved skull'''&data &data-floppy &data-zip &data-memcard &data-cd &data-hdd'''
= December 28th 2021 February 9th 2024 ='''Version 6.39.62''' - The 1000-Weapon Update, Part 6: Shotguns and Whip/Lash weaponsMushroom update
29 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 (23 firearmstheir extremely low weight, 6 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 853match the cost of the lowest-value mushrooms.
==== New weapons ====* [[Identification]]: The cost of identifying mushrooms has been dropped to '''0.10 P$''' (previously 10 P$)* [[Mushrooms]]: All mushrooms now have a monetary value (they previously did not) roughly consistent with their nutritional value and effects.* All towns now have a new location, the '''[[street kitchen]]'''** The street kitchen works as both a restaurant and a shop. The manager is a random [[citizen]] with the [[Character traits|Mycologist]] trait.** The restaurant part of the street kitchen sells inexpensive, filling, mushroom-based dishes.** The shop part trades mushrooms. It sells a small selection of savory and magic mushrooms, and it will buy back any mushroom '''at cost''', similarly to valuables.* [[Tsuchinoko]]: Pull rates of mushroom types with the '''&marisa''' command have been adjusted to heavily favor normal mushrooms.** Normal mushroom pull chance per command: 63.38% -> '''71.81%'''** Magic mushroom chance per command: 32.39% -> '''12.23%'''** Unique mushroom chance per command: 4.23% -> '''15.96%'''
* 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 & Wesson AS-2]]
*** [[TRI Silver Eagle Ranger XT3]]
*** [[TriStar Raptor Field]]
*** [[TriStar Tac 12]]
*** [[TriStar Viper G2]]
** [[Class 2 weapons]]:
*** [[Charles Daly Honcho]]
*** [[Mossberg 590 Shockwave 20]]
*** [[Remington 870 Tac-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]]
=December 27th 2023 === Other changes ===='''Version 6.9.1.1''' - Melee Repair Kit hotfix
Changes to existing weapons:* [[Sterling L2A3]] and [[Sterling Mark 7toolkits]]: Can * Melee repair kits can now correctly accept [[Sten magazines]] alongside their own Sterling magsrepair shields. The formula to calculate shield HP repaired is equal to the Condition (with Repair skill bonus) divided by 80 and rounded up.
The [[Limb damage value]] 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
** [[40mm NATO grenade]], M381 HE: +4d6 -> +14
** [[40mm NATO grenade]], Hellhound: +4d6 -> +14
** [[40mm Caseless grenade]], VOG-25: +3d6 -> +10
** [[40mm Caseless grenade]], VOG-25P: +3d6 -> +10
** [[43mm grenade]], VGM-93.100 HE-I: +10d6 -> +30
* Rocket launcher ammo
** [[Bur rocket]]: +10d6 -> +35
** [[M74 rocket]]: +12d6 -> +42
** [[RPG-7 rocket]], PG-7V HEAT: +30d6 -> +105
** [[RPG-7 rocket]], OG-7V HE/Frag: +8d6 -> +28
** [[RPG-7 rocket]], TBG-7V Thermobaric: +35d6 -> +122
** [[RPG-29 rocket]], PG-29V HEAT: +40d6 -> +140
** [[RPG-29 rocket]], TBG-29V Thermobaric: +35d6 -> +125
** [[SMAW rocket]], Mk3 HE/FRAG: +20d6 -> +70
** [[SMAW rocket]], Mk6 HEAT: +30d6 -> +100
* [[Class 1 weapons]] (disposable rocket launchers):
** [[Armblast-AP]]: +8d6 -> +28
** [[AT4]]: +35d6 -> +125
** [[LAW-80]]: +30d6 -> +110
** [[M72A2 LAW]]: +22d6 -> +77
** [[RPO-A Shmel]]: +30d6 -> +100
** [[RPG-18 Mukha]]: +20d6 -> +70
** [[RPG-26 Aglen]]: +25d6 -> +85
* [[Class 4 weapons]] (grenades, mines, planted explosives)
** [[AN/M14]]: +4d10 -> +20
** [[C4 charge, mini]]: +9d6 -> +32
** [[C4 charge, small]]: +12d6 -> +42
** [[C4 charge, large]]: +15d6 -> +52
** [[LU-216]]: +3d6 -> +10
** [[M26]]: +2d6 -> +8
** [[M67]]: +2d6 -> +7
** [[MkII]]: +3d6 -> +10
** [[MkIIIA2]]: +5d6 -> +18
** [[PMN-2]]: +6d8 -> +27
** [[RGD-5]]: +2d6 -> +6
** [[RGN]]: +1d4 -> +2
** [[SLAM]]: +5d8 -> +22
** [[Type 86P]]: +2d6 -> +6
** [[TS-50]]: +3d6 -> +10
** [[V40]]: +1d6 -> +3
** [[Phone bomb]]: +6d8 -> +25
** [[Pipe bomb]]: +24d6 -> +80
** [[SUPER SLAM]]: +25d10 -> +140
= December 25th 2023 =
'''Version 6.9.1''' - The Soldier of Fortune Update<br/>
''This update was conceptualized and developed almost entirely by [[User:GenericArchangel|GenericArchangel]]; the author mostly took care of minor fixes and additions and the final implementation.''
= November 23rd 2021 ='''Version 6A minor update focused on fleshing out [[MAIM]] and giving players the option to hire mercenaries.3.5''' - The 1000-Weapon Update, Part 5: Combat rifles and Exotic Melee weapons
37 new weapons added to the game (34 firearms, 3 melee weapons), bringing the total to 824.New [[Occupations|occupation]]: [[Mercenary]]
New [[weapons]]:* Firearms:** [[Class 1 weapons]]:*** [[Armat M41A Pulse RifleList of named MAIM personnel|named characters]] (weapon implemented14 mercenaries, wiki page to be written later) (suggested by Mad Max)*** [[Cadillac Gage Stoner 63A]]*** [[CEAM Model 1950]]*** [[Colt M4]]*** [[Daewoo K2]] (suggested by Jade)*** [[FB Radom MSBS Grot C16]] (suggested by Andromis)*** [[Heckler & Koch G36K]]*** [[Heckler & Koch XM8R]] (suggested by Neo)*** [[Howa Type 89F]] (suggested by Darkenend)*** [[HS Produkt VHS-D2]]*** [[IMI Galil ARM]]*** [[IWI Galil ACE 22]] (suggested by Fusi)*** [[IWI Galil ACE 23]] (suggested by Fusi)*** [[IWI Galil ACE 32]] (suggested by Fusi)*** [[IWI Galil ACE 52]] (suggested by Fusi)*** [[IWI Galil ACE 53]] (suggested by Fusi)*** [[IZHMASH Kalashnikov AK-103]]*** [[LAPA FA-03]]*** [[MAS Type 62]]*** [[ST Kinetics SAR-21]]*** [[Vahan]]** [[Class 2 weapons]]:*** [[Colt XM177E2 Commando]] (suggested by Lilith)*** [[Česká Zbrojovka CZ-807 BREN 2]]*** [[HS Produkt VHS-K2]]*** [[IWI Galil ACE 21]] (suggested by Fusi)*** [[IWI Galil ACE 31]] (suggested by Fusi)*** [[IZHMASH Kalashnikov AK-102]]*** [[IZHMASH Kalashnikov AK-104]]*** [[Kalashnikov Concern AM-17]]*** [[Kalashnikov Concern AMB-17]]*** [[SIG Sauer MCX Rattler]]** [[Class 5 Long weapons]]:*** [[Power cutter]]*** [[HS Power cutter]]** [[Class 5 Short weapons]]:*** [[Pocket sand]] (suggested by Asicawith different skillsets and loadouts)
New Minor lore tweaks to MAIM itself to make it a legitimate organization, now headquartered in [[ammunition]]:** [[Power cutter bladeFerron City]].
[[Crafting]]
* New blueprint: HSCutter
* New ingredient item: Prototype improved power cutter engine
Other changes:= October 4th 2023 =* Norinco QBB-95 renamed to the correct '''[[Norinco QJB-95]]Version 6.9'''* Increased the [[Colt M1921A Thompson]]'s AutoROF from 5 to '''8'''.* [[7.62x51mm NATO]] and [[.260 Remington]]: Barrel length groups changed** Carbine: Up to 16.5" (previously 15.9")** Rifle: 16.6" to 22.9" (previously 16" to 22.9")- The Nice, Big Re-Balance Update
New gameplay concept and ability: [[Hebizuka's Favors]].
* They are MazeWorld's version of Edge points. Burn to re-roll a variety of unfavorable rolls.
* A [[Character traits|trait]], '''Hebizuka's Favorite,''' allows you to have a maximum of 4 Favors instead of 3.
= October 18th 2021 =Changes to [[Abilities]]: '''Version 6* New technique, [[Shaft Splitter]].3Lessons to learn this technique can be purchased at a [[dojo]] for 2000 P$.4''' - * New technique, [[Two Become One]]. Lessons to learn this technique can be purchased at a [[dojo]] for 3000 P$.** The 1000-Weapon Update[[makaryuudo]] have been given this technique, Part 4: Auto pistols and Staff/pole weaponsas they have canonically invented it.
6 new weapons added Changes to the game (2 firearms[[Ammunition]]:* [[RPG-7 rocket]]: TBG-7V rockets now cost 425 P$, 4 melee weapons)increased from 265* [[RPG-29 rocket]]: TBG-29V rockets now cost 500 P$, bringing the total to 787increased from 300* [[Ammunition types]]: New ammo type for shotgun calibers, '''Dragon's Buckshot (D-Buck)'''.
New Changes to [[weaponsCombat mode]]:* Firearms:** [[Mauser M712]]** [[Norinco Type 80]]* Melee weapons:** [[Barbed spear]]** [[Battle staff]]** [[Corvus]]** Escaping now causes [[PitchforkUA]]trip length to increase automatically by 1, as if it was a Detour +1.
New Changes to [[magazinesClothing and armor]], [[youkai outfits]], and [[trauma plates]]:* Many pieces of armor have received new effects (or had existing effects modified or deleted), mainly to hamper [[M712 magazinesAgility]]. The general idea is that the heavier the armor, the bulkier and harder it is to move in.* * Activist Recon Outfit (ARO), all five types: Agi+1 effect deleted** EOD Suit: Plate carrier effect added** Kawashiro Shinobi Outfit: Effect nerfed to Agi +1** Armored trench-coat, Composite armor vest, Composite armor full leggings, D armor full leggings, Dou-sode armor, Heavy D armor vest, Heavy K armor vest, Heavy T armor vest, K armor full leggings, Powered Combat Vest, SRA Riot Vest, SRA full leggings, T armor full leggings, [[Type 80 magazinestrauma plate|Light steel trauma plate, Composite armor trauma plate]]: All of these received an Agi-1 effect** EOD Suit, Medieval cuirass, Heavy steel trauma plate: All of these received an Agi-2 effect* Many pieces of armor have been made more expensive.** Heavy steel helmet: Increase to 250** T armor helmet: Increase to 500** K armor helmet: Increase to 750** D armor helmet: Increase to 900** Cerashield helmet: Increase to 1250** Titanium/Steel helmet: Increase to 1300** EOD helmet: Increase to 2000** MASKA helmet: Increase to 2500** Armored dress: Increase to 400** Armored tuxedo: Increase to 400** Light stab vest: Increase to 400** Light K armor: Increase to 750** Light T armor: Increase to 800** Heavy K armor: Increase to 1500** Heavy T armor: Increase to 1600** Light D armor: Increase to 1800** SRA riot vest: Increase to 2000** Heavy D armor: Increase to 4500** EOD Suit: Increase to 5000** Powered Combat Vest: Increase to 7500* Some pieces of armor have been made cheaper.** Flak jacket: Decrease to 250** Kabuto-menpo: Decrease to 450* A new [[youkai outfit]] has been added, the '''Combat Outfit.''' It is a 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.* [[Style shop]]: New rules now heavily discourage creating armor with an AC of A4/A5, a youkai outfit with AC tier +4 or higher, or anything granting Agility +2 or higher. Anything combining Agility +0, +1, or +2 with high AC or outfit AC tier boost must be justified or have other maluses.
Changes to [[Creatures]]:
* [[Kasha]]: Natural [[Agility]] is now '''+1''' instead of +0.
= October 3rd 2021 =Changes to [[Effects]]:'''Version 6.3.3.1''' - The 1000-Weapon Update* Travel Fatigue: Now burns 20 [[nutrition]] and 10 [[hydration]] per room traveled, Part 3on top of the Fatigue effects.1: New speedloaders and speed strips
New Changes to [[weapon accessoriesSkills]]:* [[SpeedloadersEvasion]]:** 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.41 Magnum 5-round speedloader** .41 Magnum 6-round speedloader** .327 Federal Magnum 6-round speedloader** .327 Federal Magnum 7-round speedloader* [[Speed stripsHandloading]]:** Picking up spent casings now grants Skill Points, at a rate of '''1 SP per 20 cases/hulls salvaged''' (Customs only) or '''0.41 Magnum 5-round speed strip05 SP per case/hull''')** Disassembling ammunition into components now grants Skill Points, at a rate of '''1 SP per 20 rounds disassembled''' (Customs only) or '''0.41 Magnum 6-05 SP per round speed strip** .44 Magnum/Special/.50 AE 5-round speed strip (moved from Customs to retail''')** The Skill Point bonus for handloading ammunition is doubled, the rate is now '''1 SP per 10 rounds loaded''' (Customs only) or '''0.327 Federal Magnum 6-10 SP per round speed strip''')** .327 Federal Magnum 7-round speed strip[[Repair]]:** (Customs only) All skill thresholds have been halved.327 Federal Magnum 8-round speed strip** (Customs only) It now requires '''25 SP for Basic, 100 SP for Skilled, 250 SP for Expert''', and '''500 SP for Master'''.327 Federal Magnum 9-round speed strip
Modified Changes to [[weapon accessoriesWeapons]]:* All speed strips capable of accepting [[.44 MagnumBrick]] and , [[.44 SpecialBroken bottle]] can now also accept , [[.50 Action ExpressIron ball]], [[Stone]] (the rim is the same size). This affects the following:New throw mode. ** Throwing the broken bottle will always destroy it, whether you hit or not.44 Magnum/Special 5-round speed strip => If you do hit, target receives 3 [[light wounds]].44 Magnum/Special/* [[Mini C4 charge]]: Price reduced to 100 P$, from 750. Rarity adjusted to 1, from 2.50 AE 5-round speed strip** [[Small C4 charge]]: Price reduced to 300 P$, from 1500.44 Magnum/Special 6-round speed strip => Rarity adjusted to 1, from 4.44 Magnum/Special/* [[Large C4 charge]]: Price reduced to 500 P$, from 2500.50 AE 6-round speed stripRarity 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
= October 2nd 2021 September 26th 2023 ='''Version 6.3.382''' - The 1000-Weapon Update, Part 3: Revolvers and bayonetsExplosives hotfix
18 new weapons added Changes to [[Explosives]]: * Pressure mine disposal: ** You can now shoot a mine to detonate it, but you must deliberately aim at one mine and score at least one inaccurate hit.** You no longer need to roll for accuracy when using an explosive; the game explosive blast will set primed pressure mines off automatically.* Directional mine disposal: ** You can now shoot a directional mine to destroy it (15 firearmswill not detonate on a hit), 2 bayonetsbut you must deliberately aim at one mine and score at least one inaccurate hit. ** If you use a weapon that causes a Standard explosion, 1 integrated bayonet)it will destroy all mines on the same Side, bringing not just the total 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 781pass) 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.
New [[weapons]]:
* Firearms:
** [[Charter Arms Mag Pug]]
** [[Colt Buntline Special]]
** [[Colt New Frontier]]
** [[Freedom Arms Model 555]]
** [[Ruger GP100]]
** [[Ruger LCRx]]
** [[Ruger Single Seven]]
** [[Ruger SP101]]
** [[Smith & Wesson Model 57]]
** [[Smith & Wesson Model 329PD Airlite]]
** [[Smith & Wesson Model 657]]
** [[Taurus Raging Bull M416]]
** [[Tula Arms Nagant M1895 Commander]]
** [[Tula Arms TOZ-81]]
** [[Webley & Scott Mark VI]]
* [[Bayonets]]:
** [[Johnson bayonet]] (the corresponding host weapon will be introduced in a later update)
** [[MSBS bayonet]] (the corresponding host weapon will be introduced in a later update)
** [[TOZ-81 bayonet]] (integrated to the [[TOZ-81]])
Balance changes:= August 19th 2023 =* [[Bastard sword]]: Limb damage to be buffed from +4 to +'''Version 6.81''' - Mining hotfix
Changes to [[Mining]] have been introduced to simplify it and make it easier.
* Mining now works according to a hit point system instead of a chance-to-succeed system. The objective is to make mining more of a straight trade of resources and favor strength-based builds (which would already benefit from using tools like pick-axes and mattocks as weapons).
* Each mining target (ore bundle, obstructions) now has a set number of hit points.
* A pick or drill strike reduces the target's hit points; the check is based on the skill level (1d20 to 1d60, in increments of 10), multiplied by Strength.
* Explosives damage equal to their limb damage multiplied by a number that depends on skill level (x1 to x3, in 0.5 increments).
* The length of a Mining Level has been shortened from 15 + Mine level to 8 + Mine level
* It is now possible to save your progress exploring a mine and leave without having to start over from Level -1.
* New items at the mining supplies store now allow you to reset your progress in a mine and start over.
= September 6th 2021 June 19th 2023 ='''Version 6.3.28''' - The 1000-Weapon Update, Part 2: Machine guns and one-handed swordsDeep Wound update
12 * '''Introduction of a new weapons added [[injury]] type called deep wound (DWs)'''** A deep wound is similar to the game a normal wound (7 firearms, 5 meleeto be renamed '''light wound (LWs)'''), bringing but causes four times the total amount of bleeding per turn: -1.2 Blood per turn instead of -0.3.** Piercing-type damage now causes deep wounds** Bullet-type damage now causes light wounds on inaccurate hits and deep wounds on solid hits and criticals (except as otherwise dictated by ammo type)*** Rubber buckshot and rubber slugs continue causing fractures instead of LWs (no change to 763behavior)*** Flechette can now only cause LWs*** Sintered Frangible (SF) can only cause 2 wounds per successful hit, but the wound type is accuracy dependent; 2 LWs on an inaccurate hit, 2 DWs on a solid or critical hit.*** Broadhead arrows (BRD) can now cause 2 wounds per successful hit instead of just 1
* New [[weapons]]:* Firearmsitems:** '''[[Arsenal MG-M2Meds]]'''** [[Enfield RSAF L86A2 LSW]]** [[IWI Negev NG7]]Tranexamic acid (TXA): Syringe, 400 P$, not addictive. Reduces bleed rate to 0.0/turn (effectively stops bleeding) for 10 turns** '''[[Mendoza C1934Mushrooms]]'''** [[ST Kinetics Ultimax 100 Mk3]]** [[TsNIITochMash PU-21 Poplin]]** [[ZVI UK vzExtra wound healing (Extra vulnus medicae): Heals 3 wounds, prioritizing Deep Wounds first, then Light Wounds. 59]]* Melee weapons:** [[Butterfly sword]]** [[Ceremonial sword]]** [[Kora]]** [[Rending Scissor Blade]] Stop the bleed (artifactCessant sanguinem)** [[Sword-cane]]: Reduces bleed rate to 0.0/turn (effectively stops bleeding) for 10 turns
* Changes to [[ammunition]]** Flechette damage tables balanced on all calibers to behave more like armor-piercing ammunition. All flechette damage on Ax armor classes has been buffed, damage on Cx is unchanged. New tables are as follows:*** [[List of magazines|magazines12 gauge]]flechette:12/11 '''15/12/9/5/2'''*** [[Mendoza C1934 magazines12 gauge CAWS]]flechette: 30-round mag14/12 '''17/14/11/5/2'''*** [[Ultimax magazines20 gauge]]flechette: 100-round drum12/11 '''15/12/9/5/2'''*** [[.410 bore]] flechette: 12/11 '''14/12/9/5/2'''
New * Changes to [[ammo beltscrafting]]:** [[PU-21 ammo beltCrafting items]]* [[Vz: Rags have a chance to fix 1 LW. 59 ammo belt]]
Other:* Rule clarifications: On the rare weapons that possess a foregrip and a bipod at the same time (Changes to [[PKP Pecheneg|Pecheneg Zenitcreatures]]** Numerous creatures have attacks that variously cause extra wounds (1d2, [[Ultimax]]1d3, [[UK vz2d2, etc. 59]]), the effects on a hit. Most of only one accessory apply at a timethese now cause either LWs or DWs depending on damage type. If the bipod is deployed, only the bipod's ** Many creatures with healing spells will have their effects are appliedupdated. OtherwiseThey can now close both wound types, but will prioritize DWs first, only LWs second, just like the foregrip's effects applyStop the bleed mushroom.
* Changes to [[hospital|hospitals]]
** Light Wounds cost 10 P$ apiece to heal.
** Deep Wounds cost 25 P$ apiece to heal.
= August 15th 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 50.300]]: 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- The 10001 Ultra Magnum, PSG-Weapon Update1 HBR, Part PSG-1UM Tactical, PSG-1 HBR Tactical*** [[IWI Galil ACE 52]]: FirstGalil 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, The AmmoBig Game Scout
[[Ammunition]] - New calibers:* Changes to [[.327 Federal Magnummeds]]* [[.41 Magnum]]* [[Gauze roll: One use fixes 1 LW.50 Beowulf]]* [[5* Individual Bandage: Fixes 1 LW.8x21mm]]* [[6x45mm]]* [[7x57mm Mauser]] (suggested byHemostatic Agent Pack: Jade, Andromis)* [[10x24mm Caseless]] (suggested by: Mad Max)One use fixes 1 DW.
New * Changes to [[Handloading|handloadingweapons]] components:* Casings for each of the new calibers, except 10x24mm Caseless (obviously)* New projectiles[[Barbed nine-tails]], [[Broken bottle]], [[Long spiked chain whip]], [[Shuriken]], [[Spiked chain whip]], [[Barbed Lucille]]:Text update reflecting they now cause Light Wounds.** .236[[Meat fork]], 46 grain (5[[Pitchfork]], [[Trident]], [[War fork]]: Text update reflecting they now cause Deep Wounds.8x21mm)** .243[[Tekko-kagi]]: Slashes cause LWs, 90 grain (6x45mm)stab punches cause DWs** .284[[Last Blood]], 175 grain (7x57mm Mauser)** .312[[Rending Scissor Blade]]: Slashes cause 4 LWs per hit, 100 grain (.327 Federal Magnum)stabs cause 2 DWs per hit** .410[[Muramasa]]: Gains 1 Bloodthirst point for every LW caused, 210 grain (and 2 points for every DW caused. Max Bloodthirst points is still 14.41 Magnum)
* Other changes
** [[Basic mechanics]]: Sarah example updated to reflect LWs and DWs.
** [[Convenience store]]: Updated the Meds aisle accordingly
** [[Damage types]]: Updated accordingly
** [[Explosives]]:
*** Injuries caused by explosions: No longer causes wounds of either type. Instead, 1 fracture goes to a random body part for every 6 Base Explosive Damage (BED) caused. e.g., a MkIIIA2 grenade causes 1d8+18 BED, which results in 3-4 fractures.
*** Injuries caused by shrapnel: Shrapnel can only cause LWs, despite being Bullet-type.
** [[Limb health]]: Updated accordingly
** [[Healing]] (non-combat skill): Updated accordingly
= June 27th 2021 =
'''Version 6.2''' - The Shields Update
Written with suggestions from the community = March 18th 2023 ='''Version 6.7.1'''- thank you, everyone!The Mining Overhaul Update (+ extra goodies)
* [[Class 5 Long weaponsMining]]:received a major overhaul** New weapon category and new game mechanics: [[Shields]]The exploration process was completely overhauled to reward progressing as deeply as possible.** 14 shields added Introduction of a minecart feature to transport ores in and out of the weapon roster (13 retail weaponsmining facility** Introduction of mine bosses, 1 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 artifactweapon)** Metal ore bundle generation is reduced from 1d800*5 to '''1d200*5''', all reducing the maximum size of which are Class 5 Longa single bundle from 4 kg to 1 kg.** Retail shields: [[Round shield]]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 [[Leather shieldList of UGL|underbarrel grenade launcher]], : [[Trash can lidISL-201 UGL-I]]integrated underbarrel grenade launcher, exclusive to Customs MP5s with the ISL-201 handguard.* [[ScutumMaze Customs]], ** [[Wicker shieldCustoms:Major#Blackhawk|Blackhawk]], and [[Buckler shieldCustoms:Major#Redhawk|Redhawk]]revolvers receive a new modification: Barrel porting, which acts as an integrated muzzle brake ([[Kame-tateRecoil]], -1).** [[Heater shieldCustoms:Major#MP5|MP5]], [[Ballistic shield receives a new handguard: ISL- Soft]], 201 handguard (Adds an [[Ballistic shield ISL- Alpha]], [[Ballistic shield 201 UGL- BravoI]], underbarrel grenade launcher). Not compatible with Short MP5K barrel or Long barrel.** Minor: RL optics for [[Ballistic shield RPG- Delta]], [[EOD portable blast shield7]]** Artifact shieldMinor: Tokarev magazine conversion for [[King's RoundelThompson]]* [[DojoUncivilized Area]]: 5 new roomstyles, each designed to offer players opportunities to exercise non-combat skills.** Shield training is now available, and round shields have been added '''Blocked pathway''': The front door leads to a Shortcut -1 but is blocked by the list carcass of rental weaponsa rotting creature. Functionally The carcass must be [[Hunting|butchered]] to pass the same, bur lore-wise, dojos are now equipped with harmless dart launchers for shield practicedoor.* * '''Dismantled roadway''': The front door leads to a Shortcut -2 but is locked and missing a doorset. You must [[SkillsCrafting|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).** New combat skill: '''ShieldsCaved-in causeway'''* : The front door leads to a Shortcut -3 but is caved-in by dirt, sand, or gravel. You must [[CreaturesMining|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.** When butchering '''Collapsed highway''': The front door leads to a Shortcut -4, but was destroyed to the point of impossibility. You must use a [[giant tortoiseRepairing|Gun Repair Kit (GRK), Melee weapon Repair Kit (MRK), or Explosives Toolkit (XTK)]], to repair it will drop . 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, [[Kame-tateLockpicking|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''').
= May 29th 2021 January 23rd 2023 ='''Version 6.1.17''' - Various changes and fixesThe Bestiary Update
* [[Class 4 weapons]]:** MiniThis update was co-grenades no longer "count as 0.5 item in LBE" designed with GenericArchangel and aims to reduce confusion.* [[Ammunition]]:** The "rare calibers" ([[.260 Remington]]make the bestiary more interesting and varied, [[.300 AAC Blackout]]more dangerous, [[.338 Norma Magnum]], [[.460 Rowland]], [[9x25mm Dillon]]) now have retail ammunition available. The "rare caliber" moniker remains in use, to symbolize yet make fighting worth the fact no standard retail firearms are available in these chamberingseffort more often than not.** .260 Remington: Standard (FMJ, Match, JHP, JSP)** .300 AAC Blackout: Standard (FMJ, Match, JHP, AP), Reduced Velocity (FMJ)** .338 Norma Magnum: Standard (FMJ, Match, JHP), Sniper Premium (FMJ, Match)** .460 Rowland: Standard (FMJ, JHP, Lead), Personal Defense (FMJ, JHP)** 9x25mm Dillon: Standard (FMJ, Match, Lead, LSWC, JHP)
* Changes to existing [[creatures]]
** [[Aquagon]]: Gains two new attacks: '''Electric bite''' and '''Mist ball.'''
** [[Electragon]]: Changed the type of the '''stun attack''' from '''Piercing''' to '''Spec-Elec''', increased base Pain to '''44%.'''
** [[Everdragon]]: Armor Class was increased from A4 to '''A5'''.
** [[Kappa]] and [[Kenmun]]: Each gains a new attack, the '''Mist ball.'''
** [[Jami]], [[Daijami]], [[Oujami]], Aquagon, Kappa, Kenmun: Changed the type of the '''mist ball''' from Special to '''Spec-Aqua,''' giving it the ability to cause [[Effects#Elemental|Water-Soaked]].
= May 3rd 2021 =* Changes to [[effects]]** [[Effects#Elemental|Water-soaked]]: Is now a semi-permanent effect intended to represent the effects of being drenched in water. As long as the effect is active, it overrides '''Version 6On 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''' - Character at the end of a UA trip. This effect is separate from actual Travel Fatigue, meaning it is unaffected by the [[Traits Update|Wherever I May Roam trait]].** New item introduced: '''Dispoable bath towel,''' Weight 0.5. This [[crafting items|item]] is a consumable with the sole purpose of removing an active Water-soaked effect. Once used, it is discarded. Available in [[Workshop|workshops]] for [[File:Parallar symbol.png|10px]]'''7'''. ** '''''GM tip:''''' A non-specified supply of bath towels is assumed to always be available in bathrooms, shower rooms, laundry rooms, and anywhere it would make sense to find them.
* Changes to [[Character customizationcontainers]]:** 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 (PBTMimics, PDT) have been removed from in the game (due to redundancy with form of [[Pain SensitivityContainers#Mimic traps|mimic traps]], have been introduced. Now every Upon being approached by an adventurer, they turn into creature passes out at 100% [[Pain]] and dies at 150% without exception-like constructs that must be fought to access the loot inside.** '''Introduction Four types of [[Character traits]]''' - 50 traits to customize your characters to your liking!** Trait assignment now happens after selecting species but before skill attributionmimic traps have been introduced: Biter, Basher, Melter, and Burner.* Other** Transition to Google Sheets for player inventory sheets is now underway (keep Each has an eye on Discord for details)appropriate attack.
Special thanks to everyone who contributed ideas * New [[stripper clips|stripper clip]]: '''Arisaka 5-round stripper clip''', compatible with the [[Type 38]], [[Type 44]], and suggestions for character traits![[Type 97]].
* 21 new [[creatures]]:
** Bugs:
*** [[Black Widowmaker]]
*** [[Phantom Spider]]
** Canines:
*** [[Fox]]
** Dragons:
*** [[Saken]]
** Mamono:
*** [[Kuda-gitsune]]
** Science experiments:
*** [[Uemag]]
** Bears (new category):
*** [[Panda]]
*** [[Black bear]]
*** [[Brown bear]]
*** [[Grizzly bear]]
*** [[Armored grizzly]]
** Deer (new category):
*** [[Key deer]]
*** [[White-tailed deer]]
*** [[Elk]]
*** [[Snawfus]]
*** [[Danger Deer]]
** Rodents (new category):
*** [[Giant rat]]
*** [[Giant beaver]]
*** [[Procyon]]
*** [[Giant capybara]]
*** [[ROUS]]
= April 9th 2021 ='''Version 6.03''' - Simplification Update #9* 1 new [[occupations|occupation]]: Kiwami Edition** [[Makaryuudo]]
* Numerous [[Evasioncreatures]]: Dodge checks have been simplified , both new and buffed significantlyexisting, receive new drops that can be either obtained on death or harvested through [[Hunting|butchering]].The full list is below:** [[HealingFood]]: The ''Addiction resistance'' effect was removedRaw and fried chicken egg, raw and can therefore no longer be earned as a bonus for reaching Master in Healing skill.fried turkey egg, vinepear** [[NegotiationMeds]]: 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 Poison glands (due to Negotiation skill bonusessmall, medium, large), chelicera, telson* * [[Valuables]]: New [[DojoValuables#Training machinesSpecial valuables|Training machinesSpecial valuables]]: Agility training now levels natural Beast fang, blob matter residue, bone antler, borz subdermal scale, bronze feather, dragon scale, frost crystal, firelizard scale, giant rodent tooth, Golden Lion fang, hydra scale, keratin plate, LSS fluid canister, snawfus antler, spiny scale, steel antler, thorny scale, two-headed serpent scale* [[AgilityCrafting]] up by +1 every 1000 XP regardless of circumstances. (Previously: +1 every 1500 XP or 750 XP if natural Agility is under +0)** 7 new crafting [[blueprints]] and associated recipes: HmVnmS, HmVnmC, HmVnmM, HmVnmT, HmVnmL, DragonSP, HydraSP* [[Trauma plates]]:** 2 new crafting-only plates: Dragon scale plate and Hydra scale plate
* Numerous [[Youseicreatures]] now possess , both new and existing, have received changes to their attacks to make them more lethal and more specialized.** Bears*** [[Brown bear]]: Added new technique, FP Ripping claws.*** [[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 '''Limitless Potential''' creature property of Metal feather shot into an AP attack. Increased MAPT of all attacks.*** [[Lightning bird]]: Added new attack, Spark. Increased MAPT of Peck and Talon attack. Added non-combat skill: Evasion (Skilled).*** [[Basilisk]]: Increased MAPT of Peck and Poison spit.** Bugs*** [[Giant scorpion]]: Modified the property of the poison sting into an AP attack.** Canines*** [[Fox]], [[Wolf]], [[Warg]], [[Lupian]], [[Kallwolf]]: Added new technique, Scent detect.** Deer*** [[Elk]]: Added non-combat skill: Evasion (Basic)*** [[Snawfus]]: Added non-combat skill: Evasion (Skilled)*** [[Danger Deer]]: Added non-combat skill: Evasion (Expert)** Felines*** [[Jaguar]]: Added multi-wound effect to Bite and Claws*** [[Pantherian]]: Added multi-wound effect to Bite and Claws*** [[Splintercat]]: Added multi-wound effect to Bite and Claws*** [[Golden Lion]]: Added multi-wound effect to AP bite and AP claws** Golems*** [[Steel golem]]: Added trait: Blast-resistant** Humanoids*** [[Psionic fighter]], removing or increasing almost all [[Psionic warrior]]: Added new technique, Psi-scan.** Mamono*** [[Shinigami]]: Raised MAPT of their Force Bullet. Added new technique, AP Force Bullet.** Reptiles*** [[Dojo#Training machines|training machine XPFirelizard]]: Added new technique, FP Tearing poison bite*** [[Two-headed serpent]]: Added new technique, FP Tearing poison bite*** [[Hydra]]: Added new techniques, Machine gun bite, FP Ripping claws and FP Tearing poison bite** Science experiments*** [[Vinebeast]]: Added new technique, FP Deep thorns*** [[Scaleworm]]: Modified the property of the Bite into an FP attack.** [[Halflings]]*** [[Canine halfling]]: Added new technique, Scent detect.*** [[Feline halfling]]: Added multi-wound effect to Claws** [[Youkai]]*** [[Guhin]]: Added new technique, Scent detect.*** [[Kasha]]: Added multi-wound effect to Bite and Claws*** [[Satori]]: Added new technique, Psi-scan.
* Backtracking is now an option when traveling in the [[Uncivilized Area]], with certain caveats:
** If the player confirms they wish to backtrack, the traveling direction is reversed (town/intersection of origin and destination are flipped), and the number of rooms to destination becomes equal to the number of rooms passed + 5.
** If the player has chosen to backtrack once during their current UA trip, they cannot backtrack again in the same trip.
* All [[Food#Unsparable food items|restaurants]] now feature breakfast items.= December 24th 2022 =* The [[Food#Cocktails|cocktail list]] has been updated with several new entries'''Version 6.6.3.1''' - Scary Snipers with Braking Power Mini-Update
* Major changes This update was entirely designed by GenericArchangel to [[Weapon accessories]] and [[Ammunition]]:** The weight of fix a [[feeding system]] '''no longer changes''' depending on the ammunition loaded, remaining at their base weight. Therefore, it is '''more space efficient''' flaw related to keep your magazines loaded.** A new size tier is introduced: '''Lean''', with a weight of '''0.75 units'''. Several magazines have been converted to this size tier.*** AK-22 30-round magazine*** Colt 9mm SMG 32-round magazine*** CZ 75 9mm 30-round magazine*** Glock .40/.357 22-round magazine*** Glock .45 30-round magazine*** Glock 9mm 33-round magazine*** Glock 10mm 33-round magazine*** Kashtan 30-round magazine*** Kedr 30-round magazine*** Kiparis 30-round magazine*** m/45 36-round magazine*** M3 30-round magazine*** MAB-38 30-round and 40-round magazine*** MAC-10 30-round magazine*** MAC-11 32-round magazine*** MAT-49 32-round magazine*** MP5 9mm 30-round magazine*** MP5 10mm/.40 30-round magazine*** MP7 40-round magazine*** MP40 32-round magazine*** MPX 9mm 30-round magazine*** MT-9 30-round magazine*** MT-40 30-round magazine*** OTs-33 27-round magazine*** OTs-39 30-round magazine*** P226 9mm 32-round magazine*** PM-63 RAK 25-round magazine*** PP-2000 44-round magazine*** PPS-43 35-round magazine*** Skorpion .380 30-round magazine*** Sten 32-round magazine*** Sterling 34-round magazine*** Steyr MPi 25-round and 32-round magazine*** Steyr TMP 30-round magazine*** Suomi 36-round magazine*** Tec-9 32-round magazine*** Thompson 20-round magazine*** Type 85 30-round magazine*** UMP9 30-round magazine*** UMP40 30-round magazine*** UMP45 25-round magazine*** USP .45 20-round magazine*** UZI 32-round and 40-round magazine*** Vz. 26 32-round magazine*** ZK-383 30-round and 40-round magazine*** Maze Customs magazines: Glock .32 38-round, Glock .380 30-round, Glock Mak 33-round, Glock Tok 30-round, MP5 .22 25-round** '''Large''' size tier is now '''1.5 units''' instead of 1.2 units.** Five new [[LBE]] items introduced:*** Three tactical vests: SOT-SMG tactical vest, SMG chest rig, RPCC competition vest*** One utility belt: Spider battle belt*** One leg rig: SMG mag rig** The weight of all [[List of ammo belt types|ammo belt boxes]] has been rebalancedmuzzle brakes.
= February 18th 2021 =* 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''Version s Recoil were to exceed 6 after applying all modifiers, it is treated as 6.02''' - Telephone Club Update (does not contain actual telephone clubs)
* [[Mobile phone]] and [[Crafting items|mobile phone batteries]] no longer have battery indicators. Making phone calls no longer drains arbitrary battery units.
** Battery charge is no longer relevant, spare batteries are essentially downgraded to just components for the phone bomb. Phones return to their original purpose as storytelling tools with no need to worry about charge.
* New [[Effects|Effect]]: '''Travel fatigue'''. At the end of a trip in the UA, upon reaching their destination, a character will gain an amount of [[Fatigue]] corresponding to the number of rooms traveled, at a random rate varying between 0.1% and 0.8% multiplied by rooms traveled.
** Travel fatigue applies even if you '''Skip travel'''.
= November 1st 2022 =
'''Version 6.6.3''' - The Static MG Update
= February 7th 2021 ='''Version 6.01''' This update was co- Various minor changes designed with GenericArchangel and improvementsaims to adds more flavor and additional combat opportunities to the world.
* Changes to [[LockpickingCover]]: Lockpicking kits no longer have limited uses; they are now semi-durable items with a chance to break every X guesses. The gap between every lockpick break check varies depending on the Lockpicking skill level. A broken kit is removed from the inventory.** Every 5 guesses at UnskilledNew category of non-random cover (cannot appear in the UA): '''Machine gun emplacements''' (125 health, 6 at Basic, 7 at Skilled, 8 at Expert, and 9 at Master.A4 armor)* * Four types of MG emplacements: three based on existing weapons ([[Maze CustomsM249|Static M249]]: New Customs packages for various G3 derivatives.** , [[Heckler & Koch G3A3]]: G3A3 Tactical, PTRQJY-32 Tactical, PTR88|Static QJY-33 Tactical, G3A3 LBR Tactical** [[Heckler & Koch G4188]]: G41 Tactical** , [[Heckler & Koch HK21M60|Static M60]]) and a unique new one, based on the Browning M2 .50 BMG machine gun: HK21 Tactical** [[Heckler & Koch HK33A2Static M2HB]]: HK33A2 Tactical** [[Heckler & Koch HK41A2]]: HK41A2 TacticalAlthough static MGs function like weapons, PTRthey are non-32S Tactical, PTR-33S Tactical, HK41A2 LBR Tacticalequippable and not counted as new weapons (as they are elements of a piece of cover)** MG emplacements appear only in Towns at the [[Heckler & Koch MSG-90Town Entrance|Town Gate]]: MSG-90 Tactical. The type they receive depends on the town's population ("the larger the town, the bigger the bullets")** New [[Heckler & Koch PSG-1weapon accessories]]: PSG-1 Tactical** [[Heckler & Koch HK53A3M2 ammo belt|M2 ammo belts]]: HK53A3 Tactical** [[Vollmer HK51-B]]: Vollmer Tacticaland belt links
= January 28th 2021 October 30th 2022 ='''MazeWorld version Version 6.6.2''' - The Big OneRedrawn Map Update
Latest changes:* [[Food#Unsparable food items|Restaurant menus]] have been revamped, now offering many This update was co-designed with GenericArchangel and aims to make traveling across the Mazes more choicesimmersive. The changes made in this update will also be used to support further future map and location-related updates.* '''Official reopening of the community'''
* Changes to [[Uncivilized Area]] and [[Civilized Areas]]:
** Fast, Safe, and Deep routes are no longer available between all locations. While most locations are connected by a Deep route, the availability of a Safe or Fast route depends on the existence of a major trade route or traveling axis.
** All wiki pages for each town, alongside the [[Intersection]] page, now feature route notation to inform players of each available route between each location.
** A new [https://cdn.discordapp.com/attachments/379673260302008320/1036360652719149116/MzW_World_Map_11-2022.jpg world map] has been produced. It now shows a visual representation of each available route (green for Safe, blue for Fast, red for Deep).
= January 24th 2021 =
'''Version 5.59''' - Expansion of [[Maze Customs]] Minor mods
This update adds many [[Customs:Minor|Minor]] conversions for several [[weapons]]= October 18th 2022 ='''Version 6. Many were suggestions by members of our community, listed in parentheses below6.1''' - The Str⑨ngest Balance Update
New Minor mods for the following weapons:* [[Armalite ARThis update was co-10]]: AR-10 Tactical, AR-10 LBR Tactical* designed with GenericArchangel and addresses minor balancing issues with specific [[Armalite AR-18Character traits]]: 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)yousei]]: Gew43 Experimental (Jade)* and [[ZiD Degtyaryov RPDkitsune]]: RPD SOG.
* [[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).
= January 20th 2021 =
'''Version 5.58''' - The late, late [[LBE]] update
This update introduces several new [[LBE]] items and changes many existing ones= October 17th 2022 = '''Version 6.6''' - The Battle Rifle Update
New [[tactical vests]]:* Micro chest rig* Wartech tactical vestThis update was co-designed with GenericArchangel and aims to address power ranges across specific calibers, introduce a battle rifle family to Maze Customs, as well as new calibers, weapons, ammunition, and Customs mods.
==== [[Maze Customs]] ====* New [[backpacksCustoms:Major|Major]]family:'''AR-10''', which includes the existing [[ArmaLite AR-10]] and [[KAC M110 SASS]], a new weapon (the [[ArmaLite AR-10(T)]]), and a range of new calibers listed below* Tactical sling bag* Duffle backpack6 rechambering options* Durabag* 5 barrel lengths, from 12.5" to 24"* LAWgiver backpack* 5 fire control group options* Mechanism pack* 3 handguards* Phantom Sniper bag* 4 stock options* Rocketeer backpack* 3 upper receiver options* SO Raid rucksackAll existing Minor mods for the AR-10 and M110 SASS will be deleted
==== [[Ammunition]] ====* '''2 existing calibers re-balanced'''** [[7.62x51mm NATO]]: '''Buffed to a base Pain of 161%''' (16 more). New ballistic model (more closely matches M80 ball), new reference barrel (20" barrel from the [[utility beltsArmaLite AR-10|AR-10]] instead of the 17.7" [[Heckler & Koch G3A3|H&K G3A3]]) ** [[.260 Remington]]:'''Buffed to a base Pain of 133%''' (7 more). New reference barrel (20" instead of the previous 17.7")* Simplex pouch'''5 new calibers'''* Duplex pouch* [[.243 Winchester]]: 115% Base Pain cartridge meant to be a low power, low recoil alternative to 7.62 NATO and .260 Remington. Available as a rechambering option for the AR-10 and Rem 700 families.* Triplex pouch* [[.300 RSAUM]] (Remington Short Action Ultra Magnum): 172% Base Pain cartridge, serves as an "optimized" alternative to 7.62 NATO. Rare caliber - no base weapons offered for it, but will be available as a rechambering option for the AR-10 and Rem 700 families. (and some non-Customs weapon systems)* Handyman belt* [[.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.* Nade Drake belt* [[.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.* Viper battle belt* [[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: [[leg rigs.243 Winchester]], [[.300 RSAUM]], [[.338 Federal]], [[.358 Winchester]], [[8x50mm R Lebel]]* New projectiles:* Hunger holster* .327, 198 grain: [[8x50mm R Lebel]]* Mushroom Collector rig* .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]]
Modifications to existing LBE:==== [[Weapons]] ====* Blackhawk LRAK Gunner kit15 new firearms: 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 [[ArmaLite AR-10(any items, T)]] - New AR-10 units)family member, Extra storage 2 (any itemssemi-automatic rifle, 10 units)[[.338 Federal]]** [[Breda PG]] - burst-fire only machine gun, and Extra storage 3 [[7x57mm Mauser]]** [[Browning BAR]] (any items, 10 unitsnot to be confused with [[Colt M1918 BAR|the other BAR]])- semi-automatic rifle, [[.243 Winchester]]* Blackhawk 3* [[Browning BPR]] - pump-Day assault pack: Renamed to Assault pack. Capacity becomes 45 units. Gains 1 special capacity: Extra storage 1 (any itemsaction rifle, 30 units)[[.243 Winchester]]* Blackhawk Travel bag: Renamed to Travel bag. Capacity becomes 80 units. Gains 3 special capacities: Extra storage 1 (any items* [[Remington Model 700 ADL]] - New Rem 700 family member, 25 units)bolt-action rifle, Extra storage 2 (any items[[.243 Winchester]]** [[MAS Berthier Model 1892 Artillery Carbine]] - bolt-action rifle, 10 units)[[8x50mm R Lebel]]** [[MAS Lebel Model 1886/M93]] - bolt-action rifle, Extra storage 3 (any items[[8x50mm R Lebel]]** [[MAS RSC Model 1918]] - semi-automatic rifle, 5 units)[[8x50mm R Lebel]]* Blackhawk USAR bag: Renamed to Long* [[Rossi Circuit Judge]] -distance backpacksemi-automatic rifle/shotgun, [[. Capacity becomes 100 units. Gains 3 special capacities: Extra storage 1 45 Colt]] (any items, 25 units), Extra storage 2 (any items, 15 units), and Extra storage 3 (any items, 10 units-inch chamber)* Blackhawk Cyclone pack: Renamed to Cyclonus backpack* [[SAKO Tikka T3 Lite]] - bolt-action rifle, [[. Capacity becomes 50 units338 Federal]]** [[Savage Arms Model 99R]] - lever-action rifle, [[. Gains 2 special capacities: Extra storage 1 (any items, 25 units), Extra storage 2 (any items, 10 units)358 Winchester]]* Jaeger rucksack: Renamed to Hunter rucksack. Capacity becomes 40 units. Gains 2 special capacities: Extra storage 1 (any items* [[SIDARME Model 1915 CSRG Chauchat]] - machine gun, 10 units), Extra storage 2 (any items, 10 units)[[8x50mm R Lebel]]* PLCE Bergen rucksack: Renamed to Combat rucksack. Capacity becomes * [[Winchester Model 70 unitsFeatherweight]] - bolt-action rifle, [[. Gains 3 special capacities: Extra storage 1 (any items358 Winchester]]** [[Winchester Model 88]] - lever-action rifle, 15 units), Extra storage 2 (any items, 15 units), and Extra storage 3 (any items[[.243 Winchester]]** [[Winchester XPR Compact]] - bolt-action rifle, [[.243 Winchester]]* 5 units)new melee weapons:* Gunfighter belt* [[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: Gains 1 special capacity** [[Armat M41A Pulse Rifle]]: Dual holsters (Class 3 weapons onlyRemoved from retail, max 2, max weight per item: 9)becomes an artifact weapon
= November 15th 2020 October 3rd 2022 ='''Version 6.5.574.1''' - The '''Shotgun Blitz''' updateArchery rule patch
Changes to ==== [[Weapons]] and [[Ammunition]]:====* All shotgun calibers (The rules now explicitly specify that [[12 gaugeArrow|Arrows]], [[12 gauge CAWSLarge bolt|Large bolts]], and [[20 gaugeSmall bolt|Small bolts]]can be reused, [[according to specific conditions.410 bore]]) have had their buckshot, slug** Under normal conditions, all hits and flechette base damage revised, misses produce arrows that can be retrieved. Only critical failures result in compliance with newly obtained data; 20 gauge buckshot and flechette have been buffed, everything else received very minor adjustments.arrow or bolt breakage.* [[12 gauge CAWS]]: Flechette shells now carry 30 projectiles instead of 20.* New shotgun projectile typeIf the arrowhead is XPL (Explosive): '''AP-Slug'''All hits and misses result in detonation, an armormaking explosive arrows 100% non-piercing slug. No retail availability, these projectiles must be handloadedreusable.* Establishment of '''barrel length groups for all shotgun calibers'''. All four receive 4 groups each* If the arrowhead is IMP (Improvised): Hunting, Combat, Short, Misses and Super-shortcritical misses result in breakage. See each individual caliber page for damage multipliersOnly hits are reusable.
Changes to [[Civilized Areas]]:
* [[Towns]]: There is no longer any distinction between a "shop hub" with few emplacements and a "mall" with many. All town shop hubs now possess 5 streets and 10 shop emplacements; 8 [[individual shop|individual shops]], a [[restaurant]] and a [[bar]].
* Certain types of [[individual shop]] may be closed on certain [[Calendar#Days|days of the week]]; these are known as inventory days, during which the shop is being restocked.
Changes to [[Crafting]]:= September 18th 2022 =* [[Specs docs]]: Docs no longer unlock Specs docs-only items for sale, requiring the tracking of a list of documents brought for each character'''Version 6. The Proving Grounds engineer now requires player characters to trade in the correct documents for 5.4''each'' item- Guns, Blood, alongside money (and in some cases, specific items). In exchange, these items cost significantly less than they used to - all prices were slashed to 1/4 their previous values.Drugs; A balancing update
Changes to ==== [[LockpickingMaze Customs]]:====* As part of the ongoing work The [[Heckler & Koch MP5K]] is added to update all locations, FL/HS locks are now deprecatedthe MP5 Customs family. The only lock types in * Customs: New modifications for the game are now mechanical locks and electronic MP5:** Barrel length: Short MP5K barrel (keycard) locks4.5-inch barrel) - Muzzle: N/A, Underbarrel: Integrated foregrip - Cost: 150 P$** The Short MP5K barrel is incompatible with the Surefire 628 and Quad rails
==== [[Limb health]] ====
* [[Wounds]] now cause a bleeding rate of '''-0.3 Blood per wound per turn.'''
= October 15th 2020 === [[Meds]] ===='''Version 5.56''' - The Unintuitively Named Update * First aid kit (that has nothing FAK): Weight reduced to do with 5.56mm firearms1 (previously 2)* Epoetin-alfa: Effect modified to Blood +0.2/turn, -30 ntri/turn, +0.4% Fatigue/turn for 20 turns
Changes to ==== [[WeaponsAddictions]]:====* New concept introducedaddiction mechanics simplifying the previous system: '''Traditional inner tubes'''. Refers to certain firearms - specificallyAs before, lever-action rifles - that do not possess a side-loading gate, and are instead reloaded by using a traditionalsubstance comes with a percentage chance of becoming addicted. However, Henry-style inner tubethe withdrawal tiers now function differently and more simply.** Reloading a traditional tube rifle Now, every use of an addictive substance is done the same way as a single-action revolver; a full reloading action is required chance to remove increase the tubecurrent addiction level by 1, then from the normal loose rounds rule applies minimum of 0 (up no effects) to the maximum of 3 rounds per turn). The tube is replaced automatically * Instead of disabling corresponding withdrawal effects when an addictive substance's effects are active, withdrawal effects are now truly permanent and continue being active even if the character is done reloadinguses the corresponding substance. In other words, usage effects and withdrawal effects now stack.* The [[Winchester Model 270Hospital]] stats : Addiction removal is now tier based and depends on the current level. It now costs 250 P$ 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 reflect that it is 15.0%** Alcohol withdrawal*** Level 1: Need a rifle with drink (level 1) applies to this character (see below), *** Level 2: Need a traditional inner tubedrink (level 2) applies to this character (see below), Agility -1*** Level 3: Need a drink (level 3) applies to this character (see below), Agility -2, IS tier +1, Hallucinations** Cannabis withdrawal*** Level 1: Mild munchies*** Level 2: Minimum Stress set to 15.0%, Mild munchies, Mild thirst*** Level 3: Minimum Stress set to 30.0%, Intense munchies, Mild thirst** Anabolic steroid withdrawal*** Level 1: Minimum Stress set to 30.0%*** Level 2: Minimum Stress set to 60.0%*** Level 3: Minimum Stress set to 90.0%, Rage** Sick hakutaku syndrome*** Level 1: IR +1*** Level 2: FT +1, IR +1*** Level 3: FT +1, IR +1, Hallucinations
==== [[Effects]] ====
* Alcohol affinity ([[Oni]] creature trait): Effect simplified. Instead of both halving Inebriation received and doubling the Stress relief effect of [[Effects#Stress|Need a drink]] to compensate, this trait now simply doubles the Stress relief effect but gives the normal amount of Inebriation.
* The "Need a drink" effect has been delineated into 4 variants; Level 0, Level 1, Level 2, and Level 3. In essence, the "Need a drink" effect progressively offers less and less Stress relief per Inebriation gained as your character's level of Alcohol addiction increases.
= September 8th 2020 =
'''Version 5.55''' - 555-WE-SAFE update
New [[Creatures|creature]]:= August 24th 2022 =* The [[horse]] returns to the bestiary'''Version 6.5.3''' The R&R Update
Changes to ==== [[AmmunitionBasic mechanics]]:====* '''Sintered Frangible (SF)''' ammunition now has a different effect:** Against unarmored ACs: 1.2x Pain, 1.2x LD** Against armored ACs: 0.5x Pain, 0.5x LD** Every hit successfully causing an injury will open 3 Wounds instead Created and defined the concept of 1[[Downtime]].
Changes to [[Unarmed combat]]:
* Two new techniques, '''Steal''' and '''Monkey's Paw''', have been introduced.
Changes to shops and services:= July 20th 2022 =* 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''Version 6.* 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 counter5. 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 bank2's item vault service has been modified:** Item vaults are no longer free and unlimited. A player character must first purchase an item vault before it can be used; this costs [[File:Parallar symbol.png|10px]]'''1000''' and allows the player access to a 50-unit vault. This vault can be upgraded in 50-unit increments, up to the maximum size of 400 units; upgrading costs [[File:Parallar symbol.png|10px]]'''(size x 15)'''** Withdrawing items from a vault now costs [[File:Parallar symbol.png|10px]]'''500 + (weight of items withdrawn x 10)''', and it is not possible to withdraw more than 150 units of items at once.** Withdrawing items from a vault now requires waiting for 1d3 day periods (between 4 and 12 hours), as delivery time.** [[LBE]] items must be stored empty. LBE items that cannot be folded down (e.g. most backpacks) are not allowed inside the vault anymore.Lockpicking minigame update
==== [[Skills]] ====
* The [[Lockpicking#Picking electronic locks|electronic lockpicking]] minigame has been updated with an easier and more balanced variant.
= June 24th 2020 =
'''Version 5.54''' - Magazines and other knick-knacks
Changes introduced:= April 20th 2022 =* [[Glock 18C]]: Event line and wiki page now correctly state that the weapon is fitted with the '''Ported barrel''' Maze Customs mod instead of an integrated muzzle brakeVersion 6.* New [[Weapon accessories#Muzzle brakes|muzzle brake]]: '''Muzzle brake, Shotgun, standard, 5.410 bore1'''* New [[magazines]]:** [[Delta Elite magazines|Delta Elite 11-round and 17-round extended magazines]]** [[Nightmare magazines|Nightmare 11-round and 17-round extended magazines]]** [[P-14 magazines|P-14 18-round extended magazine]]** [[P-16 magazines|P-16 22-round extended magazine]]* Removed a [[Maze Customs magazines|Maze Customs magazine]]: the '''1911DS Custom 10mm 16-round magazine''' was scrapped (P-16 magazines are now used to feed [[Maze Customs:Major modsSimplification Update #1911DS|1911DS 10mm]] pistols* [[Maze Customs speed strips]]10: [[9x19mm Parabellum]] speed strips are now also compatible with [[7.62x25mm Tokarev]]Completely Baked Edition
==== Basic game mechanics ====
* [[Recoil]] has been simplified; there is no point of aim shift after crossing ADT anymore (due to it being a remnant of when Recoil required checking for shot order).
= May 23rd 2020 === [[Weapon accessories]] ====Effect changes to the following accessories:* Laser sights: No longer cancel the point of aim shift (as that mechanic has been deleted), now gives '''Version 5.53IR -1''' - Update to [[food]] and [[hunting]].
Changes to [[Hunting]]:
* Game meat from certain creatures no longer provide [[Effects]] such as Alertness increase or Strength +10%/+20% for a few turns.
* Instead, a system of '''[[Hunting#High-value meat|high-value meat]]''' was created. Meat from certain creatures is now considered to be either a '''Delicacy''' (Double value) or a '''Luxury''' (Triple value).
Changes to [[Creatures]]:= March 22nd 2022 =* The item lines of all relevant creatures now state if they produce delicacy meat, luxury meat, tainted meat, illegal meat, or if they produce no meat at all'''Version 6.** An exception was made for humans, halflings and youkai 5''' - 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]].Further Balance Updates
==== Basic game mechanics ====Changes to the following core game mechanics:* Major change to the [[Foodlimb groups]]system:* The hits to the LIMB group now cause '''Hot-gon0.5x''' no longer has a Strength boosting effect, in accordance damage (same as hits to the changes listed aboveEXTREMITIES) instead of the previous 0. Instead, nutrition was increased from 296 to 5924x.
==== [[Ammunition]] ====
Major rebalancing to the ammunition type cost multipliers:
= May 14th 2020 =* Tracer: '''1.1x''' (previously 1.5x)* Match: '''Version 3.0x''' (previously 4.0x)* LSWC: '''0.8x''' (previously 0.85x)* JHP: '''1.5x''' (previously 3.0x)* JSP: '''1.2x''' (previously 2.0x)* LSWCHP: '''2.0x''' (previously 2.5x)* HPX: '''2.5x''' (previously 4.0x)* AP: '''1.5x''' (previously 3.0x)* SAP: '''1.2x''' (previously 2.0x)* APX: '''2.5x''' (previously 5.52 part 0x)* API: '''2.5x''' - Bestiary update(previously 4.0x)* SF: '''1.2x''' (previously 1.5x)* UHS: '''1.2x''' (previously 2.5x)
Changes to ==== [[CreaturesCharacter creation]]:* Old creature bestiary was completely removed and replaced with an all-new collection of monsters - in total, '''128 creatures''', including the 20 playable species.[[Character customization]] ====* [[Human, halfling and youkai occupations have also been revamped - a total of ]] characters now receive '''34 occupations4 starting trait points''' are now listed into instead of the game.** New occupations: '''Janitornormal 3, Head janitor, 8 different flavors to compensate for the lack of non-faction criminals, Youkai activist squadleader, and 3 different ranks of Yatela gangsters'''racial benefits.
Changes to ==== [[CraftingConvenience store|Convenience stores]]:====* New blueprint: '''Kama''' blueprint Convenience stores now sell [[M67]] frag grenades, [[M18 smoke grenade|M18]] smoke grenades and [[M84]] flashbang grenades (Level 11d8 per store)* New crafting ingredient item: '''Sickle blade'''
Pending==== [[Crafting]] ====* Changes to [[Toolkits]]: The wiki will be edited ** Gun Cleaning Kits (GCK), Gun Repair Kits (GRK), Melee Repair Kits (MRK), Explosives Toolkit (XTK): Maximum uses per kit buffed to reflect the new changes as soon as possible'''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).
==== [[Traits]] ====
New traits (<span style="color:#00CC00">'''Green: Positive'''</span> ; <span style="color:#CC0000">'''Red: Negative'''</span>):
* <span style="color:#CC0000">'''Bad eyesight'''</span> (+2): Your character has a natural vision impairment that cannot be corrected with eyeglasses. You suffer from a permanent FT+1 effect.
* <span style="color:#00CC00">'''Druggist'''</span> (-2): Ability to [[Identification|identify]] [[meds]] on sight
* <span style="color:#00CC00">'''Fast learner'''</span> (-1): Your character earns Training Points at a faster rate.
** When training at the [[shooting range]] or the [[dojo]], you divide the number of successes by '''4 instead of 5''' to obtain your Training Points (effectively corresponds to ~25% faster learning).
** You earn [[training machine]] XP at a faster rate. When using a Dojo's training machines, you gain '''8d25 XP''' per use instead of the normal 4d25.
** Not compatible with Slow Learner
* <span style="color:#CC0000">'''Frigid'''</span> (+2): Your character '''heals no [[Stress]]''' in the following situations: [[Strip club]]: Pole-dancing shows, private dances, special services ; [[Sanctum]]: Stress-relief chamber ; [[Cubus]]: Sex services ; Reading [[book|erotic books]] ; Any sexual or intimate situation (at the GM's discretion)
** Not compatible with Horny
* <span style="color:#00CC00">'''Jeweler's Eye'''</span> (-2): Ability to [[Identification|identify]] [[gemstones]] on sight (although not appraise them)
* <span style="color:#00CC00">'''Mycologist'''</span> (-2): Ability to [[Identification|identify]] [[mushrooms]] on sight
** If your character is a [[hakutaku]], you have this trait by default, at no cost. (This trait cannot be removed.)
* <span style="color:#CC0000">'''Slow learner'''</span> (+1): Your character earns Training Points at a slower rate.
** When training at the [[shooting range]] or the [[dojo]], you divide the number of successes by '''6 instead of 5''' to obtain your Training Points (effectively corresponds to ~16.67% faster learning).
** You earn [[training machine]] XP at a faster rate. When using a Dojo's training machines, you gain '''3d25 XP''' per use instead of the normal 4d25.
** Not compatible with Fast Learner
= May 7th 2020 =Changes to existing character traits:* '''Version 5Galaxy Brain''' has been removed.52 part 1* '''Phobia''' - Bestiary update: Preparatory changesAdditional effect. If you were in combat against a creature or a category for while you have a phobia, you receive '''quadruple Stress''' at the end of combat.
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% [[Small boltStress]]: Base damage nerfed per turn multiplied by 4the 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% (46to +0.8% -> 42[[Fatigue]], with a bell curve effect biased towards the median of 5 (+0.5%).
Changes to [[weapons]]:
* [[Pistol crossbow]]: No longer has a damage multiplier (previously was x0.8)
* [[Lambda magazine crossbow]]: Now has a 1.2x damage multiplier
New [[clothing and armor]]:= March 5th 2022 =* New human clothing and armor: '''Hooded robe, Sleeveless jumpsuit, Janitor outfit shirt, Janitor outfit pants, Security guard hat, Armored trench-coat'''Version 6.* New youkai outfits (for all 5 body types): '''Bandit outfit, Farmer outfit, Janitor outfit, Maid outfit, Prison outfit, Scientist outfit, Security outfit, Technician outfit4'''- The Love Hotel Grabbag of Optimizations Update
New ==== [[weaponsWeapons]]:====* Class 5 Long: [[Scythe]]Several melee weapons have had their damage values and Weight changed to improve balance.* Class 5 Short: [[Hasami blade]]List of changes by melee weapon category
PendingAxes* [[Fire axe]]: The wiki will be edited Increased base damage to reflect the new changes as soon as possible.72% - 72/65 54/43/32/14/4
Crude weapons
* [[Meat fork]]: Increased base damage to 30% - 30/27 21/17/12/6/1
= April 10th 2020 =Knives'''Version 5.51''' - Changes * [[Dagger]]: Increased base damage to game mechanics, simplification of 53% - 53/48 40/32/24/11/3* [[Karambit]]: Decreased base damage modelsto 28% - 28/25 20/15/11/6/1
Changes One-handed clubs* [[Heavy spiked gada]]: Increased LDV to core gameplay mechanics+3* [[Flanged mace]]:Increased LDV to +3* The '''C2''' [[Armor ClassPipe wrench]] is entirely scrapped from the game, as it is considered unnecessary: Increased weight to 9. The AC previously called C3 is now known as C2. All weapons and ammunition in the game no longer have a Increased base damage value for the scrapped ACto 70% - 70/67 56/46/35/18/5* [[Wrench]]: Decreased weight to 2. Most clothing and armor that was classified as C2 will be reclassified as C1Decreased base damage to 33% - 33/30 25/20/15/7/2* [[Hammer]]: Increased weight to 3.
Changes to [[ammunition]]:One-handed swords* [[.30-06 SpringfieldButterfly sword]]: Base Decreased base damage buffed by 1% (166to 45% -> 167%) so that the new C2 damage value (old C3) becomes 150% (previously 149%).* [[9x25mm Dillon]]: Base damage buffed by 45/41 32/25/18/9/1% (54% -> 55%), so that the new C2 damage value (old C3) becomes 50% (previously 49%).
Notes:Two-handed club* Creatures have not been modified yet, as the bestiary update is still in progress.[[Iron bat]]: Increased base damage to 50% - 50/48 40/33/25/13/4
Whip/Lash
* [[Kusari-fundo]]: Increased LDV to +3. Increased base damage to 55% - 55/52 44/36/28/14/4
* [[Straight whip]]: Decreased base damage to 45% - 45/43 36/29/23/11/3
* [[Bullwhip]]: Increased LDV to +2. Increased base damage to 49% - 49/47 39/32/25/12/4
* [[Light bullwhip]]: Increased LDV to +1. Increased base damage to 37% - 37/33 28/22/17/7/2
* [[Riding crop]]: Decreased weight to 3. Decreased base damage to 30% - 30/29/24/20/15/8/2
* [[Nine-tails]]: Decreased weight to 2.
= March 17th 2020 === [[Food]] ===='''Version 5Food items other than packaged rations and canned goods now have different weight values. Instead of being all 1 unit, they may be any one of the following: 0.25, 0.5''' - Game mechanics changes, new ammo types1, 2, or 3 units.
Changes to [[Recoil]]:===== New weight values =====Fruit* Recoil calculation and effects no longer rely on exact shot order0.25: Apricot, but now instead only needs total shots firedGrapes, significantly cutting down on the amount of time that needs to be spent counting and checking shots.Kumquat, Kiwifruit* The new Recoil system works as follows0.5: Every Recoil level has a limit of shots (the Accuracy Drop ThresholdApple, or ADT) that can be fired - if a character shoots over ADTPear, accuracy and aim wandering effects are applied to the entirety of the shot stringOrange, 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.Pomegranate, Banana*1: Watermelon wedge* 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.2: Pineapple** Accuracy windows and effects of going over ADT once and twice will also be updated.3: Cantaloupe
Changes to [[Combat mode]] and [[Weapons]]; specifically, '''[[Weapons#Firearm failure types|critical failure]]''' effects:Vegetable* Like with Recoil changes above0.25: Carrot, critical failure effects no longer rely on knowing exact shot orderBeet, but only the total shot countTurnip, and in particular the critical failure count.Leek, Wasabi root** '''Failures to eject (stovepipes)'''0.5: For every stovepipe that occursTomato, the two highest scoring shots (excluding critical failures) are cancelled. If 3 stovepipes occur in a single string of fire, the 6 highest scoring shots are never fired. This has the potential of cancelling critical hits.Potato** '''Failures to fire (misfires)'''1: No changes.Artichoke, Cucumber** '''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.Cabbage
New [[ammunition types]] for pistol and rifle calibers:Meat* '''Tracer (T)''': FMJ bullets with an illuminating compound at the base of the bullet, which lights up and displays bright, colored light when fired0. Tracer ammunition is used to visibly see the flight path of a bullet, and is useful for controlling long strings of fire, particularly full auto, as it allows a shooter to physically see where the bullets are going.** Effects25: Increases ADT by a certain amount All types of shots, which scales with Recoil level. However, it always breaks Stealth even when shot with a silenced firearm; the tracer light works both ways and can be seen by others, thus revealing your position.*** Recoil 1-2: ADT +4 shots*** Recoil 3-4: ADT +3 shots*** Recoil 5-6: ADT +2 shots*** Recoil 7-8: ADT +1 shots* '''Semi-Armor Piercing (SAP)''': Also known as metal-piercing bullets, they offer a lower cost alternative to full AP or APX, but are less effective at defeating armored targets.** Effects: 0.8x damage against unarmored ACs, 1.3x damage against armored ACs.* Retail ammunition using these new projectiles is now also available:** [[.22 Long Rifle]]: Standard T** [[.30 Carbine]]: Standard T, Standard SAP, Milsurp T** [[.30-06 Springfield]]: Standard T, Milsurp T** [[.303 British]]: Standard T, Milsurp T** [[.32 ACP]]: Standard T, Standard SAP, Milsurp T, Milsurp SAP** [[.357 Magnum]]: Standard SAP** [[.357 SIG]]: Standard T, Standard SAP, Personal Defense SAP, Pocket Dragon SAP** [[.380 ACP]]: Standard T, Standard SAP, Milsurp T** [[.40 S&W]]: Standard T, Standard SAP, Personal Defense T, Personal Defense SAP, Pocket Dragon T, Pocket Dragon SAP** [[.45 ACP]]: Standard T, Standard SAP, Personal Defense T, Personal Defense SAP, Pocket Dragon T, Pocket Dragon SAP, Milsurp T** [[.50 BMG]]: Standard T, Milsurp T** [[4.6x30mm]]: Standard T, Milsurp T** [[5.45x39mm]]: Standard T, Standard SAP, Milsurp T, Milsurp SAP** [[5.56x45mm NATO]]: Standard T, Standard SAP, Milsurp T, Milsurp SAP** [[5.7x28mm]]: Standard T, Milsurp T** [[5.8x42mm]]: Standard T, Standard SAP, Milsurp T, Milsurp SAP** [[7.62x25mm Tokarev]]: Standard T, Standard SAP, Milsurp T, Milsurp SAP, Milsurp Cold T, Milsurp Cold SAP, Milsurp Hot T, Milsurp Hot SAP** [[7.62x39mm]]: Standard T, Standard SAP, Reduced Velocity SAP, Milsurp T, Milsurp SAP** [[7.62x54mm R]]: Standard T, Standard SAP, Milsurp T, Milsurp SAP** [[7.62x51mm NATO]]: Standard T, Milsurp T** [[7.92x33mm Kurz]]: Standard T, Milsurp T** [[7.92x57mm Mauser]]: Standard T, Milsurp T** [[9x18mm Makarov]]: Standard T, Standard SAP, High Impulse T, High Impulse SAP, Milsurp T, Milsurp SAP, Milsurp Hot T, Milsurp Hot SAP** [[9x19mm Parabellum]]: Standard T, Standard SAP, Personal Defense T, Personal Defense SAP, Pocket Dragon T, Pocket Dragon SAP, Milsurp T, Milsurp SAP, Milsurp Hot T, Milsurp Hot SAP** [[10x25mm Auto]]: Standard SAPgame meat
Seafood
* 0.25: Mussels, Clam, Sardines
* 0.5: Trout, Cod
* 1: Sea bass, Sole, Grilled eel, Lobster
* 2: Cuttlefish, Salmon, Carp, Tuna, Crab
= January 12th 2020 =Dessert'''Version 5* 0.49''' - Simplification update #825: Waffle, Madeleine, Crepe, Scone* 0.5: Yogurt, Brownie, Ice cream cone, Fruitcake slice, Millefeuille, Donut, Muffin, Cookies (6), Large cookie* 1: Black forest cake slice, Cream pie slice, Cookies (18)
Changes to [[Addictions]]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* Advancement of withdrawal levels is now tied to [[Daily Reset]]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
Changes to [[Inebriation]]:Fast-food* Inebriation no longer naturally decays at a rate of 0.1 per turn.* New [[Effect]]5: '''For every +0.Fries, Fried potatoes, Nuggets (6), Pizza (1 Inebriation gainedslice), [[Stress]] is decreased by -0.4%; effectively turning alcohol into a reliable Stress relief method.Sandwich, Cup noodles* Inebriation decay now depends on the passage of time 1: Cheeseburger, Double cheeseburger, Nuggets (and not specifically Daily Reset either20), based on the amount of day periods that have passed since the last drink.Hamburger, Hot-dog, Chili-dog, Corn-dog, Hot-gon* Effects of [[Inebriation]] have been modified and simplified.2: Potato chips* 3: Pizza (8 slices)
Changes to [[Venom]]Beverages* 0.5:Orange juice, Tea (black), Tea (green), Lemonade, Cola, Coffee (black), Apple juice, Grape juice, Energy drink, Coffee (cappucino), Hot cocoa* Rebuilt the effects of Venom poisoning 1: Mineral water, Milk, Beer (modified the thresholds and simplified the effectsblonde), Beer (brown), Beer (stout), Craftable powdered drinks (all of them)* 2: Champagne, Red wine, Vodka, Mead, Absinthe, Sake, Whiskey, Brandy, Cider
= January 6th 2020 ==== Changes to rations ====='''Version 5The contents of specific rations have been changed.48''' - Simplification update #7
Changes to [[Stress]]:* Stress thresholds for Low and Moderate have been adjusted (respectively 0.0% Ration B1: 19.9% Added 1 extra pack of whole wheat biscuits and 20.0% : 49.9%)1 can of spam* Stress is no longer gained from taking damage ([[Pain]], [[Limb Damage]]...) or from sustained injuries.Ration B2: Removed 1 packet of powdered coffee* [[Effect#Stress|Stress gained from combat (now clarified as an effect called Combat Stress)]] is now calculated differently; the total amount is now equal to '''(Td4)x0.1xE''', where T is the total amount of turns spent in combat, Ration L1: Removed 5 cigarettes and E is the amount of enemies at the start of a fight.5 safety matches** Effectively, this means gaining between 0.Ration L2: Added 1% and 0.4% Stress per turn spent, multiplied by the amount can of starting enemies.pasta with tomato sauce* Stress gained from combat is now given at the end of combatRation S1: All item quantities doubled, instead of gradually turn by turn.* The Stress Tolerance [[effect]] is scrapped.added 2 milk and cereal bars
Related ===== Other food related changes:* '''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 tag: ''"Read recently - provides no effects until next Daily Reset"''* Showers no longer provide negative effects, and the command is now always rolled when using a shower, regardless of the location. Each use will now spend 30 ingame minutes and has a chance to provide a positive effect (reduces Stress, Fatigue, or Pain) each time.* Computers now decrease Stress by (4d10)x0.1 at the cost of spending 2 ingame hours.* Radios now decrease Stress by (2d10)x0.1 at the cost of spending 1 ingame hour.=====
= December 8th 2019 =* [[LBE]]: All LBE with a Food holster: the effect is replaced to "max weight: 3" instead of "max items: 2"'''Version 5.47''' * [[Style shop]]: Custom food holsters are now weight- Simplification update #6based instead of item count-based, as above.
* The ==== [[CoverMeds]] system has received multiple modifications aimed at simplifying their purpose and function:====** Cover no longer have pass-through thresholds or corresponding Pain modifiers First Aid Kits (like [[trauma plates]]FAKs).** Deleted the "full protection" trait (which protected against bouncing explosives - of which there is [[VOG-25P|only one type]] currently)** Modified the list of cover types (changed health and AC values on many of them)* [[Explosives]]:** Simplified the damage calculation method for pressure mines: full limb damage to legs/feet, 0.25x limb damage to everything else. (Previously, it also dealt 0.5x damage to torso/hips)** Simplified injury calculation from explosive weapons. It is now dependent on base explosive damage; specifically, equal to '''BED / 4 rounded down''' (or in other words, for every 4 full points of limb damage dealt by an explosive weapon, 1 wound is also dealt).* [[Chlorine bomb]] and Chlorine gas clouds:** Removed the 25% chance to lose eyes per turn spent in a chlorine gas cloud. It was replaced by an additional damage effect (2 limb damage to a random body part per turn spent in a cloud).* [[Crafting items]]** Gun Repair Field Surgery Kits can no longer be used to repair dud explosives; this ability was moved to the...** New toolkit: '''Explosives Toolkit (XTKFSKs)'''. Costs [[File:Parallar symbol.png|10px]]'''300''' and can be used up receive simplifications to 5 times. This kit allows users make them easier to repair dud explosives and defuse certain types of primed explosives more quickly than with bare hands; consumes 1 use per explosive repaired or defused.* [[Effects]]** '''Nausea''' is now a temporary effect which prevents using [[Food]] items. All items inducing Nausea are now given a turn duration, and no longer induces IR +1.** '''Anti-Oni Syndrome''' now causes creatures under this effect to get [[Pain]] instead of [[Venom]] from drinking alcohol (1% Pain per 0.1 Inebriation). The Pain gained this way is '''fixed''' and ignores [[Pain Sensitivity]] entirely.** '''Decompensation''' and '''Self-deterioration''' were simplified, introducing a system of points gained at Daily Reset. If these points reach a particular threshold, instant death occurs.** Various effects were simplified or scrapped entirely.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.
= November 14th 2019 === [[Hotel|Hotels]] ====A new hotel classification has been added: Love Hotels.* Falls outside of the luxury level (star system) by offering a unique service, represented by a heart symbol (♡)* Love hotel rooms possess a single king-size bed intended mainly for couples, similar to ★★★★ hotels.* Love hotels only allow you to book a room if you have at least one partner, and booking only lasts 4 hours, not 24. The intention is to provide couples (or groups) with the privacy needed for intimacy.* In exchange, the stay is cheap - just [[File:Parallar symbol.png|10px]]'''Version 5.4650''' - Simplification update #5to get in.
* [[Weapons]]Several towns received new hotels:*Neutral towns* In a manner similar to the [[MAC* Calfair Sector - ★★ Rudolf's Lodge** Littleton - ★★ Little Inn** Nanton - ★★★ Slow Wave Hotel** Ovis City - ★ The Roadside Resort** Saker - ♡ The Serial Inn* Angelic towns** Alba Radium - ★ Guiding Light Inn** Beatus - ★★★ Dreamers House** Divus Nitor - ★★ The Celestial Auberge** Semitas - ★★ Quietus Inn* Demonic towns** Flaxton - ★ The Hotelion** Novysera - ★ The Bonfire** Rog - ♡ Heat Wave Hotel** Temno -10]] ♡ Jam and [[MACCream** Utroba -11]], these weapons are now considered to be '''auto pistols''' if their stock is folded: [[B+T MP9♡ The Deep Dive* Military towns** Camp Charger -N]], [[CZ Sa vz. 26]], [[CZ Skorpion vz. 61]], [[CZ Skorpion vz. 83]], [[IMI UZI]], [[KBP PP★ Chamber-2000]], [[Ruger MP9]], [[Steyr MPi 81]]Inn** These weapons have changed categories entirely: [[Danuvia VDFort Cobalt -01]] (Submachine gun ★★★ First Force Hotel** Fort Scarlet -> Auto pistol), [[H★ Scenic Route Lodge** Fort Wight - ★★★★ Fortress R&K MP5K]] (Submachine gun R** Station Delta -> Auto pistol)★ Last Stop Hotel** Artifact weapons; [[Bat out of Hell]], [[Doomslayer]]: No longer dependent on the Contestant story for acquisition. Their effects Station Lasker - ★ Southern Comfort** Station Sigma - ♡ Six Appeal* Police towns** Beadsor - ★★ The Hog and special abilities have also been modified Barrel Hostel** Elusec - see each page for further details.★★★ Kilburn's* [[Statistics]]:* Murberry - ★ Layd Backe** [[Pain]]: No longer naturally regenerates at a rate of Wayward -2% per turn; in fact, the entire concept of "Pain regeneration per turn" is removed. Instead, 40% Pain is healed every day during the Daily Reset (10% in Survival Mode at every Trading Post instead)★★ Thornton Hostel* [[Meds]]:Syndicate towns** Cannabis no longer increases pain regeneration per turn, but instead decreases Pain by a flat amount; Baden Town -25%.★★ The Run-Inn* Other changes:* Viris Area - ♡ Lovelight*Youkai towns* '''Augmentations''': Guardian LSS modified so it doesn't improve pain regeneration per turn anymore, but instead reduces Pain Sensitivity and improves the effectiveness * Aosaidan - ★★ Kaneda (金田)** Masatomo - ★★★ Lodge of Pain healing at the Daily Reset (Level 2: Pain Sensitivity Fork** Kazama -10%★★ Amane Hotel (天音 HOTEL, Daily Reset Pain healed by 70%. Level 3: Pain Sensitivity -20%, Daily Reset Pain healed by 100%lit."Divine Sound Hotel")** '''Tanuki special abilities''': A new 9 TB ability called '''Still Hard''' is added. Applies Strong limb healing Kijirou - ★★★ Dou to any of the tanuki's limbs. Regeneration is now more expensiveGin (銅と銀, bumped up to 5 TB. Many abilities have had their effects simplified as welllit."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 ♡
= November 10th 2019 === [[Creatures]] and [[Occupations]] ===='''Version 5.45''' - Simplification update #4: Ores, metals The following creatures and miningoccupations received changes to their loadouts and skills:
* [[ValuablesEscort]]: ** Scandium [[Glock 26]] loadout replaced with [[Glock 19]] and palladium ingots have been scrapped 15-round mags** Introduction of new types of ingots[[Escort boss]]: Zinc[[Para P-14]] loadout replaced with [[Para P-18]], Irontwo magazines, and Tungsten9x19mm Standard JHP ammo*[[Janitor]], [[Head janitor]]: [[Broom]] replaced with [[Mop]]* All ingots are now available in four sizes[[Acolyte]]: 100g (0.New Primary 2 Weight units), 250g (0weapon: [[Round shield]].5 units), 500g New [[skills|skill]]: Shields (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$Basic)* [[OresKnight]] and : [[miningArming sword]] replaced with [[Heater shield]]. New [[skills|skill]]:Shields (Skilled)** 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 "[[SRT Officer]]: New Primary" mining elements (which can be exchanged for ingots) has been rewritten, and now includes (from least to most valuable)2 weapon: Zinc, Lead, Iron, Copper, Tungsten, Silver, Gold, Platinum[[Ballistic shield - Alpha]].** The list of "Secondary" mining elements New [[skills|skill]]: Shields (which can be exchanged for cashExpert) has been rewritten, and now includes (from least to most valuable): Coal, Sulfur, Nickel, Mercury, Magnesium, Tin, Cobalt, Aluminium, Molybdenum, Titanium, and Chromium.** There isn't a tertiary "garbage" category of ore materials anymore.** Object line nomenclature for all metal and gemstone ores has been redone for clarity.* Other changes[[Vampire]]:** Dimensions of [[Parallar|brass and electrumAI AWSM]] coins were modified slightly to account for the changesloadout replaced with [[AI AW]], two magazines, and 7.62x51mm NATO Standard FMJ ammo
= September 24th 2019 === Other changes ====* [[M1 Garand]]: Missing Customs combinations have been added* [[Hospital]]: Cost of healing limb damage dropped from [[File:Parallar symbol.png|10px]]'''Version 525''' to [[File:Parallar symbol.44png|10px]]''' - Various changes in various domains15'''.
* '''Buff to the [[gohei]] 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 and Field Surgery Kits now instantly heal HP instead of HP over time (Light: +7 HP; Strong: +12 HP). The bonuses introduced by the Healing skill now give additional HP to all of the limbs not targeted by the FAK/FSK - +1 HP at Basic, +2 HP at Skilled, +3 HP at Expert, and +4 HP at Master. The bonus HP is free and costs no Nutrition or Fatigue.
= February 10th 2022 =
'''Version 6.3.13''' - The 1000-Weapon Update, Part 13: Submachine guns and Two-handed swords
= September 6th 2019 15 new weapons added to the game (214 firearms, 1 melee weapon) =, bringing the total to the covered '''Version 5.43 (part 3) - The SteveMRE Konbini update part 3/3: Convenience stores1,000'''!
== Convenience stores ==* Convenience stores are a new shop type which replaces the previously existing takeout stands.* Convenience stores are a type of individual shop, sharing the same layout as other types of individual shops.* The purpose of convenience stores is to sell a fixed inventory of items considered to be basic necessities. Unlike most other shops in the Mazes, the majority of their inventory is not random.* Items sold at convenience stores are divided in four aisles: Food aisle, Ammo aisle, First Aid aisle, and Misc aisle.* Each convenience store belongs to one of five chains; '''24-Seven, Fusco's Bodega, Angelstop, Circle H''' and '''Tomato Konbini'''. Each chain has their own traits and extra features, such as raffle tickets for every 250 P$ of purchases, extra gear, or extra services.New weapons ====
* 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]]
= September 6th 2019 === Other changes ====* [[Style shop]]: Now offers a custom LBE service* [[Maze Customs]]: AR-15s equipped with both a flat-top receiver and quad-rails get a NATO mount instead of a NATO-S mount (1the top rail acts as an extension) ='''Version * 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, 5.43 (part 2) - The SteveMRE Konbini update part 28mm: Now compatible with [[5.8x21mm]]** Rifle, standard, .260 /36.7mm: New and improved rationsNow 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 food items'''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]]
This is the second part out of a series of three updates.
== New food items =February 9th 2022 =* 11 new and improved rations have been introduced, replacing the previous 3 completely.* New category of food item, '''powdered drinksVersion 6.3.12'''. Powdered drinks are inedible on their own, but can be combined with a bottle of water to create a drink.** 8 powdered drink packets- The 1000-Weapon Update, Part 12: Conventional rifles and 8 corresponding crafting-only beverages introduced.* 20 new types of regular food items introduced, many of which can be found in the new rations.Handgear
All of the 37 new items have been weapons and 1 new caliber added to the '''[[Food]]''' pagegame (30 firearms, 7 melee weapons, including 1 integrated bayonet), bringing the total to 985.
== Other changes == New caliber ====* New crafting item, the '''Mini-bag of 5 safety matches''', which is found in many rations, but can also be found for sale at Workshops for [[File:Parallar symbol7.png|10px92x107mm]]'''0.10''' apiece.
==== New weapons ====
= September 5th 2019 =* Firearms:'''Version 5.43 (part ** [[Class 1) weapons]]:*** [[Alexander Arms AWS]]*** [[FK Maroszek Kb Ur wz. 35]]*** [[General Motors M1A1 Carbine]]*** [[Henry Brass Lever Action 30- The SteveMRE Konbini update part 130]]*** [[Henry Brass Lever Action 45-70]]*** [[Henry Big Boy Carbine]]*** [[Henry Big Boy Classic]]*** [[Henry Big Boy Silver]]*** [[Henry Big Boy Steel]]*** [[Henry New Original]]*** [[Johnson Automatics M1941]]*** [[Koishikawa Arsenal Type 44 Arisaka]]*** [[Kokura Arsenal Type Kou]]*** [[Maadi Hakim]]*** [[Marlin Model 1894CL]]*** [[Marlin Model 1894S]]*** [[Mauser Gewehr 1898]]*** [[Mauser Model 1893]]*** [[Mauser Model 1895 Carbine]]*** [[Mauser Model 1895 Short Rifle]]*** [[Nittetsu Type Hei]]*** [[Ruger 77/344]]*** [[Ruger 77/357]]*** [[SIG Arms SG751 SAPR]]*** [[SIG Arms Mondragon M1908]]*** [[Zbrojovka Brno ZH-29]]** [[Class 2 weapons]]: Changes *** [[Armalite AR-7 Explorer]]*** [[Mauser M1917 Trench Carbine]]*** [[Taurus CT-30]]*** [[TNW Firearms ASR 9]]* Melee weapons:** [[Class Handgear weapons]]:*** [[Brass knuckles]]*** [[Chainmail gauntlets]]*** [[Push knives]]*** [[Spiked knuckles]]*** [[Tekko-kagi]]*** [[Tenderizer knuckles]]** [[List of bayonets|Bayonets]]:*** [[Type 44 bayonet]] (integrated to consumables'''the [[Type 44 Arisaka]])
This is the first part out of a series of three updates.==== Other changes ====* New ability: [[Steady aiming]]
The effects of many consumables have been modified.
== General changes to all consumables =February 1st 2022 =* All consumables that previously listed a percentage chance to get an effect, now always give the listed effect'''Version 6. 3.11''' - The percentage chance effects have been scrapped.1000-Weapon Update, Part 11: Precision rifles and Two-handed clubs
== Changes 13 new weapons added to Effects ==* '''Nausea''' is now a permanent effect that gives the afflicted creature an '''IR +1''' effect and a nauseous sensation. This effect cangame (7 firearms, however6 melee weapons), be eliminated by attempting to throw up. Even if bringing the attempt fails, Nausea will always be eliminated this way.** All references total to Nausea having a turn duration have also been eliminated.* '''Suppressed hunger''' has been completely rewritten, 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)948.
== Changes to food ==* Can of cola drinkFirearms: No longer provides Agility +** [[Class 1 and Alertness increase weapons]]:*** [[Accuracy International AW]]*** [[CZ TSR]]*** [[KBP VSK- still affects Fatigue and Stress94]]* Can of lemonade: No longer provides any effects besides nutrition and hydration** [[Norinco JS]]* Can of energy drink: No longer provides Strength +10%, but the effect is lengthened from 15 to 20 turns, and now also reduces Fatigue by 5.0% and increases Stress by 0.5%** [[St.George Arms Leader 50 A1]]* Cup of tea, green: Effect now increases alertness instead of Agility, effect now lasts 10 turns** [[Winchester Model 70]]* Cup of tea, black: Effect now increases alertness instead of Agility, effect now lasts 10 turns** [[ZVI Falcon OP96]]* All game meat boosting Strength or Alertness* [[Class 5 Long weapons]]: All effects now last 20 turns instead of 2 or 3 turns.* Hot-gon (exclusive to Diamond Hot-Dogs): Effect now lasts 20 turns** [[Eku]]*** [[Flat bat]]*** [[Forging sledgehammer]]*** [[Spade]]*** [[Tamping bar]]*** [[Toothbat]]
== Changes to meds ==
Many medical items have had their effects completely rewritten= January 23rd 2022 ='''Version 6. These are the new effects for the following items3.10''' - The 1000-Weapon Update, Part 10:Pistols and One-handed clubs
* Cannabis joint: Agility -1, Pain Regeneration Rate +2% /turn for 20 turns, Stress -1.0%* Cigarette: Agility +1, FT -1 for 10 turns* Nitrous oxide: Pain Sensitivity -50%, Euphoria Rush for 10 turns* Amphetamines: Agility +2, Alertness increase, FT -1 for 20 turns, Stress +3.0%* Pentobarbital: Instant death in 20 turns* Steroids 47 new weapons added to the game (anabolic): Strength +40% for 20 turns* FG-7142: Suppressed hunger for 40 turns32 firearms, Stress +8.0%* Desoxyn (meth pill15 melee weapons): Alertness increase, Forced wakefulness for 20 turns, Fatigue -30bringing the total to 935.0%, Stress +10.0%* Oxycodone: FT+1 for 10 turns, Pain -50%* Epinephrine: Agility +3, Fatigue -10.0%, Stress +8.0%* Heroin: Pain sensitivity -100%, FT+2 for 30 turns, Pain -90%* Lorazepam: Forced sleep for 30 turns* Morphine: Pain sensitivity -75%, Agility -2 for 30 turns, Pain -70%* Cocaine: Pain sensitivity -100%, Alertness increase, Hallucinations for 20 turns* PCP: Pain sensitivity -50%, Alertness increase for 20 turns* Codeine: Nausea, Pain -40%* Concentrated caffeine: Alertness increase, Agility +1 for 10 turns, Fatigue -12.0%, Stress +1.2%* Diazepam: Alertness increase, FT-2 for 20 turns* Ecstasy: Intense relaxation, Euphoria Rush for 40 turns
== Changes to mushrooms == New weapons ====
Many mushrooms have had their effects completely rewritten* Firearms:** [[Class 3 weapons]]:*** [[Beretta APX]]*** [[Beretta M9-22LR]]*** [[BSA Welrod Mk I]]*** [[Colt Model 1903]]*** [[DW Ortgies 7. These are the new effects for the following items65]]*** [[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]]
* Oni's Bane mushroom: Anti-oni syndrome for 10 turns* Golden cap, Liberty cap: Hallucinations for 10 turns* Infirmitas: Strength -20% for 10 turns, Nausea* Turbatio: FT+1 for 10 turns* Oni Terror: Anti-Oni Syndrome for 30 turns, Nausea* Fatigatio: Fatigue +30.0%* Caecitas: FT +3 for 20 turns* Potentia: Strength +20% for 20 turns* Accuratio: FT -1 for 20 turns* Anxietas Medicus: Stress -10.0%* Strenuitas: Alertness increase for 20 turns* Velocitas: Agility +1 for 20 turns* Extra Velocitas: Agility +2 for 20 turns* Furor: Rage for 20 turns==== Other changes ====
Changes to [[magazines]]:
* All Desert Eagle magazines now possess a "Deagle" tag for searching purposes
* Mauser C96 Red 9 stripper clip: Renamed to "Mauser C96 stripper clip", compatible with both [[Mauser C96 Broomhandle]] and [[Mauser C96 Red 9]] depending on loaded ammunition
= July 21st 2019 =Changes to [[Maze Customs magazines]]:'''Version 5* Glock-SF .42''' 22 and Glock-LF .22 magazines: Capacity increased from 10 rounds to 12* 1911SS 9mm and 1911DS 9mm magazines deleted (replaced with [[1911RO magazines]] and [[P- Detective update18 magazines]], respectively)
An accompanying Tsuchinoko update (version 138) will be released on the same day.
=January 9th 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 6.3.9''' and '''&enc-LEO''' commands.* All Maze Guard flavors have received an equipment update; trauma platesThe 1000-Weapon Update, Tasers, better load-bearing equipment.Part 9: Grenade launchers and Knives
12 new weapons added to the game (2 firearms, 10 melee weapons), bringing the total to 888.
= July 13th 2019 =* Firearms:'''Version ** [[Class 1 weapons]]:*** [[NAWS China Lake]]*** [[Springfield T148E1]]* Melee weapons:** [[Class 5.41''' Short weapons]]:*** [[Bou- Weapon accessory tweaks and simplificationsshuriken]]*** [[Gerber Mark II]]*** [[Handmade knife]]*** [[Heavy throwing knife]]*** [[Kamisori]]*** [[Karambit]]*** [[Last Blood]] (artifact) *** [[Smatchet]]*** [[Stun knife]]*** [[Throwing knife]]
This update aims at trimming some more of the fat with game mechanics, specifically mechanics related to weapon accessories.
An accompanying Tsuchinoko update (version 137) will be released on the same day= January 2nd 2022 ='''Version 6.3.8''' - The 1000-Weapon Update, Part 8: Hand grenades and Axes
== Changes to [[weapon accessories]] ==* Scopes: All scope effects have been re-balanced.** Low-power optics: No longer have a special effect boosting accuracy only when aiming at small body parts, and instead provides a flat FT-1 bonus.** Medium-power optics: Now provides a FT-2 bonus instead of FT-1.** High-power optics: Now provides a IR-2 bonus instead of IR-1.** Extreme-power optics: Now provides a IR-2 bonus instead of IR-1.* Weapon lights:** The dazzling effect mechanic has been entirely scrapped.** When someone with a weaponlight aims at a creature with night vision or NVGs active, it no longer causes a blindness effect. (Flashbangs are unaffected, they still cause enhanced blindness to creatures with night vision).** Weaponlights switched on now '''automatically break stealth''', as they are sources of bright light that can be seen by everyone.* WL2 batteries have been '''entirely scrapped''', alongside three models of weapon light (Inforce APL, Inforce WML, and P3X Fury Tactical) due to redundancy.* One new type of dual modules introduced: the '''Streamlight TLR-4''', which can be fitted on Short interfaces.* All accessories that used to require WL2 batteries, no longer need them, and can function indefinitely. Integrated lights and lasers also no longer show a turn counter to represent battery life.* All character sheets must have the following modifications made: All Inforce APL lights are replaced by Surefire X300U lights, and all Inforce WML and P3X Fury Tactical lights are replaced by Surefire M620 lights.New weapons ====
== Other general changes ==* [[Cover]] mechanics simplified (effectively returned 11 new weapons added to a previous state); the Exposure system game (exposed/hidden6 firearms, 5 melee weapons) is scrapped, cover now returns bringing the total to protecting the full bodies of everyone that is behind cover876.
* 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]]
= May 18th 2019 ='''Version 5.4''' - Simplification update #3 : Stress and inaccurate hits== Other changes ====
This update aims at further simplifying certain game mechanics.Changes to existing weapons:* [[M84]]: Weight changed to '''2''' (from 1)
== General changes ==
* Stress: All stress levels from Moderate and up no longer cause incremental fatigue effects.
* Inaccurate hits with ranged weapons no longer call for a 1d2-1 check to determine if the shot hits. From now on, all inaccurate hits are hits.
* All inaccurate hits now deal 0.7x Pain and Limb Damage, including in melee (down from 0.8x)
= January 1st 2022 =
'''Version 6.3.7''' - The 1000-Weapon Update, Part 7: Underbarrel weapons and Crude weapons
= April 23rd 2019 ='''Version 5.3''' - Simplification update #12 new weapons added to the game (2 : Bloodfirearms, 10 melee weapons), bringing the total to 865.
This update aims at simplifying some * Firearms:** [[List of the mechanics related to the Blood statistic.underbarrel shotguns|Underbarrel shotguns]]:*** [[Lockhart UBS-12]]*** [[Ten-X Tactical TX-12 STW]]* Melee weapons:** [[Class 5 Long weapons]]:*** [[Guitar]]*** [[Mop]]*** [[Signboard]]*** [[Skull staff]]*** [[Ted]]** [[Class 5 Short weapons]]:*** [[Crysknife]]*** [[Dart]]*** [[Ibuki Gourd]]*** [[Ice pick]]*** [[Worm tooth]]
== General changes ==* Blood no longer naturally heals at a rate of 0.1 per turn, making Pain the only statistic that naturally regenerates every turn no matter what. If you have no wounds, your current Blood level stabilizes at its current level.* Natural blood regeneration is now tied to the daily reset; on top of the nutrition/hydration that is normally lost at midnight ingame, your body will attempt to regenerate 1 unit of Blood on its own every day (as long as there are no open wounds at that moment). Upon hitting the daily resert, you will lose 150 ntri and 2% Fatigue, and regenerate 1 Blood instantly. This is intended to incite finding BTKs or pay for a medic. If neither is possible, the tried and tested "buy food and let it heal over a few days" also works, however it may take several in-game days for large amounts of lost Blood. * Blood Transfusion Kits now carry 3 units of Blood each instead of 5. Full BTKs now cost 350 P$ instead of 550 P$.* A new type of medical item ('''Epoetin-alfa''', syringe) can be consumed to start a 20-turn effect resembling the old natural regeneration effectNew [[crafting]] items: +0.1 Blood per turn, in exchange for -15 ntri and +0.2% Fatigue per turn. In total, the item would help your body regenerate up to 2 Blood but burn up to 300 ntri and 4% Fatigue. Syringes of Epoetin-alfa cost 100 P$, making them the cheapest syringe-type medical item.* Changes to '''Augmentations'''[[Blueprints]]: The Guardian LSS no longer increases the amount of Blood regenerated per turnSkull blueprint, 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.Fremen blueprint* Changes to '''Clothing protections'''[[Crafting items#Ingredient items|Ingredient items]]: 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).Preserved skull
= February 20th 2019 Prior versions ='''Version 5.2''' - Extra game modes update
This update introduces two new methods of playing MazeWorld: '''Survival''' and '''Freeform''', and retroactively renames the 'main' mode into '''Contestant Story''' or just '''Story'''. These new game modes, so to speak, aim at providing more flavors for players and future GMs to enjoy. == General changes ==* The [https:[Changelog//docs.google.com/forms/d/1fLN_YUoVStGt0ElBtVpyMg1bIvn1Eqxc3BuDJrdIkBk/ character sign-up form2021]] has been updated to account for the changes below. == Survival ==In this new mode, players adopt the role of a Survivor, whose only objective is to kill anyone that looks at them wrong, and survive as long as possible. Survival is mainly inspired from old-school MazeWorld, it is essentially an endless Uncivilized Area run, just as it once was. When playing Survival, players have the option to choose between two modes: '''Tier X''' (The game ends after completing X Challenges) or '''Endless''' (The game only ends with the Survivor's death, or at player request). The main differences introduced by Survival are as follows:* No towns or intersections as players know them - Survival is an endless Uncivilized Area streak, equivalent to a Deep route. Explorable areas can even still be found and completed for their rewards!* Nutrition and Hydration Reset occur every time the Survivor reaches a Trading Post (TP reset). In turn, the reset is much lower than normal. The base values are 420 ntri and 140 wtr (0.2x a normal daily reset).* Date and time are not tracked.* No Faction Reputation and no Renown to worry about.* All skills are unlocked: Survivors start with Unskilled in all non-combat skills (unless skill levels were purchased at Startgame)* The Survivor starts with a MAIM account, with all generic and regular named mercenaries available (Special mercs are not available as they're tied to the story)2021 updates.* Every 50 rooms, the Survivor will find a Trading Post, which is nothing more than an intersection with a fixed amount of shops and services (see below for details)* On the room following every second Trading Post (101, 201, 301...), the Survivor will find a Challenge. Completing the Challenge is necessary to progress forwards!* If playing on Tier X, X corresponds to the amount of Challenges the player must complete in order to reach the end.** There is no upper limit on the Tier number (and subsequent amount of Challenges), though in order to keep games from being unreasonably long, the author's recommendation is to keep it between 1 and 10, and any longer games should be Endless instead.** The author personally recommends first-time players and GMs to try Survival Tier 4, for a 401-room adventure.* Mercenaries function differently[[Changelog/2020]]:** The time-based hiring rates do not apply, and are instead replaced by a 50-room hiring rate (corresponds to the distance between Trading Posts). That special rate is equivalent to 2x the 24-hour rate.** Upon being hired, a mercenary will immediately join the Contestant with no waiting time.** Merc deaths do not need to be reported.** All mercenaries show up with their gear. There are no gear costs - their equipment is essentially free2020 updates.** All special parameters are ignored. The only objective in Survival is to survive. Each Survivor will be entered into a leaderboard for creatures killed and KV score obtained at the end of their run, as well as rooms visited in Survival Endless. == Freeform play ==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[[Changelog/Rep with money, where applicable and where it would make sense. (e.g. Vigilante work)  = 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.* All effects of high fatigue now decrease Agility, and eventually decrease accuracy and cause Hallucinations. == 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/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 handloading:* Load level (hotness) of ammunition affects the severity of the Condition loss on a critical failure. -P/Cold: Condition loss x0.5. +P/Hot: Condition loss x2. +P+/Super: Condition loss x4.* Powder quality of ammunition also affects the severity of the Condition loss on a critical failure. Surplus: Condition loss x3. Premium: Condition loss x0.5.* These effects may stack. Round up any results.* If shooting ammunition of mixed hotness or powder quality in the same turn (''not recommended!''), the hottest and dirtiest ammunition fired that turn is used as a reference for ''all'' rounds fired that turn. Changes to weapon accessories:* 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$. == Extras ==* New command: '''@asktsuchi'''. Ask a yes/no question and use that command. Results may vary.  = November 27th 2018 ='''Version 5 update''' - The Finished State update == Quests ==* '''Story Arc #32019]]: The Human-Youkai War''' released! Features 33 quests, 1 sidequest, and 1 emergency quest.* '''Endgame content''' now available! The Contestant story may now come to an end as soon as all four Amulets are gathered == Content ==Abilities:* Several special abilities were renamed to '''techniques''', due to their similarity with martial arts techniques. Techniques are actions that can be performed instead of a regular combat action, and which, if the prerequisites are met, may allow their users to perform special moves that wouldn't otherwise be possible.* Introduction of several new combat techniques:** Techniques that are learned upon reaching '''Expert skill level''' with a corresponding combat skill:*** Firearm techniques: Failure Drill (DA revolver, Semi-auto pistol/rifle/shotgun), Fanning (SA revolver), Mad Minute (Bolt-action), Recoil Control Stance (Automatic pistol/rifle/shotgun), Rifleman Trick (Lever-action), Zero's Trick (Pump-action)*** Melee techniques: Any-Bash (One- and Two-handed clubs), Any-throw (Thrown weapons), Backlash (Whip/Lash weapons), Desperate Smash (Crude weapons), Double Cleave (Axes, One- and Two-handed swords), Stabbing Rush (Knives)** Techniques that can be '''purchased''': Lightning Reload (available for 3000 P$ 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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