Changes

Jump to: navigation, search

Changelog

9,818 bytes added, 16:23, 5 October 2019
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.
 
= 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.
* Introducing a new type of key item, the '''skeleton key'''; 10 different types exist, from Type 0 to Type 9. 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 (e.g. 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.
 
 
= September 6th 2019 (2) =
'''Version 5.43 (part 3) - The SteveMRE Konbini update part 3/3: Convenience stores'''
 
== Convenience stores ==
* Convenience stores are a new shop type which replaces the previously existing takeout stands.
* Convenience stores are a type of individual shop, sharing the same layout as other types of individual shops.
* 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; '''24-Seven, Fusco's Bodega, 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.
 
 
= September 6th 2019 (1) =
'''Version 5.43 (part 2) - The SteveMRE Konbini update part 2/3: New and improved rations, new food items'''
 
This is the second part out of a series of three updates.
 
== New food items ==
* 11 new and improved rations have been introduced, replacing the previous 3 completely.
* New category of food item, '''powdered drinks'''. Powdered drinks are inedible on their own, but can be combined with a bottle of water to create a drink.
** 8 powdered drink packets, and 8 corresponding crafting-only beverages introduced.
* 20 new types of regular food items introduced, many of which can be found in the new rations.
 
All of the new items have been added to the '''[[Food]]''' page.
 
== 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.
 
 
= September 5th 2019 =
'''Version 5.43 (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.
 
== General changes to all consumables ==
* All consumables that previously listed a percentage chance to get an effect, now always give the listed effect. The percentage chance effects have been scrapped.
 
== 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 ==
* 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 0.5%.
* Cup of tea, green: Effect now increases alertness instead of Agility, effect now lasts 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 turns
 
== Changes to meds ==
 
Many medical items have had their effects completely rewritten. These are the new effects for the following items:
 
* 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
 
== Changes to mushrooms ==
 
Many mushrooms have had their effects completely rewritten. These are the new effects for the following items:
 
* 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
* Furor: Rage for 20 turns
 
 
= 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 =
* Weapon lights:
** The dazzling effect mechanic has been entirely scrapped.
** In turn, weapon lights no longer cancel environmental blindness for every creature in the room, but instead only for the creatures equipped with a weapon light.
** 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.