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Changelog

5,802 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 =
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 350 420 ntri and 115 140 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 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 =
== 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].