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Changelog

2,892 bytes added, 16:41, 7 June 2019
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This page lists any significant updates made to the game from Version 5 onwards. Smaller changes and fixes which aren't enough to constitute an update, particularly if they are meant to fix or modify errors, typos or inconsistencies with event lines, will usually be listed in the [[Tsuchinoko (bot)|Tsuchinoko]] updates instead.
 
= May 18th 2019 =
'''Version 5.4''' - Simplification update #3 : Stress and inaccurate hits
 
This update aims at further simplifying certain game mechanics.
 
== General changes ==
* Stress: All stress levels from Moderate and up no longer cause incremental fatigue effects.
* Inaccurate hits with ranged weapons no longer call for a 1d2-1 check to determine if the shot hits. From now on, all inaccurate hits are hits.
* All inaccurate hits now deal 0.7x Pain and Limb Damage, including in melee (down from 0.8x)
 
 
= April 23rd 2019 =
'''Version 5.3''' - Simplification update #2 : Blood
 
This update aims at simplifying some of the mechanics related to the Blood statistic.
 
== General changes ==
* Blood no longer naturally heals at a rate of 0.1 per turn, making Pain the only statistic that naturally regenerates every turn no matter what. If you have no wounds, your current Blood level stabilizes at its current level.
* Natural blood regeneration is now tied to the daily reset; on top of the nutrition/hydration that is normally lost at midnight ingame, your body will attempt to regenerate 1 unit of Blood on its own every day (as long as there are no open wounds at that moment). Upon hitting the daily resert, you will lose 150 ntri and 2% Fatigue, and regenerate 1 Blood instantly. This is intended to incite finding BTKs or pay for a medic. If neither is possible, the tried and tested "buy food and let it heal over a few days" also works, however it may take several in-game days for large amounts of lost Blood.
* Blood Transfusion Kits now carry 3 units of Blood each instead of 5. Full BTKs now cost 350 P$ instead of 550 P$.
* A new type of medical item ('''Epoetin-alfa''', syringe) can be consumed to start a 20-turn effect resembling the old natural regeneration effect: +0.1 Blood per turn, in exchange for -15 ntri and +0.2% Fatigue per turn. In total, the item would help your body regenerate up to 2 Blood but burn up to 300 ntri and 4% Fatigue. Syringes of Epoetin-alfa cost 100 P$, making them the cheapest syringe-type medical item.
* Changes to '''Augmentations''': The Guardian LSS no longer increases the amount of Blood regenerated per turn, since that mechanic is gone. Instead, each level increases the amount of Blood regenerated every day by 1, at no extra cost of nutrition and fatigue. Level 1 therefore lets you heal 2 Blood per day, Level 2 is 3 Blood per day, and Level 3 is 4 Blood per day, all for the same cost of 150 ntri/2% Fatigue per turn, making it viable to heal large amounts of Blood loss over the space of a few days.
* Changes to '''Clothing protections''': Buffs to protection ratings. ''-Resistant'' will prevent injuries on hits dealing up to 4 limb damage (previously, 2), and ''-PROOF'' will prevent injuries on hits dealing up to 8 limb damage (previously, 4).
 
= February 20th 2019 =
* 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 =
== Extras ==
* New command: '''@asktsuchi'''. Ask a yes/no question and use that command. Results may vary.
 
= November 27th 2018 =
* Migration to the new wiki will begin shortly after the release of this update.
* The RePoints system is discontinued (please check the corresponding Patreon post for more information).
 
= Prior versions =
You can find all of the previous updates up to version 5 on the [http://old.mazeworld.net/wiki/Guide:Changelog old wiki's changelog].