Changes

Changelog

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This page lists any significant updates made to the game from Version 5 onwards. Smaller changes and fixes which aren't enough to constitute an update, particularly if they are meant to fix or modify errors, typos , or inconsistencies with event [[object lines]], will usually be listed in the [[Tsuchinoko (bot)|Tsuchinoko]] updates instead.
= September 6th 2019 (2) Upcoming ='''Version 56.43 (part 3) - The SteveMRE Konbini update part 3/3: Convenience stores9.4'''- Unnamed update
== Convenience stores ==* Convenience stores are a new shop type which replaces the previously existing takeout standsIn progress.* 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.
= September 6th 2019 (1) April 10th 2024 ='''Version 56.9.43 (part 2) - The SteveMRE Konbini update part 2/3: New and improved rations, new food items.2'''- Helmet hotfix
This is the second part out * [[Effects]]: Removal of the Ballistic protective trait, now considered obsolete. Due to it being a series carryover from eras of three updatesthe 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.
== New food items ==
* 11 new and improved rations have been introduced, replacing the previous 3 completely.
* New category of food item, '''powdered drinks'''. Powdered drinks are inedible on their own, but can be combined with a bottle of water to create a drink.
** 8 powdered drink packets, and 8 corresponding crafting-only beverages introduced.
* 20 new types of regular food items introduced, many of which can be found in the new rations.
All of the new items have been added to the = March 24th 2024 ='''[[Food]]Version 6.9.3.1''' page.- Say My Name update
== Other changes ==* New crafting itemTsuchinoko command, the '''Mini-bag of 5 safety matches&callsign'''. Generates one of about 200 different names (including variations).* Callsigns are intended to give, which is found in many rationswell, callsigns, but can also be found for sale at Workshops nicknames, war names, and other aliases. Primarily intended for [[File:Parallar symbol.pngmercenary|10pxmercenaries]]'''0but easily adaptable to anyone else; Maze Military personnel, raiders, adventurers, and so on.10''' apiece* The command is designed to be expanded over time in even smaller, Tsuchi-only updates.
= September 5th 2019 March 18th 2024 ='''Version 56.9.43 (part 1) - The SteveMRE Konbini update part 1/3: Changes to consumables'''- The MazeOS Update
This is the first part out * Added a fourth type of items requiring [[identification]]: '''Data storage devices.''' Includes floppy disks, zip disks, compact discs (CD), and hard drive disks (HDD). Camera memory cards also become a series type of three updatesdata storage device.* When finding data storage devices in the UA, they may contain useful or valuable data.* Bring data storage devices to a [[library]] computer to identify them, or use a [[Crafting items#Laptop|laptop]] to identify them on the field. Laptops are considered a new type of toolkit and are rechargeable with HITB batteries.** Laptops can also double as higher-capacity (and rechargeable) hacking toolkits.* Blank versions of data storage devices are available for sale in workshops (as [[crafting items]]). Blank devices currently have no specific purpose but GMs are encouraged in any story or quest where writing or saving data could be useful.* New [[Tsuchinoko (bot)|Tsuchinoko]] commands added to support this update: '''&data &data-floppy &data-zip &data-memcard &data-cd &data-hdd'''
The effects of many consumables have been modified.
== General changes to all consumables =February 9th 2024 =* All consumables that previously listed a percentage chance to get an effect, now always give the listed effect'''Version 6. The percentage chance effects have been scrapped9.2''' - Mushroom update
== Changes to Effects ==* '''Nausea''' is now a permanent effect that gives the afflicted creature an '''IR +1''' effect The functionality of [[mushrooms]] has been expanded, and a nauseous sensationnew essential shop can now be found in all towns. This effect canMushrooms now become valuable loot ; low value individually, howeverbut due to their extremely low weight, worth hanging onto. Mushrooms can be eliminated by attempting to throw sold or traded up. Even if the attempt failsdirectly for more valuable mushrooms at dedicated, Nausea will always be eliminated this waybrand-new locations.** All references to Nausea having a turn duration The mushroom identification costs have also been eliminated.* '''Suppressed hunger''' has been completely rewritten, and now works as follows: If Hungry, Famished or Starving, this effect will treat lowered to match the creature's Nutrition level as being OK (temporarily canceling any negative effects from low nutrition)cost of the lowest-value mushrooms.
== Changes to food ==* Can of cola drink[[Identification]]: No longer provides Agility +1 and Alertness increase - still affects Fatigue and StressThe cost of identifying mushrooms has been dropped to '''0.10 P$''' (previously 10 P$)* Can of lemonade[[Mushrooms]]: No longer provides any effects besides nutrition All mushrooms now have a monetary value (they previously did not) roughly consistent with their nutritional value and hydrationeffects.* Can of energy drink: No longer provides Strength +10%All towns now have a new location, but the effect is lengthened from 15 to 20 turns, '''[[street kitchen]]'''** The street kitchen works as both a restaurant and now also reduces Fatigue by 5a shop.0% and increases Stress by 0.5%The manager is a random [[citizen]] with the [[Character traits|Mycologist]] trait.* Cup * The restaurant part of teathe street kitchen sells inexpensive, green: Effect now increases alertness instead of Agilityfilling, effect now lasts 10 turnsmushroom-based dishes.* Cup * The shop part trades mushrooms. It sells a small selection of teasavory and magic mushrooms, black: Effect now increases alertness instead of Agilityand it will buy back any mushroom '''at cost''', effect now lasts 10 turnssimilarly to valuables.* All game meat boosting Strength or Alertness[[Tsuchinoko]]: All effects now last 20 turns instead Pull rates of 2 or 3 turnsmushroom types with the '''&marisa''' command have been adjusted to heavily favor normal mushrooms.* Hot* Normal mushroom pull chance per command: 63.38% -gon (exclusive to Diamond Hot> '''71.81%'''** Magic mushroom chance per command: 32.39% -Dogs)> '''12.23%'''** Unique mushroom chance per command: Effect now lasts 20 turns4.23% -> '''15.96%'''
== Changes to meds ==
Many medical items have had their effects completely rewritten= December 27th 2023 ='''Version 6. These are the new effects for the following items:9.1.1''' - Melee Repair Kit hotfix
* Cannabis jointChanges to [[toolkits]]: 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 +3Melee repair kits can now repair shields.0%* Pentobarbital: Instant death in 20 turns* Steroids The formula to calculate shield HP repaired is equal to the Condition (anabolicwith Repair skill bonus): Strength +40% for 20 turns* FG-7142: Suppressed hunger for 40 turns, Stress +8divided by 80 and rounded up.0%* Desoxyn (meth pill): Alertness increase, Forced wakefulness for 20 turns, Fatigue -30.0%, Stress +10.0%* Oxycodone: FT+1 for 10 turns, Pain -50%* Epinephrine: Agility +3, Fatigue -10.0%, Stress +8.0%* Heroin: Pain sensitivity -100%, FT+2 for 30 turns, Pain -90%* Lorazepam: Forced sleep for 30 turns* Morphine: Pain sensitivity -75%, Agility -2 for 30 turns, Pain -70%* Cocaine: Pain sensitivity -100%, Alertness increase, Hallucinations for 20 turns* PCP: Pain sensitivity -50%, Alertness increase for 20 turns* Codeine: Nausea, Pain -40%* Concentrated caffeine: Alertness increase, Agility +1 for 10 turns, Fatigue -12.0%, Stress +1.2%* Diazepam: Alertness increase, FT-2 for 20 turns* Ecstasy: Intense relaxation, Euphoria Rush for 40 turns
== Changes to mushrooms ==
Many mushrooms have had their effects completely rewritten= December 25th 2023 ='''Version 6. These are 9.1''' - The Soldier of Fortune Update<br/>''This update was conceptualized and developed almost entirely by [[User:GenericArchangel|GenericArchangel]]; the new effects for author mostly took care of minor fixes and additions and the following items:final implementation.''
* 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 +30A minor update focused on fleshing out [[MAIM]] and giving players the option to hire mercenaries.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
= July 21st 2019 ='''Version 5.42''' - Detective updateNew [[Occupations|occupation]]: [[Mercenary]]
An accompanying Tsuchinoko update New [[List of named MAIM personnel|named characters]] (version 13814 mercenaries, with different skillsets and loadouts) will be released on the same day.
== Changes Minor lore tweaks to MAIM itself to make it a legitimate organization, now headquartered in [[CreaturesFerron City]] ==* The Maze Police faction has a new rank, Guard Detective. Ranks above Sergeant but below Chief, they are investigators in plain clothes, in charge of cases and issues. They come with their own set of equipment.** They now appear as a separate type of creature that can be rolled by the '''&enc''' and '''&enc-LEO''' commands.* All Maze Guard flavors have received an equipment update; trauma plates, Tasers, better load-bearing equipment.
= July 13th 2019 October 4th 2023 ='''Version 56.419''' - Weapon accessory tweaks and simplificationsThe Nice, Big Re-Balance Update
This update aims at trimming some more New gameplay concept and ability: [[Hebizuka's Favors]].* They are MazeWorld's version of the fat with game mechanicsEdge points. Burn to re-roll a variety of unfavorable rolls.* A [[Character traits|trait]], specifically mechanics related '''Hebizuka's Favorite,''' allows you to weapon accessorieshave a maximum of 4 Favors instead of 3.
An accompanying Tsuchinoko update (version 137) will Changes to [[Abilities]]: * New technique, [[Shaft Splitter]]. Lessons to learn this technique can be released on the same daypurchased at a [[dojo]] for 2000 P$.* New technique, [[Two Become One]]. Lessons to learn this technique can be purchased at a [[dojo]] for 3000 P$.** The [[makaryuudo]] have been given this technique, as they have canonically invented it.
== Changes to [[weapon accessoriesAmmunition]] ==* Scopes: All scope effects have been re-balanced.** Low[[RPG-power optics7 rocket]]: No longer have a special effect boosting accuracy only when aiming at small body partsTBG-7V rockets now cost 425 P$, and instead provides a flat FT-1 bonus.increased from 265** Medium[[RPG-power optics29 rocket]]: Now provides a FTTBG-2 bonus instead of FT-1.29V rockets now cost 500 P$, increased from 300** High-power optics[[Ammunition types]]: 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 activeNew ammo type for shotgun calibers, 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 stealthDragon''', 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 s Buckshot (Inforce APL, Inforce WML, and P3X Fury TacticalD-Buck) due to redundancy.* One new type of dual modules introduced: the '''Streamlight TLR-4''', which can be fitted on Short interfaces.* All accessories that used to require WL2 batteries, no longer need them, and can function indefinitely. Integrated lights and lasers also no longer show a turn counter to represent battery life.* All character sheets must have the following modifications made: All Inforce APL lights are replaced by Surefire X300U lights, and all Inforce WML and P3X Fury Tactical lights are replaced by Surefire M620 lights.
== Other general changes ==Changes to [[Combat mode]]:* Escaping now causes [[CoverUA]] mechanics simplified (effectively returned trip length to a previous state); the Exposure system (exposed/hidden) is scrappedincrease automatically by 1, cover now returns to protecting the full bodies of everyone that is behind coveras if it was a Detour +1.
Changes to [[Clothing and armor]], [[youkai outfits]], and [[trauma plates]]:
* Many pieces of armor have received new effects (or had existing effects modified or deleted), mainly to hamper [[Agility]]. The general idea is that the heavier the armor, the bulkier and harder it is to move in.
** Activist Recon Outfit (ARO), all five types: Agi+1 effect deleted
** EOD Suit: Plate carrier effect added
** Kawashiro Shinobi Outfit: Effect nerfed to Agi +1
** Armored trench-coat, Composite armor vest, Composite armor full leggings, D armor full leggings, Dou-sode armor, Heavy D armor vest, Heavy K armor vest, Heavy T armor vest, K armor full leggings, Powered Combat Vest, SRA Riot Vest, SRA full leggings, T armor full leggings, [[trauma plate|Light steel trauma plate, Composite armor trauma plate]]: All of these received an Agi-1 effect
** EOD Suit, Medieval cuirass, Heavy steel trauma plate: All of these received an Agi-2 effect
* Many pieces of armor have been made more expensive.
** Heavy steel helmet: Increase to 250
** T armor helmet: Increase to 500
** K armor helmet: Increase to 750
** D armor helmet: Increase to 900
** Cerashield helmet: Increase to 1250
** Titanium/Steel helmet: Increase to 1300
** EOD helmet: Increase to 2000
** MASKA helmet: Increase to 2500
** Armored dress: Increase to 400
** Armored tuxedo: Increase to 400
** Light stab vest: Increase to 400
** Light K armor: Increase to 750
** Light T armor: Increase to 800
** Heavy K armor: Increase to 1500
** Heavy T armor: Increase to 1600
** Light D armor: Increase to 1800
** SRA riot vest: Increase to 2000
** Heavy D armor: Increase to 4500
** EOD Suit: Increase to 5000
** Powered Combat Vest: Increase to 7500
* Some pieces of armor have been made cheaper.
** Flak jacket: Decrease to 250
** Kabuto-menpo: Decrease to 450
* A new [[youkai outfit]] has been added, the '''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.
= May 18th 2019 =Changes to [[Creatures]]:* [[Kasha]]: Natural [[Agility]] is now '''Version 5.4+1''' - Simplification update #3 : Stress and inaccurate hitsinstead of +0.
This update aims at further simplifying certain game mechanicsChanges to [[Effects]]:* Travel Fatigue: Now burns 20 [[nutrition]] and 10 [[hydration]] per room traveled, on top of the Fatigue effects.
== General changes ==Changes to [[Skills]]:* Stress[[Evasion]]: All stress levels from Moderate and up no longer cause incremental fatigue effects.* Inaccurate hits with ranged weapons no longer call for * Successfully Dodging a 1d2-1 check critical hit now downgrades it to determine if the shot hitsan inaccurate hit instead of turning it into a miss, meaning crits remain dangerous in both directions. From * [[Handloading]]:** Picking up spent casings now ongrants Skill Points, all inaccurate hits are hitsat a rate of '''1 SP per 20 cases/hulls salvaged''' (or '''0.05 SP per case/hull''')* All inaccurate hits * Disassembling ammunition into components now deal grants Skill Points, at a rate of '''1 SP per 20 rounds disassembled''' (or '''0.7x Pain and Limb Damage05 SP per round''')** The Skill Point bonus for handloading ammunition is doubled, including in melee the rate is now '''1 SP per 10 rounds loaded''' (down from or '''0.8x10 SP per round''')* [[Repair]]:** All skill thresholds have been halved. It now requires '''25 SP for Basic, 100 SP for Skilled, 250 SP for Expert''', and '''500 SP for Master'''.
Changes to [[Weapons]]:
* [[Brick]], [[Broken bottle]], [[Iron ball]], [[Stone]]: New throw mode.
** Throwing the broken bottle will always destroy it, whether you hit or not. If you do hit, target receives 3 [[light wounds]].
* [[Mini C4 charge]]: Price reduced to 100 P$, from 750. Rarity adjusted to 1, from 2.
* [[Small C4 charge]]: Price reduced to 300 P$, from 1500. Rarity adjusted to 1, from 4.
* [[Large C4 charge]]: Price reduced to 500 P$, from 2500. Rarity adjusted to 1, from 5.
* [[Taser X26c]]: Stun effect buffed to 2 turns instead of 1
* [[Stun baton]]: Stun effect buffed to 3 turns instead of 1d2
* [[Stun knife]]: Stun effect buffed to 2 turns instead of 1d2
* [[Shock gloves]]: Stun effect buffed to 3 turns instead of 1d2
= April 23rd 2019 =
'''Version 5.3''' - Simplification update #2 : Blood
This update aims at simplifying some of the mechanics related to the Blood statistic= September 26th 2023 ='''Version 6.82''' - Explosives hotfix
== General changes ==Changes to [[Explosives]]: * Blood no longer naturally heals at Pressure mine disposal: ** You can now shoot a rate of 0.1 per turnmine to detonate it, making Pain the only statistic that naturally regenerates every turn no matter what. If but you have no wounds, your current Blood level stabilizes must deliberately aim at its current levelone mine and score at least one inaccurate hit.* Natural blood regeneration is now tied * You no longer need to the daily resetroll for accuracy when using an explosive; on top of the nutrition/hydration that is normally lost at midnight ingame, your body explosive blast will attempt set primed pressure mines off automatically.* Directional mine disposal: ** You can now shoot a directional mine to regenerate 1 unit of Blood on its own every day destroy it (as long as there are no open wounds at that momentwill not detonate on a hit). Upon hitting the daily resert, but you will lose 150 ntri must deliberately aim at one mine and 2% Fatigue, and regenerate 1 Blood instantly. This is intended to incite finding BTKs or pay for a medicscore at least one inaccurate hit. ** If neither is possibleyou use a weapon that causes a Standard explosion, it will destroy all mines on the tried and tested "buy food and let it heal over a few days" also workssame Side, however it may take several in-game days for large amounts of lost Bloodnot just the one you targeted. * Blood Transfusion Kits now carry 3 units of Blood each instead of 5. Full BTKs now cost 350 P$ instead of 550 P$.* A new type of medical item ('''Epoetin-alfa''', syringe) You can be consumed to start now deliberately approach a 20-turn effect resembling the old natural regeneration effect: +0.1 Blood per turnprimed directional mine from a Targeted Side, in exchange for -15 ntri and but you must pass two successive Agility checks (8+0.2% Fatigue per turn. In total, the item would help your body regenerate up to 2 Blood but burn up pass) to 300 ntri and 4% Fatigueavoid setting it off. Syringes of Epoetin-alfa cost 100 P$If you pass both, making them you enter the cheapest syringe-type medical item.* Changes to '''Augmentations''': The Guardian LSS no longer increases Side without setting the amount of Blood regenerated per turn, since that mechanic is gonemine off. InsteadIf you fail one check, each level increases you still enter the amount of Blood regenerated every day by 1Protected Side, but it sets the mine off at no extra cost of nutrition and fatigue0. 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 5x damage. Failing both sets it viable to heal large amounts off at full damage. Regardless of Blood loss over the space of result, carefully approaching a few daysmine breaks Stealth.* Changes to '''Clothing protections''': Buffs to protection ratings. ''-Resistant'' will prevent injuries on hits dealing up to 4 limb damage (previouslyHowever, 2), and ''-PROOF'' will prevent injuries on hits dealing up to 8 limb damage (previously, 4)it can also be done outside of combat.
= February 20th 2019 August 19th 2023 ='''Version 56.281''' - Extra game modes updateMining hotfix
This update introduces two new methods Changes to [[Mining]] have been introduced to simplify it and make it easier.* Mining now works according to a hit point system instead of playing MazeWorld: '''Survival''' a chance-to-succeed system. The objective is to make mining more of a straight trade of resources and '''Freeform''', favor strength-based builds (which would already benefit from using tools like pick-axes and retroactively renames 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'main' mode into '''Contestant Story''' or just '''Story'''. These new game modess hit points; the check is based on the skill level (1d20 to 1d60, so in increments of 10), multiplied by Strength.* Explosives damage equal to speaktheir limb damage multiplied by a number that depends on skill level (x1 to x3, aim at providing more flavors for players 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 future GMs leave without having to enjoystart over from Level -1. * New items at the mining supplies store now allow you to reset your progress in a mine and start over.
== General changes =June 19th 2023 =* The [https://docs'''Version 6.google.com/forms/d/1fLN_YUoVStGt0ElBtVpyMg1bIvn1Eqxc3BuDJrdIkBk/ character sign8''' -up form] has been updated to account for the changes below.Deep Wound update
== Survival ==In this new mode, players adopt the role * '''Introduction of a Survivor, whose only objective new [[injury]] type called deep wound (DWs)'''** A deep wound is similar to kill anyone that looks at them wronga normal wound (to be renamed '''light wound (LWs)'''), and survive as long as possiblebut causes four times the amount of bleeding per turn: -1. Survival is mainly inspired from old2 Blood per turn instead of -school MazeWorld0.3.** 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 behavior)*** Flechette can now only cause LWs*** Sintered Frangible (SF) can only cause 2 wounds per successful hit, it but the wound type is essentially accuracy dependent; 2 LWs on an endless Uncivilized Area runinaccurate hit, just as it once was2 DWs on a solid or critical hit.*** Broadhead arrows (BRD) can now cause 2 wounds per successful hit instead of just 1
When playing Survival, players have the option to choose between two modes* New items: ** '''Tier X[[Meds]]''' *** Tranexamic acid (The game ends after completing X ChallengesTXA) or : Syringe, 400 P$, not addictive. Reduces bleed rate to 0.0/turn (effectively stops bleeding) for 10 turns** '''Endless[[Mushrooms]]''' *** Extra wound healing (The game only ends with the Survivor's deathExtra vulnus medicae): Heals 3 wounds, or at player requestprioritizing Deep Wounds first, then Light Wounds.*** Stop the bleed (Cessant sanguinem): Reduces bleed rate to 0.0/turn (effectively stops bleeding) for 10 turns
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 Changes to a Deep route. Explorable areas can even still be found and completed for their rewards![[ammunition]]* 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 Flechette damage tables balanced on 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 calibers to the story).* Every 50 rooms, the Survivor will find a Trading Post, which is nothing behave 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, 301like armor-piercing ammunition...), the Survivor will find a Challenge. Completing the Challenge is necessary to progress forwards!* If playing All flechette damage on Tier XAx armor classes has been buffed, X corresponds to the amount of Challenges the player must complete in order to reach the end.** There is no upper limit damage on the Tier number (and subsequent amount of Challenges), though in order to keep games from being unreasonably long, the author's recommendation Cx is to keep it between 1 and 10, and any longer games should be Endless insteadunchanged.New tables are as follows:** The author personally recommends first-time players and GMs to try Survival Tier 4, for a 401-room adventure.* Mercenaries function differently[[12 gauge]] flechette:12/11 '''15/12/9/5/2'''** 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.* [[12 gauge CAWS]] flechette: 14/12 '''17/14/11/5/2'''** Upon being hired, a mercenary will immediately join the Contestant with no waiting time.** Merc deaths do not need to be reported.[[20 gauge]] flechette: 12/11 '''15/12/9/5/2'''** All mercenaries show up with their gear. There are no gear costs - their equipment is essentially free.** All special parameters are ignored[[.410 bore]] flechette: 12/11 '''14/12/9/5/2'''
The only objective in Survival is * Changes to survive. Each Survivor will be entered into [[crafting]]** [[Crafting items]]: Rags have a leaderboard for creatures killed and KV score obtained at the end of their run, as well as rooms visited in Survival Endlesschance to fix 1 LW.
== Freeform play ==* Changes to [[creatures]]This is essentially the normal game** Numerous creatures have attacks that variously cause extra wounds (1d2, but without main story quests or sidequests and with certain shops1d3, services and other conveniences immediately available2d2, etc. This mode aims at ) on a more relaxed experiencehit. Most of these now cause either LWs or DWs depending on damage type.** Many creatures with healing spells will have their effects updated. They can now close both wound types, without but will prioritize DWs first, LWs second, just like the pressure of Stop the pre-made main story, as well as offering an opportunity to design your own stories and plotsbleed mushroom.
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 Changes to the story).[[hospital|hospitals]]** 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, Light Wounds cost 10 P$ apiece to allow GMs more flexibilityheal.** It is recommended Deep Wounds cost 25 P$ apiece to replace any rewards in Renown/Rep with money, where applicable and where it would make sense. (e.gheal. Vigilante work)
* Changes to [[Maze Customs]]
** 26 weapons receive new [[Customs:Minor|Customs Minor modifications]]
*** [[Accuracy International AW]]: AW 243, AW-F 243
*** [[CZ TSR]]: TSR Ultra Magnum
*** [[DSA SA58 FAL SPR]]: FAL SPR-243, FAL SPR-243 FA, FAL SPR-300 UM, FAL SPR-300 UM FA, FAL SPR-338, FAL SPR-338 FA
*** [[DSA SA58 FAL OSW]]: FAL OSW Superlight, FAL OSW Magnum, FAL OSW Heavy
*** [[FN Herstal FAL 50.00]]: FAL LRBR, FAL UM, FAL HBR
*** [[FN Herstal FAL 50.61 Paratrooper]]: FAL Para LRBR, FAL Para UM, FAL Para HBR
*** [[FN Herstal FNAR Match]]: FNAR Hunter, FNAR Tactical Hunter
*** [[FN Herstal SCAR-H CQC]]: SCAR-H CQC UM, SCAR-H CQC HBR, SCAR-H LB, SCAR-H STD UM, SCAR-H STD HBR, SCAR-H LB LBR, SCAR-H LB OPFOR, SCAR-H LB UM, SCAR-H LB HBR
*** [[Heckler & Koch G3A3]]: G3A3 Ultra Magnum, G3A3 HBR, G3A3 UM Tactical, G3A3 HBR Tactical
*** [[Heckler & Koch HK41A2]]: HK41A2 Ultra Magnum, HK41A2 HBR, HK41A2 UM Tactical, HK41A2 HBR Tactical
*** [[Heckler & Koch HK417]]: HK417 HBR, HK417 UM, HK417 Recce, HK417 DMR-H, HK417 DMR-U, HK417 Recce-L, HK417 Recce-H, HK417 Recce-U
*** [[Heckler & Koch MSG-90]]: MSG-90 Ultra Magnum, MSG-90 HBR, MSG-90 UM Tactical, MSG-90 HBR Tactical
*** [[Heckler & Koch PSG-1]]: PSG-1 Ultra Magnum, PSG-1 HBR, PSG-1 UM Tactical, PSG-1 HBR Tactical
*** [[IWI Galil ACE 52]]: Galil ACE-H 52
*** [[IWI Galil ACE 53]]: Galil ACE-H 53
*** [[IWI Tavor 7]]: Tavor 7 HBR, Tavor 7 HBR Enhanced
*** [[IZHMASH Kalashnikov SVK-12]]: SVK-12 HBR
*** [[Kel-Tec RFB]]: LR-RFB, H-RFB, U-RFB, BG-RFB
*** [[McMillan ALIAS CS5-T]]: CS5-T Heavy
*** [[MKEK MPT-76]]: MPT-76 HBR
*** [[Nemesis Arms Vanquish]]: Vanquish 243, Vanquish Magnum, Vanquish 358
*** [[Parker-Hale M82]]: M82 Super Varmint, M82 Ultra Magnum, M82 Bear Eliminator
*** [[Springfield M14]]: Model conversion to M1A, M14 UM, M14 HBR, M14 EUBR Custom, M14 EHBR Custom
*** [[Springfield M21]]: M21 UM, M21 HBR, M21 EUBR Custom, M21 EHBR Custom
*** [[Springfield M1A]]: Model conversion to M14, M1A UM, M1A HBR, M1A EUBR Custom, M1A EHBR Custom
*** [[Steyr Scout]]: Hunting Scout, Light Scout, Magnum Scout, Heavy Scout, Big Game Scout
= January 17th 2019 =* Changes to [[meds]]'''Version 5** Gauze roll: One use fixes 1 LW.** Individual Bandage: Fixes 1''' - KISS Update (Keep It Simple, Stupid!)LW.** Hemostatic Agent Pack: One use fixes 1 DW.
This * Changes to [[weapons]]** [[Barbed nine-tails]], [[Broken bottle]], [[Long spiked chain whip]], [[Shuriken]], [[Spiked chain whip]], [[Barbed Lucille]]: Text update aims at simplifying several game mechanics deemed too granular or generally not fun enoughreflecting they now cause Light Wounds.** [[Meat fork]], [[Pitchfork]], [[Trident]], [[War fork]]: Text update reflecting they now cause Deep Wounds.** [[Tekko-kagi]]: Slashes cause LWs, stab punches cause DWs** [[Last Blood]], [[Rending Scissor Blade]]: Slashes cause 4 LWs per hit, stabs cause 2 DWs per hit** [[Muramasa]]: Gains 1 Bloodthirst point for every LW caused, and 2 points for every DW caused. Max Bloodthirst points is still 14.
== Simplified nutrition and hydration ==* Other changes* 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, * [[Basic mechanics]]: Sarah example updated to symbolize meeting daily recommended needs; these are called the '''Nutrition Reset''' reflect LWs and '''Hydration Reset''', respectivelyDWs.** Nutrition is reset every day at midnight. The reset will reduce [[Convenience store]]: Updated the current Nutrition by an amount equivalent to (meat worth x 30). For a human, that amount is 2100 ntri. Meds aisle accordingly** Hydration is reset every day at midnight[[Damage types]]: Updated accordingly** [[Explosives]]: *** Injuries caused by explosions: No longer causes wounds of either type. The reset will reduce the current Hydration by an amount equivalent Instead, 1 fracture goes to a random body part for every 6 Base Explosive Damage (meat worth x 10BED)caused. For e.g., a humanMkIIIA2 grenade causes 1d8+18 BED, that amount is 700 wtrwhich results in 3-4 fractures.* 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 FatigueInjuries caused by shrapnel: Shrapnel can only cause LWs, and eventually reduce Agilitydespite being Bullet-type.** 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).health]]: Updated accordingly** Hydration going too low will decrease Strength, then Accuracy, then cause Hallucinations, until eventually causing death.[[Healing]] (non-combat skill): Updated accordingly
== 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 =March 18th 2023 =* Clothing and armor can no longer sustain damage, period'''Version 6. 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 level7. When wearing power armor, damage calculation is greatly simplified 1'''- 1 limb damage sustained = 1 armor condition lost.* Cutting clothes into rags The Mining Overhaul Update (as long as they have the RagOK tag+ extra goodies) 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 ==* [[Mining]] received a major overhaul** The Reliability/Max Cleanliness stat is scrappedexploration process was completely overhauled to reward progressing as deeply as possible.* Durability is renamed Max Condition, * Introduction of a minecart feature to transport ores in and all firearmsout of the mining facility** Introduction of mine bosses, acting as guardians of specific depth levels** The end of a mining facility should contain a GM-defined treasure (our recommendation is to make it an artifact weapon)** Metal ore bundle generation is reduced from 1d800*5 to ' Max Condition values have been rewritten''1d200*5''', reducing the maximum size of a single bundle from 4 kg to 1 kg.* Critical failures have been completely revamped and simplified. Condition * Gemstone ore bundle generation is now meant reduced from 1d800*5 to be lost on a critical failure'''1d10*50''', and for each reducing the maximum size of a single bundle from 2 rolledkg to 500 grams.* New [[List of UGL|underbarrel grenade launcher]]: [[ISL-201 UGL-I]] integrated underbarrel grenade launcher, exclusive to Customs MP5s with the ISL-201 handguard.* [[Maze Customs]]** [[Customs:Major#Blackhawk|Blackhawk]] and [[Customs:Major#Redhawk|Redhawk]] revolvers receive a new command modification: Barrel porting, which acts as an integrated muzzle brake ([[Recoil]] -1).** [[Customs:Major#MP5|MP5]] receives a new handguard: ISL-201 handguard (Adds an [[ISL-201 UGL-I]] underbarrel grenade launcher). Not compatible with Short MP5K barrel or Long barrel.** Minor: RL optics for [[RPG-7]]** Minor: Tokarev magazine conversion for [[Thompson]]* [[Uncivilized Area]]: 5 new roomstyles, each designed to offer players opportunities to exercise non-combat skills.** '''@critfailBlocked pathway''' : The front door leads to a Shortcut -1 but is blocked by the carcass of a rotting creature. The carcass must be used[[Hunting|butchered]] to pass the door.** @critfail contains 80 possible effects, half of which are simple condition loss effects (ranging from 100 to 2000). '''Dismantled roadway''': The other half are condition loss effects (ranging from 50 front door leads to 1000) a Shortcut -2 but is locked and missing a doorset. You must [[Crafting|craft one]] with a weapon failure Crafting toolkit to open the door. Crafting a doorset is treated as a Level 2 blueprint with no particular ingredients (failure 50% base chance of success per kit use).** '''Caved-in causeway''': The front door leads to firea Shortcut -3 but is caved-in by dirt, ejectsand, etcor gravel.) effect on topYou must [[Mining|mine your way through it]] by successfully striking the obstruction 3 times. If you clear it, roll 1d20. On a 11-18, you receive one bundle of common ore. On a 19-20, you receive one bundle of rare ore.** '''Collapsed highway''': The front door leads to a Shortcut -4, but was destroyed to the relevant weapon is point of impossibility. You must use a melee [[Repairing|Gun Repair Kit (GRK), Melee weapon Repair Kit (MRK), or does not have Explosives Toolkit (XTK)]] to repair it. Each usage of any of these kits repairs the door by 1d50%. Skill level bonus is +10% for every level above Unskilled.** '''Padlocked cache''': The front door has been fitted with a corresponding weapon failure lock, requiring the right key, [[Lockpicking|lockpicking]], or brute-forcing to open. Roll '''&genbox''' to determine loot and lock type. Opening the door adds extra loot to the next room, if applicable. (2x '''&boxlootW''' or '''&boxlootM''' depending on the condition loss effect is doubled insteadresults of '''&genbox''').
Changes to handloading:
* Load level (hotness) of ammunition affects the severity of the Condition loss on a critical failure. -P/Cold: Condition loss x0.5. +P/Hot: Condition loss x2. +P+/Super: Condition loss x4.
* Powder quality of ammunition also affects the severity of the Condition loss on a critical failure. Surplus: Condition loss x3. Premium: Condition loss x0.5.
* These effects may stack. Round up any results.
* If shooting ammunition of mixed hotness or powder quality in the same turn (''not recommended!''), the hottest and dirtiest ammunition fired that turn is used as a reference for ''all'' rounds fired that turn.
Changes to weapon accessories:= January 23rd 2023 =* Since Cleanliness no longer exists, silencers no longer apply a malus on the equipped firearm'''Version 6.7''' - The Bestiary Update
Changes This update was co-designed with GenericArchangel and aims to crafting:* Gun Cleaning Kits: They are now used to restore a firearm's Conditionmake the bestiary more interesting and varied, more dangerous, as long as it's 60% or higher. Gun Repair Kits can still be used at any Condition percentageyet make fighting worth the effort more often than not.
* Changes to Maze Customs:* Improved barrels now have different effects.existing [[creatures]]** 4150CS barrel[[Aquagon]]: Max Condition x1.25Gains two new attacks: '''Electric bite''' and '''Mist ball.'''** 4150CS + Titanium Nitride (TiN) coating[[Electragon]]: Max Condition x1Changed the type of the '''stun attack''' from '''Piercing''' to '''Spec-Elec''', increased base Pain to '''44%.5'''** 4150CS + Titanium Carbonitride (TiCN) coating[[Everdragon]]: Max Condition x2Armor Class was increased from A4 to '''A5'''.** 4150CS + NP3 coating[[Kappa]] and [[Kenmun]]: Max Condition x1.25Each gains a new attack, Condition loss on critical failure x0the '''Mist ball.5'''** Rechambering a firearm with an improved barrel no longer causes [[Jami]], [[Daijami]], [[Oujami]], Aquagon, Kappa, Kenmun: Changed the improved barrel to be replaced by a normal one (forcing type of the user '''mist ball''' from Special to re'''Spec-purchase Aqua,''' giving it the barrel improvements again). Making engineers slightly less evil!...** Maze Customs now also offers the possibility ability to return to a noncause [[Effects#Elemental|Water-improved, stock barrel, for 100 P$Soaked]].
== Extras ==* Changes to [[effects]]** [[Effects#Elemental|Water-soaked]]: Is now a semi-permanent effect intended to represent the effects of being drenched in water. As long as the effect is active, it overrides '''On Fire''' (disables any fires on the creature's body and prevents new fires from starting), but makes '''Spec-Elec''' cause double damage. Additionally, while the effect is active, the creature '''+0.2% Fatigue per turn''' at the end of combat, and '''+0.1% Fatigue per room traveled''' at the end of a UA trip. This effect is separate from actual Travel Fatigue, meaning it is unaffected by the [[Traits|Wherever I May Roam trait]].** New commanditem introduced: '''@asktsuchiDispoable bath towel,'''Weight 0. Ask 5. This [[crafting items|item]] is a yes/no question and use that commandconsumable with the sole purpose of removing an active Water-soaked effect. Results may varyOnce 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 [[containers]]
** Mimics, in the form of [[Containers#Mimic traps|mimic traps]], have been introduced. Upon being approached by an adventurer, they turn into creature-like constructs that must be fought to access the loot inside.
** Four types of mimic traps have been introduced: Biter, Basher, Melter, and Burner. Each has an appropriate attack.
= November 27th 2018 =* New [[stripper clips|stripper clip]]: '''Version Arisaka 5 update-round stripper clip''' - The Finished State update, compatible with the [[Type 38]], [[Type 44]], and [[Type 97]].
== Quests ==* 21 new [[creatures]]:* '''Story Arc #3* Bugs: The Human*** [[Black Widowmaker]]*** [[Phantom Spider]]** Canines:*** [[Fox]]** Dragons:*** [[Saken]]** Mamono:*** [[Kuda-Youkai War''' released! Features 33 quests, 1 sidequest, and 1 emergency quest.gitsune]]* '''Endgame content''' now available! The Contestant story may now come to an end as soon as all four Amulets are gathered* 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]]
== 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 1 new combat techniques[[occupations|occupation]]:** 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)[[Makaryuudo]]
Maze Customs* Numerous [[creatures]], both new and existing, receive new drops that can be either obtained on death or harvested through [[Hunting|butchering]]. The full list is below:* Customs* [[Food]]:Minor - 1 new tactical conversion Raw and fried chicken egg, raw and fried turkey egg, vinepear** [[Meds]]: Poison glands ('''Pecheneg Zenit'''small, medium, large), 4 new minor barrel configurations ('''SCAR-H STDchelicera, SCAR-L STDtelson** [[Valuables]]: New [[Valuables#Special valuables|Special valuables]]: Beast fang, SCARblob 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-L LBheaded serpent scale* [[Crafting]]:** 7 new crafting [[blueprints]] and associated recipes: HmVnmS, SG551HmVnmC, HmVnmM, HmVnmT, HmVnmL, DragonSP, HydraSP* [[Trauma plates]]:** 2 new crafting-LB''')only plates: Dragon scale plate and Hydra scale plate
Startgame:* Numerous [[creatures]], both new and existing, have received changes to their attacks to make them more lethal and more specialized.* '''Tsuchinoko''' update* Bears*** [[Brown bear]]: Rarity is finally weaved into the drop rates for the weapon commands (@wpn @wpnc1 @wpnc2 @wpnc3 @wpnc4 @wpnc5L @wpnc5S @wpncHG)Added new technique, FP Ripping claws. The original commands (with equal chances for each weapon) have been given the '''-e''' suffix (@wpn-e*** [[Grizzly bear]], @wpnc1-e[[Armored grizzly]]: Added new techniques, etcFP 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 property of Metal feather shot into an AP attack.Increased MAPT of all attacks.); '''e''' stands for "'''equivalent'''" *** [[Lightning bird]]: Added new attack, Spark. Increased MAPT of Peck and Talon attack. Added non-combat skill: Evasion (in Skilled).*** [[Basilisk]]: Increased MAPT of Peck and Poison spit.** Bugs*** [[Giant scorpion]]: Modified the sense that each weapon has property of the same chance to be rolled as any other)poison sting into an AP attack.** Four new '''Tsuchinoko''' commandsCanines*** [[Fox]], '''@wpn-firearm'''[[Wolf]], '''@wpn-melee'''[[Warg]], '''@wpn-firearm-e''' and '''@wpn-melee-e'''[[Lupian]], [[Kallwolf]]: Added new technique, Scent detect. The first two respectively roll only firearms ** Deer*** [[Elk]]: Added non-combat skill: Evasion (Classes 1Basic)*** [[Snawfus]]: Added non-4combat skill: Evasion (Skilled) and melee weapons *** [[Danger Deer]]: Added non-combat skill: Evasion (Classes 5L, 5S, HGExpert), ** Felines*** [[Jaguar]]: Added multi-wound effect to Bite and the last two are the equivalent chances versions of the first two.Claws* Kitsune ** [[Pantherian]]: Added multi-wound effect to Bite and alligator halflings are now playable (discontinuation of the RePoints system)Claws* Equipment points ** [[Splintercat]]: Added multi-wound effect to allocate have been increased from 5 Bite and Claws*** [[Golden Lion]]: Added multi-wound effect to 10AP bite and AP claws** Golems*** [[Steel golem]]: Added trait: Blast-resistant** Humanoids*** [[Psionic fighter]], [[Psionic warrior]]: Added new technique, Psi-scan.* Unspent equipment points are now worth 200 P$ each instead * Mamono*** [[Shinigami]]: Raised MAPT of 150 P$Force Bullet. Added new technique, and are now paid entirely in copper coinsAP Force Bullet.* Starting weapons are no longer dependent on * Reptiles*** [[Firelizard]]: Added new technique, FP Tearing poison bite*** [[Two-headed serpent]]: Added new technique, FP Tearing poison bite*** [[Hydra]]: Added new techniques, Machine gun bite, FP Ripping claws and FP Tearing poison bite** Science experiments*** [[Vinebeast]]: Added new technique, FP Deep thorns*** [[Scaleworm]]: Modified the combat skills selected at the start. All property of the packages are now availableBite into an FP attack.** [[Halflings]]*** [[Canine halfling]]: Added new technique, and extra packages now only cost 2 equipment points instead of 3Scent detect.* Difficulty modes are no longer tied ** [[Feline halfling]]: Added multi-wound effect to RePoints. The starting amount of lives (HardClaws** [[Youkai]]*** [[Guhin]]: 1Added new technique, EasyScent detect.*** [[Kasha]]: 3, MessiahAdded multi-wound effect to Bite and Claws*** [[Satori]]: Infinite) is fixedAdded new technique, Psi-scan.
 =December 24th 2022 = Meta '''Version 6.6.3.1''' - Scary Snipers with Braking Power Mini-Update This update was entirely designed by GenericArchangel to fix a flaw related to muzzle brakes. * Changes to [[Weapon accessories]]** [[Weapon accessories#Muzzle brakes|Muzzle brakes]]: If equipped to a weapon that is also equipped with a scope, the brake limits that weapon's maximum Recoil to 6 on top of applying its normal Recoil -1 effect. In this case, if that weapon's Recoil were to exceed 6 after applying all modifiers, it is treated as 6.   =November 1st 2022 ='''Version 6.6.3''' - The Static MG Update This update was co-designed with GenericArchangel and aims to adds more flavor and additional combat opportunities to the world.  * GM side Changes to [[Cover]]:** New category of non-random cover (cannot appear in the UA): '''Machine gun emplacements''' (125 health, A4 armor)** Four types of MG emplacements: three based on existing weapons ([[M249|Static M249]], [[QJY-88|Static QJY-88]], [[M60|Static M60]]) and a unique new one, based on the Browning M2 .50 BMG machine gun: [[Static M2HB]]** Although static MGs function like weapons, they are non-equippable and not counted as new weapons (as they are elements of a piece of cover)** MG emplacements appear only in Towns at the [[Town Entrance|Town Gate]]. The type they receive depends on the town's population ("the larger the town, the bigger the bullets")* New [[weapon accessories]]:** [[M2 ammo belt|M2 ammo belts]] and belt links  = October 30th 2022 ='''Version 6.6.2''' - The Redrawn Map Update This update was co-designed with GenericArchangel and aims to make traveling across the Mazes more immersive. The changesmade in this update will also be used to support further future map and location-related updates. * Changes to [[Uncivilized Area]] and [[Civilized Areas]]: Planned migration away ** 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).  = October 18th 2022 ='''Version 6.6.1''' - The Str⑨ngest Balance Update This update was co-designed with GenericArchangel and addresses minor balancing issues with specific [[Character traits]], [[yousei]] and [[kitsune]]. * [[Character traits]]: ** '''Fast learner''' now grants '''5d25 XP''' instead of 8d25 XP.** '''Just Can't Use This''' now requires you to restrict '''4 [[combat skills]]''' instead of just 2. 2 of the skills restricted must be either Firearms or Heavy Weapons, and the other 2 must be Melee and Misc.* [[Yousei]]: Due to Limitless Potential, yousei now receive '''4x [[training machine]] XP'''. This effect stacks with the Fast learner and Slow learner traits.* [[Kitsune]]: Kitsune no longer start with '''Master''' level in [[Negotiation]]. Instead, they start with the [[Character traits|Very Pretty trait]] for free. The trait is non-removable (similar to [[hakutaku]] and Mycologist).  = October 17th 2022 = '''Version 6.6''' - The Battle Rifle Update This update was co-designed with GenericArchangel and aims to address power ranges across specific calibers, introduce a battle rifle family to Maze Customs, as well as new calibers, weapons, ammunition, and Customs mods. ==== [[Maze Customs]] ====* New [[Customs:Major|Major]] family: '''AR-10''', which includes the existing [[ArmaLite AR-10]] and [[KAC M110 SASS]], a new weapon (the [[ArmaLite AR-10(T)]]), and a range of new calibers listed below** 6 rechambering options** 5 barrel lengths, from Excel 12.5" to 24"** 5 fire control group options** 3 handguards** 4 stock options** 3 upper receiver options* All existing Minor mods for the AR-10 and fully towards Google Docs M110 SASS will be deleted ==== [[Ammunition]] ====* '''2 existing calibers re- balanced'''** [[7.62x51mm NATO]]: '''Buffed to a base Pain of 161%''' (16 more). New ballistic model (more closely matches M80 ball), new reference barrel (20" barrel from the [[ArmaLite AR-10|AR-10]] instead of the 17.7" [[Heckler & Koch G3A3|H&K G3A3]]) ** [[.260 Remington]]: '''Buffed to a base Pain of 133%''' (7 more). New reference barrel (20" instead of the previous 17.7")* '''5 new calibers'''** [[.243 Winchester]]: 115% Base Pain cartridge meant to be a low power, low recoil alternative to 7.62 NATO and .260 Remington. Available as a rechambering option for the AR-10 and Rem 700 families.** [[.300 RSAUM]] (Remington Short Action Ultra Magnum): 172% Base Pain cartridge, serves as an "optimized" alternative to 7.62 NATO. Rare caliber - no base weapons offered for it, but will be available as a rechambering option for the AR-10 and Rem 700 families. (and some non-Customs weapon systems)** [[.338 Federal]]: 182% Base Pain hunting-oriented big-bore cartridge, serves as one of the two "fat" alternatives to 7.62 NATO. Available as a rechambering option for the AR-10 and Rem 700 families.** [[.358 Winchester]]: 200% Base Pain hunting-oriented big-bore cartridge, serves as the other of the two "fat" alternatives to 7.62 NATO. Available as a rechambering option for the AR-10 and Rem 700 families.** [[8x50mm R Lebel]]: 164% Base Pain cartridge, selected for its historical significance. Available as a rechambering option for the Rem 700 family. ==== [[Handloading]] ====* New casings: [[.243 Winchester]], [[.300 RSAUM]], [[.338 Federal]], [[.358 Winchester]], [[8x50mm R Lebel]]* New projectiles:** .327, 198 grain: [[8x50mm R Lebel]]** .338, 225 grain: [[.338 Federal]]** .358, 200 grain: [[.358 Winchester]]* Existing projectiles:** .243, 90 grain: Gains compatibility with [[.243 Winchester]]** .308, 150 grain: Gains compatibility with [[.300 RSAUM]]* Primers:** Large Rifle: Gains compatibility with [[.243 Winchester]], [[.338 Federal]], [[.358 Winchester]], [[8x50mm R Lebel]]** Large Rifle Magnum: Gains compatibility with [[.300 RSAUM]] ==== [[Weapons]] ====* 15 new firearms:** [[ArmaLite AR-10(T)]] - New AR-10 family member, semi-automatic rifle, [[.338 Federal]]** [[Breda PG]] - burst-fire only machine gun, [[7x57mm Mauser]]** [[Browning BAR]] (not to be confused with [[Colt M1918 BAR|the other BAR]]) - semi-automatic rifle, [[.243 Winchester]]** [[Browning BPR]] - pump-action rifle, [[.243 Winchester]]** [[Remington Model 700 ADL]] - New Rem 700 family member, bolt-action rifle, [[.243 Winchester]]** [[MAS Berthier Model 1892 Artillery Carbine]] - bolt-action rifle, [[8x50mm R Lebel]]** [[MAS Lebel Model 1886/M93]] - bolt-action rifle, [[8x50mm R Lebel]]** [[MAS RSC Model 1918]] - semi-automatic rifle, [[8x50mm R Lebel]]** [[Rossi Circuit Judge]] - semi-automatic rifle/shotgun, [[.45 Colt]] (3-inch chamber)** [[SAKO Tikka T3 Lite]] - bolt-action rifle, [[.338 Federal]]** [[Savage Arms Model 99R]] - lever-action rifle, [[.358 Winchester]]** [[SIDARME Model 1915 CSRG Chauchat]] - machine gun, [[8x50mm R Lebel]]** [[Winchester Model 70 Featherweight]] - bolt-action rifle, [[.358 Winchester]]** [[Winchester Model 88]] - lever-action rifle, [[.243 Winchester]]** [[Winchester XPR Compact]] - bolt-action rifle, [[.243 Winchester]]* 5 new melee weapons:** [[Iron ball]] - Crude weapon** [[M1886 Rosalie]] - Bayonet for the [[MAS Lebel Model 1886/M93]]** [[M1905 sword-bayonet]] - Bayonet for the [[Springfield M1903A3]]** [[Service cutlass]] - One-handed sword** [[Sten Mk I]] - Bayonet for the [[Enfield RSAF Sten Mk II]]* Other changes:** [[Armat M41A Pulse Rifle]]: Removed from retail, becomes an artifact weapon  = October 3rd 2022 ='''Version 6.5.4.1''' - Archery rule patch ==== [[Weapons]] and [[Ammunition]] ====* The rules now on GMs explicitly specify that [[Arrow|Arrows]], [[Large bolt|Large bolts]] and players should [[Small bolt|Small bolts]] can be reused, according to specific conditions.** Under normal conditions, all hits and misses produce arrows that can be retrieved. Only critical failures result in arrow or bolt breakage.** If the arrowhead is XPL (Explosive): All hits and misses result in detonation, making explosive arrows 100% non-reusable.** If the arrowhead is IMP (Improvised): Misses and critical misses result in breakage. Only hits are reusable.  = September 18th 2022 ='''Version 6.5.4''' - Guns, Blood, and Drugs; A balancing update ==== [[Maze Customs]] ====* The [[Heckler & Koch MP5K]] is added to the MP5 Customs family.* Customs: New modifications for the MP5:** Barrel length: Short MP5K barrel (4.5-inch barrel) - Muzzle: N/A, Underbarrel: Integrated foregrip - Cost: 150 P$** The Short MP5K barrel is incompatible with the Surefire 628 and Quad rails ==== [[Limb health]] ====* [[Wounds]] now cause a bleeding rate of '''-0.3 Blood per wound per turn.''' ==== [[Meds]] ====* First aid kit (FAK): Weight reduced to 1 (previously 2)* Epoetin-alfa: Effect modified to Blood +0.2/turn, -30 ntri/turn, +0.4% Fatigue/turn for 20 turns ==== [[Addictions]] ====* New addiction mechanics simplifying the previous system: As before, using a substance comes with a percentage chance of becoming addicted. However, the same fileswithdrawal tiers now function differently and more simply. Now, every use of an addictive substance is a chance to increase the current addiction level by 1, from the minimum of 0 (no effects) to the maximum of 3.* Instead of disabling corresponding withdrawal effects when an addictive substance's effects are active, withdrawal effects are now truly permanent and continue being active even if the character uses the corresponding substance. In other words, usage effects and withdrawal effects now stack.* [[Hospital]]: Addiction removal is now tier based and depends on the current level. It now costs 250 P$ and 2 day periods of mandatory rest per level, up to 750 P$ and 6 day periods (1 full day) for treating a single Level 3 addiction.* Addiction effects: To account for the possibility of med effects and withdrawal effects being active simultaneously, the following withdrawal effects have been modified:** Nicotine withdrawal*** Level 1: Minimum Stress set to 15.0%** Alcohol withdrawal*** Level 1: Need a drink (level 1) applies to this character (see below), *** Level 2: Need a drink (level 2) applies to this character (see below), Agility -1*** Level 3: Need a drink (level 3) applies to this character (see below), Agility -2, IS tier +1, Hallucinations** Cannabis withdrawal*** Level 1: Mild munchies*** Level 2: Minimum Stress set to 15.0%, Mild munchies, Mild thirst*** Level 3: Minimum Stress set to 30.0%, Intense munchies, Mild thirst** Anabolic steroid withdrawal*** Level 1: Minimum Stress set to 30.0%*** Level 2: Minimum Stress set to 60.0%*** Level 3: Minimum Stress set to 90.0%, Rage** Sick hakutaku syndrome*** Level 1: IR +1*** Level 2: FT +1, IR +1*** Level 3: FT +1, IR +1, Hallucinations ==== [[Effects]] ====* Alcohol affinity ([[Oni]] creature trait): Effect simplified. Instead of both halving Inebriation received and doubling the Stress relief effect of [[Effects#Stress|Need a drink]] to compensate, this trait now simply doubles the Stress relief effect but gives the normal amount of Inebriation.* The "Need a drink" effect has been delineated into 4 variants; any 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.   = August 24th 2022 ='''Version 6.5.3''' The R&R Update ==== [[Basic mechanics]] ====* Created and defined the concept of [[Downtime]].  = July 20th 2022 ='''Version 6.5.2''' - Lockpicking minigame update ==== [[Skills]] ====* The [[Lockpicking#Picking electronic locks|electronic lockpicking]] minigame has been updated with an easier and more balanced variant.  = April 20th 2022 ='''Version 6.5.1''' - Simplification Update #10: Completely Baked Edition ==== Basic game mechanics ====* [[Recoil]] has been simplified; there is no point of aim shift after crossing ADT anymore (due to it being a remnant of when Recoil required checking for shot order). ==== [[Weapon accessories]] ====Effect changes to the following accessories:* Laser sights: No longer cancel the point of aim shift (as that mechanic has been deleted), now gives '''IR -1'''.  = March 22nd 2022 ='''Version 6.5''' - Further Balance Updates ==== Basic game mechanics ====Changes to the following core game mechanics:* Major change to the [[limb groups]] system: hits to the LIMB group now cause '''0.5x''' damage (same as hits to the EXTREMITIES) instead of the previous 0.4x. ==== [[Ammunition]] ====Major rebalancing to the ammunition type cost multipliers: * Tracer: '''1.1x''' (previously 1.5x)* Match: '''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 5.0x)* API: '''2.5x''' (previously 4.0x)* SF: '''1.2x''' (previously 1.5x)* UHS: '''1.2x''' (previously 2.5x) ==== [[Character creation]] and updates should be done through direct edition [[Character customization]] ====* [[Human]] characters now receive '''4 starting trait points''' instead of the playernormal 3, to compensate for the lack of racial benefits. ==== [[Convenience store|Convenience stores]] ====* Convenience stores now sell [[M67]] frag grenades, [[M18 smoke grenade|M18]] smoke grenades and [[M84]] flashbang grenades (1d8 per store) ==== [[Crafting]] ====* Changes to [[Toolkits]]:** Gun Cleaning Kits (GCK), Gun Repair Kits (GRK), Melee Repair Kits (MRK), Explosives Toolkit (XTK): Maximum uses per kit buffed to '''10 uses''' instead of 3. Price per unit is unchanged.** Gun Cleaning Kits: Now repairs '''200 Condition''' per use (previously 100).** Gun Repair Kits and Melee Repair Kits: Now repairs '''400 Condition''' per use (previously 250). ==== [[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 GDocs sheettraining 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 information 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 Changes to existing character traits:* '''Galaxy Brain''' has been removed.* '''Phobia''': Additional effect. If you were in combat against a creature or a category for while you have a phobia, you receive '''quadruple Stress''' at the end of combat. ==== [[Effects]] ====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% [[Stress]] per turn multiplied by the number of starting enemies.* '''Travel Fatigue''': The base roll is hidden from a '''2d4''' instead of the player should previous 1d8, meaning that each room traveled adds +0.2% to +0.8% [[Fatigue]], with a bell curve effect biased towards the median of 5 (+0.5%).  = March 5th 2022 ='''Version 6.4''' - The Love Hotel Grabbag of Optimizations Update ==== [[Weapons]] ====Several melee weapons have had their damage values and Weight changed to improve balance.List of changes by melee weapon category Axes* [[Fire axe]]: Increased base damage to 72% - 72/65 54/43/32/14/4 Crude weapons* [[Meat fork]]: Increased base damage to 30% - 30/27 21/17/12/6/1 Knives* [[Dagger]]: Increased base damage to 53% - 53/48 40/32/24/11/3* [[Karambit]]: Decreased base damage to 28% - 28/25 20/15/11/6/1 One-handed clubs* [[Heavy spiked gada]]: Increased LDV to +3* [[Flanged mace]]: Increased LDV to +3* [[Pipe wrench]]: Increased weight to 9. Increased base damage to 70% - 70/67 56/46/35/18/5* [[Wrench]]: Decreased weight to 2. Decreased base damage to 33% - 33/30 25/20/15/7/2* [[Hammer]]: Increased weight to 3. One-handed swords* [[Butterfly sword]]: Decreased base damage to 45% - 45/41 32/25/18/9/1 Two-handed club* [[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. ==== [[Food]] ====Food items other than packaged rations and canned goods now have different weight values. Instead of being all 1 unit, they may be kept on any one of the following: 0.25, 0.5, 1, 2, or 3 units. ===== New weight values =====Fruit* 0.25: Apricot, Grapes, Kumquat, Kiwifruit* 0.5: Apple, Pear, Orange, Pomegranate, Banana* 1: Watermelon wedge* 2: Pineapple* 3: Cantaloupe Vegetable* 0.25: Carrot, Beet, Turnip, Leek, Wasabi root* 0.5: Tomato, Potato* 1: Artichoke, Cucumber* 2: Cabbage Meat* 0.25: All types of game meat Seafood* 0.25: Mussels, Clam, Sardines* 0.5: Trout, Cod* 1: Sea bass, Sole, Grilled eel, Lobster* 2: Cuttlefish, Salmon, Carp, Tuna, Crab Dessert* 0.25: Waffle, Madeleine, Crepe, Scone* 0.5: Yogurt, Brownie, Ice cream cone, Fruitcake slice, Millefeuille, Donut, Muffin, Cookies (6), Large cookie* 1: Black forest cake slice, Cream pie slice, Cookies (18) Snacks* 0.25: Chocolate bar, Caramel, Bread slice, Cheddar slice, Fortune cookie, Energy bar, Granola bar, Whole wheat biscuits, Candy (mint), Candy (strawberry), Fruit bar, Milk and cereal bar, Peanut caramel bar* 0.5: Candied fruit can, Peanut chocolates (27), Salt crackers (10), Breadsticks (10), Breakfast biscuits* 1: Peanut chocolates (168), Salt crackers (20), Breadsticks (20), Pretzels, Popcorn (plain), Popcorn (caramel), Honey-roasted nuts Fast-food* 0.5: Fries, Fried potatoes, Nuggets (6), Pizza (1 slice), Sandwich, Cup noodles* 1: Cheeseburger, Double cheeseburger, Nuggets (20), Hamburger, Hot-dog, Chili-dog, Corn-dog, Hot-gon* 2: Potato chips* 3: Pizza (8 slices) Beverages* 0.5: Orange juice, Tea (black), Tea (green), Lemonade, Cola, Coffee (black), Apple juice, Grape juice, Energy drink, Coffee (cappucino), Hot cocoa* 1: Mineral water, Milk, Beer (blonde), Beer (brown), Beer (stout), Craftable powdered drinks (all of them)* 2: Champagne, Red wine, Vodka, Mead, Absinthe, Sake, Whiskey, Brandy, Cider ===== Changes to rations =====The contents of specific rations have been changed. * Ration B1: Added 1 extra pack of whole wheat biscuits and 1 can of spam* Ration B2: Removed 1 packet of powdered coffee* Ration L1: Removed 5 cigarettes and 5 safety matches* Ration L2: Added 1 can of pasta with tomato sauce* Ration S1: All item quantities doubled, added 2 milk and cereal bars ===== Other food related changes ===== * [[LBE]]: All LBE with a separateFood holster: the effect is replaced to "max weight: 3" instead of "max items: 2"* [[Style shop]]: Custom food holsters are now weight-based instead of item count-based, GMas above. ==== [[Meds]] ====First Aid Kits (FAKs) and Field Surgery Kits (FSKs) receive simplifications to make them easier to use and 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-only file use. FAKs have 3 uses before depletion, FSKs have 5 uses (preferably also 1d3 and 1d5 on GDocsrandomly found ones) which lists * 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. ==== [[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 hidden information privacy needed for intimacy.* In exchange, the stay is cheap - just [[File:Parallar symbol.png|10px]]'''50''' to get in.  Several towns received new hotels:* Neutral towns** Calfair Sector - ★★ Rudolf's Lodge** Littleton - ★★ Little Inn** Nanton - ★★★ Slow Wave Hotel** Ovis City - ★ The Roadside Resort** Saker - ♡ The Serial Inn* Angelic towns** Alba Radium - ★ Guiding Light Inn** Beatus - ★★★ Dreamers House** Divus Nitor - ★★ The Celestial Auberge** Semitas - ★★ Quietus Inn* Demonic towns** Flaxton - ★ The Hotelion** Novysera - ★ The Bonfire** Rog - ♡ Heat Wave Hotel** Temno - ♡ Jam and nothing elseCream** Utroba - ♡ The Deep Dive* Military towns** Camp Charger - ★ Chamber-Inn** Fort Cobalt - ★★★ First Force Hotel** Fort Scarlet - ★ Scenic Route Lodge** Fort Wight - ★★★★ Fortress R&R** Station Delta - ★ Last Stop Hotel** Station Lasker - ★ Southern Comfort** Station Sigma - ♡ Six Appeal* Police towns** Beadsor - ★★ The Hog and Barrel Hostel** Elusec - ★★★ Kilburn's** Murberry - ★ Layd Backe** Wayward - ★★ Thornton Hostel* Syndicate towns** Baden Town - ★★ The Run-Inn** Viris Area - ♡ Lovelight* Youkai towns** Aosaidan - ★★ Kaneda (金田)** Masatomo - ★★★ Lodge of the Fork** Kazama - ★★ Amane Hotel (天音 HOTEL, lit."Divine Sound Hotel")* Migration * Kijirou - ★★★ Dou to Gin (銅と銀, lit. "Copper and Silver") A few existing hotels changed classification:* Ellen Sector - Warm Case Hotel - Was ★★, becomes ♡* Abakash - Brim Inn - Was ★★, becomes ♡* Garica Block - Marion's Inn - Was ★★, becomes ♡ ==== [[Creatures]] and [[Occupations]] ====The following creatures and occupations received changes to their loadouts and skills: * [[Escort]]: [[Glock 26]] loadout replaced with [[Glock 19]] and 15-round mags* [[Escort boss]]: [[Para P-14]] loadout replaced with [[Para P-18]], two magazines, and 9x19mm Standard JHP ammo* [[Janitor]], [[Head janitor]]: [[Broom]] replaced with [[Mop]]* [[Acolyte]]: New Primary 2 weapon: [[Round shield]]. New [[skills|skill]]: Shields (Basic)* [[Knight]]: [[Arming sword]] replaced with [[Heater shield]]. New [[skills|skill]]: Shields (Skilled)* [[SRT Officer]]: New Primary 2 weapon: [[Ballistic shield - Alpha]]. New [[skills|skill]]: Shields (Expert)* [[Vampire]]: [[AI AWSM]] loadout replaced with [[AI AW]], two magazines, and 7.62x51mm NATO Standard FMJ ammo ==== Other changes ====* [[M1 Garand]]: Missing Customs combinations have been added* [[Hospital]]: Cost of healing limb damage dropped from [[File:Parallar symbol.png|10px]]'''25''' to [[File:Parallar symbol.png|10px]]'''15'''.  = February 10th 2022 ='''Version 6.3.13''' - The 1000-Weapon Update, Part 13: Submachine guns and Two-handed swords 15 new weapons added to the game (14 firearms, 1 melee weapon), bringing the total to the covered '''1,000'''! ==== 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]] ==== Other changes ====* [[Style shop]]: Now offers a custom LBE service* [[Maze Customs]]: AR-15s equipped with both a flat-top receiver and quad-rails get a NATO mount instead of a NATO-S mount (the top rail acts as an extension)* Updated the [[List of silencers|silencer]] roster for compatibility with the new wiki will begin shortly after calibers:** Pistol, standard, .32: Now compatible with [[.327 Federal Magnum]]** Pistol, standard, .45: Now compatible with [[.41 Magnum]]** Rifle, standard, 5.8mm: Now compatible with [[5.8x21mm]]** Rifle, standard, .260 / 6.7mm: Now compatible with [[6x45mm]]** Rifle, standard, .30 / 7.62mm: Now compatible with [[7x57mm Mauser]]* Updated the release [[List of this updatemuzzle brakes|muzzle brake]] roster for compatibility with the new calibers:** Pistol, standard, .45: Now compatible with [[.41 Magnum]]* * Rifle, standard, .260 / 6.7mm: Now compatible with [[6x45mm]]** Rifle, standard, .30 / 7.62mm: Now compatible with [[7x57mm Mauser]]  = February 9th 2022 ='''Version 6.3.12''' - The RePoints system is discontinued 1000-Weapon Update, Part 12: Conventional rifles and Handgear 37 new weapons and 1 new caliber added to the game (please check 30 firearms, 7 melee weapons, including 1 integrated bayonet), bringing the corresponding Patreon post total to 985. ==== New caliber ====* [[7.92x107mm]] ==== New weapons ==== * Firearms:** [[Class 1 weapons]]:*** [[Alexander Arms AWS]]*** [[FK Maroszek Kb Ur wz. 35]]*** [[General Motors M1A1 Carbine]]*** [[Henry Brass Lever Action 30-30]]*** [[Henry Brass Lever Action 45-70]]*** [[Henry Big Boy Carbine]]*** [[Henry Big Boy Classic]]*** [[Henry Big Boy Silver]]*** [[Henry Big Boy Steel]]*** [[Henry New Original]]*** [[Johnson Automatics M1941]]*** [[Koishikawa Arsenal Type 44 Arisaka]]*** [[Kokura Arsenal Type Kou]]*** [[Maadi Hakim]]*** [[Marlin Model 1894CL]]*** [[Marlin Model 1894S]]*** [[Mauser Gewehr 1898]]*** [[Mauser Model 1893]]*** [[Mauser Model 1895 Carbine]]*** [[Mauser Model 1895 Short Rifle]]*** [[Nittetsu Type Hei]]*** [[Ruger 77/44]]*** [[Ruger 77/357]]*** [[SIG Arms SG751 SAPR]]*** [[SIG Arms Mondragon M1908]]*** [[Zbrojovka Brno ZH-29]]** [[Class 2 weapons]]:*** [[Armalite AR-7 Explorer]]*** [[Mauser M1917 Trench Carbine]]*** [[Taurus CT-30]]*** [[TNW Firearms ASR 9]]* Melee weapons:** [[Class Handgear weapons]]:*** [[Brass knuckles]]*** [[Chainmail gauntlets]]*** [[Push knives]]*** [[Spiked knuckles]]*** [[Tekko-kagi]]*** [[Tenderizer knuckles]]** [[List of bayonets|Bayonets]]:*** [[Type 44 bayonet]] (integrated to the [[Type 44 Arisaka]]) ==== Other changes ====* New ability: [[Steady aiming]]  = February 1st 2022 ='''Version 6.3.11''' - The 1000-Weapon Update, Part 11: Precision rifles and Two-handed clubs 13 new weapons added to the game (7 firearms, 6 melee weapons), bringing the total to 948. * Firearms:** [[Class 1 weapons]]:*** [[Accuracy International AW]]*** [[CZ TSR]]*** [[KBP VSK-94]]*** [[Norinco JS]]*** [[St. George Arms Leader 50 A1]]*** [[Winchester Model 70]]*** [[ZVI Falcon OP96]]** [[Class 5 Long weapons]]:*** [[Eku]]*** [[Flat bat]]*** [[Forging sledgehammer]]*** [[Spade]]*** [[Tamping bar]]*** [[Toothbat]]  = January 23rd 2022 ='''Version 6.3.10''' - The 1000-Weapon Update, Part 10: Pistols and One-handed clubs 47 new weapons added to the game (32 firearms, 15 melee weapons), bringing the total to 935. ==== New weapons ==== * Firearms:** [[Class 3 weapons]]:*** [[Beretta APX]]*** [[Beretta M9-22LR]]*** [[BSA Welrod Mk I]]*** [[Colt Model 1903]]*** [[DW Ortgies 7.65]]*** [[FB Radom P-64]]*** [[FB Radom wz. 35 Vis]]*** [[FEG Frommer Stop]]*** [[Glock 19]]*** [[Glock 23]]*** [[Glock 32]]*** [[Glock 44]]*** [[Heckler & Koch P7M7]]*** [[IMI Desert Eagle Mark VII]]*** [[IMI Jericho 941 R]]*** [[MAB Model D]]*** [[Mauser C96 Broomhandle]]*** [[Mauser M2]]*** [[Norinco NP762]]*** [[Norinco QSZ-92]]*** [[Kel-Tec CP33]]*** [[Kel-Tec P17]]*** [[Kel-Tec P50]]*** [[Para Ordnance P-18.9]]*** [[RPC Fort Fort-17]]*** [[Ruger LCP VE]]*** [[Semmerling LM4]]*** [[SIG P210]]*** [[Smith & Wesson CS45]]*** [[Springfield 1911RO Target]]*** [[Star Megastar 10]]*** [[Steyr M1912]]* Melee weapons:** [[Class 5 Long weapons]]:*** [[Heavy gada]]*** [[Heavy spiked gada]]** [[Class 5 Short weapons]]:*** [[ASP Agent A30]]*** [[ASP Talon T60]]*** [[Blackjack]]*** [[Boomerang]]*** [[Entrenching tool]]*** [[Gunbai]]*** [[Light gada]]*** [[Maglite ML300L]]*** [[Raider mace]]*** [[Sai]]*** [[SF-34000]] (Artifact)*** [[Trench mace]]*** [[Wrench]] ==== Other changes ==== Changes to [[magazines]]:* All Desert Eagle magazines now possess a "Deagle" tag for more informationsearching 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 Changes to [[Maze Customs magazines]]:* Glock-SF .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-18 magazines]], respectively)  = January 9th 2022 ='''Version 6.3.9''' - The 1000-Weapon Update, Part 9: Grenade launchers and Knives 12 new weapons added to the game (2 firearms, 10 melee weapons), bringing the total to 888. * Firearms:** [[Class 1 weapons]]:*** [[NAWS China Lake]]*** [[Springfield T148E1]]* Melee weapons:** [[Class 5 Short weapons]]:*** [[Bou-shuriken]]*** [[Gerber Mark II]]*** [[Handmade knife]]*** [[Heavy throwing knife]]*** [[Kamisori]]*** [[Karambit]]*** [[Last Blood]] (artifact) *** [[Smatchet]]*** [[Stun knife]]*** [[Throwing knife]]  = January 2nd 2022 ='''Version 6.3.8''' - The 1000-Weapon Update, Part 8: Hand grenades and Axes ==== New weapons ==== 11 new weapons added to the game (6 firearms, 5 melee weapons), bringing the total to 876. * Firearms:** [[Class 4 weapons]]:*** [[Model 9210]]*** [[Model 9430 Tear-ball]]*** [[Model 9590 Sting-ball]]*** [[No. 77]]*** [[Stinger]]*** [[Zarya-3]]* Melee weapons:** [[Class 5 Long weapons]]:*** [[Hookaroon]]*** [[Ice axe]]** [[Class 5 Short weapons]]:*** [[Falx]]*** [[Gerber Downrange Tomahawk]]*** [[Tomahawk]] ==== Other changes ==== Changes to existing weapons:* [[M84]]: Weight changed to '''2''' (from 1)  = January 1st 2022 ='''Version 6.3.7''' - The 1000-Weapon Update, Part 7: Underbarrel weapons and Crude weapons 12 new weapons added to the game (2 firearms, 10 melee weapons), bringing the total to 865. * Firearms:** [[List of underbarrel shotguns|Underbarrel shotguns]]:*** [[Lockhart UBS-12]]*** [[Ten-X Tactical TX-12 STW]]* Melee weapons:** [[Class 5 Long weapons]]:*** [[Guitar]]*** [[Mop]]*** [[Signboard]]*** [[Skull staff]]*** [[Ted]]** [[Class 5 Short weapons]]:*** [[Crysknife]]*** [[Dart]]*** [[Ibuki Gourd]]*** [[Ice pick]]*** [[Worm tooth]] New [[crafting]] items:* [[Blueprints]]: Skull blueprint, Fremen blueprint* [[Crafting items#Ingredient items|Ingredient items]]: Preserved skull
= Prior versions =
 * [[Changelog/2021]]: All 2021 updates.* [[Changelog/2020]]: All 2020 updates.* [[Changelog/2018-2019]]: All 2019 updates.* Older updates: You can find all of the previous updates up to version 5 on the [http://old.mazeworld.net/wiki/Guide:Changelog old wiki's changelog].
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