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 [[object 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.
 +
 +
= Upcoming =
 +
'''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 Custons, as well as new calibers, weapons, ammunition, and Customs mods.
 +
 +
==== [[Maze Customs] ====
 +
* New [[Customs:Major|Major]] family: '''AR-10''', which includes the [[Armalite AR-10]] and a range of new weapons and calibers listed below
 +
 +
==== [[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.
 +
 +
==== [[Weapons]] ====
 +
* 15 new firearms:
 +
** [[Browning BAR]] (not to be confused with [[Colt M1918 BAR|the other BAR]]) - semi-automatic rifle chambered in [[.243 Winchester]]
 +
** [[Browning BPR]] - pump-action rifle chambered in [[.243 Winchester]]
 +
** [[Remington Model 700 ADL]] - New Rem 700 family member, bolt-action rifle chambered in [[.243 Winchester]]
 +
** [[Winchester Model 88]] - lever-action rifle chambered in [[.243 Winchester]]
 +
** [[Winchester XPR Compact]] - bolt-action rifle chambered in [[.243 Winchester]]
 +
* 5 new melee weapons:
 +
** x
 +
  
 
= October 3rd 2022 =
 
= October 3rd 2022 =

Revision as of 02:29, 4 October 2022

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.

Contents

Upcoming

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 Custons, as well as new calibers, weapons, ammunition, and Customs mods.

[[Maze Customs]

  • New Major family: AR-10, which includes the Armalite AR-10 and a range of new weapons and calibers listed below

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.

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:


December 28th 2021

Version 6.3.6 - The 1000-Weapon Update, Part 6: Shotguns and Whip/Lash weapons

29 new weapons added to the game (23 firearms, 6 melee weapons), bringing the total to 853.

New weapons

Other changes

Changes to existing weapons:

The Limb damage value of all explosive weapons has been flattened; they are no longer dice rolls but flat numbers. The full list of changes is as follows:


November 23rd 2021

Version 6.3.5 - The 1000-Weapon Update, Part 5: Combat rifles and Exotic Melee weapons

37 new weapons added to the game (34 firearms, 3 melee weapons), bringing the total to 824.

New weapons:

New ammunition:

Crafting

  • New blueprint: HSCutter
  • New ingredient item: Prototype improved power cutter engine

Other changes:


October 18th 2021

Version 6.3.4 - The 1000-Weapon Update, Part 4: Auto pistols and Staff/pole weapons

6 new weapons added to the game (2 firearms, 4 melee weapons), bringing the total to 787.

New weapons:

New magazines:


October 3rd 2021

Version 6.3.3.1 - The 1000-Weapon Update, Part 3.1: New speedloaders and speed strips

New weapon accessories:

  • Speedloaders:
    • .41 Magnum 5-round speedloader
    • .41 Magnum 6-round speedloader
    • .327 Federal Magnum 6-round speedloader
    • .327 Federal Magnum 7-round speedloader
  • Speed strips:
    • (Customs only) .41 Magnum 5-round speed strip
    • (Customs only) .41 Magnum 6-round speed strip
    • .44 Magnum/Special/.50 AE 5-round speed strip (moved from Customs to retail)
    • (Customs only) .327 Federal Magnum 6-round speed strip
    • .327 Federal Magnum 7-round speed strip
    • (Customs only) .327 Federal Magnum 8-round speed strip
    • (Customs only) .327 Federal Magnum 9-round speed strip

Modified weapon accessories:

  • All speed strips capable of accepting .44 Magnum and .44 Special can now also accept .50 Action Express (the rim is the same size). This affects the following:
    • .44 Magnum/Special 5-round speed strip => .44 Magnum/Special/.50 AE 5-round speed strip
    • .44 Magnum/Special 6-round speed strip => .44 Magnum/Special/.50 AE 6-round speed strip


October 2nd 2021

Version 6.3.3 - The 1000-Weapon Update, Part 3: Revolvers and bayonets

18 new weapons added to the game (15 firearms, 2 bayonets, 1 integrated bayonet), bringing the total to 781.

New weapons:

Balance changes:


September 6th 2021

Version 6.3.2 - The 1000-Weapon Update, Part 2: Machine guns and one-handed swords

12 new weapons added to the game (7 firearms, 5 melee), bringing the total to 763.

New weapons:

New magazines:

New ammo belts:

Other:

  • Rule clarifications: On the rare weapons that possess a foregrip and a bipod at the same time (Pecheneg Zenit, Ultimax, UK vz. 59), the effects of only one accessory apply at a time. If the bipod is deployed, only the bipod's effects are applied. Otherwise, only the foregrip's effects apply.


August 15th 2021

Version 6.3.1 - The 1000-Weapon Update, Part 1: First, The Ammo

Ammunition - New calibers:

New handloading components:

  • Casings for each of the new calibers, except 10x24mm Caseless (obviously)
  • New projectiles:
    • .236, 46 grain (5.8x21mm)
    • .243, 90 grain (6x45mm)
    • .284, 175 grain (7x57mm Mauser)
    • .312, 100 grain (.327 Federal Magnum)
    • .410, 210 grain (.41 Magnum)


June 27th 2021

Version 6.2 - The Shields Update

Written with suggestions from the community - thank you, everyone!


May 29th 2021

Version 6.1.1 - Various changes and fixes

  • Class 4 weapons:
    • Mini-grenades no longer "count as 0.5 item in LBE" to reduce confusion.
  • Ammunition:
    • The "rare calibers" (.260 Remington, .300 AAC Blackout, .338 Norma Magnum, .460 Rowland, 9x25mm Dillon) now have retail ammunition available. The "rare caliber" moniker remains in use, to symbolize the fact no standard retail firearms are available in these chamberings.
    • .260 Remington: Standard (FMJ, Match, JHP, JSP)
    • .300 AAC Blackout: Standard (FMJ, Match, JHP, AP), Reduced Velocity (FMJ)
    • .338 Norma Magnum: Standard (FMJ, Match, JHP), Sniper Premium (FMJ, Match)
    • .460 Rowland: Standard (FMJ, JHP, Lead), Personal Defense (FMJ, JHP)
    • 9x25mm Dillon: Standard (FMJ, Match, Lead, LSWC, JHP)


May 3rd 2021

Version 6.1 - Character Traits Update

  • Character customization:
    • Direct modification of Primary stats has been removed.
    • Constitution is now part of your character's appearance and has no effect on stats anymore.
    • Pain Thresholds (PBT, PDT) have been removed from the game (due to redundancy with Pain Sensitivity. Now every creature passes out at 100% Pain and dies at 150% without exception.
    • Introduction of Character traits - 50 traits to customize your characters to your liking!
    • Trait assignment now happens after selecting species but before skill attribution.
  • Other
    • Transition to Google Sheets for player inventory sheets is now underway (keep an eye on Discord for details)

Special thanks to everyone who contributed ideas and suggestions for character traits!


April 9th 2021

Version 6.03 - Simplification Update #9: Kiwami Edition

  • Evasion: Dodge checks have been simplified and buffed significantly.
  • Healing: The Addiction resistance effect was removed, and can therefore no longer be earned as a bonus for reaching Master in Healing skill.
  • Negotiation: Critical successes and critical failures are no longer possible in Negotiation checks. Tables have been edited to reflect the possibility of rolling more than 12 in a negotiation check (due to Negotiation skill bonuses)
  • Training machines: Agility training now levels natural Agility up by +1 every 1000 XP regardless of circumstances. (Previously: +1 every 1500 XP or 750 XP if natural Agility is under +0)
  • Backtracking is now an option when traveling in the Uncivilized Area, with certain caveats:
    • If the player confirms they wish to backtrack, the traveling direction is reversed (town/intersection of origin and destination are flipped), and the number of rooms to destination becomes equal to the number of rooms passed + 5.
    • If the player has chosen to backtrack once during their current UA trip, they cannot backtrack again in the same trip.
  • Major changes to Weapon accessories and Ammunition:
    • The weight of a feeding system no longer changes depending on the ammunition loaded, remaining at their base weight. Therefore, it is more space efficient to keep your magazines loaded.
    • A new size tier is introduced: Lean, with a weight of 0.75 units. Several magazines have been converted to this size tier.
      • AK-22 30-round magazine
      • Colt 9mm SMG 32-round magazine
      • CZ 75 9mm 30-round magazine
      • Glock .40/.357 22-round magazine
      • Glock .45 30-round magazine
      • Glock 9mm 33-round magazine
      • Glock 10mm 33-round magazine
      • Kashtan 30-round magazine
      • Kedr 30-round magazine
      • Kiparis 30-round magazine
      • m/45 36-round magazine
      • M3 30-round magazine
      • MAB-38 30-round and 40-round magazine
      • MAC-10 30-round magazine
      • MAC-11 32-round magazine
      • MAT-49 32-round magazine
      • MP5 9mm 30-round magazine
      • MP5 10mm/.40 30-round magazine
      • MP7 40-round magazine
      • MP40 32-round magazine
      • MPX 9mm 30-round magazine
      • MT-9 30-round magazine
      • MT-40 30-round magazine
      • OTs-33 27-round magazine
      • OTs-39 30-round magazine
      • P226 9mm 32-round magazine
      • PM-63 RAK 25-round magazine
      • PP-2000 44-round magazine
      • PPS-43 35-round magazine
      • Skorpion .380 30-round magazine
      • Sten 32-round magazine
      • Sterling 34-round magazine
      • Steyr MPi 25-round and 32-round magazine
      • Steyr TMP 30-round magazine
      • Suomi 36-round magazine
      • Tec-9 32-round magazine
      • Thompson 20-round magazine
      • Type 85 30-round magazine
      • UMP9 30-round magazine
      • UMP40 30-round magazine
      • UMP45 25-round magazine
      • USP .45 20-round magazine
      • UZI 32-round and 40-round magazine
      • Vz. 26 32-round magazine
      • ZK-383 30-round and 40-round magazine
      • Maze Customs magazines: Glock .32 38-round, Glock .380 30-round, Glock Mak 33-round, Glock Tok 30-round, MP5 .22 25-round
    • Large size tier is now 1.5 units instead of 1.2 units.
    • Five new LBE items introduced:
      • Three tactical vests: SOT-SMG tactical vest, SMG chest rig, RPCC competition vest
      • One utility belt: Spider battle belt
      • One leg rig: SMG mag rig
    • The weight of all ammo belt boxes has been rebalanced.

February 18th 2021

Version 6.02 - Telephone Club Update (does not contain actual telephone clubs)

  • Mobile phone and mobile phone batteries no longer have battery indicators. Making phone calls no longer drains arbitrary battery units.
    • Battery charge is no longer relevant, spare batteries are essentially downgraded to just components for the phone bomb. Phones return to their original purpose as storytelling tools with no need to worry about charge.
  • New Effect: Travel fatigue. At the end of a trip in the UA, upon reaching their destination, a character will gain an amount of Fatigue corresponding to the number of rooms traveled, at a random rate varying between 0.1% and 0.8% multiplied by rooms traveled.
    • Travel fatigue applies even if you Skip travel.


February 7th 2021

Version 6.01 - Various minor changes and improvements.


January 28th 2021

MazeWorld version 6 - The Big One

Latest changes:

  • Restaurant menus have been revamped, now offering many more choices.
  • Official reopening of the community


January 24th 2021

Version 5.59 - Expansion of Maze Customs Minor mods

This update adds many Minor conversions for several weapons. Many were suggestions by members of our community, listed in parentheses below.

New Minor mods for the following weapons:


January 20th 2021

Version 5.58 - The late, late LBE update

This update introduces several new LBE items and changes many existing ones.

New tactical vests:

  • Micro chest rig
  • Wartech tactical vest

New backpacks:

  • Tactical sling bag
  • Duffle backpack
  • Durabag
  • LAWgiver backpack
  • Mechanism pack
  • Phantom Sniper bag
  • Rocketeer backpack
  • SO Raid rucksack

New utility belts:

  • Simplex pouch
  • Duplex pouch
  • Triplex pouch
  • Handyman belt
  • Nade Drake belt
  • Viper battle belt

New leg rigs:

  • Hunger holster
  • Mushroom Collector rig

Modifications to existing LBE:

  • Blackhawk LRAK Gunner kit: Renamed to Gunner chest rig. Food pouch can now contain any food item.
  • M1956 Webbing: Food pouch can now contain any food item.
  • ALICE Mark 2: Renamed to Alice backpack. Capacity becomes 30 units. Previous special capacities are deleted. Gains 3 special capacities: Extra storage 1 (any items, 10 units), Extra storage 2 (any items, 10 units), and Extra storage 3 (any items, 10 units)
  • Blackhawk 3-Day assault pack: Renamed to Assault pack. Capacity becomes 45 units. Gains 1 special capacity: Extra storage 1 (any items, 30 units).
  • Blackhawk Travel bag: Renamed to Travel bag. Capacity becomes 80 units. Gains 3 special capacities: Extra storage 1 (any items, 25 units), Extra storage 2 (any items, 10 units), Extra storage 3 (any items, 5 units)
  • Blackhawk USAR bag: Renamed to Long-distance backpack. Capacity becomes 100 units. Gains 3 special capacities: Extra storage 1 (any items, 25 units), Extra storage 2 (any items, 15 units), and Extra storage 3 (any items, 10 units)
  • Blackhawk Cyclone pack: Renamed to Cyclonus backpack. Capacity becomes 50 units. Gains 2 special capacities: Extra storage 1 (any items, 25 units), Extra storage 2 (any items, 10 units)
  • Jaeger rucksack: Renamed to Hunter rucksack. Capacity becomes 40 units. Gains 2 special capacities: Extra storage 1 (any items, 10 units), Extra storage 2 (any items, 10 units)
  • PLCE Bergen rucksack: Renamed to Combat rucksack. Capacity becomes 70 units. Gains 3 special capacities: Extra storage 1 (any items, 15 units), Extra storage 2 (any items, 15 units), and Extra storage 3 (any items, 5 units)
  • Gunfighter belt: Gains 1 special capacity: Dual holsters (Class 3 weapons only, max 2, max weight per item: 9)


November 15th 2020

Version 5.57 - The Shotgun Blitz update

Changes to Ammunition:

  • All shotgun calibers (12 gauge, 12 gauge CAWS, 20 gauge, .410 bore) have had their buckshot, slug, and flechette base damage revised, in compliance with newly obtained data; 20 gauge buckshot and flechette have been buffed, everything else received very minor adjustments..
  • 12 gauge CAWS: Flechette shells now carry 30 projectiles instead of 20.
  • New shotgun projectile type: AP-Slug, an armor-piercing slug. No retail availability, these projectiles must be handloaded.
  • Establishment of barrel length groups for all shotgun calibers. All four receive 4 groups each: Hunting, Combat, Short, and Super-short. See each individual caliber page for damage multipliers.

Changes to Civilized Areas:

  • Towns: There is no longer any distinction between a "shop hub" with few emplacements and a "mall" with many. All town shop hubs now possess 5 streets and 10 shop emplacements; 8 individual shops, a restaurant and a bar.
  • Certain types of individual shop may be closed on certain days of the week; these are known as inventory days, during which the shop is being restocked.

Changes to Crafting:

  • Specs docs: Docs no longer unlock Specs docs-only items for sale, requiring the tracking of a list of documents brought for each character. The Proving Grounds engineer now requires player characters to trade in the correct documents for each item, alongside money (and in some cases, specific items). In exchange, these items cost significantly less than they used to - all prices were slashed to 1/4 their previous values.

Changes to Lockpicking:

  • As part of the ongoing work to update all locations, FL/HS locks are now deprecated. The only lock types in the game are now mechanical locks and electronic (keycard) locks.


October 15th 2020

Version 5.56 - The Unintuitively Named Update (that has nothing to do with 5.56mm firearms)

Changes to Weapons:

  • New concept introduced: Traditional inner tubes. Refers to certain firearms - specifically, lever-action rifles - that do not possess a side-loading gate, and are instead reloaded by using a traditional, Henry-style inner tube.
    • Reloading a traditional tube rifle is done the same way as a single-action revolver; a full reloading action is required to remove the tube, then the normal loose rounds rule applies (up to 3 rounds per turn). The tube is replaced automatically when the character is done reloading.
  • The Winchester Model 270 stats have been modified to reflect that it is a rifle with a traditional inner tube.


September 8th 2020

Version 5.55 - 555-WE-SAFE update

New creature:

  • The horse returns to the bestiary.

Changes to Ammunition:

  • Sintered Frangible (SF) ammunition now has a different effect:
    • Against unarmored ACs: 1.2x Pain, 1.2x LD
    • Against armored ACs: 0.5x Pain, 0.5x LD
    • Every hit successfully causing an injury will open 3 Wounds instead of 1.

Changes to Unarmed combat:

  • Two new techniques, Steal and Monkey's Paw, have been introduced.

Changes to shops and services:

  • The style shop has been revamped completely and is now a custom clothing service.
    • Completely custom human/halfling clothing items and youkai outfits can be designed there. The basic principle is for the player to describe, in free-form, what the item is supposed to look like, then to purchase protection ratings, covered body parts, effects, and more in order to give the custom item a useful purpose. This service is intentionally very expensive.
  • Dojos have been expanded, and now offer various machines and training programs designed to improve a character's natural statistics:
    • The stats that can be improved are Natural Pain Sensitivity, Natural Strength, Max Blood, Max Limb HP, Natural Endurance, and Natural Agility
    • Each training program has an XP counter. Spending time (and effort) on a training nets XP, which can be spent to increase one natural stat, up to certain limits (some stats cannot be trained further once they reach a certain value, others have a maximum XP limit)
    • Training program XP is now tracked on inventory sheets.
  • The bank's item vault service has been modified:
    • Item vaults are no longer free and unlimited. A player character must first purchase an item vault before it can be used; this costs Parallar symbol.png1000 and allows the player access to a 50-unit vault. This vault can be upgraded in 50-unit increments, up to the maximum size of 400 units; upgrading costs Parallar symbol.png(size x 15)
    • Withdrawing items from a vault now costs Parallar symbol.png500 + (weight of items withdrawn x 10), and it is not possible to withdraw more than 150 units of items at once.
    • Withdrawing items from a vault now requires waiting for 1d3 day periods (between 4 and 12 hours), as delivery time.
    • LBE items must be stored empty. LBE items that cannot be folded down (e.g. most backpacks) are not allowed inside the vault anymore.


June 24th 2020

Version 5.54 - Magazines and other knick-knacks

Changes introduced:


May 23rd 2020

Version 5.53 - Update to food and hunting.

Changes to Hunting:

  • Game meat from certain creatures no longer provide Effects such as Alertness increase or Strength +10%/+20% for a few turns.
  • Instead, a system of high-value meat was created. Meat from certain creatures is now considered to be either a Delicacy (Double value) or a Luxury (Triple value).

Changes to Creatures:

  • The item lines of all relevant creatures now state if they produce delicacy meat, luxury meat, tainted meat, illegal meat, or if they produce no meat at all.
    • An exception was made for humans, halflings and youkai - their item lines do not display meat status, as it is assumed that the meat of all playable species is already known to be illegal.
  • All references to "Poisonous meat" have been changed to the correct term: Tainted meat.

Changes to Food:

  • The Hot-gon no longer has a Strength boosting effect, in accordance to the changes listed above. Instead, nutrition was increased from 296 to 592.


May 14th 2020

Version 5.52 part 2 - Bestiary update

Changes to Creatures:

  • Old creature bestiary was completely removed and replaced with an all-new collection of monsters - in total, 128 creatures, including the 20 playable species.
  • Human, halfling and youkai occupations have also been revamped - a total of 34 occupations are now listed into the game.
    • New occupations: Janitor, Head janitor, 8 different flavors of non-faction criminals, Youkai activist squadleader, and 3 different ranks of Yatela gangsters

Changes to Crafting:

  • New blueprint: Kama blueprint (Level 1)
  • New crafting ingredient item: Sickle blade

Pending: The wiki will be edited to reflect the new changes as soon as possible.


May 7th 2020

Version 5.52 part 1 - Bestiary update: Preparatory changes

Changes to ammunition:

  • Small bolt: Base damage nerfed by 4% (46% -> 42%)

Changes to weapons:

New clothing and armor:

  • New human clothing and armor: Hooded robe, Sleeveless jumpsuit, Janitor outfit shirt, Janitor outfit pants, Security guard hat, Armored trench-coat.
  • New youkai outfits (for all 5 body types): Bandit outfit, Farmer outfit, Janitor outfit, Maid outfit, Prison outfit, Scientist outfit, Security outfit, Technician outfit

New weapons:

Pending: The wiki will be edited to reflect the new changes as soon as possible.


April 10th 2020

Version 5.51 - Changes to game mechanics, simplification of damage models

Changes to core gameplay mechanics:

  • The C2 Armor Class is entirely scrapped from the game, as it is considered unnecessary. The AC previously called C3 is now known as C2. All weapons and ammunition in the game no longer have a damage value for the scrapped AC. Most clothing and armor that was classified as C2 will be reclassified as C1.

Changes to ammunition:

  • .30-06 Springfield: Base damage buffed by 1% (166% -> 167%) so that the new C2 damage value (old C3) becomes 150% (previously 149%).
  • 9x25mm Dillon: Base damage buffed by 1% (54% -> 55%), so that the new C2 damage value (old C3) becomes 50% (previously 49%).

Notes:

  • Creatures have not been modified yet, as the bestiary update is still in progress.


March 17th 2020

Version 5.5 - Game mechanics changes, new ammo types

Changes to Recoil:

  • Recoil calculation and effects no longer rely on exact shot order, but now instead only needs total shots fired, significantly cutting down on the amount of time that needs to be spent counting and checking shots.
  • The new Recoil system works as follows: Every Recoil level has a limit of shots (the Accuracy Drop Threshold, or ADT) that can be fired - if a character shoots over ADT, accuracy and aim wandering effects are applied to the entirety of the shot string, and not just the shots that go over ADT. A second level with even more severe penalties is applied if the amount of shots fired is equal to more than double the limit.
    • As before, going over ADT will result in aim wandering (which sends shots to &bodyaim instead of the desired point of aim), however instead of being applied only starting from the shot that went over the limit, aim wandering applies to ALL shots if the total amount of shots fired goes over the limit. Laser sights still cancel out this aim wandering effect.
    • Accuracy windows and effects of going over ADT once and twice will also be updated.

Changes to Combat mode and Weapons; specifically, critical failure effects:

  • Like with Recoil changes above, critical failure effects no longer rely on knowing exact shot order, but only the total shot count, and in particular the critical failure count.
    • Failures to eject (stovepipes): For every stovepipe that occurs, the two highest scoring shots (excluding critical failures) are cancelled. If 3 stovepipes occur in a single string of fire, the 6 highest scoring shots are never fired. This has the potential of cancelling critical hits.
    • Failures to fire (misfires): No changes.
    • Failures to feed:
      • If 2 or less occurred during the same string of fire: Same as stovepipes.
      • If 3 or more occurred during the same string of fire: All shots are cancelled and the weapon is considered to be jammed; this can be fixed by performing a reload action.
    • Failures to burn: No changes.

New ammunition types for pistol and rifle calibers:

  • Tracer (T): FMJ bullets with an illuminating compound at the base of the bullet, which lights up and displays bright, colored light when fired. Tracer ammunition is used to visibly see the flight path of a bullet, and is useful for controlling long strings of fire, particularly full auto, as it allows a shooter to physically see where the bullets are going.
    • Effects: Increases ADT by a certain amount of shots, which scales with Recoil level. However, it always breaks Stealth even when shot with a silenced firearm; the tracer light works both ways and can be seen by others, thus revealing your position.
      • Recoil 1-2: ADT +4 shots
      • Recoil 3-4: ADT +3 shots
      • Recoil 5-6: ADT +2 shots
      • Recoil 7-8: ADT +1 shots
  • Semi-Armor Piercing (SAP): Also known as metal-piercing bullets, they offer a lower cost alternative to full AP or APX, but are less effective at defeating armored targets.
    • Effects: 0.8x damage against unarmored ACs, 1.3x damage against armored ACs.
  • Retail ammunition using these new projectiles is now also available:
    • .22 Long Rifle: Standard T
    • .30 Carbine: Standard T, Standard SAP, Milsurp T
    • .30-06 Springfield: Standard T, Milsurp T
    • .303 British: Standard T, Milsurp T
    • .32 ACP: Standard T, Standard SAP, Milsurp T, Milsurp SAP
    • .357 Magnum: Standard SAP
    • .357 SIG: Standard T, Standard SAP, Personal Defense SAP, Pocket Dragon SAP
    • .380 ACP: Standard T, Standard SAP, Milsurp T
    • .40 S&W: Standard T, Standard SAP, Personal Defense T, Personal Defense SAP, Pocket Dragon T, Pocket Dragon SAP
    • .45 ACP: Standard T, Standard SAP, Personal Defense T, Personal Defense SAP, Pocket Dragon T, Pocket Dragon SAP, Milsurp T
    • .50 BMG: Standard T, Milsurp T
    • 4.6x30mm: Standard T, Milsurp T
    • 5.45x39mm: Standard T, Standard SAP, Milsurp T, Milsurp SAP
    • 5.56x45mm NATO: Standard T, Standard SAP, Milsurp T, Milsurp SAP
    • 5.7x28mm: Standard T, Milsurp T
    • 5.8x42mm: Standard T, Standard SAP, Milsurp T, Milsurp SAP
    • 7.62x25mm Tokarev: Standard T, Standard SAP, Milsurp T, Milsurp SAP, Milsurp Cold T, Milsurp Cold SAP, Milsurp Hot T, Milsurp Hot SAP
    • 7.62x39mm: Standard T, Standard SAP, Reduced Velocity SAP, Milsurp T, Milsurp SAP
    • 7.62x54mm R: Standard T, Standard SAP, Milsurp T, Milsurp SAP
    • 7.62x51mm NATO: Standard T, Milsurp T
    • 7.92x33mm Kurz: Standard T, Milsurp T
    • 7.92x57mm Mauser: Standard T, Milsurp T
    • 9x18mm Makarov: Standard T, Standard SAP, High Impulse T, High Impulse SAP, Milsurp T, Milsurp SAP, Milsurp Hot T, Milsurp Hot SAP
    • 9x19mm Parabellum: Standard T, Standard SAP, Personal Defense T, Personal Defense SAP, Pocket Dragon T, Pocket Dragon SAP, Milsurp T, Milsurp SAP, Milsurp Hot T, Milsurp Hot SAP
    • 10x25mm Auto: Standard SAP


January 12th 2020

Version 5.49 - Simplification update #8

Changes to Addictions:

  • Advancement of withdrawal levels is now tied to Daily Reset.

Changes to Inebriation:

  • Inebriation no longer naturally decays at a rate of 0.1 per turn.
  • New Effect: For every +0.1 Inebriation gained, Stress is decreased by -0.4%; effectively turning alcohol into a reliable Stress relief method.
  • Inebriation decay now depends on the passage of time (and not specifically Daily Reset either), based on the amount of day periods that have passed since the last drink.
  • Effects of Inebriation have been modified and simplified.

Changes to Venom:

  • Rebuilt the effects of Venom poisoning (modified the thresholds and simplified the effects)

January 6th 2020

Version 5.48 - Simplification update #7

Changes to Stress:

  • Stress thresholds for Low and Moderate have been adjusted (respectively 0.0% : 19.9% and 20.0% : 49.9%)
  • Stress is no longer gained from taking damage (Pain, Limb Damage...) or from sustained injuries.
  • Stress gained from combat (now clarified as an effect called Combat Stress) is now calculated differently; the total amount is now equal to (Td4)x0.1xE, where T is the total amount of turns spent in combat, and E is the amount of enemies at the start of a fight.
    • Effectively, this means gaining between 0.1% and 0.4% Stress per turn spent, multiplied by the amount of starting enemies.
  • Stress gained from combat is now given at the end of combat, instead of gradually turn by turn.
  • The Stress Tolerance effect is scrapped.

Related changes:

  • Books now heal a flat amount of Stress, -2.0% per reading. Books provide their Stress reducing effect only once per ingame day; an already read book must be marked with a tag.
    • Suggested tag: "Read recently - provides no effects until next Daily Reset"
  • Showers no longer provide negative effects, and the command is now always rolled when using a shower, regardless of the location. Each use will now spend 30 ingame minutes and has a chance to provide a positive effect (reduces Stress, Fatigue, or Pain) each time.
  • Computers now decrease Stress by (4d10)x0.1 at the cost of spending 2 ingame hours.
  • Radios now decrease Stress by (2d10)x0.1 at the cost of spending 1 ingame hour.

December 8th 2019

Version 5.47 - Simplification update #6

  • The Cover system has received multiple modifications aimed at simplifying their purpose and function:
    • Cover no longer have pass-through thresholds or corresponding Pain modifiers (like trauma plates).
    • Deleted the "full protection" trait (which protected against bouncing explosives - of which there is only one type currently)
    • Modified the list of cover types (changed health and AC values on many of them)
  • Explosives:
    • Simplified the damage calculation method for pressure mines: full limb damage to legs/feet, 0.25x limb damage to everything else. (Previously, it also dealt 0.5x damage to torso/hips)
    • Simplified injury calculation from explosive weapons. It is now dependent on base explosive damage; specifically, equal to BED / 4 rounded down (or in other words, for every 4 full points of limb damage dealt by an explosive weapon, 1 wound is also dealt).
  • Chlorine bomb and Chlorine gas clouds:
    • Removed the 25% chance to lose eyes per turn spent in a chlorine gas cloud. It was replaced by an additional damage effect (2 limb damage to a random body part per turn spent in a cloud).
  • Crafting items
    • Gun Repair Kits can no longer be used to repair dud explosives; this ability was moved to the...
    • New toolkit: Explosives Toolkit (XTK). Costs Parallar symbol.png300 and can be used up to 5 times. This kit allows users to repair dud explosives and defuse certain types of primed explosives more quickly than with bare hands; consumes 1 use per explosive repaired or defused.
  • Effects
    • Nausea is now a temporary effect which prevents using Food items. All items inducing Nausea are now given a turn duration, and no longer induces IR +1.
    • Anti-Oni Syndrome now causes creatures under this effect to get Pain instead of Venom from drinking alcohol (1% Pain per 0.1 Inebriation). The Pain gained this way is fixed and ignores Pain Sensitivity entirely.
    • Decompensation and Self-deterioration were simplified, introducing a system of points gained at Daily Reset. If these points reach a particular threshold, instant death occurs.
    • Various effects were simplified or scrapped entirely.


November 14th 2019

Version 5.46 - Simplification update #5

  • Weapons:
  • Statistics:
    • Pain: No longer naturally regenerates at a rate of -2% per turn; in fact, the entire concept of "Pain regeneration per turn" is removed. Instead, 40% Pain is healed every day during the Daily Reset (10% in Survival Mode at every Trading Post instead)
  • Meds:
    • Cannabis no longer increases pain regeneration per turn, but instead decreases Pain by a flat amount; -25%.
  • Other changes:
    • Augmentations: Guardian LSS modified so it doesn't improve pain regeneration per turn anymore, but instead reduces Pain Sensitivity and improves the effectiveness of Pain healing at the Daily Reset (Level 2: Pain Sensitivity -10%, Daily Reset Pain healed by 70%. Level 3: Pain Sensitivity -20%, Daily Reset Pain healed by 100%.)
    • Tanuki special abilities: A new 9 TB ability called Still Hard is added. Applies Strong limb healing to any of the tanuki's limbs. Regeneration is now more expensive, bumped up to 5 TB. Many abilities have had their effects simplified as well.


November 10th 2019

Version 5.45 - Simplification update #4: Ores, metals and mining

  • Valuables:
    • Scandium and palladium ingots have been scrapped
    • Introduction of new types of ingots: Zinc, Iron, and Tungsten
    • All ingots are now available in four sizes: 100g (0.2 Weight units), 250g (0.5 units), 500g (1 unit) and 1000g (2 units)
    • "Hardened steel" was renamed to just "Steel"
    • Value per kilogram of brass is now 240 P$ (previously 224 P$)
    • Value per kilogram of electrum is now 1400 P$ (previously 1340 P$)
  • Ores and mining:
    • All metal ores have been completely scrapped and rebuilt from the ground up. All types of metal ores now contain a percentage of ONE useful metal or "quick cash" element, and are now based on more realistic types of minerals.
    • The list of "Primary" mining elements (which can be exchanged for ingots) has been rewritten, and now includes (from least to most valuable): Zinc, Lead, Iron, Copper, Tungsten, Silver, Gold, Platinum.
    • The list of "Secondary" mining elements (which can be exchanged for cash) has been rewritten, and now includes (from least to most valuable): Coal, Sulfur, Nickel, Mercury, Magnesium, Tin, Cobalt, Aluminium, Molybdenum, Titanium, and Chromium.
    • There isn't a tertiary "garbage" category of ore materials anymore.
    • Object line nomenclature for all metal and gemstone ores has been redone for clarity.
  • Other changes:
    • Dimensions of brass and electrum coins were modified slightly to account for the changes.

September 24th 2019

Version 5.44 - Various changes in various domains

  • Buff to the gohei and shaku: Each weapon now gains a Charge point when killing a creature it is designed to deal double damage to, and for every Charge point it holds, the weapon deals an additional LDV+1. If at least 1 Charge point is in the weapon, the user can use a special attack ("Terminating Seal" for the gohei, "Cleansing Fire" for the shaku) which will allow the weapon to temporarily deal quadruple (4x) damage instead of just double against the species it is designed to hurt, for one turn only. On the following turn, the weapon loses all of its Charge points.
  • Introducing a new type of key item, the skeleton key; 10 different types exist, from Type 0 to Type 9. The purpose of a skeleton key is to open any mechanical lock, as long as the type matches the first digit of the lock's serial number (e.g. a Type 2 skeleton key will open any lock from 2000 to 2999).
    • Skeleton keys break after one use.
    • They can be sometimes found in &stuff.
    • They can also be crafted; two new crafting blueprints, SkelKeyA and SkelKeyB were introduced. In a first for the game, these recipes also require a certain skill level in Lockpicking in order to use (respectively, Lv2 - Basic, and Lv3 - Skilled).
  • Introducing a new type of toolkit, the hacking tool, which is essentially an electronic lockpick. Hacking tools are disposable devices with electronic spoofing software; they can be used up to 10 times, then brick themselves.
    • It replaces the HX-1337 series of hacking augmentations, which have been scrapped from the game.
    • Modifications to the hacking mini-games were made to accomodate for the new hacking tool.
    • The &loginwords command was renamed to &words, and its dictionary of words was increased from 810 to 8738 words.
  • Kasha buffs: Kasha base stats have been improved (Base limb health: 43 -> 60, Max Blood 12 -> 17, Pain sensitivity 163% -> 117%), and their old "Savage" ability was removed, and replaced with two new abilities, Natural Hunter and Savage Mode:
    • Natural Hunter: As a passive ability, kasha claws are tough enough to allow for Butchering without the need for a suitable tool. All Kasha also start with Lv2 - Basic in Hunting.
    • Savage Mode: Kasha can, at will, give themselves +10.0% Stress in exchange for +40% Strength and -40% Pain Sensitivity for 20 turns. If Savage Mode is already active, Kasha can activate the ability again to extend the remaining duration by another 20 turns.
  • Nerfing UHS ammunition: It now deals 1.3x damage (Pain and LD) instead of 1.4x.
  • Changes to MAIM: Rie "Fireball" Kirari, being a kasha, now benefits from the new abilities introduced above. Her natural Pain Sensitivity was also lowered to 87%.
  • Changes to healing: First Aid Kits and Field Surgery Kits now instantly heal HP instead of HP over time (Light: +7 HP; Strong: +12 HP). The bonuses introduced by the Healing skill now give additional HP to all of the limbs not targeted by the FAK/FSK - +1 HP at Basic, +2 HP at Skilled, +3 HP at Expert, and +4 HP at Master. The bonus HP is free and costs no Nutrition or Fatigue.


September 6th 2019 (2)

Version 5.43 (part 3) - The SteveMRE Konbini update part 3/3: Convenience stores

Convenience stores

  • Convenience stores are a new shop type which replaces the previously existing takeout stands.
  • Convenience stores are a type of individual shop, sharing the same layout as other types of individual shops.
  • The purpose of convenience stores is to sell a fixed inventory of items considered to be basic necessities. Unlike most other shops in the Mazes, the majority of their inventory is not random.
  • Items sold at convenience stores are divided in four aisles: Food aisle, Ammo aisle, First Aid aisle, and Misc aisle.
  • Each convenience store belongs to one of five chains; 24-Seven, Fusco's Bodega, Angelstop, Circle H and Tomato Konbini. Each chain has their own traits and extra features, such as raffle tickets for every 250 P$ of purchases, extra gear, or extra services.


September 6th 2019 (1)

Version 5.43 (part 2) - The SteveMRE Konbini update part 2/3: New and improved rations, new food items

This is the second part out of a series of three updates.

New food items

  • 11 new and improved rations have been introduced, replacing the previous 3 completely.
  • New category of food item, powdered drinks. Powdered drinks are inedible on their own, but can be combined with a bottle of water to create a drink.
    • 8 powdered drink packets, and 8 corresponding crafting-only beverages introduced.
  • 20 new types of regular food items introduced, many of which can be found in the new rations.

All of the new items have been added to the Food page.

Other changes

  • New crafting item, the Mini-bag of 5 safety matches, which is found in many rations, but can also be found for sale at Workshops for Parallar symbol.png0.10 apiece.


September 5th 2019

Version 5.43 (part 1) - The SteveMRE Konbini update part 1/3: Changes to consumables

This is the first part out of a series of three updates.

The effects of many consumables have been modified.

General changes to all consumables

  • All consumables that previously listed a percentage chance to get an effect, now always give the listed effect. The percentage chance effects have been scrapped.

Changes to Effects

  • Nausea is now a permanent effect that gives the afflicted creature an IR +1 effect and a nauseous sensation. This effect can, however, be eliminated by attempting to throw up. Even if the attempt fails, Nausea will always be eliminated this way.
    • All references to Nausea having a turn duration have also been eliminated.
  • Suppressed hunger has been completely rewritten, and now works as follows: If Hungry, Famished or Starving, this effect will treat the creature's Nutrition level as being OK (temporarily canceling any negative effects from low nutrition).

Changes to food

  • Can of cola drink: No longer provides Agility +1 and Alertness increase - still affects Fatigue and Stress
  • Can of lemonade: No longer provides any effects besides nutrition and hydration
  • Can of energy drink: No longer provides Strength +10%, but the effect is lengthened from 15 to 20 turns, and now also reduces Fatigue by 5.0% and increases Stress by 0.5%.
  • Cup of tea, green: Effect now increases alertness instead of Agility, effect now lasts 10 turns
  • Cup of tea, black: Effect now increases alertness instead of Agility, effect now lasts 10 turns
  • All game meat boosting Strength or Alertness: All effects now last 20 turns instead of 2 or 3 turns.
  • Hot-gon (exclusive to Diamond Hot-Dogs): Effect now lasts 20 turns

Changes to meds

Many medical items have had their effects completely rewritten. These are the new effects for the following items:

  • Cannabis joint: Agility -1, Pain Regeneration Rate +2% /turn for 20 turns, Stress -1.0%
  • Cigarette: Agility +1, FT -1 for 10 turns
  • Nitrous oxide: Pain Sensitivity -50%, Euphoria Rush for 10 turns
  • Amphetamines: Agility +2, Alertness increase, FT -1 for 20 turns, Stress +3.0%
  • Pentobarbital: Instant death in 20 turns
  • Steroids (anabolic): Strength +40% for 20 turns
  • FG-7142: Suppressed hunger for 40 turns, Stress +8.0%
  • Desoxyn (meth pill): Alertness increase, Forced wakefulness for 20 turns, Fatigue -30.0%, Stress +10.0%
  • Oxycodone: FT+1 for 10 turns, Pain -50%
  • Epinephrine: Agility +3, Fatigue -10.0%, Stress +8.0%
  • Heroin: Pain sensitivity -100%, FT+2 for 30 turns, Pain -90%
  • Lorazepam: Forced sleep for 30 turns
  • Morphine: Pain sensitivity -75%, Agility -2 for 30 turns, Pain -70%
  • Cocaine: Pain sensitivity -100%, Alertness increase, Hallucinations for 20 turns
  • PCP: Pain sensitivity -50%, Alertness increase for 20 turns
  • Codeine: Nausea, Pain -40%
  • Concentrated caffeine: Alertness increase, Agility +1 for 10 turns, Fatigue -12.0%, Stress +1.2%
  • Diazepam: Alertness increase, FT-2 for 20 turns
  • Ecstasy: Intense relaxation, Euphoria Rush for 40 turns

Changes to mushrooms

Many mushrooms have had their effects completely rewritten. These are the new effects for the following items:

  • Oni's Bane mushroom: Anti-oni syndrome for 10 turns
  • Golden cap, Liberty cap: Hallucinations for 10 turns
  • Infirmitas: Strength -20% for 10 turns, Nausea
  • Turbatio: FT+1 for 10 turns
  • Oni Terror: Anti-Oni Syndrome for 30 turns, Nausea
  • Fatigatio: Fatigue +30.0%
  • Caecitas: FT +3 for 20 turns
  • Potentia: Strength +20% for 20 turns
  • Accuratio: FT -1 for 20 turns
  • Anxietas Medicus: Stress -10.0%
  • Strenuitas: Alertness increase for 20 turns
  • Velocitas: Agility +1 for 20 turns
  • Extra Velocitas: Agility +2 for 20 turns
  • Furor: Rage for 20 turns


July 21st 2019

Version 5.42 - Detective update

An accompanying Tsuchinoko update (version 138) will be released on the same day.

Changes to Creatures

  • The Maze Police faction has a new rank, Guard Detective. Ranks above Sergeant but below Chief, they are investigators in plain clothes, in charge of cases and issues. They come with their own set of equipment.
    • They now appear as a separate type of creature that can be rolled by the &enc and &enc-LEO commands.
  • All Maze Guard flavors have received an equipment update; trauma plates, Tasers, better load-bearing equipment.


July 13th 2019

Version 5.41 - Weapon accessory tweaks and simplifications

This update aims at trimming some more of the fat with game mechanics, specifically mechanics related to weapon accessories.

An accompanying Tsuchinoko update (version 137) will be released on the same day.

Changes to weapon accessories

  • Scopes: All scope effects have been re-balanced.
    • Low-power optics: No longer have a special effect boosting accuracy only when aiming at small body parts, and instead provides a flat FT-1 bonus.
    • Medium-power optics: Now provides a FT-2 bonus instead of FT-1.
    • High-power optics: Now provides a IR-2 bonus instead of IR-1.
    • Extreme-power optics: Now provides a IR-2 bonus instead of IR-1.
  • Weapon lights:
    • The dazzling effect mechanic has been entirely scrapped.
    • When someone with a weaponlight aims at a creature with night vision or NVGs active, it no longer causes a blindness effect. (Flashbangs are unaffected, they still cause enhanced blindness to creatures with night vision).
    • Weaponlights switched on now automatically break stealth, as they are sources of bright light that can be seen by everyone.
  • WL2 batteries have been entirely scrapped, alongside three models of weapon light (Inforce APL, Inforce WML, and P3X Fury Tactical) due to redundancy.
  • One new type of dual modules introduced: the Streamlight TLR-4, which can be fitted on Short interfaces.
  • All accessories that used to require WL2 batteries, no longer need them, and can function indefinitely. Integrated lights and lasers also no longer show a turn counter to represent battery life.
  • All character sheets must have the following modifications made: All Inforce APL lights are replaced by Surefire X300U lights, and all Inforce WML and P3X Fury Tactical lights are replaced by Surefire M620 lights.

Other general changes

  • Cover mechanics simplified (effectively returned to a previous state); the Exposure system (exposed/hidden) is scrapped, cover now returns to protecting the full bodies of everyone that is behind cover.


May 18th 2019

Version 5.4 - Simplification update #3 : Stress and inaccurate hits

This update aims at further simplifying certain game mechanics.

General changes

  • Stress: All stress levels from Moderate and up no longer cause incremental fatigue effects.
  • Inaccurate hits with ranged weapons no longer call for a 1d2-1 check to determine if the shot hits. From now on, all inaccurate hits are hits.
  • All inaccurate hits now deal 0.7x Pain and Limb Damage, including in melee (down from 0.8x)


April 23rd 2019

Version 5.3 - Simplification update #2 : Blood

This update aims at simplifying some of the mechanics related to the Blood statistic.

General changes

  • Blood no longer naturally heals at a rate of 0.1 per turn, making Pain the only statistic that naturally regenerates every turn no matter what. If you have no wounds, your current Blood level stabilizes at its current level.
  • Natural blood regeneration is now tied to the daily reset; on top of the nutrition/hydration that is normally lost at midnight ingame, your body will attempt to regenerate 1 unit of Blood on its own every day (as long as there are no open wounds at that moment). Upon hitting the daily resert, you will lose 150 ntri and 2% Fatigue, and regenerate 1 Blood instantly. This is intended to incite finding BTKs or pay for a medic. If neither is possible, the tried and tested "buy food and let it heal over a few days" also works, however it may take several in-game days for large amounts of lost Blood.
  • Blood Transfusion Kits now carry 3 units of Blood each instead of 5. Full BTKs now cost 350 P$ instead of 550 P$.
  • A new type of medical item (Epoetin-alfa, syringe) can be consumed to start a 20-turn effect resembling the old natural regeneration effect: +0.1 Blood per turn, in exchange for -15 ntri and +0.2% Fatigue per turn. In total, the item would help your body regenerate up to 2 Blood but burn up to 300 ntri and 4% Fatigue. Syringes of Epoetin-alfa cost 100 P$, making them the cheapest syringe-type medical item.
  • Changes to Augmentations: The Guardian LSS no longer increases the amount of Blood regenerated per turn, since that mechanic is gone. Instead, each level increases the amount of Blood regenerated every day by 1, at no extra cost of nutrition and fatigue. Level 1 therefore lets you heal 2 Blood per day, Level 2 is 3 Blood per day, and Level 3 is 4 Blood per day, all for the same cost of 150 ntri/2% Fatigue per turn, making it viable to heal large amounts of Blood loss over the space of a few days.
  • Changes to Clothing protections: Buffs to protection ratings. -Resistant will prevent injuries on hits dealing up to 4 limb damage (previously, 2), and -PROOF will prevent injuries on hits dealing up to 8 limb damage (previously, 4).


February 20th 2019

Version 5.2 - Extra game modes update

This update introduces two new methods of playing MazeWorld: Survival and Freeform, and retroactively renames the 'main' mode into Contestant Story or just Story. These new game modes, so to speak, aim at providing more flavors for players and future GMs to enjoy.

General changes

Survival

In this new mode, players adopt the role of a Survivor, whose only objective is to kill anyone that looks at them wrong, and survive as long as possible. Survival is mainly inspired from old-school MazeWorld, it is essentially an endless Uncivilized Area run, just as it once was.

When playing Survival, players have the option to choose between two modes: Tier X (The game ends after completing X Challenges) or Endless (The game only ends with the Survivor's death, or at player request).

The main differences introduced by Survival are as follows:

  • No towns or intersections as players know them - Survival is an endless Uncivilized Area streak, equivalent to a Deep route. Explorable areas can even still be found and completed for their rewards!
  • Nutrition and Hydration Reset occur every time the Survivor reaches a Trading Post (TP reset). In turn, the reset is much lower than normal. The base values are 420 ntri and 140 wtr (0.2x a normal daily reset).
  • Date and time are not tracked.
  • No Faction Reputation and no Renown to worry about.
  • All skills are unlocked: Survivors start with Unskilled in all non-combat skills (unless skill levels were purchased at Startgame)
  • The Survivor starts with a MAIM account, with all generic and regular named mercenaries available (Special mercs are not available as they're tied to the story).
  • Every 50 rooms, the Survivor will find a Trading Post, which is nothing more than an intersection with a fixed amount of shops and services (see below for details)
  • On the room following every second Trading Post (101, 201, 301...), the Survivor will find a Challenge. Completing the Challenge is necessary to progress forwards!
  • If playing on Tier X, X corresponds to the amount of Challenges the player must complete in order to reach the end.
    • There is no upper limit on the Tier number (and subsequent amount of Challenges), though in order to keep games from being unreasonably long, the author's recommendation is to keep it between 1 and 10, and any longer games should be Endless instead.
    • The author personally recommends first-time players and GMs to try Survival Tier 4, for a 401-room adventure.
  • Mercenaries function differently:
    • The time-based hiring rates do not apply, and are instead replaced by a 50-room hiring rate (corresponds to the distance between Trading Posts). That special rate is equivalent to 2x the 24-hour rate.
    • Upon being hired, a mercenary will immediately join the Contestant with no waiting time.
    • Merc deaths do not need to be reported.
    • All mercenaries show up with their gear. There are no gear costs - their equipment is essentially free.
    • All special parameters are ignored.

The only objective in Survival is to survive. Each Survivor will be entered into a leaderboard for creatures killed and KV score obtained at the end of their run, as well as rooms visited in Survival Endless.

Freeform play

This is essentially the normal game, but without main story quests or sidequests and with certain shops, services and other conveniences immediately available. This mode aims at a more relaxed experience, without the pressure of the pre-made main story, as well as offering an opportunity to design your own stories and plots.

The main differences introduced by Freeform are as follows:

  • All skills are unlocked. Freeform characters start with Unskilled in all non-combat skills, as well as a MAIM account.
  • The Freeform character starts with a MAIM account, with all generic and regular named mercenaries available (Special mercs are not available as they're tied to the story).
    • Reputation and Renown requirements from certain mercenaries are disabled.
  • Roazon is collapsed, exactly as it would after the Contestant completes Sidequest S3-2.
  • All repeatable activities are available: Trading Missions, Mercenary Contracts, Mining, and Bounty Hunter
  • Several shops and services that are normally only obtained as sidequest rewards are available from the start:
    • The Power Armor Shop (Ferland Sector) is available and fully upgraded.
    • The Advanced Handloading Services are available at the Ellen Sector factory.
    • The Powder & Primer Shop is available at the Littleton factory.
  • Renown and Reputation are disabled, to allow GMs more flexibility.
    • It is recommended to replace any rewards in Renown/Rep with money, where applicable and where it would make sense. (e.g. Vigilante work)


January 17th 2019

Version 5.1 - KISS Update (Keep It Simple, Stupid!)

This update aims at simplifying several game mechanics deemed too granular or generally not fun enough.

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

  • 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.
  • 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

  • Clothing and armor can no longer sustain damage, period. The only exceptions are:
    • Trauma plates - which still continue to work as they normally do
    • 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.
  • 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.

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:

  • 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.
  • 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:

  • Since Cleanliness no longer exists, silencers no longer apply a malus on the equipped firearm.

Changes to crafting:

  • 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.

Changes to Maze Customs:

  • Improved barrels now have different effects.
    • 4150CS barrel: Max Condition x1.25.
    • 4150CS + Titanium Nitride (TiN) coating: Max Condition x1.5
    • 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

  • New command: @asktsuchi. Ask a yes/no question and use that command. Results may vary.


November 27th 2018

Version 5 update - The Finished State update

Quests

  • Story Arc #3: The Human-Youkai War released! Features 33 quests, 1 sidequest, and 1 emergency quest.
  • Endgame content now available! The Contestant story may now come to an end as soon as all four Amulets are gathered

Content

Abilities:

  • 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.
  • Introduction of several new combat techniques:
    • Techniques that are learned upon reaching Expert skill level with a corresponding combat skill:
      • 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)
      • 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)
    • Techniques that can be purchased: Lightning Reload (available for 3000 P$ at any shooting range)

Maze Customs:

  • Customs:Minor - 1 new tactical conversion (Pecheneg Zenit), 4 new minor barrel configurations (SCAR-H STD, SCAR-L STD, SCAR-L LB, SG551-LB)

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

  • 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.
  • Migration to the new wiki will begin shortly after the release of this update.
  • The RePoints system is discontinued (please check the corresponding Patreon post for more information).


Prior versions

You can find all of the previous updates up to version 5 on the old wiki's changelog.