Difference between revisions of "Changelog"

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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.
+
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 [[object lines]], will usually be listed in the [[Tsuchinoko (bot)|Tsuchinoko]] updates instead.
  
= September 6th 2019 (2) =
+
= Upcoming =
'''Version 5.43 (part 3) - The SteveMRE Konbini update part 3/3: Convenience stores'''
+
'''Version 6.9.4''' - Unnamed update
  
== Convenience stores ==
+
In progress...
* 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.
+
  
 +
= April 10th 2024 =
 +
'''Version 6.9.3.2''' - Helmet hotfix
  
= September 6th 2019 (1) =
+
* [[Effects]]: Removal of the Ballistic protective trait, now considered obsolete. Due to it being a carryover from eras of the game where headshot Pain multipliers used to be much higher than the current 1.5x (3x or higher), the effect remained unchanged and accidentally overbuffed the protective capabilities of helmets with the trait.
'''Version 5.43 (part 2) - The SteveMRE Konbini update part 2/3: New and improved rations, new food items'''
+
* [[Clothing and armor]]: All clothes that had the Ballistic protective trait lose it.
  
This is the second part out of a series of three updates.
 
  
== New food items ==
+
= March 24th 2024 =
* 11 new and improved rations have been introduced, replacing the previous 3 completely.
+
'''Version 6.9.3.1''' - Say My Name update
* 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.
+
* New Tsuchinoko command, '''&callsign'''. Generates one of about 200 different names (including variations).
 +
* Callsigns are intended to give, well, callsigns, but also nicknames, war names, and other aliases. Primarily intended for [[mercenary|mercenaries]] but easily adaptable to anyone else; Maze Military personnel, raiders, adventurers, and so on.
 +
* The command is designed to be expanded over time in even smaller, Tsuchi-only updates.
  
== 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.
 
  
 +
= March 18th 2024 =
 +
'''Version 6.9.3''' - The MazeOS Update
  
= September 5th 2019 =
+
* Added a fourth type of items requiring [[identification]]: '''Data storage devices.''' Includes floppy disks, zip disks, compact discs (CD), and hard drive disks (HDD). Camera memory cards also become a type of data storage device.
'''Version 5.43 (part 1) - The SteveMRE Konbini update part 1/3: Changes to consumables'''
+
* When finding data storage devices in the UA, they may contain useful or valuable data.
 +
* Bring data storage devices to a [[library]] computer to identify them, or use a [[Crafting items#Laptop|laptop]] to identify them on the field. Laptops are considered a new type of toolkit and are rechargeable with HITB batteries.
 +
** Laptops can also double as higher-capacity (and rechargeable) hacking toolkits.
 +
* Blank versions of data storage devices are available for sale in workshops (as [[crafting items]]). Blank devices currently have no specific purpose but GMs are encouraged in any story or quest where writing or saving data could be useful.
 +
* New [[Tsuchinoko (bot)|Tsuchinoko]] commands added to support this update: '''&data &data-floppy &data-zip &data-memcard &data-cd &data-hdd'''
  
This is the first part out of a series of three updates.
 
  
The effects of many consumables have been modified.
+
= February 9th 2024 =
 +
'''Version 6.9.2''' - Mushroom update
  
== General changes to all consumables ==
+
The functionality of [[mushrooms]] has been expanded, and a new essential shop can now be found in all towns. Mushrooms now become valuable loot ; low value individually, but due to their extremely low weight, worth hanging onto. Mushrooms can be sold or traded up directly for more valuable mushrooms at dedicated, brand-new locations. The mushroom identification costs have also been lowered to match the cost of the lowest-value mushrooms.
* 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 ==
+
* [[Identification]]: The cost of identifying mushrooms has been dropped to '''0.10 P$''' (previously 10 P$)
* '''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.
+
* [[Mushrooms]]: All mushrooms now have a monetary value (they previously did not) roughly consistent with their nutritional value and effects.
** All references to Nausea having a turn duration have also been eliminated.
+
* All towns now have a new location, the '''[[street kitchen]]'''
* '''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).
+
** The street kitchen works as both a restaurant and a shop. The manager is a random [[citizen]] with the [[Character traits|Mycologist]] trait.
 +
** The restaurant part of the street kitchen sells inexpensive, filling, mushroom-based dishes.
 +
** The shop part trades mushrooms. It sells a small selection of savory and magic mushrooms, and it will buy back any mushroom '''at cost''', similarly to valuables.
 +
* [[Tsuchinoko]]: Pull rates of mushroom types with the '''&marisa''' command have been adjusted to heavily favor normal mushrooms.
 +
** Normal mushroom pull chance per command: 63.38% -> '''71.81%'''
 +
** Magic mushroom chance per command: 32.39% -> '''12.23%'''
 +
** Unique mushroom chance per command: 4.23% -> '''15.96%'''
  
== 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 ==
+
= December 27th 2023 =
 +
'''Version 6.9.1.1''' - Melee Repair Kit hotfix
  
Many medical items have had their effects completely rewritten. These are the new effects for the following items:
+
Changes to [[toolkits]]:
 +
* Melee repair kits can now repair shields. The formula to calculate shield HP repaired is equal to the Condition (with Repair skill bonus) divided by 80 and rounded up.
  
* 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 ==
+
= December 25th 2023 =
 +
'''Version 6.9.1''' - The Soldier of Fortune Update<br/>
 +
''This update was conceptualized and developed almost entirely by [[User:GenericArchangel|GenericArchangel]]; the author mostly took care of minor fixes and additions and the final implementation.''
  
Many mushrooms have had their effects completely rewritten. These are the new effects for the following items:
+
A minor update focused on fleshing out [[MAIM]] and giving players the option to hire mercenaries.  
  
* Oni's Bane mushroom: Anti-oni syndrome for 10 turns
+
New [[Occupations|occupation]]: [[Mercenary]]
* 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 =
+
New [[List of named MAIM personnel|named characters]] (14 mercenaries, with different skillsets and loadouts)
'''Version 5.42''' - Detective update
+
  
An accompanying Tsuchinoko update (version 138) will be released on the same day.
+
Minor lore tweaks to MAIM itself to make it a legitimate organization, now headquartered in [[Ferron City]].
  
== 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.
 
  
 +
= October 4th 2023 =
 +
'''Version 6.9''' - The Nice, Big Re-Balance Update
  
= July 13th 2019 =
+
New gameplay concept and ability: [[Hebizuka's Favors]].
'''Version 5.41''' - Weapon accessory tweaks and simplifications
+
* They are MazeWorld's version of Edge points. Burn to re-roll a variety of unfavorable rolls.
 +
* A [[Character traits|trait]], '''Hebizuka's Favorite,''' allows you to have a maximum of 4 Favors instead of 3.
  
This update aims at trimming some more of the fat with game mechanics, specifically mechanics related to weapon accessories.
+
Changes to [[Abilities]]:
 +
* New technique, [[Shaft Splitter]]. Lessons to learn this technique can be purchased at a [[dojo]] for 2000 P$.
 +
* New technique, [[Two Become One]]. Lessons to learn this technique can be purchased at a [[dojo]] for 3000 P$.
 +
** The [[makaryuudo]] have been given this technique, as they have canonically invented it.
  
An accompanying Tsuchinoko update (version 137) will be released on the same day.
+
Changes to [[Ammunition]]:
 +
* [[RPG-7 rocket]]: TBG-7V rockets now cost 425 P$, increased from 265
 +
* [[RPG-29 rocket]]: TBG-29V rockets now cost 500 P$, increased from 300
 +
* [[Ammunition types]]: New ammo type for shotgun calibers, '''Dragon's Buckshot (D-Buck)'''.
  
== Changes to [[weapon accessories]] ==
+
Changes to [[Combat mode]]:
* Scopes: All scope effects have been re-balanced.
+
* Escaping now causes [[UA]] trip length to increase automatically by 1, as if it was a Detour +1.
** 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 ==
+
Changes to [[Clothing and armor]], [[youkai outfits]], and [[trauma plates]]:
* [[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.
+
* Many pieces of armor have received new effects (or had existing effects modified or deleted), mainly to hamper [[Agility]]. The general idea is that the heavier the armor, the bulkier and harder it is to move in.
 +
** Activist Recon Outfit (ARO), all five types: Agi+1 effect deleted
 +
** EOD Suit: Plate carrier effect added
 +
** Kawashiro Shinobi Outfit: Effect nerfed to Agi +1
 +
** Armored trench-coat, Composite armor vest, Composite armor full leggings, D armor full leggings, Dou-sode armor, Heavy D armor vest, Heavy K armor vest, Heavy T armor vest, K armor full leggings, Powered Combat Vest, SRA Riot Vest, SRA full leggings, T armor full leggings, [[trauma plate|Light steel trauma plate, Composite armor trauma plate]]: All of these received an Agi-1 effect
 +
** EOD Suit, Medieval cuirass, Heavy steel trauma plate: All of these received an Agi-2 effect
 +
* Many pieces of armor have been made more expensive.
 +
** Heavy steel helmet: Increase to 250
 +
** T armor helmet: Increase to 500
 +
** K armor helmet: Increase to 750
 +
** D armor helmet: Increase to 900
 +
** Cerashield helmet: Increase to 1250
 +
** Titanium/Steel helmet: Increase to 1300
 +
** EOD helmet: Increase to 2000
 +
** MASKA helmet: Increase to 2500
 +
** Armored dress: Increase to 400
 +
** Armored tuxedo: Increase to 400
 +
** Light stab vest: Increase to 400
 +
** Light K armor: Increase to 750
 +
** Light T armor: Increase to 800
 +
** Heavy K armor: Increase to 1500
 +
** Heavy T armor: Increase to 1600
 +
** Light D armor: Increase to 1800
 +
** SRA riot vest: Increase to 2000
 +
** Heavy D armor: Increase to 4500
 +
** EOD Suit: Increase to 5000
 +
** Powered Combat Vest: Increase to 7500
 +
* Some pieces of armor have been made cheaper.
 +
** Flak jacket: Decrease to 250
 +
** Kabuto-menpo: Decrease to 450
 +
* A new [[youkai outfit]] has been added, the '''Combat Outfit.''' It is a generic, non-faction combat outfit with similar looks and functionality as the Activist Combat Outfit. Available for all five body types for the same price as the ACO.
 +
* [[Style shop]]: New rules now heavily discourage creating armor with an AC of A4/A5, a youkai outfit with AC tier +4 or higher, or anything granting Agility +2 or higher. Anything combining Agility +0, +1, or +2 with high AC or outfit AC tier boost must be justified or have other maluses.
  
 +
Changes to [[Creatures]]:
 +
* [[Kasha]]: Natural [[Agility]] is now '''+1''' instead of +0.
  
= May 18th 2019 =
+
Changes to [[Effects]]:
'''Version 5.4''' - Simplification update #3 : Stress and inaccurate hits
+
* Travel Fatigue: Now burns 20 [[nutrition]] and 10 [[hydration]] per room traveled, on top of the Fatigue effects.
  
This update aims at further simplifying certain game mechanics.
+
Changes to [[Skills]]:
 +
* [[Evasion]]:
 +
** Successfully Dodging a critical hit now downgrades it to an inaccurate hit instead of turning it into a miss, meaning crits remain dangerous in both directions.
 +
* [[Handloading]]:
 +
** Picking up spent casings now grants Skill Points, at a rate of '''1 SP per 20 cases/hulls salvaged''' (or '''0.05 SP per case/hull''')
 +
** Disassembling ammunition into components now grants Skill Points, at a rate of '''1 SP per 20 rounds disassembled''' (or '''0.05 SP per round''')
 +
** The Skill Point bonus for handloading ammunition is doubled, the rate is now '''1 SP per 10 rounds loaded''' (or '''0.10 SP per round''')
 +
* [[Repair]]:
 +
** All skill thresholds have been halved. It now requires '''25 SP for Basic, 100 SP for Skilled, 250 SP for Expert''', and '''500 SP for Master'''.
  
== General changes ==
+
Changes to [[Weapons]]:
* Stress: All stress levels from Moderate and up no longer cause incremental fatigue effects.
+
* [[Brick]], [[Broken bottle]], [[Iron ball]], [[Stone]]: New throw mode.  
* 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.
+
** Throwing the broken bottle will always destroy it, whether you hit or not. If you do hit, target receives 3 [[light wounds]].
* All inaccurate hits now deal 0.7x Pain and Limb Damage, including in melee (down from 0.8x)
+
* [[Mini C4 charge]]: Price reduced to 100 P$, from 750. Rarity adjusted to 1, from 2.
 +
* [[Small C4 charge]]: Price reduced to 300 P$, from 1500. Rarity adjusted to 1, from 4.
 +
* [[Large C4 charge]]: Price reduced to 500 P$, from 2500. Rarity adjusted to 1, from 5.
 +
* [[Taser X26c]]: Stun effect buffed to 2 turns instead of 1
 +
* [[Stun baton]]: Stun effect buffed to 3 turns instead of 1d2
 +
* [[Stun knife]]: Stun effect buffed to 2 turns instead of 1d2
 +
* [[Shock gloves]]: Stun effect buffed to 3 turns instead of 1d2
  
  
= April 23rd 2019 =
+
= September 26th 2023 =
'''Version 5.3''' - Simplification update #2 : Blood
+
'''Version 6.82''' - Explosives hotfix
  
This update aims at simplifying some of the mechanics related to the Blood statistic.
+
Changes to [[Explosives]]:
 +
* Pressure mine disposal:
 +
** You can now shoot a mine to detonate it, but you must deliberately aim at one mine and score at least one inaccurate hit.
 +
** You no longer need to roll for accuracy when using an explosive; the explosive blast will set primed pressure mines off automatically.
 +
* Directional mine disposal:
 +
** You can now shoot a directional mine to destroy it (will not detonate on a hit), but you must deliberately aim at one mine and score at least one inaccurate hit.
 +
** If you use a weapon that causes a Standard explosion, it will destroy all mines on the same Side, not just the one you targeted.
 +
** You can now deliberately approach a primed directional mine from a Targeted Side, but you must pass two successive Agility checks (8+ to pass) to avoid setting it off. If you pass both, you enter the Side without setting the mine off. If you fail one check, you still enter the Protected Side, but it sets the mine off at 0.5x damage. Failing both sets it off at full damage. Regardless of the result, carefully approaching a mine breaks Stealth. However, it can also be done outside of combat.
  
== 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).
 
  
 +
= August 19th 2023 =
 +
'''Version 6.81''' - Mining hotfix
  
= February 20th 2019 =
+
Changes to [[Mining]] have been introduced to simplify it and make it easier.
'''Version 5.2''' - Extra game modes update
+
* Mining now works according to a hit point system instead of a chance-to-succeed system. The objective is to make mining more of a straight trade of resources and favor strength-based builds (which would already benefit from using tools like pick-axes and mattocks as weapons).
 +
* Each mining target (ore bundle, obstructions) now has a set number of hit points.
 +
* A pick or drill strike reduces the target's hit points; the check is based on the skill level (1d20 to 1d60, in increments of 10), multiplied by Strength.
 +
* Explosives damage equal to their limb damage multiplied by a number that depends on skill level (x1 to x3, in 0.5 increments).
 +
* The length of a Mining Level has been shortened from 15 + Mine level to 8 + Mine level
 +
* It is now possible to save your progress exploring a mine and leave without having to start over from Level -1.
 +
* New items at the mining supplies store now allow you to reset your progress in a mine and start over.
  
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.
+
= June 19th 2023 =
 +
'''Version 6.8''' - Deep Wound update
  
== General changes ==
+
* '''Introduction of a new [[injury]] type called deep wound (DWs)'''
* The [https://docs.google.com/forms/d/1fLN_YUoVStGt0ElBtVpyMg1bIvn1Eqxc3BuDJrdIkBk/ character sign-up form] has been updated to account for the changes below.
+
** A deep wound is similar to a normal wound (to be renamed '''light wound (LWs)'''), but causes four times the amount of bleeding per turn: -1.2 Blood per turn instead of -0.3.
 +
** Piercing-type damage now causes deep wounds
 +
** Bullet-type damage now causes light wounds on inaccurate hits and deep wounds on solid hits and criticals (except as otherwise dictated by ammo type)
 +
*** Rubber buckshot and rubber slugs continue causing fractures instead of LWs (no change to behavior)
 +
*** Flechette can now only cause LWs
 +
*** Sintered Frangible (SF) can only cause 2 wounds per successful hit, but the wound type is accuracy dependent; 2 LWs on an inaccurate hit, 2 DWs on a solid or critical hit.
 +
*** Broadhead arrows (BRD) can now cause 2 wounds per successful hit instead of just 1
  
== Survival ==
+
* New items:
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.
+
** '''[[Meds]]'''
 +
*** Tranexamic acid (TXA): Syringe, 400 P$, not addictive. Reduces bleed rate to 0.0/turn (effectively stops bleeding) for 10 turns
 +
** '''[[Mushrooms]]'''
 +
*** Extra wound healing (Extra vulnus medicae): Heals 3 wounds, prioritizing Deep Wounds first, then Light Wounds.
 +
*** Stop the bleed (Cessant sanguinem): Reduces bleed rate to 0.0/turn (effectively stops bleeding) for 10 turns
  
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).
+
* Changes to [[ammunition]]
 +
** Flechette damage tables balanced on all calibers to behave more like armor-piercing ammunition. All flechette damage on Ax armor classes has been buffed, damage on Cx is unchanged. New tables are as follows:
 +
*** [[12 gauge]] flechette: 12/11 '''15/12/9/5/2'''
 +
*** [[12 gauge CAWS]] flechette: 14/12 '''17/14/11/5/2'''
 +
*** [[20 gauge]] flechette: 12/11 '''15/12/9/5/2'''
 +
*** [[.410 bore]] flechette: 12/11 '''14/12/9/5/2'''
  
The main differences introduced by Survival are as follows:
+
* Changes to [[crafting]]
* 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!
+
** [[Crafting items]]: Rags have a chance to fix 1 LW.
* 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.
+
* Changes to [[creatures]]
 +
** Numerous creatures have attacks that variously cause extra wounds (1d2, 1d3, 2d2, etc.) on a hit. Most of these now cause either LWs or DWs depending on damage type.
 +
** Many creatures with healing spells will have their effects updated. They can now close both wound types, but will prioritize DWs first, LWs second, just like the Stop the bleed mushroom.
  
== Freeform play ==
+
* Changes to [[hospital|hospitals]]
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.  
+
** Light Wounds cost 10 P$ apiece to heal.  
 +
** Deep Wounds cost 25 P$ apiece to heal.
  
The main differences introduced by Freeform are as follows:
+
* Changes to [[Maze Customs]]
* All skills are unlocked. Freeform characters start with Unskilled in all non-combat skills, as well as a MAIM account.
+
** 26 weapons receive new [[Customs:Minor|Customs Minor modifications]]
* 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).
+
*** [[Accuracy International AW]]: AW 243, AW-F 243
** Reputation and Renown requirements from certain mercenaries are disabled.
+
*** [[CZ TSR]]: TSR Ultra Magnum
* Roazon is collapsed, exactly as it would after the Contestant completes Sidequest S3-2.
+
*** [[DSA SA58 FAL SPR]]: FAL SPR-243, FAL SPR-243 FA, FAL SPR-300 UM, FAL SPR-300 UM FA, FAL SPR-338, FAL SPR-338 FA
* All repeatable activities are available: Trading Missions, Mercenary Contracts, Mining, and Bounty Hunter
+
*** [[DSA SA58 FAL OSW]]: FAL OSW Superlight, FAL OSW Magnum, FAL OSW Heavy
* Several shops and services that are normally only obtained as sidequest rewards are available from the start:
+
*** [[FN Herstal FAL 50.00]]: FAL LRBR, FAL UM, FAL HBR
** The Power Armor Shop (Ferland Sector) is available and fully upgraded.
+
*** [[FN Herstal FAL 50.61 Paratrooper]]: FAL Para LRBR, FAL Para UM, FAL Para HBR
** The Advanced Handloading Services are available at the Ellen Sector factory.
+
*** [[FN Herstal FNAR Match]]: FNAR Hunter, FNAR Tactical Hunter
** The Powder & Primer Shop is available at the Littleton factory.
+
*** [[FN Herstal SCAR-H CQC]]: SCAR-H CQC UM, SCAR-H CQC HBR, SCAR-H LB, SCAR-H STD UM, SCAR-H STD HBR, SCAR-H LB LBR, SCAR-H LB OPFOR, SCAR-H LB UM, SCAR-H LB HBR
* Renown and Reputation are disabled, to allow GMs more flexibility.
+
*** [[Heckler & Koch G3A3]]: G3A3 Ultra Magnum, G3A3 HBR, G3A3 UM Tactical, G3A3 HBR Tactical
** It is recommended to replace any rewards in Renown/Rep with money, where applicable and where it would make sense. (e.g. Vigilante work)
+
*** [[Heckler & Koch HK41A2]]: HK41A2 Ultra Magnum, HK41A2 HBR, HK41A2 UM Tactical, HK41A2 HBR Tactical
 +
*** [[Heckler & Koch HK417]]: HK417 HBR, HK417 UM, HK417 Recce, HK417 DMR-H, HK417 DMR-U, HK417 Recce-L, HK417 Recce-H, HK417 Recce-U
 +
*** [[Heckler & Koch MSG-90]]: MSG-90 Ultra Magnum, MSG-90 HBR, MSG-90 UM Tactical, MSG-90 HBR Tactical
 +
*** [[Heckler & Koch PSG-1]]: PSG-1 Ultra Magnum, PSG-1 HBR, PSG-1 UM Tactical, PSG-1 HBR Tactical
 +
*** [[IWI Galil ACE 52]]: Galil ACE-H 52
 +
*** [[IWI Galil ACE 53]]: Galil ACE-H 53
 +
*** [[IWI Tavor 7]]: Tavor 7 HBR, Tavor 7 HBR Enhanced
 +
*** [[IZHMASH Kalashnikov SVK-12]]: SVK-12 HBR
 +
*** [[Kel-Tec RFB]]: LR-RFB, H-RFB, U-RFB, BG-RFB
 +
*** [[McMillan ALIAS CS5-T]]: CS5-T Heavy
 +
*** [[MKEK MPT-76]]: MPT-76 HBR
 +
*** [[Nemesis Arms Vanquish]]: Vanquish 243, Vanquish Magnum, Vanquish 358
 +
*** [[Parker-Hale M82]]: M82 Super Varmint, M82 Ultra Magnum, M82 Bear Eliminator
 +
*** [[Springfield M14]]: Model conversion to M1A, M14 UM, M14 HBR, M14 EUBR Custom, M14 EHBR Custom
 +
*** [[Springfield M21]]: M21 UM, M21 HBR, M21 EUBR Custom, M21 EHBR Custom
 +
*** [[Springfield M1A]]: Model conversion to M14, M1A UM, M1A HBR, M1A EUBR Custom, M1A EHBR Custom
 +
*** [[Steyr Scout]]: Hunting Scout, Light Scout, Magnum Scout, Heavy Scout, Big Game Scout
  
 +
* Changes to [[meds]]
 +
** Gauze roll: One use fixes 1 LW.
 +
** Individual Bandage: Fixes 1 LW.
 +
** Hemostatic Agent Pack: One use fixes 1 DW.
  
= January 17th 2019 =
+
* Changes to [[weapons]]
'''Version 5.1''' - KISS Update (Keep It Simple, Stupid!)
+
** [[Barbed nine-tails]], [[Broken bottle]], [[Long spiked chain whip]], [[Shuriken]], [[Spiked chain whip]], [[Barbed Lucille]]: Text update reflecting they now cause Light Wounds.
 +
** [[Meat fork]], [[Pitchfork]], [[Trident]], [[War fork]]: Text update reflecting they now cause Deep Wounds.
 +
** [[Tekko-kagi]]: Slashes cause LWs, stab punches cause DWs
 +
** [[Last Blood]], [[Rending Scissor Blade]]: Slashes cause 4 LWs per hit, stabs cause 2 DWs per hit
 +
** [[Muramasa]]: Gains 1 Bloodthirst point for every LW caused, and 2 points for every DW caused. Max Bloodthirst points is still 14.
  
This update aims at simplifying several game mechanics deemed too granular or generally not fun enough.
+
* Other changes
 +
** [[Basic mechanics]]: Sarah example updated to reflect LWs and DWs.
 +
** [[Convenience store]]: Updated the Meds aisle accordingly
 +
** [[Damage types]]: Updated accordingly
 +
** [[Explosives]]:
 +
*** Injuries caused by explosions: No longer causes wounds of either type. Instead, 1 fracture goes to a random body part for every 6 Base Explosive Damage (BED) caused. e.g., a MkIIIA2 grenade causes 1d8+18 BED, which results in 3-4 fractures.
 +
*** Injuries caused by shrapnel: Shrapnel can only cause LWs, despite being Bullet-type.
 +
** [[Limb health]]: Updated accordingly
 +
** [[Healing]] (non-combat skill): Updated accordingly
  
== Simplified nutrition and hydration ==
 
* Nutrition and hydration no longer decay at a rate of 1 per turn. Instead, these stats are slashed by a set amount at a fixed rate and frequency, to symbolize meeting daily recommended needs; these are called the '''Nutrition Reset''' and '''Hydration Reset''', respectively.
 
** Nutrition is reset every day at midnight. The reset will reduce the current Nutrition by an amount equivalent to (meat worth x 30). For a human, that amount is 2100 ntri.
 
** Hydration is reset every day at midnight. The reset will reduce the current Hydration by an amount equivalent to (meat worth x 10). For a human, that amount is 700 wtr.
 
* Nutrition and hydration each have new value ranges and corresponding effects; they are generally simpler and more clear-cut effects.
 
** Nutrition going too high will increase minimum Fatigue, and eventually reduce Agility.
 
** Nutrition going too low will decrease Strength, and eventually disable the ability to heal Pain, Blood or Limb Damage (due to the body not having the "fuel" to do so).
 
** Hydration going too low will decrease Strength, then Accuracy, then cause Hallucinations, until eventually causing death.
 
  
== Simplified fatigue ==
+
= March 18th 2023 =
* Fatigue no longer gradually increases every turn (what was called "natural fatigue"). Effects that can increase Fatigue bit by bit every turn still do exist.
+
'''Version 6.7.1'''- The Mining Overhaul Update (+ extra goodies)
* The "Energized" tier is deleted.
+
* Reaching an amount of Fatigue equal to 2x Endurance will result in death.
+
* All effects of high fatigue now decrease Agility, and eventually decrease accuracy and cause Hallucinations.
+
  
== Simplified clothing and armor ==
+
* [[Mining]] received a major overhaul
* Clothing and armor can no longer sustain damage, period. The only exceptions are:
+
** The exploration process was completely overhauled to reward progressing as deeply as possible.
** Trauma plates - which still continue to work as they normally do
+
** Introduction of a minecart feature to transport ores in and out of the mining facility
** Powered armor - which require a condition meter to determine protection level. When wearing power armor, damage calculation is greatly simplified - 1 limb damage sustained = 1 armor condition lost.
+
** Introduction of mine bosses, acting as guardians of specific depth levels
* Cutting clothes into rags (as long as they have the RagOK tag) now always succeeds and results in obtaining 1d4 Rags (at least 1 is now guaranteed). Multipliers (0.5x or 2x) affect the result of that 1d4, and it is always rounded up.
+
** The end of a mining facility should contain a GM-defined treasure (our recommendation is to make it an artifact weapon)
 +
** Metal ore bundle generation is reduced from 1d800*5 to '''1d200*5''', reducing the maximum size of a single bundle from 4 kg to 1 kg.
 +
** Gemstone ore bundle generation is reduced from 1d800*5 to '''1d10*50''', reducing the maximum size of a single bundle from 2 kg to 500 grams.
 +
* New [[List of UGL|underbarrel grenade launcher]]: [[ISL-201 UGL-I]] integrated underbarrel grenade launcher, exclusive to Customs MP5s with the ISL-201 handguard.
 +
* [[Maze Customs]]
 +
** [[Customs:Major#Blackhawk|Blackhawk]] and [[Customs:Major#Redhawk|Redhawk]] revolvers receive a new modification: Barrel porting, which acts as an integrated muzzle brake ([[Recoil]] -1).
 +
** [[Customs:Major#MP5|MP5]] receives a new handguard: ISL-201 handguard (Adds an [[ISL-201 UGL-I]] underbarrel grenade launcher). Not compatible with Short MP5K barrel or Long barrel.
 +
** Minor: RL optics for [[RPG-7]]
 +
** Minor: Tokarev magazine conversion for [[Thompson]]
 +
* [[Uncivilized Area]]: 5 new roomstyles, each designed to offer players opportunities to exercise non-combat skills.
 +
** '''Blocked pathway''': The front door leads to a Shortcut -1 but is blocked by the carcass of a rotting creature. The carcass must be [[Hunting|butchered]] to pass the door.
 +
** '''Dismantled roadway''': The front door leads to a Shortcut -2 but is locked and missing a doorset. You must [[Crafting|craft one]] with a Crafting toolkit to open the door. Crafting a doorset is treated as a Level 2 blueprint with no particular ingredients (50% base chance of success per kit use).
 +
** '''Caved-in causeway''': The front door leads to a Shortcut -3 but is caved-in by dirt, sand, or gravel. You must [[Mining|mine your way through it]] by successfully striking the obstruction 3 times. If you clear it, roll 1d20. On a 11-18, you receive one bundle of common ore. On a 19-20, you receive one bundle of rare ore.
 +
** '''Collapsed highway''': The front door leads to a Shortcut -4, but was destroyed to the point of impossibility. You must use a [[Repairing|Gun Repair Kit (GRK), Melee weapon Repair Kit (MRK), or Explosives Toolkit (XTK)]] to repair it. Each usage of any of these kits repairs the door by 1d50%. Skill level bonus is +10% for every level above Unskilled.
 +
** '''Padlocked cache''': The front door has been fitted with a lock, requiring the right key, [[Lockpicking|lockpicking]], or brute-forcing to open. Roll '''&genbox''' to determine loot and lock type. Opening the door adds extra loot to the next room, if applicable. (2x '''&boxlootW''' or '''&boxlootM''' depending on the results of '''&genbox''').
  
== Simplified weapon maintenance ==
 
* The Reliability/Max Cleanliness stat is scrapped.
 
* Durability is renamed Max Condition, and all firearms' Max Condition values have been rewritten.
 
* Critical failures have been completely revamped and simplified. Condition is now meant to be lost on a critical failure, and for each 2 rolled, the new command '''@critfail''' must be used.
 
** @critfail contains 80 possible effects, half of which are simple condition loss effects (ranging from 100 to 2000). The other half are condition loss effects (ranging from 50 to 1000) with a weapon failure (failure to fire, eject, etc.) effect on top. If the relevant weapon is a melee weapon or does not have a corresponding weapon failure type, the condition loss effect is doubled instead.
 
  
Changes to handloading:
+
= January 23rd 2023 =
* Load level (hotness) of ammunition affects the severity of the Condition loss on a critical failure. -P/Cold: Condition loss x0.5. +P/Hot: Condition loss x2. +P+/Super: Condition loss x4.
+
'''Version 6.7''' - The Bestiary Update
* 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 reference for ''all'' rounds fired that turn.
+
  
Changes to weapon accessories:
+
This update was co-designed with GenericArchangel and aims to make the bestiary more interesting and varied, more dangerous, yet make fighting worth the effort more often than not.
* Since Cleanliness no longer exists, silencers no longer apply a malus on the equipped firearm.
+
  
Changes to crafting:
+
* Changes to existing [[creatures]]
* Gun Cleaning Kits: They are now used to restore a firearm's Condition, as long as it's 60% or higher. Gun Repair Kits can still be used at any Condition percentage.
+
** [[Aquagon]]: Gains two new attacks: '''Electric bite''' and '''Mist ball.'''
 +
** [[Electragon]]: Changed the type of the '''stun attack''' from '''Piercing''' to '''Spec-Elec''', increased base Pain to '''44%.'''
 +
** [[Everdragon]]: Armor Class was increased from A4 to '''A5'''.
 +
** [[Kappa]] and [[Kenmun]]: Each gains a new attack, the '''Mist ball.'''
 +
** [[Jami]], [[Daijami]], [[Oujami]], Aquagon, Kappa, Kenmun: Changed the type of the '''mist ball''' from Special to '''Spec-Aqua,''' giving it the ability to cause [[Effects#Elemental|Water-Soaked]].
  
Changes to Maze Customs:
+
* Changes to [[effects]]
* Improved barrels now have different effects.
+
** [[Effects#Elemental|Water-soaked]]: Is now a semi-permanent effect intended to represent the effects of being drenched in water. As long as the effect is active, it overrides '''On Fire''' (disables any fires on the creature's body and prevents new fires from starting), but makes '''Spec-Elec''' cause double damage. Additionally, while the effect is active, the creature '''+0.2% Fatigue per turn''' at the end of combat, and '''+0.1% Fatigue per room traveled''' at the end of a UA trip. This effect is separate from actual Travel Fatigue, meaning it is unaffected by the [[Traits|Wherever I May Roam trait]].
** 4150CS barrel: Max Condition x1.25.
+
** New item introduced: '''Dispoable bath towel,''' Weight 0.5. This [[crafting items|item]] is a consumable with the sole purpose of removing an active Water-soaked effect. Once used, it is discarded. Available in [[Workshop|workshops]] for [[File:Parallar symbol.png|10px]]'''7'''.  
** 4150CS + Titanium Nitride (TiN) coating: Max Condition x1.5
+
** '''''GM tip:''''' A non-specified supply of bath towels is assumed to always be available in bathrooms, shower rooms, laundry rooms, and anywhere it would make sense to find them.
** 4150CS + Titanium Carbonitride (TiCN) coating: Max Condition x2
+
** 4150CS + NP3 coating: Max Condition x1.25, Condition loss on critical failure x0.5
+
** Rechambering a firearm with an improved barrel no longer causes the improved barrel to be replaced by a normal one (forcing the user to re-purchase the barrel improvements again). Making engineers slightly less evil!...
+
** Maze Customs now also offers the possibility to return to a non-improved, stock barrel, for 100 P$.
+
  
== Extras ==
+
* Changes to [[containers]]
* New command: '''@asktsuchi'''. Ask a yes/no question and use that command. Results may vary.
+
** Mimics, in the form of [[Containers#Mimic traps|mimic traps]], have been introduced. Upon being approached by an adventurer, they turn into creature-like constructs that must be fought to access the loot inside.
 +
** Four types of mimic traps have been introduced: Biter, Basher, Melter, and Burner. Each has an appropriate attack.
  
 +
* New [[stripper clips|stripper clip]]: '''Arisaka 5-round stripper clip''', compatible with the [[Type 38]], [[Type 44]], and [[Type 97]].
  
= November 27th 2018 =
+
* 21 new [[creatures]]:
'''Version 5 update''' - The Finished State update
+
** Bugs:
 +
*** [[Black Widowmaker]]
 +
*** [[Phantom Spider]]
 +
** Canines:
 +
*** [[Fox]]
 +
** Dragons:
 +
*** [[Saken]]
 +
** Mamono:
 +
*** [[Kuda-gitsune]]
 +
** Science experiments:
 +
*** [[Uemag]]
 +
** Bears (new category):
 +
*** [[Panda]]
 +
*** [[Black bear]]
 +
*** [[Brown bear]]
 +
*** [[Grizzly bear]]
 +
*** [[Armored grizzly]]
 +
** Deer (new category):
 +
*** [[Key deer]]
 +
*** [[White-tailed deer]]
 +
*** [[Elk]]
 +
*** [[Snawfus]]
 +
*** [[Danger Deer]]
 +
** Rodents (new category):
 +
*** [[Giant rat]]
 +
*** [[Giant beaver]]
 +
*** [[Procyon]]
 +
*** [[Giant capybara]]
 +
*** [[ROUS]]
  
== Quests ==
+
* 1 new [[occupations|occupation]]:
* '''Story Arc #3: The Human-Youkai War''' released! Features 33 quests, 1 sidequest, and 1 emergency quest.
+
** [[Makaryuudo]]
* '''Endgame content''' now available! The Contestant story may now come to an end as soon as all four Amulets are gathered
+
  
== Content ==
+
* Numerous [[creatures]], both new and existing, receive new drops that can be either obtained on death or harvested through [[Hunting|butchering]]. The full list is below:
Abilities:
+
** [[Food]]: Raw and fried chicken egg, raw and fried turkey egg, vinepear
* Several special abilities were renamed to '''techniques''', due to their similarity with martial arts techniques. Techniques are actions that can be performed instead of a regular combat action, and which, if the prerequisites are met, may allow their users to perform special moves that wouldn't otherwise be possible.
+
** [[Meds]]: Poison glands (small, medium, large), chelicera, telson
* Introduction of several new combat techniques:
+
** [[Valuables]]: New [[Valuables#Special valuables|Special valuables]]: Beast fang, blob matter residue, bone antler, borz subdermal scale, bronze feather, dragon scale, frost crystal, firelizard scale, giant rodent tooth, Golden Lion fang, hydra scale, keratin plate, LSS fluid canister, snawfus antler, spiny scale, steel antler, thorny scale, two-headed serpent scale
** Techniques that are learned upon reaching '''Expert skill level''' with a corresponding combat skill:
+
* [[Crafting]]:
*** Firearm techniques: Failure Drill (DA revolver, Semi-auto pistol/rifle/shotgun), Fanning (SA revolver), Mad Minute (Bolt-action), Recoil Control Stance (Automatic pistol/rifle/shotgun), Rifleman Trick (Lever-action), Zero's Trick (Pump-action)
+
** 7 new crafting [[blueprints]] and associated recipes: HmVnmS, HmVnmC, HmVnmM, HmVnmT, HmVnmL, DragonSP, HydraSP
*** Melee techniques: Any-Bash (One- and Two-handed clubs), Any-throw (Thrown weapons), Backlash (Whip/Lash weapons), Desperate Smash (Crude weapons), Double Cleave (Axes, One- and Two-handed swords), Stabbing Rush (Knives)
+
* [[Trauma plates]]:
** Techniques that can be '''purchased''': Lightning Reload (available for 3000 P$ at any shooting range)
+
** 2 new crafting-only plates: Dragon scale plate and Hydra scale plate
  
Maze Customs:
+
* Numerous [[creatures]], both new and existing, have received changes to their attacks to make them more lethal and more specialized.
* Customs:Minor - 1 new tactical conversion ('''Pecheneg Zenit'''), 4 new minor barrel configurations ('''SCAR-H STD, SCAR-L STD, SCAR-L LB, SG551-LB''')
+
** Bears
 +
*** [[Brown bear]]: Added new technique, FP Ripping claws.
 +
*** [[Grizzly bear]], [[Armored grizzly]]: Added new techniques, FP Ripping claws and FP Tearing bite.
 +
** Birds
 +
*** [[Bearded vulture]]: Increased MAPT of all attacks
 +
*** [[Emu]]: Increased MAPT of Peck
 +
*** [[Black vulture]]: Increased MAPT of Talon attack
 +
*** [[Elephant bird]]: Added multi-wound effect to Peck and Talon attack
 +
*** [[Bronze bird]]: Modified the property of Metal feather shot into an AP attack. Increased MAPT of all attacks.
 +
*** [[Lightning bird]]: Added new attack, Spark. Increased MAPT of Peck and Talon attack. Added non-combat skill: Evasion (Skilled).
 +
*** [[Basilisk]]: Increased MAPT of Peck and Poison spit.
 +
** Bugs
 +
*** [[Giant scorpion]]: Modified the property of the poison sting into an AP attack.
 +
** Canines
 +
*** [[Fox]], [[Wolf]], [[Warg]], [[Lupian]], [[Kallwolf]]: Added new technique, Scent detect.
 +
** Deer
 +
*** [[Elk]]: Added non-combat skill: Evasion (Basic)
 +
*** [[Snawfus]]: Added non-combat skill: Evasion (Skilled)
 +
*** [[Danger Deer]]: Added non-combat skill: Evasion (Expert)
 +
** Felines
 +
*** [[Jaguar]]: Added multi-wound effect to Bite and Claws
 +
*** [[Pantherian]]: Added multi-wound effect to Bite and Claws
 +
*** [[Splintercat]]: Added multi-wound effect to Bite and Claws
 +
*** [[Golden Lion]]: Added multi-wound effect to AP bite and AP claws
 +
** Golems
 +
*** [[Steel golem]]: Added trait: Blast-resistant
 +
** Humanoids
 +
*** [[Psionic fighter]], [[Psionic warrior]]: Added new technique, Psi-scan.
 +
** Mamono
 +
*** [[Shinigami]]: Raised MAPT of Force Bullet. Added new technique, AP Force Bullet.
 +
** Reptiles
 +
*** [[Firelizard]]: Added new technique, FP Tearing poison bite
 +
*** [[Two-headed serpent]]: Added new technique, FP Tearing poison bite
 +
*** [[Hydra]]: Added new techniques, Machine gun bite, FP Ripping claws and FP Tearing poison bite
 +
** Science experiments
 +
*** [[Vinebeast]]: Added new technique, FP Deep thorns
 +
*** [[Scaleworm]]: Modified the property of the Bite into an FP attack.
 +
** [[Halflings]]
 +
*** [[Canine halfling]]: Added new technique, Scent detect.
 +
*** [[Feline halfling]]: Added multi-wound effect to Claws
 +
** [[Youkai]]
 +
*** [[Guhin]]: Added new technique, Scent detect.
 +
*** [[Kasha]]: Added multi-wound effect to Bite and Claws
 +
*** [[Satori]]: Added new technique, Psi-scan.
  
Startgame:
 
* '''Tsuchinoko''' update: Rarity is finally weaved into the drop rates for the weapon commands (@wpn @wpnc1 @wpnc2 @wpnc3 @wpnc4 @wpnc5L @wpnc5S @wpncHG). The original commands (with equal chances for each weapon) have been given the '''-e''' suffix (@wpn-e, @wpnc1-e, etc...); '''e''' stands for "'''equivalent'''" (in the sense that each weapon has the same chance to be rolled as any other).
 
** Four new '''Tsuchinoko''' commands, '''@wpn-firearm''', '''@wpn-melee''', '''@wpn-firearm-e''' and '''@wpn-melee-e'''. The first two respectively roll only firearms (Classes 1-4) and melee weapons (Classes 5L, 5S, HG), and the last two are the equivalent chances versions of the first two.
 
* Kitsune and alligator halflings are now playable (discontinuation of the RePoints system)
 
* Equipment points to allocate have been increased from 5 to 10.
 
* Unspent equipment points are now worth 200 P$ each instead of 150 P$, and are now paid entirely in copper coins.
 
* Starting weapons are no longer dependent on the combat skills selected at the start. All of the packages are now available, and extra packages now only cost 2 equipment points instead of 3.
 
* Difficulty modes are no longer tied to RePoints. The starting amount of lives (Hard: 1, Easy: 3, Messiah: Infinite) is fixed.
 
  
== Meta ==
+
= December 24th 2022 =
* GM side changes: Planned migration away from Excel and fully towards Google Docs - from now on GMs and players should be using the same files; any changes and updates should be done through direct edition of the player's GDocs sheet. Any information that is hidden from the player should be kept on a separate, GM-only file (preferably also on GDocs) which lists only the hidden information and nothing else.
+
'''Version 6.6.3.1''' - Scary Snipers with Braking Power Mini-Update
* 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).
+
This update was entirely designed by GenericArchangel to fix a flaw related to muzzle brakes.
 +
 
 +
* Changes to [[Weapon accessories]]
 +
** [[Weapon accessories#Muzzle brakes|Muzzle brakes]]: If equipped to a weapon that is also equipped with a scope, the brake limits that weapon's maximum Recoil to 6 on top of applying its normal Recoil -1 effect. In this case, if that weapon's Recoil were to exceed 6 after applying all modifiers, it is treated as 6.
 +
 
 +
 
 +
= November 1st 2022 =
 +
'''Version 6.6.3''' - The Static MG Update
 +
 
 +
This update was co-designed with GenericArchangel and aims to adds more flavor and additional combat opportunities to the world.
 +
 
 +
* Changes to [[Cover]]:
 +
** New category of non-random cover (cannot appear in the UA): '''Machine gun emplacements''' (125 health, A4 armor)
 +
** Four types of MG emplacements: three based on existing weapons ([[M249|Static M249]], [[QJY-88|Static QJY-88]], [[M60|Static M60]]) and a unique new one, based on the Browning M2 .50 BMG machine gun: [[Static M2HB]]
 +
** Although static MGs function like weapons, they are non-equippable and not counted as new weapons (as they are elements of a piece of cover)
 +
** MG emplacements appear only in Towns at the [[Town Entrance|Town Gate]]. The type they receive depends on the town's population ("the larger the town, the bigger the bullets")
 +
* New [[weapon accessories]]:
 +
** [[M2 ammo belt|M2 ammo belts]] and belt links
 +
 
 +
 
 +
= October 30th 2022 =
 +
'''Version 6.6.2''' - The Redrawn Map Update
 +
 
 +
This update was co-designed with GenericArchangel and aims to make traveling across the Mazes more immersive. The changes made in this update will also be used to support further future map and location-related updates.
 +
 
 +
* Changes to [[Uncivilized Area]] and [[Civilized Areas]]:
 +
** Fast, Safe, and Deep routes are no longer available between all locations. While most locations are connected by a Deep route, the availability of a Safe or Fast route depends on the existence of a major trade route or traveling axis.
 +
** All wiki pages for each town, alongside the [[Intersection]] page, now feature route notation to inform players of each available route between each location.
 +
** A new [https://cdn.discordapp.com/attachments/379673260302008320/1036360652719149116/MzW_World_Map_11-2022.jpg world map] has been produced. It now shows a visual representation of each available route (green for Safe, blue for Fast, red for Deep).
 +
 
 +
 
 +
= October 18th 2022 =
 +
'''Version 6.6.1''' - The Str⑨ngest Balance Update
 +
 
 +
This update was co-designed with GenericArchangel and addresses minor balancing issues with specific [[Character traits]], [[yousei]] and [[kitsune]].
 +
 
 +
* [[Character traits]]:
 +
** '''Fast learner''' now grants '''5d25 XP''' instead of 8d25 XP.
 +
** '''Just Can't Use This''' now requires you to restrict '''4 [[combat skills]]''' instead of just 2. 2 of the skills restricted must be either Firearms or Heavy Weapons, and the other 2 must be Melee and Misc.
 +
* [[Yousei]]: Due to Limitless Potential, yousei now receive '''4x [[training machine]] XP'''. This effect stacks with the Fast learner and Slow learner traits.
 +
* [[Kitsune]]: Kitsune no longer start with '''Master''' level in [[Negotiation]]. Instead, they start with the [[Character traits|Very Pretty trait]] for free. The trait is non-removable (similar to [[hakutaku]] and Mycologist).
 +
 
 +
 
 +
= October 17th 2022 =
 +
'''Version 6.6''' - The Battle Rifle Update
 +
 
 +
This update was co-designed with GenericArchangel and aims to address power ranges across specific calibers, introduce a battle rifle family to Maze Customs, as well as new calibers, weapons, ammunition, and Customs mods.
 +
 
 +
==== [[Maze Customs]] ====
 +
* New [[Customs:Major|Major]] family: '''AR-10''', which includes the existing [[ArmaLite AR-10]] and [[KAC M110 SASS]], a new weapon (the [[ArmaLite AR-10(T)]]), and a range of new calibers listed below
 +
** 6 rechambering options
 +
** 5 barrel lengths, from 12.5" to 24"
 +
** 5 fire control group options
 +
** 3 handguards
 +
** 4 stock options
 +
** 3 upper receiver options
 +
* All existing Minor mods for the AR-10 and M110 SASS will be deleted
 +
 
 +
==== [[Ammunition]] ====
 +
* '''2 existing calibers re-balanced'''
 +
** [[7.62x51mm NATO]]: '''Buffed to a base Pain of 161%''' (16 more). New ballistic model (more closely matches M80 ball), new reference barrel (20" barrel from the [[ArmaLite AR-10|AR-10]] instead of the 17.7" [[Heckler & Koch G3A3|H&K G3A3]])
 +
** [[.260 Remington]]: '''Buffed to a base Pain of 133%''' (7 more). New reference barrel (20" instead of the previous 17.7")
 +
* '''5 new calibers'''
 +
** [[.243 Winchester]]: 115% Base Pain cartridge meant to be a low power, low recoil alternative to 7.62 NATO and .260 Remington. Available as a rechambering option for the AR-10 and Rem 700 families.
 +
** [[.300 RSAUM]] (Remington Short Action Ultra Magnum): 172% Base Pain cartridge, serves as an "optimized" alternative to 7.62 NATO. Rare caliber - no base weapons offered for it, but will be available as a rechambering option for the AR-10 and Rem 700 families. (and some non-Customs weapon systems)
 +
** [[.338 Federal]]: 182% Base Pain hunting-oriented big-bore cartridge, serves as one of the two "fat" alternatives to 7.62 NATO. Available as a rechambering option for the AR-10 and Rem 700 families.
 +
** [[.358 Winchester]]: 200% Base Pain hunting-oriented big-bore cartridge, serves as the other of the two "fat" alternatives to 7.62 NATO. Available as a rechambering option for the AR-10 and Rem 700 families.
 +
** [[8x50mm R Lebel]]: 164% Base Pain cartridge, selected for its historical significance. Available as a rechambering option for the Rem 700 family.
 +
 
 +
==== [[Handloading]] ====
 +
* New casings: [[.243 Winchester]], [[.300 RSAUM]], [[.338 Federal]], [[.358 Winchester]], [[8x50mm R Lebel]]
 +
* New projectiles:
 +
** .327, 198 grain: [[8x50mm R Lebel]]
 +
** .338, 225 grain: [[.338 Federal]]
 +
** .358, 200 grain: [[.358 Winchester]]
 +
* Existing projectiles:
 +
** .243, 90 grain: Gains compatibility with [[.243 Winchester]]
 +
** .308, 150 grain: Gains compatibility with [[.300 RSAUM]]
 +
* Primers:
 +
** Large Rifle: Gains compatibility with [[.243 Winchester]], [[.338 Federal]], [[.358 Winchester]], [[8x50mm R Lebel]]
 +
** Large Rifle Magnum: Gains compatibility with [[.300 RSAUM]]
 +
 
 +
==== [[Weapons]] ====
 +
* 15 new firearms:
 +
** [[ArmaLite AR-10(T)]] - New AR-10 family member, semi-automatic rifle, [[.338 Federal]]
 +
** [[Breda PG]] - burst-fire only machine gun, [[7x57mm Mauser]]
 +
** [[Browning BAR]] (not to be confused with [[Colt M1918 BAR|the other BAR]]) - semi-automatic rifle, [[.243 Winchester]]
 +
** [[Browning BPR]] - pump-action rifle, [[.243 Winchester]]
 +
** [[Remington Model 700 ADL]] - New Rem 700 family member, bolt-action rifle, [[.243 Winchester]]
 +
** [[MAS Berthier Model 1892 Artillery Carbine]] - bolt-action rifle, [[8x50mm R Lebel]]
 +
** [[MAS Lebel Model 1886/M93]] - bolt-action rifle, [[8x50mm R Lebel]]
 +
** [[MAS RSC Model 1918]] - semi-automatic rifle, [[8x50mm R Lebel]]
 +
** [[Rossi Circuit Judge]] - semi-automatic rifle/shotgun, [[.45 Colt]] (3-inch chamber)
 +
** [[SAKO Tikka T3 Lite]] - bolt-action rifle, [[.338 Federal]]
 +
** [[Savage Arms Model 99R]] - lever-action rifle, [[.358 Winchester]]
 +
** [[SIDARME Model 1915 CSRG Chauchat]] - machine gun, [[8x50mm R Lebel]]
 +
** [[Winchester Model 70 Featherweight]] - bolt-action rifle, [[.358 Winchester]]
 +
** [[Winchester Model 88]] - lever-action rifle, [[.243 Winchester]]
 +
** [[Winchester XPR Compact]] - bolt-action rifle, [[.243 Winchester]]
 +
* 5 new melee weapons:
 +
** [[Iron ball]] - Crude weapon
 +
** [[M1886 Rosalie]] - Bayonet for the [[MAS Lebel Model 1886/M93]]
 +
** [[M1905 sword-bayonet]] - Bayonet for the [[Springfield M1903A3]]
 +
** [[Service cutlass]] - One-handed sword
 +
** [[Sten Mk I]] - Bayonet for the [[Enfield RSAF Sten Mk II]]
 +
* Other changes:
 +
** [[Armat M41A Pulse Rifle]]: Removed from retail, becomes an artifact weapon
 +
 
 +
 
 +
= October 3rd 2022 =
 +
'''Version 6.5.4.1''' - Archery rule patch
 +
 
 +
==== [[Weapons]] and [[Ammunition]] ====
 +
* The rules now explicitly specify that [[Arrow|Arrows]], [[Large bolt|Large bolts]] and [[Small bolt|Small bolts]] can be reused, according to specific conditions.
 +
** Under normal conditions, all hits and misses produce arrows that can be retrieved. Only critical failures result in arrow or bolt breakage.
 +
** If the arrowhead is XPL (Explosive): All hits and misses result in detonation, making explosive arrows 100% non-reusable.
 +
** If the arrowhead is IMP (Improvised): Misses and critical misses result in breakage. Only hits are reusable.
 +
 
 +
 
 +
= September 18th 2022 =
 +
'''Version 6.5.4''' - Guns, Blood, and Drugs; A balancing update
 +
 
 +
==== [[Maze Customs]] ====
 +
* The [[Heckler & Koch MP5K]] is added to the MP5 Customs family.
 +
* Customs: New modifications for the MP5:
 +
** Barrel length: Short MP5K barrel (4.5-inch barrel) - Muzzle: N/A, Underbarrel: Integrated foregrip - Cost: 150 P$
 +
** The Short MP5K barrel is incompatible with the Surefire 628 and Quad rails
 +
 
 +
==== [[Limb health]] ====
 +
* [[Wounds]] now cause a bleeding rate of '''-0.3 Blood per wound per turn.'''
 +
 
 +
==== [[Meds]] ====
 +
* First aid kit (FAK): Weight reduced to 1 (previously 2)
 +
* Epoetin-alfa: Effect modified to Blood +0.2/turn, -30 ntri/turn, +0.4% Fatigue/turn for 20 turns
 +
 
 +
==== [[Addictions]] ====
 +
* New addiction mechanics simplifying the previous system: As before, using a substance comes with a percentage chance of becoming addicted. However, the withdrawal tiers now function differently and more simply. Now, every use of an addictive substance is a chance to increase the current addiction level by 1, from the minimum of 0 (no effects) to the maximum of 3.
 +
* Instead of disabling corresponding withdrawal effects when an addictive substance's effects are active, withdrawal effects are now truly permanent and continue being active even if the character uses the corresponding substance. In other words, usage effects and withdrawal effects now stack.
 +
* [[Hospital]]: Addiction removal is now tier based and depends on the current level. It now costs 250 P$ and 2 day periods of mandatory rest per level, up to 750 P$ and 6 day periods (1 full day) for treating a single Level 3 addiction.
 +
* Addiction effects: To account for the possibility of med effects and withdrawal effects being active simultaneously, the following withdrawal effects have been modified:
 +
** Nicotine withdrawal
 +
*** Level 1: Minimum Stress set to 15.0%
 +
** Alcohol withdrawal
 +
*** Level 1: Need a drink (level 1) applies to this character (see below),
 +
*** Level 2: Need a drink (level 2) applies to this character (see below), Agility -1
 +
*** Level 3: Need a drink (level 3) applies to this character (see below), Agility -2, IS tier +1, Hallucinations
 +
** Cannabis withdrawal
 +
*** Level 1: Mild munchies
 +
*** Level 2: Minimum Stress set to 15.0%, Mild munchies, Mild thirst
 +
*** Level 3: Minimum Stress set to 30.0%, Intense munchies, Mild thirst
 +
** Anabolic steroid withdrawal
 +
*** Level 1: Minimum Stress set to 30.0%
 +
*** Level 2: Minimum Stress set to 60.0%
 +
*** Level 3: Minimum Stress set to 90.0%, Rage
 +
** Sick hakutaku syndrome
 +
*** Level 1: IR +1
 +
*** Level 2: FT +1, IR +1
 +
*** Level 3: FT +1, IR +1, Hallucinations
 +
 
 +
==== [[Effects]] ====
 +
* Alcohol affinity ([[Oni]] creature trait): Effect simplified. Instead of both halving Inebriation received and doubling the Stress relief effect of [[Effects#Stress|Need a drink]] to compensate, this trait now simply doubles the Stress relief effect but gives the normal amount of Inebriation.
 +
* The "Need a drink" effect has been delineated into 4 variants; Level 0, Level 1, Level 2, and Level 3. In essence, the "Need a drink" effect progressively offers less and less Stress relief per Inebriation gained as your character's level of Alcohol addiction increases.
 +
 
 +
 
 +
= August 24th 2022 =
 +
'''Version 6.5.3''' The R&R Update
 +
 
 +
==== [[Basic mechanics]] ====
 +
* Created and defined the concept of [[Downtime]].
 +
 
 +
 
 +
= July 20th 2022 =
 +
'''Version 6.5.2''' - Lockpicking minigame update
 +
 
 +
==== [[Skills]] ====
 +
* The [[Lockpicking#Picking electronic locks|electronic lockpicking]] minigame has been updated with an easier and more balanced variant.
 +
 
 +
 
 +
= April 20th 2022 =
 +
'''Version 6.5.1''' - Simplification Update #10: Completely Baked Edition
 +
 
 +
==== Basic game mechanics ====
 +
* [[Recoil]] has been simplified; there is no point of aim shift after crossing ADT anymore (due to it being a remnant of when Recoil required checking for shot order).
 +
 
 +
==== [[Weapon accessories]] ====
 +
Effect changes to the following accessories:
 +
* Laser sights: No longer cancel the point of aim shift (as that mechanic has been deleted), now gives '''IR -1'''.
 +
 
 +
 
 +
= March 22nd 2022 =
 +
'''Version 6.5''' - Further Balance Updates
 +
 
 +
==== Basic game mechanics ====
 +
Changes to the following core game mechanics:
 +
* Major change to the [[limb groups]] system: hits to the LIMB group now cause '''0.5x''' damage (same as hits to the EXTREMITIES) instead of the previous 0.4x.
 +
 
 +
==== [[Ammunition]] ====
 +
Major rebalancing to the ammunition type cost multipliers:
 +
 
 +
* Tracer: '''1.1x''' (previously 1.5x)
 +
* Match: '''3.0x''' (previously 4.0x)
 +
* LSWC: '''0.8x''' (previously 0.85x)
 +
* JHP: '''1.5x''' (previously 3.0x)
 +
* JSP: '''1.2x''' (previously 2.0x)
 +
* LSWCHP: '''2.0x''' (previously 2.5x)
 +
* HPX: '''2.5x''' (previously 4.0x)
 +
* AP: '''1.5x''' (previously 3.0x)
 +
* SAP: '''1.2x''' (previously 2.0x)
 +
* APX: '''2.5x''' (previously 5.0x)
 +
* API: '''2.5x''' (previously 4.0x)
 +
* SF: '''1.2x''' (previously 1.5x)
 +
* UHS: '''1.2x''' (previously 2.5x)
 +
 
 +
==== [[Character creation]] and [[Character customization]] ====
 +
* [[Human]] characters now receive '''4 starting trait points''' instead of the normal 3, to compensate for the lack of racial benefits.
 +
 
 +
==== [[Convenience store|Convenience stores]] ====
 +
* Convenience stores now sell [[M67]] frag grenades, [[M18 smoke grenade|M18]] smoke grenades and [[M84]] flashbang grenades (1d8 per store)
 +
 
 +
==== [[Crafting]] ====
 +
* Changes to [[Toolkits]]:
 +
** Gun Cleaning Kits (GCK), Gun Repair Kits (GRK), Melee Repair Kits (MRK), Explosives Toolkit (XTK): Maximum uses per kit buffed to '''10 uses''' instead of 3. Price per unit is unchanged.
 +
** Gun Cleaning Kits: Now repairs '''200 Condition''' per use (previously 100).
 +
** Gun Repair Kits and Melee Repair Kits: Now repairs '''400 Condition''' per use (previously 250).
 +
 
 +
==== [[Traits]] ====
 +
New traits (<span style="color:#00CC00">'''Green: Positive'''</span> ; <span style="color:#CC0000">'''Red: Negative'''</span>):
 +
* <span style="color:#CC0000">'''Bad eyesight'''</span> (+2): Your character has a natural vision impairment that cannot be corrected with eyeglasses. You suffer from a permanent FT+1 effect.
 +
* <span style="color:#00CC00">'''Druggist'''</span> (-2): Ability to [[Identification|identify]] [[meds]] on sight
 +
* <span style="color:#00CC00">'''Fast learner'''</span> (-1): Your character earns Training Points at a faster rate.
 +
** When training at the [[shooting range]] or the [[dojo]], you divide the number of successes by '''4 instead of 5''' to obtain your Training Points (effectively corresponds to ~25% faster learning).
 +
** You earn [[training machine]] XP at a faster rate. When using a Dojo's training machines, you gain '''8d25 XP''' per use instead of the normal 4d25.
 +
** Not compatible with Slow Learner
 +
* <span style="color:#CC0000">'''Frigid'''</span> (+2): Your character '''heals no [[Stress]]''' in the following situations: [[Strip club]]: Pole-dancing shows, private dances, special services ; [[Sanctum]]: Stress-relief chamber ; [[Cubus]]: Sex services ; Reading [[book|erotic books]] ; Any sexual or intimate situation (at the GM's discretion)
 +
** Not compatible with Horny
 +
* <span style="color:#00CC00">'''Jeweler's Eye'''</span> (-2): Ability to [[Identification|identify]] [[gemstones]] on sight (although not appraise them)
 +
* <span style="color:#00CC00">'''Mycologist'''</span> (-2): Ability to [[Identification|identify]] [[mushrooms]] on sight
 +
** If your character is a [[hakutaku]], you have this trait by default, at no cost. (This trait cannot be removed.)
 +
* <span style="color:#CC0000">'''Slow learner'''</span> (+1): Your character earns Training Points at a slower rate.
 +
** When training at the [[shooting range]] or the [[dojo]], you divide the number of successes by '''6 instead of 5''' to obtain your Training Points (effectively corresponds to ~16.67% faster learning).
 +
** You earn [[training machine]] XP at a faster rate. When using a Dojo's training machines, you gain '''3d25 XP''' per use instead of the normal 4d25.
 +
** Not compatible with Fast Learner
 +
 
 +
Changes to existing character traits:
 +
* '''Galaxy Brain''' has been removed.
 +
* '''Phobia''': Additional effect. If you were in combat against a creature or a category for while you have a phobia, you receive '''quadruple Stress''' at the end of combat.
 +
 
 +
==== [[Effects]] ====
 +
The following Effects have been modified:
 +
* '''Combat Stress''': Base effect is '''doubled''', meaning that each turn of combat now causes +0.2% to +0.8% [[Stress]] per turn multiplied by the number of starting enemies.
 +
* '''Travel Fatigue''': The base roll is a '''2d4''' instead of the previous 1d8, meaning that each room traveled adds +0.2% to +0.8% [[Fatigue]], with a bell curve effect biased towards the median of 5 (+0.5%).
 +
 
 +
 
 +
= March 5th 2022 =
 +
'''Version 6.4''' - The Love Hotel Grabbag of Optimizations Update
 +
 
 +
==== [[Weapons]] ====
 +
Several melee weapons have had their damage values and Weight changed to improve balance.
 +
List of changes by melee weapon category
 +
 
 +
Axes
 +
* [[Fire axe]]: Increased base damage to 72% - 72/65 54/43/32/14/4
 +
 
 +
Crude weapons
 +
* [[Meat fork]]: Increased base damage to 30% - 30/27 21/17/12/6/1
 +
 
 +
Knives
 +
* [[Dagger]]: Increased base damage to 53% - 53/48 40/32/24/11/3
 +
* [[Karambit]]: Decreased base damage to 28% - 28/25 20/15/11/6/1
 +
 
 +
One-handed clubs
 +
* [[Heavy spiked gada]]: Increased LDV to +3
 +
* [[Flanged mace]]: Increased LDV to +3
 +
* [[Pipe wrench]]: Increased weight to 9. Increased base damage to 70% - 70/67 56/46/35/18/5
 +
* [[Wrench]]: Decreased weight to 2. Decreased base damage to 33% - 33/30 25/20/15/7/2
 +
* [[Hammer]]: Increased weight to 3.
 +
 
 +
One-handed swords
 +
* [[Butterfly sword]]: Decreased base damage to 45% - 45/41 32/25/18/9/1
 +
 
 +
Two-handed club
 +
* [[Iron bat]]: Increased base damage to 50% - 50/48 40/33/25/13/4
 +
 
 +
Whip/Lash
 +
* [[Kusari-fundo]]: Increased LDV to +3. Increased base damage to 55% - 55/52 44/36/28/14/4
 +
* [[Straight whip]]: Decreased base damage to 45% - 45/43 36/29/23/11/3
 +
* [[Bullwhip]]: Increased LDV to +2. Increased base damage to 49% - 49/47 39/32/25/12/4
 +
* [[Light bullwhip]]: Increased LDV to +1. Increased base damage to 37% - 37/33 28/22/17/7/2
 +
* [[Riding crop]]: Decreased weight to 3. Decreased base damage to 30% - 30/29/24/20/15/8/2
 +
* [[Nine-tails]]: Decreased weight to 2.
 +
 
 +
==== [[Food]] ====
 +
Food items other than packaged rations and canned goods now have different weight values. Instead of being all 1 unit, they may be any one of the following: 0.25, 0.5, 1, 2, or 3 units.
 +
 
 +
===== New weight values =====
 +
Fruit
 +
* 0.25: Apricot, Grapes, Kumquat, Kiwifruit
 +
* 0.5: Apple, Pear, Orange, Pomegranate, Banana
 +
* 1: Watermelon wedge
 +
* 2: Pineapple
 +
* 3: Cantaloupe
 +
 
 +
Vegetable
 +
* 0.25: Carrot, Beet, Turnip, Leek, Wasabi root
 +
* 0.5: Tomato, Potato
 +
* 1: Artichoke, Cucumber
 +
* 2: Cabbage
 +
 
 +
Meat
 +
* 0.25: All types of game meat
 +
 
 +
Seafood
 +
* 0.25: Mussels, Clam, Sardines
 +
* 0.5: Trout, Cod
 +
* 1: Sea bass, Sole, Grilled eel, Lobster
 +
* 2: Cuttlefish, Salmon, Carp, Tuna, Crab
 +
 
 +
Dessert
 +
* 0.25: Waffle, Madeleine, Crepe, Scone
 +
* 0.5: Yogurt, Brownie, Ice cream cone, Fruitcake slice, Millefeuille, Donut, Muffin, Cookies (6), Large cookie
 +
* 1: Black forest cake slice, Cream pie slice, Cookies (18)
 +
 
 +
Snacks
 +
* 0.25: Chocolate bar, Caramel, Bread slice, Cheddar slice, Fortune cookie, Energy bar, Granola bar, Whole wheat biscuits, Candy (mint), Candy (strawberry), Fruit bar, Milk and cereal bar, Peanut caramel bar
 +
* 0.5: Candied fruit can, Peanut chocolates (27), Salt crackers (10), Breadsticks (10), Breakfast biscuits
 +
* 1: Peanut chocolates (168), Salt crackers (20), Breadsticks (20), Pretzels, Popcorn (plain), Popcorn (caramel), Honey-roasted nuts
 +
 
 +
Fast-food
 +
* 0.5: Fries, Fried potatoes, Nuggets (6), Pizza (1 slice), Sandwich, Cup noodles
 +
* 1: Cheeseburger, Double cheeseburger, Nuggets (20), Hamburger, Hot-dog, Chili-dog, Corn-dog, Hot-gon
 +
* 2: Potato chips
 +
* 3: Pizza (8 slices)
 +
 
 +
Beverages
 +
* 0.5: Orange juice, Tea (black), Tea (green), Lemonade, Cola, Coffee (black), Apple juice, Grape juice, Energy drink, Coffee (cappucino), Hot cocoa
 +
* 1: Mineral water, Milk, Beer (blonde), Beer (brown), Beer (stout), Craftable powdered drinks (all of them)
 +
* 2: Champagne, Red wine, Vodka, Mead, Absinthe, Sake, Whiskey, Brandy, Cider
 +
 
 +
===== Changes to rations =====
 +
The contents of specific rations have been changed.
 +
 
 +
* Ration B1: Added 1 extra pack of whole wheat biscuits and 1 can of spam
 +
* Ration B2: Removed 1 packet of powdered coffee
 +
* Ration L1: Removed 5 cigarettes and 5 safety matches
 +
* Ration L2: Added 1 can of pasta with tomato sauce
 +
* Ration S1: All item quantities doubled, added 2 milk and cereal bars
 +
 
 +
===== Other food related changes =====
 +
 
 +
* [[LBE]]: All LBE with a Food holster: the effect is replaced to "max weight: 3" instead of "max items: 2"
 +
* [[Style shop]]: Custom food holsters are now weight-based instead of item count-based, as above.
 +
 
 +
==== [[Meds]] ====
 +
First Aid Kits (FAKs) and Field Surgery Kits (FSKs) receive simplifications to make them easier to use and manage:
 +
 
 +
* FAKs and FSKs no longer serve as mini containers capable of carrying extra meds (IBs, paracetamol, HAP, epinephrine, etc.)
 +
* Instead, FAKs and FSKs are now multiple-use. FAKs have 3 uses before depletion, FSKs have 5 uses (1d3 and 1d5 on randomly found ones)
 +
* No changes to pricing or limb healing effects, all 3 uses of an FAK can therefore heal up to 21 HP, and all 5 uses of an FSK, 60 HP.
 +
 
 +
==== [[Hotel|Hotels]] ====
 +
A new hotel classification has been added: Love Hotels.
 +
* Falls outside of the luxury level (star system) by offering a unique service, represented by a heart symbol (♡)
 +
* Love hotel rooms possess a single king-size bed intended mainly for couples, similar to ★★★★ hotels.
 +
* Love hotels only allow you to book a room if you have at least one partner, and booking only lasts 4 hours, not 24. The intention is to provide couples (or groups) with the privacy needed for intimacy.
 +
* In exchange, the stay is cheap - just [[File:Parallar symbol.png|10px]]'''50''' to get in.
 +
 
 +
Several towns received new hotels:
 +
* Neutral towns
 +
** Calfair Sector - ★★ Rudolf's Lodge
 +
** Littleton - ★★ Little Inn
 +
** Nanton - ★★★ Slow Wave Hotel
 +
** Ovis City - ★ The Roadside Resort
 +
** Saker - ♡ The Serial Inn
 +
* Angelic towns
 +
** Alba Radium - ★ Guiding Light Inn
 +
** Beatus - ★★★ Dreamers House
 +
** Divus Nitor - ★★ The Celestial Auberge
 +
** Semitas - ★★ Quietus Inn
 +
* Demonic towns
 +
** Flaxton - ★ The Hotelion
 +
** Novysera - ★ The Bonfire
 +
** Rog - ♡ Heat Wave Hotel
 +
** Temno - ♡ Jam and Cream
 +
** Utroba - ♡ The Deep Dive
 +
* Military towns
 +
** Camp Charger - ★ Chamber-Inn
 +
** Fort Cobalt - ★★★ First Force Hotel
 +
** Fort Scarlet - ★ Scenic Route Lodge
 +
** Fort Wight - ★★★★ Fortress R&R
 +
** Station Delta - ★ Last Stop Hotel
 +
** Station Lasker - ★ Southern Comfort
 +
** Station Sigma - ♡ Six Appeal
 +
* Police towns
 +
** Beadsor - ★★ The Hog and Barrel Hostel
 +
** Elusec - ★★★ Kilburn's
 +
** Murberry - ★ Layd Backe
 +
** Wayward - ★★ Thornton Hostel
 +
* Syndicate towns
 +
** Baden Town - ★★ The Run-Inn
 +
** Viris Area - ♡ Lovelight
 +
* Youkai towns
 +
** Aosaidan - ★★ Kaneda (金田)
 +
** Masatomo - ★★★ Lodge of the Fork
 +
** Kazama - ★★ Amane Hotel (天音 HOTEL, lit. "Divine Sound Hotel")
 +
** Kijirou - ★★★ Dou to Gin (銅と銀, lit. "Copper and Silver")
 +
 
 +
A few existing hotels changed classification:
 +
* Ellen Sector - Warm Case Hotel - Was ★★, becomes ♡
 +
* Abakash - Brim Inn - Was ★★, becomes ♡
 +
* Garica Block - Marion's Inn - Was ★★, becomes ♡
 +
 
 +
==== [[Creatures]] and [[Occupations]] ====
 +
The following creatures and occupations received changes to their loadouts and skills:
 +
 
 +
* [[Escort]]: [[Glock 26]] loadout replaced with [[Glock 19]] and 15-round mags
 +
* [[Escort boss]]: [[Para P-14]] loadout replaced with [[Para P-18]], two magazines, and 9x19mm Standard JHP ammo
 +
* [[Janitor]], [[Head janitor]]: [[Broom]] replaced with [[Mop]]
 +
* [[Acolyte]]: New Primary 2 weapon: [[Round shield]]. New [[skills|skill]]: Shields (Basic)
 +
* [[Knight]]: [[Arming sword]] replaced with [[Heater shield]]. New [[skills|skill]]: Shields (Skilled)
 +
* [[SRT Officer]]: New Primary 2 weapon: [[Ballistic shield - Alpha]]. New [[skills|skill]]: Shields (Expert)
 +
* [[Vampire]]: [[AI AWSM]] loadout replaced with [[AI AW]], two magazines, and 7.62x51mm NATO Standard FMJ ammo
 +
 
 +
==== Other changes ====
 +
* [[M1 Garand]]: Missing Customs combinations have been added
 +
* [[Hospital]]: Cost of healing limb damage dropped from [[File:Parallar symbol.png|10px]]'''25''' to [[File:Parallar symbol.png|10px]]'''15'''.
 +
 
 +
 
 +
= February 10th 2022 =
 +
'''Version 6.3.13''' - The 1000-Weapon Update, Part 13: Submachine guns and Two-handed swords
 +
 
 +
15 new weapons added to the game (14 firearms, 1 melee weapon), bringing the total to the covered '''1,000'''!
 +
 
 +
==== New weapons ====
 +
 
 +
* Firearms:
 +
** [[Class 2 weapons]]:
 +
*** [[Angstadt Arms UDP9 PDW]]
 +
*** [[Beretta PM12S]]
 +
*** [[Blyskawica]]
 +
*** [[Changfeng CS/LS06]]
 +
*** [[Enfield RSAF Sten Mk II]]
 +
*** [[Franchi LF-57]]
 +
*** [[IMI Mini UZI]]
 +
*** [[IZHMASH PP-19 Bizon-2-01]]
 +
*** [[IZHMASH PP-19 Bizon-2-02]]
 +
*** [[IZHMASH PP-19-01 Vityaz]]
 +
*** [[Lysaght Works Owen Mark I]]
 +
*** [[Mendoza Bulldog]]
 +
*** [[Norinco QCW-05]]
 +
*** [[TAO Jatimatic]]
 +
* Melee weapons:
 +
** [[Class 5 Long weapons]]:
 +
*** [[Sickle-sword]]
 +
 
 +
==== Other changes ====
 +
* [[Style shop]]: Now offers a custom LBE service
 +
* [[Maze Customs]]: AR-15s equipped with both a flat-top receiver and quad-rails get a NATO mount instead of a NATO-S mount (the top rail acts as an extension)
 +
* Updated the [[List of silencers|silencer]] roster for compatibility with the new calibers:
 +
** Pistol, standard, .32: Now compatible with [[.327 Federal Magnum]]
 +
** Pistol, standard, .45: Now compatible with [[.41 Magnum]]
 +
** Rifle, standard, 5.8mm: Now compatible with [[5.8x21mm]]
 +
** Rifle, standard, .260 / 6.7mm: Now compatible with [[6x45mm]]
 +
** Rifle, standard, .30 / 7.62mm: Now compatible with [[7x57mm Mauser]]
 +
* Updated the [[List of muzzle brakes|muzzle brake]] roster for compatibility with the new calibers:
 +
** Pistol, standard, .45: Now compatible with [[.41 Magnum]]
 +
** Rifle, standard, .260 / 6.7mm: Now compatible with [[6x45mm]]
 +
** Rifle, standard, .30 / 7.62mm: Now compatible with [[7x57mm Mauser]]
 +
 
 +
 
 +
= February 9th 2022 =
 +
'''Version 6.3.12''' - The 1000-Weapon Update, Part 12: Conventional rifles and Handgear
 +
 
 +
37 new weapons and 1 new caliber added to the game (30 firearms, 7 melee weapons, including 1 integrated bayonet), bringing the total to 985.
 +
 
 +
==== New caliber ====
 +
* [[7.92x107mm]]
 +
 
 +
==== New weapons ====
 +
 
 +
* Firearms:
 +
** [[Class 1 weapons]]:
 +
*** [[Alexander Arms AWS]]
 +
*** [[FK Maroszek Kb Ur wz. 35]]
 +
*** [[General Motors M1A1 Carbine]]
 +
*** [[Henry Brass Lever Action 30-30]]
 +
*** [[Henry Brass Lever Action 45-70]]
 +
*** [[Henry Big Boy Carbine]]
 +
*** [[Henry Big Boy Classic]]
 +
*** [[Henry Big Boy Silver]]
 +
*** [[Henry Big Boy Steel]]
 +
*** [[Henry New Original]]
 +
*** [[Johnson Automatics M1941]]
 +
*** [[Koishikawa Arsenal Type 44 Arisaka]]
 +
*** [[Kokura Arsenal Type Kou]]
 +
*** [[Maadi Hakim]]
 +
*** [[Marlin Model 1894CL]]
 +
*** [[Marlin Model 1894S]]
 +
*** [[Mauser Gewehr 1898]]
 +
*** [[Mauser Model 1893]]
 +
*** [[Mauser Model 1895 Carbine]]
 +
*** [[Mauser Model 1895 Short Rifle]]
 +
*** [[Nittetsu Type Hei]]
 +
*** [[Ruger 77/44]]
 +
*** [[Ruger 77/357]]
 +
*** [[SIG Arms SG751 SAPR]]
 +
*** [[SIG Arms Mondragon M1908]]
 +
*** [[Zbrojovka Brno ZH-29]]
 +
** [[Class 2 weapons]]:
 +
*** [[Armalite AR-7 Explorer]]
 +
*** [[Mauser M1917 Trench Carbine]]
 +
*** [[Taurus CT-30]]
 +
*** [[TNW Firearms ASR 9]]
 +
* Melee weapons:
 +
** [[Class Handgear weapons]]:
 +
*** [[Brass knuckles]]
 +
*** [[Chainmail gauntlets]]
 +
*** [[Push knives]]
 +
*** [[Spiked knuckles]]
 +
*** [[Tekko-kagi]]
 +
*** [[Tenderizer knuckles]]
 +
** [[List of bayonets|Bayonets]]:
 +
*** [[Type 44 bayonet]] (integrated to the [[Type 44 Arisaka]])
 +
 
 +
==== Other changes ====
 +
* New ability: [[Steady aiming]]
 +
 
 +
 
 +
= February 1st 2022 =
 +
'''Version 6.3.11''' - The 1000-Weapon Update, Part 11: Precision rifles and Two-handed clubs
 +
 
 +
13 new weapons added to the game (7 firearms, 6 melee weapons), bringing the total to 948.
 +
 
 +
* Firearms:
 +
** [[Class 1 weapons]]:
 +
*** [[Accuracy International AW]]
 +
*** [[CZ TSR]]
 +
*** [[KBP VSK-94]]
 +
*** [[Norinco JS]]
 +
*** [[St. George Arms Leader 50 A1]]
 +
*** [[Winchester Model 70]]
 +
*** [[ZVI Falcon OP96]]
 +
** [[Class 5 Long weapons]]:
 +
*** [[Eku]]
 +
*** [[Flat bat]]
 +
*** [[Forging sledgehammer]]
 +
*** [[Spade]]
 +
*** [[Tamping bar]]
 +
*** [[Toothbat]]
 +
 
 +
 
 +
= January 23rd 2022 =
 +
'''Version 6.3.10''' - The 1000-Weapon Update, Part 10: Pistols and One-handed clubs
 +
 
 +
47 new weapons added to the game (32 firearms, 15 melee weapons), bringing the total to 935.
 +
 
 +
==== New weapons ====
 +
 
 +
* Firearms:
 +
** [[Class 3 weapons]]:
 +
*** [[Beretta APX]]
 +
*** [[Beretta M9-22LR]]
 +
*** [[BSA Welrod Mk I]]
 +
*** [[Colt Model 1903]]
 +
*** [[DW Ortgies 7.65]]
 +
*** [[FB Radom P-64]]
 +
*** [[FB Radom wz. 35 Vis]]
 +
*** [[FEG Frommer Stop]]
 +
*** [[Glock 19]]
 +
*** [[Glock 23]]
 +
*** [[Glock 32]]
 +
*** [[Glock 44]]
 +
*** [[Heckler & Koch P7M7]]
 +
*** [[IMI Desert Eagle Mark VII]]
 +
*** [[IMI Jericho 941 R]]
 +
*** [[MAB Model D]]
 +
*** [[Mauser C96 Broomhandle]]
 +
*** [[Mauser M2]]
 +
*** [[Norinco NP762]]
 +
*** [[Norinco QSZ-92]]
 +
*** [[Kel-Tec CP33]]
 +
*** [[Kel-Tec P17]]
 +
*** [[Kel-Tec P50]]
 +
*** [[Para Ordnance P-18.9]]
 +
*** [[RPC Fort Fort-17]]
 +
*** [[Ruger LCP VE]]
 +
*** [[Semmerling LM4]]
 +
*** [[SIG P210]]
 +
*** [[Smith & Wesson CS45]]
 +
*** [[Springfield 1911RO Target]]
 +
*** [[Star Megastar 10]]
 +
*** [[Steyr M1912]]
 +
* Melee weapons:
 +
** [[Class 5 Long weapons]]:
 +
*** [[Heavy gada]]
 +
*** [[Heavy spiked gada]]
 +
** [[Class 5 Short weapons]]:
 +
*** [[ASP Agent A30]]
 +
*** [[ASP Talon T60]]
 +
*** [[Blackjack]]
 +
*** [[Boomerang]]
 +
*** [[Entrenching tool]]
 +
*** [[Gunbai]]
 +
*** [[Light gada]]
 +
*** [[Maglite ML300L]]
 +
*** [[Raider mace]]
 +
*** [[Sai]]
 +
*** [[SF-34000]] (Artifact)
 +
*** [[Trench mace]]
 +
*** [[Wrench]]
 +
 
 +
==== Other changes ====
 +
 
 +
Changes to [[magazines]]:
 +
* All Desert Eagle magazines now possess a "Deagle" tag for searching purposes
 +
* Mauser C96 Red 9 stripper clip: Renamed to "Mauser C96 stripper clip", compatible with both [[Mauser C96 Broomhandle]] and [[Mauser C96 Red 9]] depending on loaded ammunition
 +
 
 +
Changes to [[Maze Customs magazines]]:
 +
* Glock-SF .22 and Glock-LF .22 magazines: Capacity increased from 10 rounds to 12
 +
* 1911SS 9mm and 1911DS 9mm magazines deleted (replaced with [[1911RO magazines]] and [[P-18 magazines]], respectively)
 +
 
 +
 
 +
= January 9th 2022 =
 +
'''Version 6.3.9''' - The 1000-Weapon Update, Part 9: Grenade launchers and Knives
 +
 
 +
12 new weapons added to the game (2 firearms, 10 melee weapons), bringing the total to 888.
 +
 
 +
* Firearms:
 +
** [[Class 1 weapons]]:
 +
*** [[NAWS China Lake]]
 +
*** [[Springfield T148E1]]
 +
* Melee weapons:
 +
** [[Class 5 Short weapons]]:
 +
*** [[Bou-shuriken]]
 +
*** [[Gerber Mark II]]
 +
*** [[Handmade knife]]
 +
*** [[Heavy throwing knife]]
 +
*** [[Kamisori]]
 +
*** [[Karambit]]
 +
*** [[Last Blood]] (artifact)
 +
*** [[Smatchet]]
 +
*** [[Stun knife]]
 +
*** [[Throwing knife]]
 +
 
 +
 
 +
= January 2nd 2022 =
 +
'''Version 6.3.8''' - The 1000-Weapon Update, Part 8: Hand grenades and Axes
 +
 
 +
==== New weapons ====
 +
 
 +
11 new weapons added to the game (6 firearms, 5 melee weapons), bringing the total to 876.
 +
 
 +
* Firearms:
 +
** [[Class 4 weapons]]:
 +
*** [[Model 9210]]
 +
*** [[Model 9430 Tear-ball]]
 +
*** [[Model 9590 Sting-ball]]
 +
*** [[No. 77]]
 +
*** [[Stinger]]
 +
*** [[Zarya-3]]
 +
* Melee weapons:
 +
** [[Class 5 Long weapons]]:
 +
*** [[Hookaroon]]
 +
*** [[Ice axe]]
 +
** [[Class 5 Short weapons]]:
 +
*** [[Falx]]
 +
*** [[Gerber Downrange Tomahawk]]
 +
*** [[Tomahawk]]
 +
 
 +
==== Other changes ====
 +
 
 +
Changes to existing weapons:
 +
* [[M84]]: Weight changed to '''2''' (from 1)
 +
 
 +
 
 +
= January 1st 2022 =
 +
'''Version 6.3.7''' - The 1000-Weapon Update, Part 7: Underbarrel weapons and Crude weapons
 +
 
 +
12 new weapons added to the game (2 firearms, 10 melee weapons), bringing the total to 865.
 +
 
 +
* Firearms:
 +
** [[List of underbarrel shotguns|Underbarrel shotguns]]:
 +
*** [[Lockhart UBS-12]]
 +
*** [[Ten-X Tactical TX-12 STW]]
 +
* Melee weapons:
 +
** [[Class 5 Long weapons]]:
 +
*** [[Guitar]]
 +
*** [[Mop]]
 +
*** [[Signboard]]
 +
*** [[Skull staff]]
 +
*** [[Ted]]
 +
** [[Class 5 Short weapons]]:
 +
*** [[Crysknife]]
 +
*** [[Dart]]
 +
*** [[Ibuki Gourd]]
 +
*** [[Ice pick]]
 +
*** [[Worm tooth]]
 +
 
 +
New [[crafting]] items:
 +
* [[Blueprints]]: Skull blueprint, Fremen blueprint
 +
* [[Crafting items#Ingredient items|Ingredient items]]: Preserved skull
  
  
 
= Prior versions =
 
= 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].
+
 
 +
* [[Changelog/2021]]: All 2021 updates.
 +
* [[Changelog/2020]]: All 2020 updates.
 +
* [[Changelog/2018-2019]]: All 2019 updates.
 +
* Older updates: 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].

Latest revision as of 01:16, 10 April 2024

Navigation: Main Page Changelog




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 object lines, will usually be listed in the Tsuchinoko updates instead.

Upcoming

Version 6.9.4 - Unnamed update

In progress...

April 10th 2024

Version 6.9.3.2 - Helmet hotfix

  • Effects: Removal of the Ballistic protective trait, now considered obsolete. Due to it being a carryover from eras of the game where headshot Pain multipliers used to be much higher than the current 1.5x (3x or higher), the effect remained unchanged and accidentally overbuffed the protective capabilities of helmets with the trait.
  • Clothing and armor: All clothes that had the Ballistic protective trait lose it.


March 24th 2024

Version 6.9.3.1 - Say My Name update

  • New Tsuchinoko command, &callsign. Generates one of about 200 different names (including variations).
  • Callsigns are intended to give, well, callsigns, but also nicknames, war names, and other aliases. Primarily intended for mercenaries but easily adaptable to anyone else; Maze Military personnel, raiders, adventurers, and so on.
  • The command is designed to be expanded over time in even smaller, Tsuchi-only updates.


March 18th 2024

Version 6.9.3 - The MazeOS Update

  • Added a fourth type of items requiring identification: Data storage devices. Includes floppy disks, zip disks, compact discs (CD), and hard drive disks (HDD). Camera memory cards also become a type of data storage device.
  • When finding data storage devices in the UA, they may contain useful or valuable data.
  • Bring data storage devices to a library computer to identify them, or use a laptop to identify them on the field. Laptops are considered a new type of toolkit and are rechargeable with HITB batteries.
    • Laptops can also double as higher-capacity (and rechargeable) hacking toolkits.
  • Blank versions of data storage devices are available for sale in workshops (as crafting items). Blank devices currently have no specific purpose but GMs are encouraged in any story or quest where writing or saving data could be useful.
  • New Tsuchinoko commands added to support this update: &data &data-floppy &data-zip &data-memcard &data-cd &data-hdd


February 9th 2024

Version 6.9.2 - Mushroom update

The functionality of mushrooms has been expanded, and a new essential shop can now be found in all towns. Mushrooms now become valuable loot ; low value individually, but due to their extremely low weight, worth hanging onto. Mushrooms can be sold or traded up directly for more valuable mushrooms at dedicated, brand-new locations. The mushroom identification costs have also been lowered to match the cost of the lowest-value mushrooms.

  • Identification: The cost of identifying mushrooms has been dropped to 0.10 P$ (previously 10 P$)
  • Mushrooms: All mushrooms now have a monetary value (they previously did not) roughly consistent with their nutritional value and effects.
  • All towns now have a new location, the street kitchen
    • The street kitchen works as both a restaurant and a shop. The manager is a random citizen with the Mycologist trait.
    • The restaurant part of the street kitchen sells inexpensive, filling, mushroom-based dishes.
    • The shop part trades mushrooms. It sells a small selection of savory and magic mushrooms, and it will buy back any mushroom at cost, similarly to valuables.
  • Tsuchinoko: Pull rates of mushroom types with the &marisa command have been adjusted to heavily favor normal mushrooms.
    • Normal mushroom pull chance per command: 63.38% -> 71.81%
    • Magic mushroom chance per command: 32.39% -> 12.23%
    • Unique mushroom chance per command: 4.23% -> 15.96%


December 27th 2023

Version 6.9.1.1 - Melee Repair Kit hotfix

Changes to toolkits:

  • Melee repair kits can now repair shields. The formula to calculate shield HP repaired is equal to the Condition (with Repair skill bonus) divided by 80 and rounded up.


December 25th 2023

Version 6.9.1 - The Soldier of Fortune Update
This update was conceptualized and developed almost entirely by GenericArchangel; the author mostly took care of minor fixes and additions and the final implementation.

A minor update focused on fleshing out MAIM and giving players the option to hire mercenaries.

New occupation: Mercenary

New named characters (14 mercenaries, with different skillsets and loadouts)

Minor lore tweaks to MAIM itself to make it a legitimate organization, now headquartered in Ferron City.


October 4th 2023

Version 6.9 - The Nice, Big Re-Balance Update

New gameplay concept and ability: Hebizuka's Favors.

  • They are MazeWorld's version of Edge points. Burn to re-roll a variety of unfavorable rolls.
  • A trait, Hebizuka's Favorite, allows you to have a maximum of 4 Favors instead of 3.

Changes to Abilities:

  • New technique, Shaft Splitter. Lessons to learn this technique can be purchased at a dojo for 2000 P$.
  • New technique, Two Become One. Lessons to learn this technique can be purchased at a dojo for 3000 P$.
    • The makaryuudo have been given this technique, as they have canonically invented it.

Changes to Ammunition:

  • RPG-7 rocket: TBG-7V rockets now cost 425 P$, increased from 265
  • RPG-29 rocket: TBG-29V rockets now cost 500 P$, increased from 300
  • Ammunition types: New ammo type for shotgun calibers, Dragon's Buckshot (D-Buck).

Changes to Combat mode:

  • Escaping now causes UA trip length to increase automatically by 1, as if it was a Detour +1.

Changes to Clothing and armor, youkai outfits, and trauma plates:

  • Many pieces of armor have received new effects (or had existing effects modified or deleted), mainly to hamper Agility. The general idea is that the heavier the armor, the bulkier and harder it is to move in.
    • Activist Recon Outfit (ARO), all five types: Agi+1 effect deleted
    • EOD Suit: Plate carrier effect added
    • Kawashiro Shinobi Outfit: Effect nerfed to Agi +1
    • Armored trench-coat, Composite armor vest, Composite armor full leggings, D armor full leggings, Dou-sode armor, Heavy D armor vest, Heavy K armor vest, Heavy T armor vest, K armor full leggings, Powered Combat Vest, SRA Riot Vest, SRA full leggings, T armor full leggings, Light steel trauma plate, Composite armor trauma plate: All of these received an Agi-1 effect
    • EOD Suit, Medieval cuirass, Heavy steel trauma plate: All of these received an Agi-2 effect
  • Many pieces of armor have been made more expensive.
    • Heavy steel helmet: Increase to 250
    • T armor helmet: Increase to 500
    • K armor helmet: Increase to 750
    • D armor helmet: Increase to 900
    • Cerashield helmet: Increase to 1250
    • Titanium/Steel helmet: Increase to 1300
    • EOD helmet: Increase to 2000
    • MASKA helmet: Increase to 2500
    • Armored dress: Increase to 400
    • Armored tuxedo: Increase to 400
    • Light stab vest: Increase to 400
    • Light K armor: Increase to 750
    • Light T armor: Increase to 800
    • Heavy K armor: Increase to 1500
    • Heavy T armor: Increase to 1600
    • Light D armor: Increase to 1800
    • SRA riot vest: Increase to 2000
    • Heavy D armor: Increase to 4500
    • EOD Suit: Increase to 5000
    • Powered Combat Vest: Increase to 7500
  • Some pieces of armor have been made cheaper.
    • Flak jacket: Decrease to 250
    • Kabuto-menpo: Decrease to 450
  • A new youkai outfit has been added, the Combat Outfit. It is a generic, non-faction combat outfit with similar looks and functionality as the Activist Combat Outfit. Available for all five body types for the same price as the ACO.
  • Style shop: New rules now heavily discourage creating armor with an AC of A4/A5, a youkai outfit with AC tier +4 or higher, or anything granting Agility +2 or higher. Anything combining Agility +0, +1, or +2 with high AC or outfit AC tier boost must be justified or have other maluses.

Changes to Creatures:

Changes to Effects:

  • Travel Fatigue: Now burns 20 nutrition and 10 hydration per room traveled, on top of the Fatigue effects.

Changes to Skills:

  • Evasion:
    • Successfully Dodging a critical hit now downgrades it to an inaccurate hit instead of turning it into a miss, meaning crits remain dangerous in both directions.
  • Handloading:
    • Picking up spent casings now grants Skill Points, at a rate of 1 SP per 20 cases/hulls salvaged (or 0.05 SP per case/hull)
    • Disassembling ammunition into components now grants Skill Points, at a rate of 1 SP per 20 rounds disassembled (or 0.05 SP per round)
    • The Skill Point bonus for handloading ammunition is doubled, the rate is now 1 SP per 10 rounds loaded (or 0.10 SP per round)
  • Repair:
    • All skill thresholds have been halved. It now requires 25 SP for Basic, 100 SP for Skilled, 250 SP for Expert, and 500 SP for Master.

Changes to Weapons:

  • Brick, Broken bottle, Iron ball, Stone: New throw mode.
    • Throwing the broken bottle will always destroy it, whether you hit or not. If you do hit, target receives 3 light wounds.
  • Mini C4 charge: Price reduced to 100 P$, from 750. Rarity adjusted to 1, from 2.
  • Small C4 charge: Price reduced to 300 P$, from 1500. Rarity adjusted to 1, from 4.
  • Large C4 charge: Price reduced to 500 P$, from 2500. Rarity adjusted to 1, from 5.
  • Taser X26c: Stun effect buffed to 2 turns instead of 1
  • Stun baton: Stun effect buffed to 3 turns instead of 1d2
  • Stun knife: Stun effect buffed to 2 turns instead of 1d2
  • Shock gloves: Stun effect buffed to 3 turns instead of 1d2


September 26th 2023

Version 6.82 - Explosives hotfix

Changes to Explosives:

  • Pressure mine disposal:
    • You can now shoot a mine to detonate it, but you must deliberately aim at one mine and score at least one inaccurate hit.
    • You no longer need to roll for accuracy when using an explosive; the explosive blast will set primed pressure mines off automatically.
  • Directional mine disposal:
    • You can now shoot a directional mine to destroy it (will not detonate on a hit), but you must deliberately aim at one mine and score at least one inaccurate hit.
    • If you use a weapon that causes a Standard explosion, it will destroy all mines on the same Side, not just the one you targeted.
    • You can now deliberately approach a primed directional mine from a Targeted Side, but you must pass two successive Agility checks (8+ to pass) to avoid setting it off. If you pass both, you enter the Side without setting the mine off. If you fail one check, you still enter the Protected Side, but it sets the mine off at 0.5x damage. Failing both sets it off at full damage. Regardless of the result, carefully approaching a mine breaks Stealth. However, it can also be done outside of combat.


August 19th 2023

Version 6.81 - Mining hotfix

Changes to Mining have been introduced to simplify it and make it easier.

  • Mining now works according to a hit point system instead of a chance-to-succeed system. The objective is to make mining more of a straight trade of resources and favor strength-based builds (which would already benefit from using tools like pick-axes and mattocks as weapons).
  • Each mining target (ore bundle, obstructions) now has a set number of hit points.
  • A pick or drill strike reduces the target's hit points; the check is based on the skill level (1d20 to 1d60, in increments of 10), multiplied by Strength.
  • Explosives damage equal to their limb damage multiplied by a number that depends on skill level (x1 to x3, in 0.5 increments).
  • The length of a Mining Level has been shortened from 15 + Mine level to 8 + Mine level
  • It is now possible to save your progress exploring a mine and leave without having to start over from Level -1.
  • New items at the mining supplies store now allow you to reset your progress in a mine and start over.

June 19th 2023

Version 6.8 - Deep Wound update

  • Introduction of a new injury type called deep wound (DWs)
    • A deep wound is similar to a normal wound (to be renamed light wound (LWs)), but causes four times the amount of bleeding per turn: -1.2 Blood per turn instead of -0.3.
    • Piercing-type damage now causes deep wounds
    • Bullet-type damage now causes light wounds on inaccurate hits and deep wounds on solid hits and criticals (except as otherwise dictated by ammo type)
      • Rubber buckshot and rubber slugs continue causing fractures instead of LWs (no change to behavior)
      • Flechette can now only cause LWs
      • Sintered Frangible (SF) can only cause 2 wounds per successful hit, but the wound type is accuracy dependent; 2 LWs on an inaccurate hit, 2 DWs on a solid or critical hit.
      • Broadhead arrows (BRD) can now cause 2 wounds per successful hit instead of just 1
  • New items:
    • Meds
      • Tranexamic acid (TXA): Syringe, 400 P$, not addictive. Reduces bleed rate to 0.0/turn (effectively stops bleeding) for 10 turns
    • Mushrooms
      • Extra wound healing (Extra vulnus medicae): Heals 3 wounds, prioritizing Deep Wounds first, then Light Wounds.
      • Stop the bleed (Cessant sanguinem): Reduces bleed rate to 0.0/turn (effectively stops bleeding) for 10 turns
  • Changes to ammunition
    • Flechette damage tables balanced on all calibers to behave more like armor-piercing ammunition. All flechette damage on Ax armor classes has been buffed, damage on Cx is unchanged. New tables are as follows:
  • Changes to creatures
    • Numerous creatures have attacks that variously cause extra wounds (1d2, 1d3, 2d2, etc.) on a hit. Most of these now cause either LWs or DWs depending on damage type.
    • Many creatures with healing spells will have their effects updated. They can now close both wound types, but will prioritize DWs first, LWs second, just like the Stop the bleed mushroom.
  • Changes to hospitals
    • Light Wounds cost 10 P$ apiece to heal.
    • Deep Wounds cost 25 P$ apiece to heal.
  • Changes to meds
    • Gauze roll: One use fixes 1 LW.
    • Individual Bandage: Fixes 1 LW.
    • Hemostatic Agent Pack: One use fixes 1 DW.
  • Other changes
    • Basic mechanics: Sarah example updated to reflect LWs and DWs.
    • Convenience store: Updated the Meds aisle accordingly
    • Damage types: Updated accordingly
    • Explosives:
      • Injuries caused by explosions: No longer causes wounds of either type. Instead, 1 fracture goes to a random body part for every 6 Base Explosive Damage (BED) caused. e.g., a MkIIIA2 grenade causes 1d8+18 BED, which results in 3-4 fractures.
      • Injuries caused by shrapnel: Shrapnel can only cause LWs, despite being Bullet-type.
    • Limb health: Updated accordingly
    • Healing (non-combat skill): Updated accordingly


March 18th 2023

Version 6.7.1- The Mining Overhaul Update (+ extra goodies)

  • Mining received a major overhaul
    • The exploration process was completely overhauled to reward progressing as deeply as possible.
    • Introduction of a minecart feature to transport ores in and out of the mining facility
    • Introduction of mine bosses, acting as guardians of specific depth levels
    • The end of a mining facility should contain a GM-defined treasure (our recommendation is to make it an artifact weapon)
    • Metal ore bundle generation is reduced from 1d800*5 to 1d200*5, reducing the maximum size of a single bundle from 4 kg to 1 kg.
    • Gemstone ore bundle generation is reduced from 1d800*5 to 1d10*50, reducing the maximum size of a single bundle from 2 kg to 500 grams.
  • New underbarrel grenade launcher: ISL-201 UGL-I integrated underbarrel grenade launcher, exclusive to Customs MP5s with the ISL-201 handguard.
  • Maze Customs
    • Blackhawk and Redhawk revolvers receive a new modification: Barrel porting, which acts as an integrated muzzle brake (Recoil -1).
    • MP5 receives a new handguard: ISL-201 handguard (Adds an ISL-201 UGL-I underbarrel grenade launcher). Not compatible with Short MP5K barrel or Long barrel.
    • Minor: RL optics for RPG-7
    • Minor: Tokarev magazine conversion for Thompson
  • Uncivilized Area: 5 new roomstyles, each designed to offer players opportunities to exercise non-combat skills.
    • Blocked pathway: The front door leads to a Shortcut -1 but is blocked by the carcass of a rotting creature. The carcass must be butchered to pass the door.
    • Dismantled roadway: The front door leads to a Shortcut -2 but is locked and missing a doorset. You must craft one with a Crafting toolkit to open the door. Crafting a doorset is treated as a Level 2 blueprint with no particular ingredients (50% base chance of success per kit use).
    • Caved-in causeway: The front door leads to a Shortcut -3 but is caved-in by dirt, sand, or gravel. You must mine your way through it by successfully striking the obstruction 3 times. If you clear it, roll 1d20. On a 11-18, you receive one bundle of common ore. On a 19-20, you receive one bundle of rare ore.
    • Collapsed highway: The front door leads to a Shortcut -4, but was destroyed to the point of impossibility. You must use a Gun Repair Kit (GRK), Melee weapon Repair Kit (MRK), or Explosives Toolkit (XTK) to repair it. Each usage of any of these kits repairs the door by 1d50%. Skill level bonus is +10% for every level above Unskilled.
    • Padlocked cache: The front door has been fitted with a lock, requiring the right key, lockpicking, or brute-forcing to open. Roll &genbox to determine loot and lock type. Opening the door adds extra loot to the next room, if applicable. (2x &boxlootW or &boxlootM depending on the results of &genbox).


January 23rd 2023

Version 6.7 - The Bestiary Update

This update was co-designed with GenericArchangel and aims to make the bestiary more interesting and varied, more dangerous, yet make fighting worth the effort more often than not.

  • Changes to existing creatures
    • Aquagon: Gains two new attacks: Electric bite and Mist ball.
    • Electragon: Changed the type of the stun attack from Piercing to Spec-Elec, increased base Pain to 44%.
    • Everdragon: Armor Class was increased from A4 to A5.
    • Kappa and Kenmun: Each gains a new attack, the Mist ball.
    • Jami, Daijami, Oujami, Aquagon, Kappa, Kenmun: Changed the type of the mist ball from Special to Spec-Aqua, giving it the ability to cause Water-Soaked.
  • Changes to effects
    • Water-soaked: Is now a semi-permanent effect intended to represent the effects of being drenched in water. As long as the effect is active, it overrides On Fire (disables any fires on the creature's body and prevents new fires from starting), but makes Spec-Elec cause double damage. Additionally, while the effect is active, the creature +0.2% Fatigue per turn at the end of combat, and +0.1% Fatigue per room traveled at the end of a UA trip. This effect is separate from actual Travel Fatigue, meaning it is unaffected by the Wherever I May Roam trait.
    • New item introduced: Dispoable bath towel, Weight 0.5. This item is a consumable with the sole purpose of removing an active Water-soaked effect. Once used, it is discarded. Available in workshops for Parallar symbol.png7.
    • GM tip: A non-specified supply of bath towels is assumed to always be available in bathrooms, shower rooms, laundry rooms, and anywhere it would make sense to find them.
  • Changes to containers
    • Mimics, in the form of mimic traps, have been introduced. Upon being approached by an adventurer, they turn into creature-like constructs that must be fought to access the loot inside.
    • Four types of mimic traps have been introduced: Biter, Basher, Melter, and Burner. Each has an appropriate attack.
  • Numerous creatures, both new and existing, receive new drops that can be either obtained on death or harvested through butchering. The full list is below:
    • Food: Raw and fried chicken egg, raw and fried turkey egg, vinepear
    • Meds: Poison glands (small, medium, large), chelicera, telson
    • Valuables: New Special valuables: Beast fang, blob matter residue, bone antler, borz subdermal scale, bronze feather, dragon scale, frost crystal, firelizard scale, giant rodent tooth, Golden Lion fang, hydra scale, keratin plate, LSS fluid canister, snawfus antler, spiny scale, steel antler, thorny scale, two-headed serpent scale
  • Crafting:
    • 7 new crafting blueprints and associated recipes: HmVnmS, HmVnmC, HmVnmM, HmVnmT, HmVnmL, DragonSP, HydraSP
  • Trauma plates:
    • 2 new crafting-only plates: Dragon scale plate and Hydra scale plate
  • Numerous creatures, both new and existing, have received changes to their attacks to make them more lethal and more specialized.
    • Bears
    • Birds
      • Bearded vulture: Increased MAPT of all attacks
      • Emu: Increased MAPT of Peck
      • Black vulture: Increased MAPT of Talon attack
      • Elephant bird: Added multi-wound effect to Peck and Talon attack
      • Bronze bird: Modified the property of Metal feather shot into an AP attack. Increased MAPT of all attacks.
      • Lightning bird: Added new attack, Spark. Increased MAPT of Peck and Talon attack. Added non-combat skill: Evasion (Skilled).
      • Basilisk: Increased MAPT of Peck and Poison spit.
    • Bugs
      • Giant scorpion: Modified the property of the poison sting into an AP attack.
    • Canines
    • Deer
      • Elk: Added non-combat skill: Evasion (Basic)
      • Snawfus: Added non-combat skill: Evasion (Skilled)
      • Danger Deer: Added non-combat skill: Evasion (Expert)
    • Felines
      • Jaguar: Added multi-wound effect to Bite and Claws
      • Pantherian: Added multi-wound effect to Bite and Claws
      • Splintercat: Added multi-wound effect to Bite and Claws
      • Golden Lion: Added multi-wound effect to AP bite and AP claws
    • Golems
    • Humanoids
    • Mamono
      • Shinigami: Raised MAPT of Force Bullet. Added new technique, AP Force Bullet.
    • Reptiles
      • Firelizard: Added new technique, FP Tearing poison bite
      • Two-headed serpent: Added new technique, FP Tearing poison bite
      • Hydra: Added new techniques, Machine gun bite, FP Ripping claws and FP Tearing poison bite
    • Science experiments
      • Vinebeast: Added new technique, FP Deep thorns
      • Scaleworm: Modified the property of the Bite into an FP attack.
    • Halflings
    • Youkai
      • Guhin: Added new technique, Scent detect.
      • Kasha: Added multi-wound effect to Bite and Claws
      • Satori: Added new technique, Psi-scan.


December 24th 2022

Version 6.6.3.1 - Scary Snipers with Braking Power Mini-Update

This update was entirely designed by GenericArchangel to fix a flaw related to muzzle brakes.

  • Changes to Weapon accessories
    • Muzzle brakes: If equipped to a weapon that is also equipped with a scope, the brake limits that weapon's maximum Recoil to 6 on top of applying its normal Recoil -1 effect. In this case, if that weapon's Recoil were to exceed 6 after applying all modifiers, it is treated as 6.


November 1st 2022

Version 6.6.3 - The Static MG Update

This update was co-designed with GenericArchangel and aims to adds more flavor and additional combat opportunities to the world.

  • Changes to Cover:
    • New category of non-random cover (cannot appear in the UA): Machine gun emplacements (125 health, A4 armor)
    • Four types of MG emplacements: three based on existing weapons (Static M249, Static QJY-88, Static M60) and a unique new one, based on the Browning M2 .50 BMG machine gun: Static M2HB
    • Although static MGs function like weapons, they are non-equippable and not counted as new weapons (as they are elements of a piece of cover)
    • MG emplacements appear only in Towns at the Town Gate. The type they receive depends on the town's population ("the larger the town, the bigger the bullets")
  • New weapon accessories:


October 30th 2022

Version 6.6.2 - The Redrawn Map Update

This update was co-designed with GenericArchangel and aims to make traveling across the Mazes more immersive. The changes made in this update will also be used to support further future map and location-related updates.

  • Changes to Uncivilized Area and Civilized Areas:
    • Fast, Safe, and Deep routes are no longer available between all locations. While most locations are connected by a Deep route, the availability of a Safe or Fast route depends on the existence of a major trade route or traveling axis.
    • All wiki pages for each town, alongside the Intersection page, now feature route notation to inform players of each available route between each location.
    • A new world map has been produced. It now shows a visual representation of each available route (green for Safe, blue for Fast, red for Deep).


October 18th 2022

Version 6.6.1 - The Str⑨ngest Balance Update

This update was co-designed with GenericArchangel and addresses minor balancing issues with specific Character traits, yousei and kitsune.

  • Character traits:
    • Fast learner now grants 5d25 XP instead of 8d25 XP.
    • Just Can't Use This now requires you to restrict 4 combat skills instead of just 2. 2 of the skills restricted must be either Firearms or Heavy Weapons, and the other 2 must be Melee and Misc.
  • Yousei: Due to Limitless Potential, yousei now receive 4x training machine XP. This effect stacks with the Fast learner and Slow learner traits.
  • Kitsune: Kitsune no longer start with Master level in Negotiation. Instead, they start with the Very Pretty trait for free. The trait is non-removable (similar to hakutaku and Mycologist).


October 17th 2022

Version 6.6 - The Battle Rifle Update

This update was co-designed with GenericArchangel and aims to address power ranges across specific calibers, introduce a battle rifle family to Maze Customs, as well as new calibers, weapons, ammunition, and Customs mods.

Maze Customs

  • New Major family: AR-10, which includes the existing ArmaLite AR-10 and KAC M110 SASS, a new weapon (the ArmaLite AR-10(T)), and a range of new calibers listed below
    • 6 rechambering options
    • 5 barrel lengths, from 12.5" to 24"
    • 5 fire control group options
    • 3 handguards
    • 4 stock options
    • 3 upper receiver options
  • All existing Minor mods for the AR-10 and M110 SASS will be deleted

Ammunition

  • 2 existing calibers re-balanced
    • 7.62x51mm NATO: Buffed to a base Pain of 161% (16 more). New ballistic model (more closely matches M80 ball), new reference barrel (20" barrel from the AR-10 instead of the 17.7" H&K G3A3)
    • .260 Remington: Buffed to a base Pain of 133% (7 more). New reference barrel (20" instead of the previous 17.7")
  • 5 new calibers
    • .243 Winchester: 115% Base Pain cartridge meant to be a low power, low recoil alternative to 7.62 NATO and .260 Remington. Available as a rechambering option for the AR-10 and Rem 700 families.
    • .300 RSAUM (Remington Short Action Ultra Magnum): 172% Base Pain cartridge, serves as an "optimized" alternative to 7.62 NATO. Rare caliber - no base weapons offered for it, but will be available as a rechambering option for the AR-10 and Rem 700 families. (and some non-Customs weapon systems)
    • .338 Federal: 182% Base Pain hunting-oriented big-bore cartridge, serves as one of the two "fat" alternatives to 7.62 NATO. Available as a rechambering option for the AR-10 and Rem 700 families.
    • .358 Winchester: 200% Base Pain hunting-oriented big-bore cartridge, serves as the other of the two "fat" alternatives to 7.62 NATO. Available as a rechambering option for the AR-10 and Rem 700 families.
    • 8x50mm R Lebel: 164% Base Pain cartridge, selected for its historical significance. Available as a rechambering option for the Rem 700 family.

Handloading

Weapons


October 3rd 2022

Version 6.5.4.1 - Archery rule patch

Weapons and Ammunition

  • The rules now explicitly specify that Arrows, Large bolts and Small bolts can be reused, according to specific conditions.
    • Under normal conditions, all hits and misses produce arrows that can be retrieved. Only critical failures result in arrow or bolt breakage.
    • If the arrowhead is XPL (Explosive): All hits and misses result in detonation, making explosive arrows 100% non-reusable.
    • If the arrowhead is IMP (Improvised): Misses and critical misses result in breakage. Only hits are reusable.


September 18th 2022

Version 6.5.4 - Guns, Blood, and Drugs; A balancing update

Maze Customs

  • The Heckler & Koch MP5K is added to the MP5 Customs family.
  • Customs: New modifications for the MP5:
    • Barrel length: Short MP5K barrel (4.5-inch barrel) - Muzzle: N/A, Underbarrel: Integrated foregrip - Cost: 150 P$
    • The Short MP5K barrel is incompatible with the Surefire 628 and Quad rails

Limb health

  • Wounds now cause a bleeding rate of -0.3 Blood per wound per turn.

Meds

  • First aid kit (FAK): Weight reduced to 1 (previously 2)
  • Epoetin-alfa: Effect modified to Blood +0.2/turn, -30 ntri/turn, +0.4% Fatigue/turn for 20 turns

Addictions

  • New addiction mechanics simplifying the previous system: As before, using a substance comes with a percentage chance of becoming addicted. However, the withdrawal tiers now function differently and more simply. Now, every use of an addictive substance is a chance to increase the current addiction level by 1, from the minimum of 0 (no effects) to the maximum of 3.
  • Instead of disabling corresponding withdrawal effects when an addictive substance's effects are active, withdrawal effects are now truly permanent and continue being active even if the character uses the corresponding substance. In other words, usage effects and withdrawal effects now stack.
  • Hospital: Addiction removal is now tier based and depends on the current level. It now costs 250 P$ and 2 day periods of mandatory rest per level, up to 750 P$ and 6 day periods (1 full day) for treating a single Level 3 addiction.
  • Addiction effects: To account for the possibility of med effects and withdrawal effects being active simultaneously, the following withdrawal effects have been modified:
    • Nicotine withdrawal
      • Level 1: Minimum Stress set to 15.0%
    • Alcohol withdrawal
      • Level 1: Need a drink (level 1) applies to this character (see below),
      • Level 2: Need a drink (level 2) applies to this character (see below), Agility -1
      • Level 3: Need a drink (level 3) applies to this character (see below), Agility -2, IS tier +1, Hallucinations
    • Cannabis withdrawal
      • Level 1: Mild munchies
      • Level 2: Minimum Stress set to 15.0%, Mild munchies, Mild thirst
      • Level 3: Minimum Stress set to 30.0%, Intense munchies, Mild thirst
    • Anabolic steroid withdrawal
      • Level 1: Minimum Stress set to 30.0%
      • Level 2: Minimum Stress set to 60.0%
      • Level 3: Minimum Stress set to 90.0%, Rage
    • Sick hakutaku syndrome
      • Level 1: IR +1
      • Level 2: FT +1, IR +1
      • Level 3: FT +1, IR +1, Hallucinations

Effects

  • Alcohol affinity (Oni creature trait): Effect simplified. Instead of both halving Inebriation received and doubling the Stress relief effect of Need a drink to compensate, this trait now simply doubles the Stress relief effect but gives the normal amount of Inebriation.
  • The "Need a drink" effect has been delineated into 4 variants; Level 0, Level 1, Level 2, and Level 3. In essence, the "Need a drink" effect progressively offers less and less Stress relief per Inebriation gained as your character's level of Alcohol addiction increases.


August 24th 2022

Version 6.5.3 The R&R Update

Basic mechanics

  • Created and defined the concept of Downtime.


July 20th 2022

Version 6.5.2 - Lockpicking minigame update

Skills


April 20th 2022

Version 6.5.1 - Simplification Update #10: Completely Baked Edition

Basic game mechanics

  • Recoil has been simplified; there is no point of aim shift after crossing ADT anymore (due to it being a remnant of when Recoil required checking for shot order).

Weapon accessories

Effect changes to the following accessories:

  • Laser sights: No longer cancel the point of aim shift (as that mechanic has been deleted), now gives IR -1.


March 22nd 2022

Version 6.5 - Further Balance Updates

Basic game mechanics

Changes to the following core game mechanics:

  • Major change to the limb groups system: hits to the LIMB group now cause 0.5x damage (same as hits to the EXTREMITIES) instead of the previous 0.4x.

Ammunition

Major rebalancing to the ammunition type cost multipliers:

  • Tracer: 1.1x (previously 1.5x)
  • Match: 3.0x (previously 4.0x)
  • LSWC: 0.8x (previously 0.85x)
  • JHP: 1.5x (previously 3.0x)
  • JSP: 1.2x (previously 2.0x)
  • LSWCHP: 2.0x (previously 2.5x)
  • HPX: 2.5x (previously 4.0x)
  • AP: 1.5x (previously 3.0x)
  • SAP: 1.2x (previously 2.0x)
  • APX: 2.5x (previously 5.0x)
  • API: 2.5x (previously 4.0x)
  • SF: 1.2x (previously 1.5x)
  • UHS: 1.2x (previously 2.5x)

Character creation and Character customization

  • Human characters now receive 4 starting trait points instead of the normal 3, to compensate for the lack of racial benefits.

Convenience stores

  • Convenience stores now sell M67 frag grenades, M18 smoke grenades and M84 flashbang grenades (1d8 per store)

Crafting

  • Changes to Toolkits:
    • Gun Cleaning Kits (GCK), Gun Repair Kits (GRK), Melee Repair Kits (MRK), Explosives Toolkit (XTK): Maximum uses per kit buffed to 10 uses instead of 3. Price per unit is unchanged.
    • Gun Cleaning Kits: Now repairs 200 Condition per use (previously 100).
    • Gun Repair Kits and Melee Repair Kits: Now repairs 400 Condition per use (previously 250).

Traits

New traits (Green: Positive ; Red: Negative):

  • Bad eyesight (+2): Your character has a natural vision impairment that cannot be corrected with eyeglasses. You suffer from a permanent FT+1 effect.
  • Druggist (-2): Ability to identify meds on sight
  • Fast learner (-1): Your character earns Training Points at a faster rate.
    • When training at the shooting range or the dojo, you divide the number of successes by 4 instead of 5 to obtain your Training Points (effectively corresponds to ~25% faster learning).
    • You earn training machine XP at a faster rate. When using a Dojo's training machines, you gain 8d25 XP per use instead of the normal 4d25.
    • Not compatible with Slow Learner
  • Frigid (+2): Your character heals no Stress in the following situations: Strip club: Pole-dancing shows, private dances, special services ; Sanctum: Stress-relief chamber ; Cubus: Sex services ; Reading erotic books ; Any sexual or intimate situation (at the GM's discretion)
    • Not compatible with Horny
  • Jeweler's Eye (-2): Ability to identify gemstones on sight (although not appraise them)
  • Mycologist (-2): Ability to identify mushrooms on sight
    • If your character is a hakutaku, you have this trait by default, at no cost. (This trait cannot be removed.)
  • Slow learner (+1): Your character earns Training Points at a slower rate.
    • When training at the shooting range or the dojo, you divide the number of successes by 6 instead of 5 to obtain your Training Points (effectively corresponds to ~16.67% faster learning).
    • You earn training machine XP at a faster rate. When using a Dojo's training machines, you gain 3d25 XP per use instead of the normal 4d25.
    • Not compatible with Fast Learner

Changes to existing character traits:

  • Galaxy Brain has been removed.
  • Phobia: Additional effect. If you were in combat against a creature or a category for while you have a phobia, you receive quadruple Stress at the end of combat.

Effects

The following Effects have been modified:

  • Combat Stress: Base effect is doubled, meaning that each turn of combat now causes +0.2% to +0.8% Stress per turn multiplied by the number of starting enemies.
  • Travel Fatigue: The base roll is a 2d4 instead of the previous 1d8, meaning that each room traveled adds +0.2% to +0.8% Fatigue, with a bell curve effect biased towards the median of 5 (+0.5%).


March 5th 2022

Version 6.4 - The Love Hotel Grabbag of Optimizations Update

Weapons

Several melee weapons have had their damage values and Weight changed to improve balance. List of changes by melee weapon category

Axes

  • Fire axe: Increased base damage to 72% - 72/65 54/43/32/14/4

Crude weapons

  • Meat fork: Increased base damage to 30% - 30/27 21/17/12/6/1

Knives

  • Dagger: Increased base damage to 53% - 53/48 40/32/24/11/3
  • Karambit: Decreased base damage to 28% - 28/25 20/15/11/6/1

One-handed clubs

  • Heavy spiked gada: Increased LDV to +3
  • Flanged mace: Increased LDV to +3
  • Pipe wrench: Increased weight to 9. Increased base damage to 70% - 70/67 56/46/35/18/5
  • Wrench: Decreased weight to 2. Decreased base damage to 33% - 33/30 25/20/15/7/2
  • Hammer: Increased weight to 3.

One-handed swords

Two-handed club

  • Iron bat: Increased base damage to 50% - 50/48 40/33/25/13/4

Whip/Lash

  • Kusari-fundo: Increased LDV to +3. Increased base damage to 55% - 55/52 44/36/28/14/4
  • Straight whip: Decreased base damage to 45% - 45/43 36/29/23/11/3
  • Bullwhip: Increased LDV to +2. Increased base damage to 49% - 49/47 39/32/25/12/4
  • Light bullwhip: Increased LDV to +1. Increased base damage to 37% - 37/33 28/22/17/7/2
  • Riding crop: Decreased weight to 3. Decreased base damage to 30% - 30/29/24/20/15/8/2
  • Nine-tails: Decreased weight to 2.

Food

Food items other than packaged rations and canned goods now have different weight values. Instead of being all 1 unit, they may be any one of the following: 0.25, 0.5, 1, 2, or 3 units.

New weight values

Fruit

  • 0.25: Apricot, Grapes, Kumquat, Kiwifruit
  • 0.5: Apple, Pear, Orange, Pomegranate, Banana
  • 1: Watermelon wedge
  • 2: Pineapple
  • 3: Cantaloupe

Vegetable

  • 0.25: Carrot, Beet, Turnip, Leek, Wasabi root
  • 0.5: Tomato, Potato
  • 1: Artichoke, Cucumber
  • 2: Cabbage

Meat

  • 0.25: All types of game meat

Seafood

  • 0.25: Mussels, Clam, Sardines
  • 0.5: Trout, Cod
  • 1: Sea bass, Sole, Grilled eel, Lobster
  • 2: Cuttlefish, Salmon, Carp, Tuna, Crab

Dessert

  • 0.25: Waffle, Madeleine, Crepe, Scone
  • 0.5: Yogurt, Brownie, Ice cream cone, Fruitcake slice, Millefeuille, Donut, Muffin, Cookies (6), Large cookie
  • 1: Black forest cake slice, Cream pie slice, Cookies (18)

Snacks

  • 0.25: Chocolate bar, Caramel, Bread slice, Cheddar slice, Fortune cookie, Energy bar, Granola bar, Whole wheat biscuits, Candy (mint), Candy (strawberry), Fruit bar, Milk and cereal bar, Peanut caramel bar
  • 0.5: Candied fruit can, Peanut chocolates (27), Salt crackers (10), Breadsticks (10), Breakfast biscuits
  • 1: Peanut chocolates (168), Salt crackers (20), Breadsticks (20), Pretzels, Popcorn (plain), Popcorn (caramel), Honey-roasted nuts

Fast-food

  • 0.5: Fries, Fried potatoes, Nuggets (6), Pizza (1 slice), Sandwich, Cup noodles
  • 1: Cheeseburger, Double cheeseburger, Nuggets (20), Hamburger, Hot-dog, Chili-dog, Corn-dog, Hot-gon
  • 2: Potato chips
  • 3: Pizza (8 slices)

Beverages

  • 0.5: Orange juice, Tea (black), Tea (green), Lemonade, Cola, Coffee (black), Apple juice, Grape juice, Energy drink, Coffee (cappucino), Hot cocoa
  • 1: Mineral water, Milk, Beer (blonde), Beer (brown), Beer (stout), Craftable powdered drinks (all of them)
  • 2: Champagne, Red wine, Vodka, Mead, Absinthe, Sake, Whiskey, Brandy, Cider
Changes to rations

The contents of specific rations have been changed.

  • Ration B1: Added 1 extra pack of whole wheat biscuits and 1 can of spam
  • Ration B2: Removed 1 packet of powdered coffee
  • Ration L1: Removed 5 cigarettes and 5 safety matches
  • Ration L2: Added 1 can of pasta with tomato sauce
  • Ration S1: All item quantities doubled, added 2 milk and cereal bars
Other food related changes
  • LBE: All LBE with a Food holster: the effect is replaced to "max weight: 3" instead of "max items: 2"
  • Style shop: Custom food holsters are now weight-based instead of item count-based, as above.

Meds

First Aid Kits (FAKs) and Field Surgery Kits (FSKs) receive simplifications to make them easier to use and manage:

  • FAKs and FSKs no longer serve as mini containers capable of carrying extra meds (IBs, paracetamol, HAP, epinephrine, etc.)
  • Instead, FAKs and FSKs are now multiple-use. FAKs have 3 uses before depletion, FSKs have 5 uses (1d3 and 1d5 on randomly found ones)
  • No changes to pricing or limb healing effects, all 3 uses of an FAK can therefore heal up to 21 HP, and all 5 uses of an FSK, 60 HP.

Hotels

A new hotel classification has been added: Love Hotels.

  • Falls outside of the luxury level (star system) by offering a unique service, represented by a heart symbol (♡)
  • Love hotel rooms possess a single king-size bed intended mainly for couples, similar to ★★★★ hotels.
  • Love hotels only allow you to book a room if you have at least one partner, and booking only lasts 4 hours, not 24. The intention is to provide couples (or groups) with the privacy needed for intimacy.
  • In exchange, the stay is cheap - just Parallar symbol.png50 to get in.

Several towns received new hotels:

  • Neutral towns
    • Calfair Sector - ★★ Rudolf's Lodge
    • Littleton - ★★ Little Inn
    • Nanton - ★★★ Slow Wave Hotel
    • Ovis City - ★ The Roadside Resort
    • Saker - ♡ The Serial Inn
  • Angelic towns
    • Alba Radium - ★ Guiding Light Inn
    • Beatus - ★★★ Dreamers House
    • Divus Nitor - ★★ The Celestial Auberge
    • Semitas - ★★ Quietus Inn
  • Demonic towns
    • Flaxton - ★ The Hotelion
    • Novysera - ★ The Bonfire
    • Rog - ♡ Heat Wave Hotel
    • Temno - ♡ Jam and Cream
    • Utroba - ♡ The Deep Dive
  • Military towns
    • Camp Charger - ★ Chamber-Inn
    • Fort Cobalt - ★★★ First Force Hotel
    • Fort Scarlet - ★ Scenic Route Lodge
    • Fort Wight - ★★★★ Fortress R&R
    • Station Delta - ★ Last Stop Hotel
    • Station Lasker - ★ Southern Comfort
    • Station Sigma - ♡ Six Appeal
  • Police towns
    • Beadsor - ★★ The Hog and Barrel Hostel
    • Elusec - ★★★ Kilburn's
    • Murberry - ★ Layd Backe
    • Wayward - ★★ Thornton Hostel
  • Syndicate towns
    • Baden Town - ★★ The Run-Inn
    • Viris Area - ♡ Lovelight
  • Youkai towns
    • Aosaidan - ★★ Kaneda (金田)
    • Masatomo - ★★★ Lodge of the Fork
    • Kazama - ★★ Amane Hotel (天音 HOTEL, lit. "Divine Sound Hotel")
    • Kijirou - ★★★ Dou to Gin (銅と銀, lit. "Copper and Silver")

A few existing hotels changed classification:

  • Ellen Sector - Warm Case Hotel - Was ★★, becomes ♡
  • Abakash - Brim Inn - Was ★★, becomes ♡
  • Garica Block - Marion's Inn - Was ★★, becomes ♡

Creatures and Occupations

The following creatures and occupations received changes to their loadouts and skills:

Other changes

  • M1 Garand: Missing Customs combinations have been added
  • Hospital: Cost of healing limb damage dropped from Parallar symbol.png25 to Parallar symbol.png15.


February 10th 2022

Version 6.3.13 - The 1000-Weapon Update, Part 13: Submachine guns and Two-handed swords

15 new weapons added to the game (14 firearms, 1 melee weapon), bringing the total to the covered 1,000!

New weapons

Other changes

  • Style shop: Now offers a custom LBE service
  • Maze Customs: AR-15s equipped with both a flat-top receiver and quad-rails get a NATO mount instead of a NATO-S mount (the top rail acts as an extension)
  • Updated the silencer roster for compatibility with the new calibers:
    • Pistol, standard, .32: Now compatible with .327 Federal Magnum
    • Pistol, standard, .45: Now compatible with .41 Magnum
    • Rifle, standard, 5.8mm: Now compatible with 5.8x21mm
    • Rifle, standard, .260 / 6.7mm: Now compatible with 6x45mm
    • Rifle, standard, .30 / 7.62mm: Now compatible with 7x57mm Mauser
  • Updated the muzzle brake roster for compatibility with the new calibers:
    • Pistol, standard, .45: Now compatible with .41 Magnum
    • Rifle, standard, .260 / 6.7mm: Now compatible with 6x45mm
    • Rifle, standard, .30 / 7.62mm: Now compatible with 7x57mm Mauser


February 9th 2022

Version 6.3.12 - The 1000-Weapon Update, Part 12: Conventional rifles and Handgear

37 new weapons and 1 new caliber added to the game (30 firearms, 7 melee weapons, including 1 integrated bayonet), bringing the total to 985.

New caliber

New weapons

Other changes


February 1st 2022

Version 6.3.11 - The 1000-Weapon Update, Part 11: Precision rifles and Two-handed clubs

13 new weapons added to the game (7 firearms, 6 melee weapons), bringing the total to 948.


January 23rd 2022

Version 6.3.10 - The 1000-Weapon Update, Part 10: Pistols and One-handed clubs

47 new weapons added to the game (32 firearms, 15 melee weapons), bringing the total to 935.

New weapons

Other changes

Changes to magazines:

  • All Desert Eagle magazines now possess a "Deagle" tag for searching purposes
  • Mauser C96 Red 9 stripper clip: Renamed to "Mauser C96 stripper clip", compatible with both Mauser C96 Broomhandle and Mauser C96 Red 9 depending on loaded ammunition

Changes to Maze Customs magazines:

  • Glock-SF .22 and Glock-LF .22 magazines: Capacity increased from 10 rounds to 12
  • 1911SS 9mm and 1911DS 9mm magazines deleted (replaced with 1911RO magazines and P-18 magazines, respectively)


January 9th 2022

Version 6.3.9 - The 1000-Weapon Update, Part 9: Grenade launchers and Knives

12 new weapons added to the game (2 firearms, 10 melee weapons), bringing the total to 888.


January 2nd 2022

Version 6.3.8 - The 1000-Weapon Update, Part 8: Hand grenades and Axes

New weapons

11 new weapons added to the game (6 firearms, 5 melee weapons), bringing the total to 876.

Other changes

Changes to existing weapons:

  • M84: Weight changed to 2 (from 1)


January 1st 2022

Version 6.3.7 - The 1000-Weapon Update, Part 7: Underbarrel weapons and Crude weapons

12 new weapons added to the game (2 firearms, 10 melee weapons), bringing the total to 865.

New crafting items:


Prior versions