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 [[object lines]], will usually be listed in the [[Tsuchinoko (bot)|Tsuchinoko]] updates instead.
= In progress Upcoming ='''Version 56.499.4''' - Simplification Unnamed update #8
Changes to [[Addictions]]:* Advancement of withdrawal levels is now tied to [[Daily Reset]]In progress...
Changes to [[Inebriation]]:= April 10th 2024 =* Inebriation no longer naturally decays at a rate of 0'''Version 6.1 per turn9.* New [[Effect]]: 3.2'''For every +0.1 Inebriation gained, [[Stress]] is decreased by -0.4%; effectively turning alcohol into a reliable Stress relief method.* Inebriation decay now depends on the passage of time (and not specifically Daily Reset either), based on the amount of day periods that have passed since the last drink.* Effects of [[Inebriation]] have been modified and simplified.Helmet hotfix
= January 6th 2020 =* [[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.'''Version 5* [[Clothing and armor]]: All clothes that had the Ballistic protective trait lose it.48''' - Simplification update #7
Changes to [[Stress]]:
* Stress thresholds for Low and Moderate have been adjusted (respectively 0.0% : 19.9% and 20.0% : 49.9%)
* Stress is no longer gained from taking damage ([[Pain]], [[Limb Damage]]...) or from sustained injuries.
* [[Effect#Stress|Stress gained from combat (now clarified as an effect called Combat Stress)]] is now calculated differently; the total amount is now equal to '''(Td4)x0.1xE''', where T is the total amount of turns spent in combat, and E is the amount of enemies at the start of a fight.
** Effectively, this means gaining between 0.1% and 0.4% Stress per turn spent, multiplied by the amount of starting enemies.
* Stress gained from combat is now given at the end of combat, instead of gradually turn by turn.
* The Stress Tolerance [[effect]] is scrapped.
Related changes:= March 24th 2024 =* '''Books''' now heal a flat amount of Stress, -2Version 6.0% per reading9. Books provide their Stress reducing effect only once per ingame day; an already read book must be marked with a tag3.** Suggested tag: 1'''"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.Say My Name update
= December 8th 2019 =* New Tsuchinoko command, '''Version 5.47&callsign''' . Generates one of about 200 different names (including variations).* Callsigns are intended to give, well, callsigns, but also nicknames, war names, and other aliases. Primarily intended for [[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- Simplification update #6only updates.
* The [[Cover]] system has received multiple modifications aimed at simplifying their purpose and function:
** Cover no longer have pass-through thresholds or corresponding Pain modifiers (like [[trauma plates]]).
** Deleted the "full protection" trait (which protected against bouncing explosives - of which there is [[VOG-25P|only one type]] currently)
** Modified the list of cover types (changed health and AC values on many of them)
* [[Explosives]]:
** Simplified the damage calculation method for pressure mines: full limb damage to legs/feet, 0.25x limb damage to everything else. (Previously, it also dealt 0.5x damage to torso/hips)
** Simplified injury calculation from explosive weapons. It is now dependent on base explosive damage; specifically, equal to '''BED / 4 rounded down''' (or in other words, for every 4 full points of limb damage dealt by an explosive weapon, 1 wound is also dealt).
* [[Chlorine bomb]] and Chlorine gas clouds:
** Removed the 25% chance to lose eyes per turn spent in a chlorine gas cloud. It was replaced by an additional damage effect (2 limb damage to a random body part per turn spent in a cloud).
* [[Crafting items]]
** Gun Repair Kits can no longer be used to repair dud explosives; this ability was moved to the...
** New toolkit: '''Explosives Toolkit (XTK)'''. Costs [[File:Parallar symbol.png|10px]]'''300''' and can be used up to 5 times. This kit allows users to repair dud explosives and defuse certain types of primed explosives more quickly than with bare hands; consumes 1 use per explosive repaired or defused.
* [[Effects]]
** '''Nausea''' is now a temporary effect which prevents using [[Food]] items. All items inducing Nausea are now given a turn duration, and no longer induces IR +1.
** '''Anti-Oni Syndrome''' now causes creatures under this effect to get [[Pain]] instead of [[Venom]] from drinking alcohol (1% Pain per 0.1 Inebriation). The Pain gained this way is '''fixed''' and ignores [[Pain Sensitivity]] entirely.
** '''Decompensation''' and '''Self-deterioration''' were simplified, introducing a system of points gained at Daily Reset. If these points reach a particular threshold, instant death occurs.
** Various effects were simplified or scrapped entirely.
= March 18th 2024 =
'''Version 6.9.3''' - The MazeOS Update
= November 14th 2019 =* Added a fourth type of items requiring [[identification]]: '''Version 5Data storage devices.46''' Includes floppy disks, zip disks, compact discs (CD), and hard drive disks (HDD). Camera memory cards also become a type of data storage device.* When finding data storage devices in the UA, they may contain useful or valuable data.* Bring data storage devices to a [[library]] computer to identify them, or use a [[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- Simplification 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 #5: '''&data &data-floppy &data-zip &data-memcard &data-cd &data-hdd'''
* [[Weapons]]:
** In a manner similar to the [[MAC-10]] and [[MAC-11]], these weapons are now considered to be '''auto pistols''' if their stock is folded: [[B+T MP9-N]], [[CZ Sa vz. 26]], [[CZ Skorpion vz. 61]], [[CZ Skorpion vz. 83]], [[IMI UZI]], [[KBP PP-2000]], [[Ruger MP9]], [[Steyr MPi 81]]
** These weapons have changed categories entirely: [[Danuvia VD-01]] (Submachine gun -> Auto pistol), [[H&K MP5K]] (Submachine gun -> Auto pistol)
** Artifact weapons; [[Bat out of Hell]], [[Doomslayer]]: No longer dependent on the Contestant story for acquisition. Their effects and special abilities have also been modified - see each page for further details.
* [[Statistics]]:
** [[Pain]]: No longer naturally regenerates at a rate of -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)
* [[Meds]]:
** Cannabis no longer increases pain regeneration per turn, but instead decreases Pain by a flat amount; -25%.
* Other changes:
** '''Augmentations''': Guardian LSS modified so it doesn't improve pain regeneration per turn anymore, but instead reduces Pain Sensitivity and improves the effectiveness of Pain healing at the Daily Reset (Level 2: Pain Sensitivity -10%, Daily Reset Pain healed by 70%. Level 3: Pain Sensitivity -20%, Daily Reset Pain healed by 100%.)
** '''Tanuki special abilities''': A new 9 TB ability called '''Still Hard''' is added. Applies Strong limb healing to any of the tanuki's limbs. Regeneration is now more expensive, bumped up to 5 TB. Many abilities have had their effects simplified as well.
= February 9th 2024 =
'''Version 6.9.2''' - Mushroom update
 
The functionality of [[mushrooms]] has been expanded, and a new essential shop can now be found in all towns. Mushrooms now become valuable loot ; low value individually, but due to their extremely low weight, worth hanging onto. Mushrooms can be sold or traded up directly for more valuable mushrooms at dedicated, brand-new locations. The mushroom identification costs have also been lowered to match the cost of the lowest-value mushrooms.
 
* [[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%'''
 
 
= December 27th 2023 =
'''Version 6.9.1.1''' - Melee Repair Kit hotfix
 
Changes to [[toolkits]]:
* Melee repair kits can now repair shields. The formula to calculate shield HP repaired is equal to the Condition (with Repair skill bonus) divided by 80 and rounded up.
 
 
= 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.''
 
A minor update focused on fleshing out [[MAIM]] and giving players the option to hire mercenaries.
 
New [[Occupations|occupation]]: [[Mercenary]]
 
New [[List of named MAIM personnel|named characters]] (14 mercenaries, with different skillsets and loadouts)
 
Minor lore tweaks to MAIM itself to make it a legitimate organization, now headquartered in [[Ferron City]].
 
 
= October 4th 2023 =
'''Version 6.9''' - The Nice, Big Re-Balance Update
 
New gameplay concept and ability: [[Hebizuka's Favors]].
* They are MazeWorld's version of Edge points. Burn to re-roll a variety of unfavorable rolls.
* A [[Character traits|trait]], '''Hebizuka's Favorite,''' allows you to have a maximum of 4 Favors instead of 3.
 
Changes to [[Abilities]]:
* New technique, [[Shaft Splitter]]. Lessons to learn this technique can be purchased at a [[dojo]] for 2000 P$.
* New technique, [[Two Become One]]. Lessons to learn this technique can be purchased at a [[dojo]] for 3000 P$.
** The [[makaryuudo]] have been given this technique, as they have canonically invented it.
 
Changes to [[Ammunition]]:
* [[RPG-7 rocket]]: TBG-7V rockets now cost 425 P$, increased from 265
* [[RPG-29 rocket]]: TBG-29V rockets now cost 500 P$, increased from 300
* [[Ammunition types]]: New ammo type for shotgun calibers, '''Dragon's Buckshot (D-Buck)'''.
 
Changes to [[Combat mode]]:
* Escaping now causes [[UA]] trip length to increase automatically by 1, as 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.
 
Changes to [[Creatures]]:
* [[Kasha]]: Natural [[Agility]] is now '''+1''' instead of +0.
 
Changes to [[Effects]]:
* Travel Fatigue: Now burns 20 [[nutrition]] and 10 [[hydration]] per room traveled, on top of the Fatigue effects.
 
Changes to [[Skills]]:
* [[Evasion]]:
** Successfully Dodging a critical hit now downgrades it to an inaccurate hit instead of turning it into a miss, meaning crits remain dangerous in both directions.
* [[Handloading]]:
** Picking up spent casings now grants Skill Points, at a rate of '''1 SP per 20 cases/hulls salvaged''' (or '''0.05 SP per case/hull''')
** Disassembling ammunition into components now grants Skill Points, at a rate of '''1 SP per 20 rounds disassembled''' (or '''0.05 SP per round''')
** The Skill Point bonus for handloading ammunition is doubled, the rate is now '''1 SP per 10 rounds loaded''' (or '''0.10 SP per round''')
* [[Repair]]:
** All skill thresholds have been halved. It now requires '''25 SP for Basic, 100 SP for Skilled, 250 SP for Expert''', and '''500 SP for Master'''.
 
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
 
 
= September 26th 2023 =
'''Version 6.82''' - Explosives hotfix
 
Changes to [[Explosives]]:
* Pressure mine disposal:
** You can now shoot a mine to detonate it, but you must deliberately aim at one mine and score at least one inaccurate hit.
** You no longer need to roll for accuracy when using an explosive; the explosive blast will set primed pressure mines off automatically.
* Directional mine disposal:
** You can now shoot a directional mine to destroy it (will not detonate on a hit), but you must deliberately aim at one mine and score at least one inaccurate hit.
** If you use a weapon that causes a Standard explosion, it will destroy all mines on the same Side, not just the one you targeted.
** You can now deliberately approach a primed directional mine from a Targeted Side, but you must pass two successive Agility checks (8+ to pass) to avoid setting it off. If you pass both, you enter the Side without setting the mine off. If you fail one check, you still enter the Protected Side, but it sets the mine off at 0.5x damage. Failing both sets it off at full damage. Regardless of the result, carefully approaching a mine breaks Stealth. However, it can also be done outside of combat.
 
 
= August 19th 2023 =
'''Version 6.81''' - Mining hotfix
 
Changes to [[Mining]] have been introduced to simplify it and make it easier.
* Mining now works according to a hit point system instead of a chance-to-succeed system. The objective is to make mining more of a straight trade of resources and favor strength-based builds (which would already benefit from using tools like pick-axes and mattocks as weapons).
* Each mining target (ore bundle, obstructions) now has a set number of hit points.
* A pick or drill strike reduces the target's hit points; the check is based on the skill level (1d20 to 1d60, in increments of 10), multiplied by Strength.
* Explosives damage equal to their limb damage multiplied by a number that depends on skill level (x1 to x3, in 0.5 increments).
* The length of a Mining Level has been shortened from 15 + Mine level to 8 + Mine level
* It is now possible to save your progress exploring a mine and leave without having to start over from Level -1.
* New items at the mining supplies store now allow you to reset your progress in a mine and start over.
 
= June 19th 2023 =
'''Version 6.8''' - Deep Wound update
 
* '''Introduction of a new [[injury]] type called deep wound (DWs)'''
** A deep wound is similar to a normal wound (to be renamed '''light wound (LWs)'''), but causes four times the amount of bleeding per turn: -1.2 Blood per turn instead of -0.3.
** Piercing-type damage now causes deep wounds
** Bullet-type damage now causes light wounds on inaccurate hits and 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, 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 items:
** '''[[Meds]]'''
*** Tranexamic acid (TXA): Syringe, 400 P$, not addictive. Reduces bleed rate to 0.0/turn (effectively stops bleeding) for 10 turns
** '''[[Mushrooms]]'''
*** Extra wound healing (Extra vulnus medicae): Heals 3 wounds, prioritizing Deep Wounds first, then Light Wounds.
*** Stop the bleed (Cessant sanguinem): Reduces bleed rate to 0.0/turn (effectively stops bleeding) for 10 turns
 
* Changes to [[ammunition]]
** Flechette damage tables balanced on all calibers to behave more like armor-piercing ammunition. All flechette damage on Ax armor classes has been buffed, damage on Cx is unchanged. New tables are as follows:
*** [[12 gauge]] flechette: 12/11 '''15/12/9/5/2'''
*** [[12 gauge CAWS]] flechette: 14/12 '''17/14/11/5/2'''
*** [[20 gauge]] flechette: 12/11 '''15/12/9/5/2'''
*** [[.410 bore]] flechette: 12/11 '''14/12/9/5/2'''
 
* Changes to [[crafting]]
** [[Crafting items]]: Rags have a chance to fix 1 LW.
 
* Changes to [[creatures]]
** Numerous creatures have attacks that variously cause extra wounds (1d2, 1d3, 2d2, etc.) on a hit. 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, but will prioritize DWs first, LWs second, just like the Stop the bleed mushroom.
 
* Changes to [[hospital|hospitals]]
** Light Wounds cost 10 P$ apiece to heal.
** Deep Wounds cost 25 P$ apiece to heal.
 
* Changes to [[Maze Customs]]
** 26 weapons receive new [[Customs:Minor|Customs Minor modifications]]
*** [[Accuracy International AW]]: AW 243, AW-F 243
*** [[CZ TSR]]: TSR Ultra Magnum
*** [[DSA SA58 FAL SPR]]: FAL SPR-243, FAL SPR-243 FA, FAL SPR-300 UM, FAL SPR-300 UM FA, FAL SPR-338, FAL SPR-338 FA
*** [[DSA SA58 FAL OSW]]: FAL OSW Superlight, FAL OSW Magnum, FAL OSW Heavy
*** [[FN Herstal FAL 50.00]]: FAL LRBR, FAL UM, FAL HBR
*** [[FN Herstal FAL 50.61 Paratrooper]]: FAL Para LRBR, FAL Para UM, FAL Para HBR
*** [[FN Herstal FNAR Match]]: FNAR Hunter, FNAR Tactical Hunter
*** [[FN Herstal SCAR-H CQC]]: SCAR-H CQC UM, SCAR-H CQC HBR, SCAR-H LB, SCAR-H STD UM, SCAR-H STD HBR, SCAR-H LB LBR, SCAR-H LB OPFOR, SCAR-H LB UM, SCAR-H LB HBR
*** [[Heckler & Koch G3A3]]: G3A3 Ultra Magnum, G3A3 HBR, G3A3 UM Tactical, G3A3 HBR Tactical
*** [[Heckler & Koch HK41A2]]: HK41A2 Ultra Magnum, HK41A2 HBR, HK41A2 UM Tactical, HK41A2 HBR Tactical
*** [[Heckler & Koch HK417]]: HK417 HBR, HK417 UM, HK417 Recce, HK417 DMR-H, HK417 DMR-U, HK417 Recce-L, HK417 Recce-H, HK417 Recce-U
*** [[Heckler & Koch MSG-90]]: MSG-90 Ultra Magnum, MSG-90 HBR, MSG-90 UM Tactical, MSG-90 HBR Tactical
*** [[Heckler & Koch PSG-1]]: PSG-1 Ultra Magnum, PSG-1 HBR, PSG-1 UM Tactical, PSG-1 HBR Tactical
*** [[IWI Galil ACE 52]]: Galil ACE-H 52
*** [[IWI Galil ACE 53]]: Galil ACE-H 53
*** [[IWI Tavor 7]]: Tavor 7 HBR, Tavor 7 HBR Enhanced
*** [[IZHMASH Kalashnikov SVK-12]]: SVK-12 HBR
*** [[Kel-Tec RFB]]: LR-RFB, H-RFB, U-RFB, BG-RFB
*** [[McMillan ALIAS CS5-T]]: CS5-T Heavy
*** [[MKEK MPT-76]]: MPT-76 HBR
*** [[Nemesis Arms Vanquish]]: Vanquish 243, Vanquish Magnum, Vanquish 358
*** [[Parker-Hale M82]]: M82 Super Varmint, M82 Ultra Magnum, M82 Bear Eliminator
*** [[Springfield M14]]: Model conversion to M1A, M14 UM, M14 HBR, M14 EUBR Custom, M14 EHBR Custom
*** [[Springfield M21]]: M21 UM, M21 HBR, M21 EUBR Custom, M21 EHBR Custom
*** [[Springfield M1A]]: Model conversion to M14, M1A UM, M1A HBR, M1A EUBR Custom, M1A EHBR Custom
*** [[Steyr Scout]]: Hunting Scout, Light Scout, Magnum Scout, Heavy Scout, Big Game Scout
 
* Changes to [[meds]]
** Gauze roll: One use fixes 1 LW.
** Individual Bandage: Fixes 1 LW.
** Hemostatic Agent Pack: One use fixes 1 DW.
 
* Changes to [[weapons]]
** [[Barbed nine-tails]], [[Broken bottle]], [[Long spiked chain whip]], [[Shuriken]], [[Spiked chain whip]], [[Barbed Lucille]]: Text update reflecting they now cause Light Wounds.
** [[Meat fork]], [[Pitchfork]], [[Trident]], [[War fork]]: Text update reflecting they now cause Deep Wounds.
** [[Tekko-kagi]]: Slashes cause LWs, stab punches cause DWs
** [[Last Blood]], [[Rending Scissor Blade]]: Slashes cause 4 LWs per hit, stabs cause 2 DWs per hit
** [[Muramasa]]: Gains 1 Bloodthirst point for every LW caused, and 2 points for every DW caused. Max Bloodthirst points is still 14.
 
* 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
 
 
= March 18th 2023 =
'''Version 6.7.1'''- The Mining Overhaul Update (+ extra goodies)
 
* [[Mining]] received a major overhaul
** The exploration process was completely overhauled to reward progressing as deeply as possible.
** Introduction of a minecart feature to transport ores in and out of the mining facility
** Introduction of mine bosses, acting as guardians of specific depth levels
** The end of a mining facility should contain a GM-defined treasure (our recommendation is to make it an artifact weapon)
** Metal ore bundle generation is reduced from 1d800*5 to '''1d200*5''', reducing the maximum size of a single bundle from 4 kg to 1 kg.
** Gemstone ore bundle generation is reduced from 1d800*5 to '''1d10*50''', reducing the maximum size of a single bundle from 2 kg to 500 grams.
* New [[List of UGL|underbarrel grenade launcher]]: [[ISL-201 UGL-I]] integrated underbarrel grenade launcher, exclusive to Customs MP5s with the ISL-201 handguard.
* [[Maze Customs]]
** [[Customs:Major#Blackhawk|Blackhawk]] and [[Customs:Major#Redhawk|Redhawk]] revolvers receive a new modification: Barrel porting, which acts as an integrated muzzle brake ([[Recoil]] -1).
** [[Customs:Major#MP5|MP5]] receives a new handguard: ISL-201 handguard (Adds an [[ISL-201 UGL-I]] underbarrel grenade launcher). Not compatible with Short MP5K barrel or Long barrel.
** Minor: RL optics for [[RPG-7]]
** Minor: Tokarev magazine conversion for [[Thompson]]
* [[Uncivilized Area]]: 5 new roomstyles, each designed to offer players opportunities to exercise non-combat skills.
** '''Blocked pathway''': The front door leads to a Shortcut -1 but is blocked by the carcass of a rotting creature. The carcass must be [[Hunting|butchered]] to pass the door.
** '''Dismantled roadway''': The front door leads to a Shortcut -2 but is locked and missing a doorset. You must [[Crafting|craft one]] with a Crafting toolkit to open the door. Crafting a doorset is treated as a Level 2 blueprint with no particular ingredients (50% base chance of success per kit use).
** '''Caved-in causeway''': The front door leads to a Shortcut -3 but is caved-in by dirt, sand, or gravel. You must [[Mining|mine your way through it]] by successfully striking the obstruction 3 times. If you clear it, roll 1d20. On a 11-18, you receive one bundle of common ore. On a 19-20, you receive one bundle of rare ore.
** '''Collapsed highway''': The front door leads to a Shortcut -4, but was destroyed to the point of impossibility. You must use a [[Repairing|Gun Repair Kit (GRK), Melee weapon Repair Kit (MRK), or Explosives Toolkit (XTK)]] to repair it. Each usage of any of these kits repairs the door by 1d50%. Skill level bonus is +10% for every level above Unskilled.
** '''Padlocked cache''': The front door has been fitted with a lock, requiring the right key, [[Lockpicking|lockpicking]], or brute-forcing to open. Roll '''&genbox''' to determine loot and lock type. Opening the door adds extra loot to the next room, if applicable. (2x '''&boxlootW''' or '''&boxlootM''' depending on the results of '''&genbox''').
 
 
= January 23rd 2023 =
'''Version 6.7''' - The Bestiary Update
 
This update was co-designed with GenericArchangel and aims to make the bestiary more interesting and varied, more dangerous, yet make fighting worth the effort more often than not.
 
* 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]].
 
* Changes to [[effects]]
** [[Effects#Elemental|Water-soaked]]: Is now a semi-permanent effect intended to represent the effects of being drenched in water. As long as the effect is active, it overrides '''On Fire''' (disables any fires on the creature's body and prevents new fires from starting), but makes '''Spec-Elec''' cause double damage. Additionally, while the effect is active, the creature '''+0.2% Fatigue per turn''' at the end of combat, and '''+0.1% Fatigue per room traveled''' at the end of a UA trip. This effect is separate from actual Travel Fatigue, meaning it is unaffected by the [[Traits|Wherever I May Roam trait]].
** New item introduced: '''Dispoable bath towel,''' Weight 0.5. This [[crafting items|item]] is a consumable with the sole purpose of removing an active Water-soaked effect. Once used, it is discarded. Available in [[Workshop|workshops]] for [[File:Parallar symbol.png|10px]]'''7'''.
** '''''GM tip:''''' A non-specified supply of bath towels is assumed to always be available in bathrooms, shower rooms, laundry rooms, and anywhere it would make sense to find them.
 
* 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.
 
* New [[stripper clips|stripper clip]]: '''Arisaka 5-round stripper clip''', compatible with the [[Type 38]], [[Type 44]], and [[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]]
 
* 1 new [[occupations|occupation]]:
** [[Makaryuudo]]
 
* 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:
** [[Food]]: Raw and fried chicken egg, raw and fried turkey egg, vinepear
** [[Meds]]: Poison glands (small, medium, large), chelicera, telson
** [[Valuables]]: New [[Valuables#Special valuables|Special valuables]]: Beast fang, blob matter residue, bone antler, borz subdermal scale, bronze feather, dragon scale, frost crystal, firelizard scale, giant rodent tooth, Golden Lion fang, hydra scale, keratin plate, LSS fluid canister, snawfus antler, spiny scale, steel antler, thorny scale, two-headed serpent scale
* [[Crafting]]:
** 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 [[creatures]], 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 property of Metal feather shot into an AP attack. Increased MAPT of all attacks.
*** [[Lightning bird]]: Added new attack, Spark. Increased MAPT of Peck and Talon attack. Added non-combat skill: Evasion (Skilled).
*** [[Basilisk]]: Increased MAPT of Peck and Poison spit.
** Bugs
*** [[Giant scorpion]]: Modified the property of the poison sting into an AP attack.
** Canines
*** [[Fox]], [[Wolf]], [[Warg]], [[Lupian]], [[Kallwolf]]: Added new technique, Scent detect.
** Deer
*** [[Elk]]: Added non-combat skill: Evasion (Basic)
*** [[Snawfus]]: Added non-combat skill: Evasion (Skilled)
*** [[Danger Deer]]: Added non-combat skill: Evasion (Expert)
** Felines
*** [[Jaguar]]: Added multi-wound effect to Bite and Claws
*** [[Pantherian]]: Added multi-wound effect to Bite and Claws
*** [[Splintercat]]: Added multi-wound effect to Bite and Claws
*** [[Golden Lion]]: Added multi-wound effect to AP bite and AP claws
** Golems
*** [[Steel golem]]: Added trait: Blast-resistant
** Humanoids
*** [[Psionic fighter]], [[Psionic warrior]]: Added new technique, Psi-scan.
** Mamono
*** [[Shinigami]]: Raised MAPT of Force Bullet. Added new technique, AP Force Bullet.
** Reptiles
*** [[Firelizard]]: Added new technique, FP Tearing poison bite
*** [[Two-headed serpent]]: Added new technique, FP Tearing poison bite
*** [[Hydra]]: Added new techniques, Machine gun bite, FP Ripping claws and FP Tearing poison bite
** Science experiments
*** [[Vinebeast]]: Added new technique, FP Deep thorns
*** [[Scaleworm]]: Modified the property of the Bite into an FP attack.
** [[Halflings]]
*** [[Canine halfling]]: Added new technique, Scent detect.
*** [[Feline halfling]]: Added multi-wound effect to Claws
** [[Youkai]]
*** [[Guhin]]: Added new technique, Scent detect.
*** [[Kasha]]: Added multi-wound effect to Bite and Claws
*** [[Satori]]: Added new technique, Psi-scan.
 
 
= December 24th 2022 =
'''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.
 
* 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 changes made in this update will also be used to support further future map and location-related updates.
 
* 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).
 
 
= 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 12.5" to 24"
** 5 fire control group options
** 3 handguards
** 4 stock options
** 3 upper receiver options
* All existing Minor mods for the AR-10 and M110 SASS will be deleted
 
==== [[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.
= November 10th 2019 === [[Handloading]] ===='''Version 5* New casings: [[.45''' - Simplification update #4243 Winchester]], [[.300 RSAUM]], [[.338 Federal]], [[.358 Winchester]], [[8x50mm R Lebel]]* New projectiles: Ores** .327, metals and mining198 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]]
* ==== [[ValuablesWeapons]]====* 15 new firearms: ** Scandium and palladium ingots have been scrapped [[ArmaLite AR-10(T)]] - New AR-10 family member, semi-automatic rifle, [[.338 Federal]]** Introduction of new types of ingots: Zinc[[Breda PG]] - burst-fire only machine gun, Iron, and Tungsten[[7x57mm Mauser]]** All ingots are now available in four sizes: 100g [[Browning BAR]] (0.2 Weight unitsnot to be confused with [[Colt M1918 BAR|the other BAR]])- semi-automatic rifle, 250g (0[[.5 units), 500g (1 unit) and 1000g (2 units)243 Winchester]]** "Hardened steel" was renamed to just "Steel"[[Browning BPR]] - pump-action rifle, [[.243 Winchester]]** Value per kilogram of brass is now 240 P$ (previously 224 P$)[[Remington Model 700 ADL]] - New Rem 700 family member, bolt-action rifle, [[.243 Winchester]]** Value per kilogram of electrum is now 1400 P$ (previously 1340 P$)[[MAS Berthier Model 1892 Artillery Carbine]] - bolt-action rifle, [[8x50mm R Lebel]]** [[OresMAS Lebel Model 1886/M93]] and - bolt-action rifle, [[mining8x50mm R Lebel]]:** 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[[MAS RSC Model 1918]] - semi-automatic rifle, and are now based on more realistic types of minerals. [[8x50mm R Lebel]]** The list of "Primary" mining elements (which can be exchanged for ingots) has been rewritten[[Rossi Circuit Judge]] - semi-automatic rifle/shotgun, and now includes [[.45 Colt]] (from least to most valuable3-inch chamber): Zinc** [[SAKO Tikka T3 Lite]] - bolt-action rifle, Lead[[.338 Federal]]** [[Savage Arms Model 99R]] - lever-action rifle, Iron[[.358 Winchester]]** [[SIDARME Model 1915 CSRG Chauchat]] - machine gun, Copper[[8x50mm R Lebel]]** [[Winchester Model 70 Featherweight]] - bolt-action rifle, Tungsten, Silver, Gold, Platinum[[.358 Winchester]]** The list of "Secondary" mining elements (which can be exchanged for cash) has been rewritten, and now includes (from least to most valuable): Coal, Sulfur, Nickel, Mercury, Magnesium, Tin[[Winchester Model 88]] - lever-action rifle, Cobalt, Aluminium, Molybdenum, Titanium, and Chromium[[.243 Winchester]]** There isn't a tertiary "garbage" category of ore materials anymore[[Winchester XPR Compact]] - bolt-action rifle, [[.243 Winchester]]*5 new melee weapons:* Object line nomenclature * [[Iron ball]] - Crude weapon** [[M1886 Rosalie]] - Bayonet for all metal and gemstone ores has been redone the [[MAS Lebel Model 1886/M93]]** [[M1905 sword-bayonet]] - Bayonet for clarity.the [[Springfield M1903A3]]** [[Service cutlass]] - One-handed sword** [[Sten Mk I]] - Bayonet for the [[Enfield RSAF Sten Mk II]]
* Other changes:
** Dimensions of [[Parallar|brass and electrumArmat M41A Pulse Rifle]] coins were modified slightly to account for the changes.: Removed from retail, becomes an artifact weapon
= September 24th 2019 =
'''Version 5.44''' - Various changes in various domains
* '''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.= October 3rd 2022 =* Introducing a new type of key item, the '''skeleton key'''; 10 different types exist, from Type 0 to Type 9Version 6. 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 (e5.g4. 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.Archery rule patch
==== [[Weapons]] and [[Ammunition]] ====
* The rules now explicitly specify that [[Arrow|Arrows]], [[Large bolt|Large bolts]] and [[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 6th 2019 (2) =
'''Version 5.43 (part 3) - The SteveMRE Konbini update part 3/3: Convenience stores'''
== Convenience stores =September 18th 2022 =* Convenience stores are a new shop type which replaces the previously existing takeout stands'''Version 6.* Convenience stores are a type of individual shop, sharing the same layout as other types of individual shops5.* 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; 4'''24-SevenGuns, Fusco's BodegaBlood, 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.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
= September 6th 2019 (1) === [[Limb health]] ====* [[Wounds]] now cause a bleeding rate of '''Version 5.43 (part 2) - The SteveMRE Konbini update part 2/0.3: New and improved rations, new food itemsBlood per wound per turn.'''
This is the second part out of a series of three updates==== [[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
== New food items == [[Addictions]] ====* 11 new New addiction mechanics simplifying the previous system: As before, using a substance comes with a percentage chance of becoming addicted. However, the withdrawal tiers now function differently and improved rations have been introducedmore simply. Now, replacing every use of an addictive substance is a chance to increase the previous current addiction level by 1, from the minimum of 0 (no effects) to the maximum of 3 completely.* New category Instead of food item, 'disabling corresponding withdrawal effects when an addictive substance''powdered drinks'''. Powdered drinks s effects are inedible 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 their ownthe current level. It now costs 250 P$ and 2 day periods of mandatory rest per level, but can be combined with up to 750 P$ and 6 day periods (1 full day) for treating a bottle single Level 3 addiction.* Addiction effects: To account for the possibility of water med effects and withdrawal effects being active simultaneously, the following withdrawal effects have been modified:** Nicotine withdrawal*** Level 1: Minimum Stress set to create 15.0%** Alcohol withdrawal*** Level 1: Need a drink.(level 1) applies to this character (see below), ** 8 powdered * Level 2: Need a drink packets(level 2) applies to this character (see below), and 8 corresponding craftingAgility -only beverages introduced1*** 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* 20 new types of regular food items introduced** Level 3: Minimum Stress set to 30.0%, many of which can be found in the new rationsIntense 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
All ==== [[Effects]] ====* Alcohol affinity ([[Oni]] creature trait): Effect simplified. Instead of both halving Inebriation received and doubling the new items have been added to the '''Stress relief effect of [[FoodEffects#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''' pages level of Alcohol addiction increases.
== Other changes ==
* 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 symbol.png|10px]]'''0.10''' apiece.
= August 24th 2022 =
'''Version 6.5.3''' The R&R Update
= September 5th 2019 === [[Basic mechanics]] ===='''Version 5* Created and defined the concept of [[Downtime]].43 (part 1) - The SteveMRE Konbini update part 1/3: Changes to consumables'''
This is the first part out of a series of three updates.
The effects of many consumables have been modified= July 20th 2022 ='''Version 6.5.2''' - Lockpicking minigame update
== General changes to all consumables == [[Skills]] ====* All consumables that previously listed a percentage chance to get an effect, now always give the listed effect. The percentage chance effects have [[Lockpicking#Picking electronic locks|electronic lockpicking]] minigame has been scrappedupdated with an easier and more balanced variant.
== Changes to Effects ==
* '''Nausea''' is now a permanent effect that gives the afflicted creature an '''IR +1''' effect and a nauseous sensation. This effect can, however, be eliminated by attempting to throw up. Even if the attempt fails, Nausea will always be eliminated this way.
** All references 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).
== Changes to food =April 20th 2022 =* Can of cola drink: No longer provides Agility +1 and Alertness increase - still affects Fatigue and Stress* Can of lemonade: No longer provides any effects besides nutrition and hydration* Can of energy drink: No longer provides Strength +10%, but the effect is lengthened from 15 to 20 turns, and now also reduces Fatigue by 5.0% and increases Stress by 0'''Version 6.5%.* Cup of tea, green: Effect now increases alertness instead of Agility, effect now lasts 1''' - Simplification Update #10 turns* Cup of tea, black: Effect now increases alertness instead of Agility, effect now lasts 10 turns* All game meat boosting Strength or Alertness: All effects now last 20 turns instead of 2 or 3 turns.* Hot-gon (exclusive to Diamond Hot-Dogs): Effect now lasts 20 turnsCompletely Baked Edition
== Changes to meds ==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).
Many medical items have had their effects completely rewritten. These are the new effects for ==== [[Weapon accessories]] ====Effect changes to the following itemsaccessories:* Laser sights: No longer cancel the point of aim shift (as that mechanic has been deleted), now gives '''IR -1'''.
* Cannabis joint: Agility -1, Pain Regeneration Rate +2% /turn for 20 turns, Stress -1.0%
* Cigarette: Agility +1, FT -1 for 10 turns
* Nitrous oxide: Pain Sensitivity -50%, Euphoria Rush for 10 turns
* Amphetamines: Agility +2, Alertness increase, FT -1 for 20 turns, Stress +3.0%
* Pentobarbital: Instant death in 20 turns
* Steroids (anabolic): Strength +40% for 20 turns
* FG-7142: Suppressed hunger for 40 turns, Stress +8.0%
* Desoxyn (meth pill): Alertness increase, Forced wakefulness for 20 turns, Fatigue -30.0%, Stress +10.0%
* Oxycodone: FT+1 for 10 turns, Pain -50%
* Epinephrine: Agility +3, Fatigue -10.0%, Stress +8.0%
* Heroin: Pain sensitivity -100%, FT+2 for 30 turns, Pain -90%
* Lorazepam: Forced sleep for 30 turns
* Morphine: Pain sensitivity -75%, Agility -2 for 30 turns, Pain -70%
* Cocaine: Pain sensitivity -100%, Alertness increase, Hallucinations for 20 turns
* PCP: Pain sensitivity -50%, Alertness increase for 20 turns
* Codeine: Nausea, Pain -40%
* Concentrated caffeine: Alertness increase, Agility +1 for 10 turns, Fatigue -12.0%, Stress +1.2%
* Diazepam: Alertness increase, FT-2 for 20 turns
* Ecstasy: Intense relaxation, Euphoria Rush for 40 turns
=March 22nd 2022 = Changes to mushrooms =='''Version 6.5''' - Further Balance Updates
Many mushrooms have had their effects completely rewritten. These are the new effects for ==== Basic game mechanics ====Changes to the following itemscore 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.
* 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==== [[Ammunition]] ====* FurorMajor rebalancing to the ammunition type cost multipliers: Rage for 20 turns
* 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)
= July 21st 2019 === [[Character creation]] and [[Character customization]] ====* [[Human]] characters now receive '''Version 5.424 starting trait points''' - Detective updateinstead of the normal 3, to compensate for the lack of racial benefits.
An accompanying Tsuchinoko update ==== [[Convenience store|Convenience stores]] ====* Convenience stores now sell [[M67]] frag grenades, [[M18 smoke grenade|M18]] smoke grenades and [[M84]] flashbang grenades (version 1381d8 per store) will be released on the same day.
== Changes to == [[CreaturesCrafting]] ====* The Maze Police faction has a new rankChanges to [[Toolkits]]:** Gun Cleaning Kits (GCK), Guard Detective. Ranks above Sergeant but below ChiefGun Repair Kits (GRK), they are investigators in plain clothesMelee Repair Kits (MRK), in charge Explosives Toolkit (XTK): Maximum uses per kit buffed to '''10 uses''' instead of cases and issues3. They come with their own set of equipmentPrice per unit is unchanged.** They now appear as a separate type of creature that can be rolled by the Gun Cleaning Kits: Now repairs '''&enc200 Condition''' per use (previously 100).** Gun Repair Kits and Melee Repair Kits: Now repairs '''&enc-LEO400 Condition''' commands.* All Maze Guard flavors have received an equipment update; trauma plates, Tasers, better load-bearing equipmentper 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
= July 13th 2019 =Changes to existing character traits:* '''Version 5Galaxy Brain''' has been removed.41* ''' - Weapon accessory tweaks and simplificationsPhobia''': 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.
This update aims at trimming some more ==== [[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 fat with game mechanicsnumber of starting enemies.* '''Travel Fatigue''': The base roll is a '''2d4''' instead of the previous 1d8, specifically mechanics related meaning that each room traveled adds +0.2% to weapon accessories+0.8% [[Fatigue]], with a bell curve effect biased towards the median of 5 (+0.5%).
An accompanying Tsuchinoko update (version 137) will be released on the same day.
=March 5th 2022 = 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 everyoneVersion 6.* WL2 batteries have been 4'''entirely scrapped''', alongside three models - The Love Hotel Grabbag 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.Optimizations Update
== Other general changes ==* [[CoverWeapons]] mechanics simplified (effectively returned ====Several melee weapons have had their damage values and Weight changed to a previous state); the Exposure system (exposed/hidden) is scrapped, cover now returns to protecting the full bodies of everyone that is behind coverimprove balance.List of changes by melee weapon category
Axes
* [[Fire axe]]: Increased base damage to 72% - 72/65 54/43/32/14/4
= May 18th 2019 =Crude weapons'''Version 5.4''' - Simplification update #3 * [[Meat fork]]: Stress and inaccurate hitsIncreased base damage to 30% - 30/27 21/17/12/6/1
This update aims at further simplifying certain game mechanics.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
== General changes ==One-handed clubs* Stress[[Heavy spiked gada]]: All stress levels from Moderate and up no longer cause incremental fatigue effects.Increased LDV to +3* Inaccurate hits with ranged weapons no longer call for a 1d2-1 check [[Flanged mace]]: Increased LDV to +3* [[Pipe wrench]]: Increased weight to determine if the shot hits. From now on, all inaccurate hits are hits9.Increased base damage to 70% - 70/67 56/46/35/18/5* All inaccurate hits now deal 0[[Wrench]]: Decreased weight to 2.7x Pain and Limb Damage, including in melee (down from 0Decreased base damage to 33% - 33/30 25/20/15/7/2* [[Hammer]]: Increased weight to 3.8x)
One-handed swords
* [[Butterfly sword]]: Decreased base damage to 45% - 45/41 32/25/18/9/1
= April 23rd 2019 ='''Version 5.3''' Two- Simplification update #2 handed club* [[Iron bat]]: BloodIncreased base damage to 50% - 50/48 40/33/25/13/4
This update aims at simplifying some of the mechanics related Whip/Lash* [[Kusari-fundo]]: Increased LDV to the Blood statistic+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.
== General changes == [[Food]] ====* 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 Food items other than packaged rations and canned goods now have no wounds, your current Blood level stabilizes at its current leveldifferent weight values.* Natural blood regeneration is now tied to the daily reset; on top Instead of the nutrition/hydration that is normally lost at midnight ingame, your body will attempt to regenerate being all 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 they may take several in-game days for large amounts be any one 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$.* A new type of medical item ('''Epoetin-alfa''', syringe) can be consumed to start a 20-turn effect resembling the old natural regeneration effectfollowing: +0.1 Blood per turn25, in exchange for -15 ntri and +0.2% Fatigue per turn. In total5, the item would help your body regenerate up to 2 Blood but burn up to 300 ntri and 4% Fatigue. Syringes of Epoetin-alfa cost 100 P$, making them the cheapest syringe-type medical item.* Changes to '''Augmentations''': The Guardian LSS no longer increases the amount of Blood regenerated per turn, since that mechanic is gone. Instead, each level increases the amount of Blood regenerated every day by 1, at no extra cost of nutrition and fatigue. Level 1 therefore lets you heal 2 Blood per day, Level 2 is or 3 Blood per day, and Level 3 is 4 Blood per day, all for the same cost of 150 ntri/2% Fatigue per turn, making it viable to heal large amounts of Blood loss over the space of a few days.* Changes to '''Clothing protections''': Buffs to protection ratings. ''-Resistant'' will prevent injuries on hits dealing up to 4 limb damage (previously, 2), and ''-PROOF'' will prevent injuries on hits dealing up to 8 limb damage (previously, 4)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
= February 20th 2019 =Vegetable'''Version 5* 0.25: Carrot, Beet, Turnip, Leek, Wasabi root* 0.5: Tomato, Potato* 1: Artichoke, Cucumber* 2''' - Extra game modes update: Cabbage
This update introduces two new methods Meat* 0.25: All types 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.meat
== General changes ==Seafood* The [https0.25://docs.google.com/forms/d/1fLN_YUoVStGt0ElBtVpyMg1bIvn1Eqxc3BuDJrdIkBk/ character sign-up form] has been updated to account for the changes belowMussels, Clam, Sardines* 0.5: Trout, Cod* 1: Sea bass, Sole, Grilled eel, Lobster* 2: Cuttlefish, Salmon, Carp, Tuna, Crab
== Survival ==DessertIn this new mode* 0.25: Waffle, players adopt the role of a SurvivorMadeleine, whose only objective is to kill anyone that looks at them wrongCrepe, and survive as long as possibleScone* 0. Survival is mainly inspired from old-school MazeWorld5: Yogurt, it is essentially an endless Uncivilized Area runBrownie, just as it once was.Ice cream cone, Fruitcake slice, Millefeuille, Donut, Muffin, Cookies (6), Large cookie* 1: Black forest cake slice, Cream pie slice, Cookies (18)
When playing SurvivalSnacks* 0.25: Chocolate bar, players have the option to choose between two modesCaramel, 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: '''Tier X''' Candied fruit can, Peanut chocolates (The game ends after completing X Challenges27) or '''Endless''' , Salt crackers (The game only ends with the Survivor's death10), or at player requestBreadsticks (10)., Breakfast biscuits* 1: Peanut chocolates (168), Salt crackers (20), Breadsticks (20), Pretzels, Popcorn (plain), Popcorn (caramel), Honey-roasted nuts
The main differences introduced by Survival are as follows:* No towns or intersections as players know them Fast- Survival is an endless Uncivilized Area streak, equivalent to a Deep route. Explorable areas can even still be found and completed for their rewards!food* 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 unlocked5: Survivors start with Unskilled in all non-combat skills Fries, Fried potatoes, Nuggets (unless skill levels were purchased at Startgame6)* The Survivor starts with a MAIM account, with all generic and regular named mercenaries available Pizza (Special mercs are not available as they're tied to the story1 slice).* Every 50 rooms, the Survivor will find a Trading PostSandwich, which is nothing more than an intersection with a fixed amount of shops and services (see below for details)Cup noodles* On the room following every second Trading Post (1011: Cheeseburger, 201Double cheeseburger, 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 Nuggets (and subsequent amount of Challenges20), though in order to keep games from being unreasonably longHamburger, the author's recommendation is to keep it between 1 and 10Hot-dog, and any longer games should be Endless instead.** The author personally recommends firstChili-time players and GMs to try Survival Tier 4dog, for a 401Corn-room adventure.dog, Hot-gon* Mercenaries function differently2:Potato chips** The time-based hiring rates do not apply, and are instead replaced by a 50-room hiring rate 3: Pizza (corresponds to the distance between Trading Posts8 slices). That special rate is equivalent to 2x the 24-hour rate.** Upon being hired, a mercenary will immediately join the Contestant with no waiting time.** Merc deaths do not need to be reported.** All mercenaries show up with their gear. There are no gear costs - their equipment is essentially free.** All special parameters are ignored.
The only objective in Survival is to surviveBeverages* 0. Each Survivor will be entered into a leaderboard for creatures killed and KV score obtained at the end 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 their runthem)* 2: Champagne, as well as rooms visited in Survival Endless.Red wine, Vodka, Mead, Absinthe, Sake, Whiskey, Brandy, Cider
== Freeform play === Changes to rations =====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 The contents of the pre-made main story, as well as offering an opportunity to design your own stories and plotsspecific rations have been changed.
The main differences introduced by Freeform are as follows* Ration B1:* 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 Added 1 extra pack of whole wheat biscuits and regular named mercenaries available (Special mercs are not available as they're tied to the story).1 can of spam** Reputation and Renown requirements from certain mercenaries are disabled.Ration B2: Removed 1 packet of powdered coffee* Roazon is collapsed, exactly as it would after the Contestant completes Sidequest S3-2.* All repeatable activities are availableRation L1: Trading Missions, Mercenary Contracts, Mining, Removed 5 cigarettes and Bounty Hunter5 safety matches* Several shops and services that are normally only obtained as sidequest rewards are available from the startRation L2:Added 1 can of pasta with tomato sauce** 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 disabledRation S1: All item quantities doubled, to allow GMs more flexibility.** It is recommended to replace any rewards in Renown/Rep with money, where applicable added 2 milk and where it would make sense. (e.g. Vigilante work)cereal bars
===== Other food related changes =====
= January 17th 2019 =* [[LBE]]: All LBE with a Food holster: the effect is replaced to "max weight: 3" instead of "max items: 2"'''Version 5.1''' * [[Style shop]]: Custom food holsters are now weight- KISS Update (Keep It Simplebased instead of item count-based, Stupid!)as above.
This update aims at simplifying several game mechanics deemed too granular or generally not fun enough.==== [[Meds]] ====First Aid Kits (FAKs) and Field Surgery Kits (FSKs) receive simplifications to make them easier to use and manage:
== Simplified nutrition and hydration ==* Nutrition FAKs and hydration FSKs no longer decay at a rate serve as mini containers capable of 1 per turn. Insteadcarrying extra meds (IBs, these stats are slashed by a set amount at a fixed rate and frequencyparacetamol, to symbolize meeting daily recommended needs; these are called the '''Nutrition Reset''' and '''Hydration Reset'''HAP, epinephrine, respectivelyetc.** 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 humanInstead, that amount is 700 wtr.* Nutrition FAKs and hydration each have new value ranges and corresponding effects; they FSKs are generally simpler and more clearnow multiple-cut effectsuse.** Nutrition going too high will increase minimum FatigueFAKs have 3 uses before depletion, FSKs have 5 uses (1d3 and eventually reduce Agility.1d5 on randomly found ones)** Nutrition going too low will decrease StrengthNo changes to pricing or limb healing effects, and eventually disable the ability to all 3 uses of an FAK can therefore heal Pain, Blood or Limb Damage (due up to the body not having the "fuel" to do so).** Hydration going too low will decrease Strength21 HP, then Accuracy, then cause Hallucinationsand all 5 uses of an FSK, until eventually causing death60 HP.
== Simplified fatigue == [[Hotel|Hotels]] ====A new hotel classification has been added: Love Hotels.* Fatigue no longer gradually increases every turn Falls outside of the luxury level (what was called "natural fatigue"star system). Effects that can increase Fatigue bit by bit every turn still do exist.offering a unique service, represented by a heart symbol (♡)* The "Energized" tier is deletedLove hotel rooms possess a single king-size bed intended mainly for couples, similar to ★★★★ hotels.* Reaching an amount of Fatigue equal Love hotels only allow you to 2x Endurance will result in deathbook 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.* All effects of high fatigue now decrease AgilityIn exchange, and eventually decrease accuracy and cause Hallucinationsthe stay is cheap - just [[File:Parallar symbol.png|10px]]'''50''' to get in.
== Simplified clothing and armor ==Several towns received new hotels:* Clothing 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 armor can no longer sustain damage, period. Cream** Utroba - ♡ The only exceptions are:Deep Dive*Military towns* Trauma plates * Camp Charger - which still continue to work as they normally do★ Chamber-Inn** Powered armor Fort Cobalt - which require a condition meter to determine protection level. When wearing power armor, damage calculation is greatly simplified ★★★ First Force Hotel** Fort Scarlet - 1 limb damage sustained = 1 armor condition lost.★ Scenic Route Lodge* Cutting clothes into rags (as long as they have the RagOK tag) now always succeeds * Fort Wight - ★★★★ Fortress R&R** Station Delta - ★ Last Stop Hotel** Station Lasker - ★ Southern Comfort** Station Sigma - ♡ Six Appeal* Police towns** Beadsor - ★★ The Hog and results in obtaining 1d4 Rags 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 (at least 1 is now guaranteed金田). Multipliers ** Masatomo - ★★★ Lodge of the Fork** Kazama - ★★ Amane Hotel (0天音 HOTEL, lit.5x or 2x"Divine Sound Hotel") affect the result of that 1d4** Kijirou - ★★★ Dou to Gin (銅と銀, and it is always rounded uplit."Copper and Silver")
== Simplified weapon maintenance ==A few existing hotels changed classification:* The Reliability/Max Cleanliness stat is scrapped.Ellen Sector - Warm Case Hotel - Was ★★, becomes ♡* Durability is renamed Max ConditionAbakash - Brim Inn - Was ★★, and all firearms' Max Condition values have been rewritten.becomes ♡* 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 Garica Block - Marion'''@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 types Inn - Was ★★, the condition loss effect is doubled instead.becomes ♡
Changes ==== [[Creatures]] and [[Occupations]] ====The following creatures and occupations received changes to handloadingtheir loadouts and skills:* 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 * [[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 accessories:[[Round shield]]. New [[skills|skill]]: Shields (Basic)* Since Cleanliness no longer exists[[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, silencers no longer apply a malus on the equipped firearmand 7.62x51mm NATO Standard FMJ ammo
Changes to crafting==== Other changes ====* [[M1 Garand]]:Missing Customs combinations have been added* Gun Cleaning Kits[[Hospital]]: They are now used to restore a firearmCost of healing limb damage dropped from [[File:Parallar symbol.png|10px]]'s Condition, as long as it's 60% or higher'25''' to [[File:Parallar symbol. Gun Repair Kits can still be used at any Condition percentagepng|10px]]'''15'''.
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 =February 10th 2022 =* New command: '''@asktsuchiVersion 6.3.13'''. Ask a yes/no question - The 1000-Weapon Update, Part 13: Submachine guns and use that command. Results may vary.Two-handed swords
15 new weapons added to the game (14 firearms, 1 melee weapon), bringing the total to the covered '''1,000'''!
= November 27th 2018 ='''Version 5 update''' - The Finished State update== New weapons ====
== Quests ==* Firearms:* '''Story Arc #3* [[Class 2 weapons]]: The Human*** [[Angstadt Arms UDP9 PDW]]*** [[Beretta PM12S]]*** [[Blyskawica]]*** [[Changfeng CS/LS06]]*** [[Enfield RSAF Sten Mk II]]*** [[Franchi LF-Youkai War''' released! Features 33 quests, 1 sidequest, and 1 emergency quest.57]]* '''Endgame content''' now available! The Contestant story may now come to an end as soon as all four Amulets are gathered** [[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]]
== Content == Other changes ====Abilities* [[Style shop]]:Now offers a custom LBE service* Several special abilities were renamed to '''techniques''', due to their similarity [[Maze Customs]]: AR-15s equipped with martial arts techniques. Techniques are actions that can be performed both a flat-top receiver and quad-rails get a NATO mount instead of a regular combat action, and which, if NATO-S mount (the prerequisites are met, may allow their users to perform special moves that wouldn't otherwise be possible.top rail acts as an extension)* Introduction Updated the [[List of several silencers|silencer]] roster for compatibility with the new combat techniquescalibers:** Techniques that are learned upon reaching '''Expert skill level''' with a corresponding combat skillPistol, standard, .32:Now compatible with [[.327 Federal Magnum]]*** Firearm techniquesPistol, standard, .45: Failure Drill (DA revolverNow compatible with [[.41 Magnum]]** Rifle, Semi-auto pistol/rifle/shotgun)standard, Fanning (SA revolver)5.8mm: Now compatible with [[5.8x21mm]]** Rifle, Mad Minute (Bolt-action)standard, Recoil Control Stance (Automatic pistol/rifle.260 /shotgun)6.7mm: Now compatible with [[6x45mm]]** Rifle, Rifleman Trick (Lever-action)standard, Zero's Trick (Pump-action).30 / 7.62mm: Now compatible with [[7x57mm Mauser]]*Updated the [[List of muzzle brakes|muzzle brake]] roster for compatibility with the new calibers:** Melee techniques: Any-Bash (One- and Two-handed clubs)Pistol, Any-throw (Thrown weapons)standard, Backlash (Whip/Lash weapons).45: Now compatible with [[.41 Magnum]]** Rifle, Desperate Smash (Crude weapons)standard, Double Cleave (Axes, One- and Two-handed swords), Stabbing Rush (Knives).260 / 6.7mm: Now compatible with [[6x45mm]]** Techniques that can be '''purchased'''Rifle, standard, .30 / 7.62mm: Lightning Reload (available for 3000 P$ at any shooting range)Now compatible with [[7x57mm Mauser]]
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:= February 9th 2022 =* '''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.Version 6.3.); 12'''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 11000-4) and melee weapons (Classes 5L, 5S, HG)Weapon Update, Part 12: Conventional rifles and the last two are the equivalent chances versions of the first two.* Kitsune and alligator halflings are now playable (discontinuation of the RePoints system)* Equipment points to allocate have been increased from 5 to 10.* Unspent equipment points are now worth 200 P$ each instead of 150 P$, and are now paid entirely in copper coins.* Starting weapons are no longer dependent on the combat skills selected at the start. All of the packages are now available, and extra packages now only cost 2 equipment points instead of 3.* Difficulty modes are no longer tied to RePoints. The starting amount of lives (Hard: 1, Easy: 3, Messiah: Infinite) is fixed.Handgear
37 new weapons and 1 new caliber added to the game (30 firearms, 7 melee weapons, including 1 integrated bayonet), bringing the total to 985. ==== New caliber == Meta ==* GM side changes[[7.92x107mm]] ==== New weapons ==== * Firearms: Planned migration away from Excel and fully towards Google Docs ** [[Class 1 weapons]]:*** [[Alexander Arms AWS]]*** [[FK Maroszek Kb Ur wz. 35]]*** [[General Motors M1A1 Carbine]]*** [[Henry Brass Lever Action 30- from now on GMs and players should be using 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 same files; any [[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 updates should be done through direct edition of Two-handed clubs 13 new weapons added to the playergame (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 ='s GDocs sheet''Version 6. Any information that is hidden from the player should be kept on a separate3.10''' - The 1000-Weapon Update, GMPart 10: Pistols and One-only file handed clubs 47 new weapons added to the game (preferably also on GDocs32 firearms, 15 melee weapons) which lists only , bringing the hidden information 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 searching purposes* Mauser C96 Red 9 stripper clip: Renamed to "Mauser C96 stripper clip", compatible with both [[Mauser C96 Broomhandle]] and nothing else[[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* Migration 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 new wiki will begin shortly after game (2 firearms, 10 melee weapons), bringing the release of this updatetotal 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 RePoints system is discontinued 1000-Weapon Update, Part 8: Hand grenades and Axes ==== New weapons ==== 11 new weapons added to the game (please check 6 firearms, 5 melee weapons), bringing the corresponding Patreon post for more informationtotal 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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