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Changelog

5,024 bytes added, 12:04, 24 February 2019
/* Survival */
This page lists any significant updates made to the game from Version 5 onwards. Smaller changes and fixes which aren't enough to constitute an update, particularly if they are meant to fix or modify errors, typos or inconsistencies with event lines, will usually be listed in the [[Tsuchinoko (bot)|Tsuchinoko]] updates instead.
 
= February 20th 2019 =
'''Version 5.2''' - Extra game modes update
 
This update introduces two new methods of playing MazeWorld: '''Survival''' and '''Freeform''', and retroactively renames the 'main' mode into '''Contestant Story''' or just '''Story'''. These new game modes, so to speak, aim at providing more flavors for players and future GMs to enjoy.
 
== General changes ==
* The [https://docs.google.com/forms/d/1fLN_YUoVStGt0ElBtVpyMg1bIvn1Eqxc3BuDJrdIkBk/ character sign-up form] has been updated to account for the changes below.
 
== Survival ==
In this new mode, players adopt the role of a Survivor, whose only objective is to kill anyone that looks at them wrong, and survive as long as possible. Survival is mainly inspired from old-school MazeWorld, it is essentially an endless Uncivilized Area run, just as it once was.
 
When playing Survival, players have the option to choose between two modes: '''Tier X''' (The game ends after completing X Challenges) or '''Endless''' (The game only ends with the Survivor's death, or at player request).
 
The main differences introduced by Survival are as follows:
* No towns or intersections as players know them - Survival is an endless Uncivilized Area streak, equivalent to a Deep route. Explorable areas can even still be found and completed for their rewards!
* Nutrition and Hydration Reset occur every time the Survivor reaches a Trading Post (TP reset). In turn, the reset is much lower than normal. The base values are 420 ntri and 140 wtr (0.2x a normal daily reset).
* Date and time are not tracked.
* No Faction Reputation and no Renown to worry about.
* All skills are unlocked: Survivors start with Unskilled in all non-combat skills (unless skill levels were purchased at Startgame)
* The Survivor starts with a MAIM account, with all generic and regular named mercenaries available (Special mercs are not available as they're tied to the story).
* Every 50 rooms, the Survivor will find a Trading Post, which is nothing more than an intersection with a fixed amount of shops and services (see below for details)
* On the room following every second Trading Post (101, 201, 301...), the Survivor will find a Challenge. Completing the Challenge is necessary to progress forwards!
* If playing on Tier X, X corresponds to the amount of Challenges the player must complete in order to reach the end.
** There is no upper limit on the Tier number (and subsequent amount of Challenges), though in order to keep games from being unreasonably long, the author's recommendation is to keep it between 1 and 10, and any longer games should be Endless instead.
** The author personally recommends first-time players and GMs to try Survival Tier 4, for a 401-room adventure.
* Mercenaries function differently:
** The time-based hiring rates do not apply, and are instead replaced by a 50-room hiring rate (corresponds to the distance between Trading Posts). That special rate is equivalent to 2x the 24-hour rate.
** Upon being hired, a mercenary will immediately join the Contestant with no waiting time.
** Merc deaths do not need to be reported.
** All mercenaries show up with their gear. There are no gear costs - their equipment is essentially free.
** All special parameters are ignored.
 
The only objective in Survival is to survive. Each Survivor will be entered into a leaderboard for creatures killed and KV score obtained at the end of their run, as well as rooms visited in Survival Endless.
 
== Freeform play ==
This is essentially the normal game, but without main story quests or sidequests and with certain shops, services and other conveniences immediately available. This mode aims at a more relaxed experience, without the pressure of the pre-made main story, as well as offering an opportunity to design your own stories and plots.
 
The main differences introduced by Freeform are as follows:
* All skills are unlocked. Freeform characters start with Unskilled in all non-combat skills, as well as a MAIM account.
* The Freeform character starts with a MAIM account, with all generic and regular named mercenaries available (Special mercs are not available as they're tied to the story).
** Reputation and Renown requirements from certain mercenaries are disabled.
* Roazon is collapsed, exactly as it would after the Contestant completes Sidequest S3-2.
* All repeatable activities are available: Trading Missions, Mercenary Contracts, Mining, and Bounty Hunter
* Several shops and services that are normally only obtained as sidequest rewards are available from the start:
** The Power Armor Shop (Ferland Sector) is available and fully upgraded.
** The Advanced Handloading Services are available at the Ellen Sector factory.
** The Powder & Primer Shop is available at the Littleton factory.
* Renown and Reputation are disabled, to allow GMs more flexibility.
** It is recommended to replace any rewards in Renown/Rep with money, where applicable and where it would make sense. (e.g. Vigilante work)
= January 17th 2019 =
* 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 referencefor ''all'' rounds fired that turn.
Changes to weapon accessories: