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Changelog

10,625 bytes added, 20:22, 21 July 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.
 
= July 21st 2019 =
'''Version 5.42''' - Detective update
 
An accompanying Tsuchinoko update (version 138) will be released on the same day.
 
== Changes to [[Creatures]] ==
* The Maze Police faction has a new rank, Guard Detective. Ranks above Sergeant but below Chief, they are investigators in plain clothes, in charge of cases and issues. They come with their own set of equipment.
** They now appear as a separate type of creature that can be rolled by the '''&enc''' and '''&enc-LEO''' commands.
* All Maze Guard flavors have received an equipment update; trauma plates, Tasers, better load-bearing equipment.
 
 
= July 13th 2019 =
'''Version 5.41''' - Weapon accessory tweaks and simplifications
 
This update aims at trimming some more of the fat with game mechanics, specifically mechanics related to weapon accessories.
 
An accompanying Tsuchinoko update (version 137) will be released on the same day.
 
== Changes to [[weapon accessories]] ==
* Scopes: All scope effects have been re-balanced.
** Low-power optics: No longer have a special effect boosting accuracy only when aiming at small body parts, and instead provides a flat FT-1 bonus.
** Medium-power optics: Now provides a FT-2 bonus instead of FT-1.
** High-power optics: Now provides a IR-2 bonus instead of IR-1.
** Extreme-power optics: Now provides a IR-2 bonus instead of IR-1.
* Weapon lights:
** The dazzling effect mechanic has been entirely scrapped.
** When someone with a weaponlight aims at a creature with night vision or NVGs active, it no longer causes a blindness effect. (Flashbangs are unaffected, they still cause enhanced blindness to creatures with night vision).
** Weaponlights switched on now '''automatically break stealth''', as they are sources of bright light that can be seen by everyone.
* WL2 batteries have been '''entirely scrapped''', alongside three models of weapon light (Inforce APL, Inforce WML, and P3X Fury Tactical) due to redundancy.
* One new type of dual modules introduced: the '''Streamlight TLR-4''', which can be fitted on Short interfaces.
* All accessories that used to require WL2 batteries, no longer need them, and can function indefinitely. Integrated lights and lasers also no longer show a turn counter to represent battery life.
* All character sheets must have the following modifications made: All Inforce APL lights are replaced by Surefire X300U lights, and all Inforce WML and P3X Fury Tactical lights are replaced by Surefire M620 lights.
 
== Other general changes ==
* [[Cover]] mechanics simplified (effectively returned to a previous state); the Exposure system (exposed/hidden) is scrapped, cover now returns to protecting the full bodies of everyone that is behind cover.
 
= 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 =
'''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:
== 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].