Difference between pages "Changelog" and "Introduction"

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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.
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Welcome to '''MazeWorld!''' If you're wondering what this is all about, you've come to the right place! The purpose of this page is to quickly introduce what the game is about, so that you may decide whether this game is for you.
  
= Upcoming =
 
'''Version 6.7.2''' - The Mining Balance Update
 
  
* Changes to [[Mining]]:
+
= About tabletop RPGs =
** Metal ore bundle generation is reduced from 1d800*5 to '''1d400*5''', reducing the maximum size of a single bundle from 4 kilograms to just 2.
+
** Gemstone ore bundle generation is reduced from 1d800*5 to '''1d20*50''', reducing the maximum size of a single bundle from 2 kilograms to just 1.
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 +
This page is assuming that you are familiar with '''[https://en.wikipedia.org/wiki/Tabletop_role-playing_game Tabletop Role-Playing Games]''' (shortened to TTRPG or TRPG). The most famous and most influential is ''Dungeons & Dragons''. There are myriad other tabletop RPGs out there, such as ''Shadowrun'', ''d20 Modern'', ''GURPS'', ''Traveller'', ''Pathfinder'', and far more.
  
= March 18th 2023 =
+
If you are familiar with what TTRPGs are already, then great! All you will need to become adjusted to is MazeWorld's dice and play system, as it was custom-designed for this game rather than adapted from an existing format.
'''Version 6.7.1'''- The Mining Overhaul Update (+ extra goodies)
+
  
* [[Mining]] received a major overhaul
+
If you're new, worry not! Throughout the many years this game was run and being written, countless players with no prior experience jumped in. It is entirely possible to learn and become good at playing MazeWorld without ever having played another TTRPG before - all that may be required is to have a little more patience!
** 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)
+
* 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]]
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** [[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.
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** '''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.
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** '''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''').
+
  
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Whether or not you're new to TTRPGs, you're very much still in good company. This wiki is here to help and guide you - new players and seasoned players alike! Specifically, this ''Getting Started'' 4-page guide, has been written with the express purpose of teaching you about the basics of the game and how to create a new character for it. The rest of the wiki is here to teach you about everything else in-depth; but don't worry about any of that for now. The best way to be introduced to MzW is to jump right in! In the spirit of that, keep reading, and by the end of these four pages, you should have a character sheet ready to play, or at least, know exactly how to make one.
  
= 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.
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= Who is this game for? =
  
* Changes to existing [[creatures]]
+
This game is a one-person passion project, featuring many themes and inspired by many games, movies, other RPGs, and subjects that personally appeal to the [[User:Tempest|author]]. Whether it will appeal to ''you'' depends entirely on you, but this section should give you pointers.
** [[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 [[effects]]
+
Above all, this game is combat-oriented, with a loving focus on weapons and weapon usage, and in particular, firearms. Guns take center stage, and it isn't a secret that it was made, at least in part, as a love letter to guns and gunplay.
** [[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]].
+
** 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'''.
+
** '''''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]]
+
Generally speaking, this game is for you if:
** 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.
+
* You like tabletop RPGs (obviously)
** Four types of mimic traps have been introduced: Biter, Basher, Melter, and Burner. Each has an appropriate attack.
+
* You like firearms, military equipment, weapons in general, and are interested in playing a RPG that does guns and weapons proper justice
 +
* You enjoy your RPGs on the crunchier, combat- and item-oriented side of things
 +
* You do not mind seeing a mix of realistic and fantastic elements
  
* New [[stripper clips|stripper clip]]: '''Arisaka 5-round stripper clip''', compatible with the [[Type 38]], [[Type 44]], and [[Type 97]].
+
These are completely optional, but you might have a better appreciation for this game if:
 +
* You are familiar with ''Touhou Project'' (the concept of youkai and youkai species, in particular)
 +
* You have played other tabletop RPGs before
 +
* You have played ''roguelike'' video games before
  
* 21 new [[creatures]]:
+
'''Content advisory:''' This game contains, or approaches the following themes:
** Bugs:
+
* '''Violence'''
*** [[Black Widowmaker]]
+
* Adult themes
*** [[Phantom Spider]]
+
* Drug and substance use
** Canines:
+
* [https://tvtropes.org/pmwiki/pmwiki.php/Main/FantasticRacism Fantasy racism/Speciesism]
*** [[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]]
+
  
* 1 new [[occupations|occupation]]:
+
If none of this has scared you away yet, then keep on reading!
** [[Makaryuudo]]
+
  
* 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:
 
** [[Food]]: Raw and fried chicken egg, raw and fried turkey egg, vinepear
 
** [[Meds]]: Poison glands (small, medium, large), chelicera, telson
 
** [[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
 
* [[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.
+
= About MazeWorld =
** 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.
+
  
 +
MazeWorld is a survival-fantasy game set in the realm of '''the Mazes''', a strange and complex dystopian world made up of inter-connected rooms, doors, and corridors, where the concepts of inside and outside are reversed. In this world, "inside" is common, and "outside" is rare. Within this realm are many creatures; tens of thousands of sapients, and countless non-sapients. All are vying for survival, with the sapient inhabitants living in, and competing for control of a number of townships.
  
= December 24th 2022 =
+
The [[creatures]] in the Mazes are very diverse and varied; you will find [[humans]], [[halflings]] (humans with animal genetic traits, granting them ears, tails, claws, and inherited behavior patterns), [[youkai]] (creatures similar to the [https://en.wikipedia.org/wiki/Y%C5%8Dkai youkai] of Japanese folklore), [[angelic]] and [[demonic]] creatures, as well as a smattering of animals, monsters, constructs, and other, less-sapient, but no less dangerous beasts.
'''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.
+
This is a world where technology and magic coexist; however both are, to a certain extent, limited. While it seems that the Mazes have not progressed past the mid-1990s in terms of computing, and have rudimentary networking skills, power and electricity are largely sourced from [[Serpentium]], a valuable mineral [[ore]] that can be processed and converted into clean electrical power. Magic exists; certain creatures and certain things have clearly fantastic capabilities; mushrooms healing wounds, creatures throwing fireballs or protecting defensive shields, blessed objects granting greater strength or resistance to pain... However, these forms of magic are limited in scope and usefulness, largely confined to innate talents from the few species blessed with them.
  
* Changes to [[Weapon accessories]]
+
The world of the Mazes can be separated into two kinds of places:
** [[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.  
+
* The townships, cities, communities, referred to as the '''[[Civilized Areas]]''' or simply '''the Towns''', which are organized, may or may not be controlled by one of the major factions of the world...
 +
* ...and what is referred to as the '''[[Uncivilized Area]]''' (or simply '''the UA'''), where the roads and routes between each town can be found.
  
 +
The Towns are what you expect of them, with houses, shops, facilities, inhabitants, and a relative sense of safety.
  
= November 1st 2022 =
+
The UA, however, is a little more dangerous. You see, in the UA, the only thing that is certain is whether the route connecting one town to the next will lead you where you need to. The Uncivilized Area is composed of '''random, constantly shifting and changing rooms''' which are generally filled with '''hostile creatures''', as well as the occasional outcast, marauder, and other violent criminals.
'''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.  
+
Survival is a constant concern; in order for a town to not be overrun and turn into a ghost town that will fade into the UA, it is generally the duty of each town to defend their own existence from the occasional creature invasion, lest that town falls into ruin and disappears. Everyone has their idea on what constitutes effective survival - it is not sufficient to simply be an autonomous community living in autarky; trade, mutual help, and agreements are necessary for each community's survival. However, because leaving a town necessarily means entering the UA and facing its dangers and uncertainty, it means that all but the most reclusive of the people in this world are expected to know how to fight.
  
* Changes to [[Cover]]:
+
For this reason, most people in the Mazes are armed. '''[[Weapons|Very, very well-armed]]'''. Weapon usage and [[Unarmed combat|martial arts]] are not just common, it is almost culturally expected to know how to fight and handle yourself. Therefore, it is a world full of firearms, melee weapons, explosives, and other tools of defense and destruction.  
** 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
+
  
 +
That is where the major factions of the world come into play. Each faction has its own stated goals and at least some vision on how to make the world of the Mazes safer. There are six major [[factions]], and they can be grouped into pairs of opposed factions, due to long-standing ongoing conflicts.
  
= October 30th 2022 =
+
* The '''[[Maze Military]]''', an organized and uniformed force composed of humans and halflings. Their official mission is to patrol the UA and defend the inhabitants of the Mazes against creature and monster threats, but corruption and discriminatory movements, as well as a long-standing rivalry with youkai, have made the Military seem more interested in waging war against youkai than anything else.
'''Version 6.6.2''' - The Redrawn Map Update
+
* The '''[[Youkai Nation]]''' are a political and paramilitary contingent of youkai interested in attaining self-determination and autonomy from a world where humans are the majority population. To some, they are merely fighting for their own freedom. To others, they are anti-human terrorists bent on destruction and chaos.
  
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.
+
* The '''[[Maze Police]]''' was established to be the 'interior threat' counterpart to the Military; they created a standard set of laws and rules, unimaginatively known as Standard Law. All towns have the possibility to request coverage and protection from the Maze Police; to get the Police's protection, security, and processing of wrongdoers and lawbreakers, all they have to do is agree to implement Standard Law into their communities. Not all communities have agreed to do so (they are referred to as independent towns), and certain openly wage war on these rules...
 +
* ...particularly the '''[[Yatela Crime Syndicate]]''', the biggest organized crime group in the Mazes. So powerful and influential, that they are synonymous with all but the pettiest of crimes, and why when one thinks of an '''Outlaw''', they think of a Yatela crime family member. Sharply - if stereotypically - dressed, and in control of several communities where only their authority and iron fist matter, they are not only opposed to Standard Law, but to anything that may be a threat to their activities, legal or less legal; prostitution, pornography, racketeering, extortion, theft, and black markets, murder, contract killing...
  
* Changes to [[Uncivilized Area]] and [[Civilized Areas]]:
+
* On the matters of faith and religion, the '''Angelics''' (and the entity under which they are organized: '''[[Heaven, Ltd.]]''') and the '''Demonics''' ('''[[Hell, Inc.]]''') are fiercely opposed, each having their own ideas and sets of values with which to influence the people of the Mazes (as well as their own collection of creatures and reasons to wage war to one another.) The Angelics preach values such as loyalty, moderation, chastity, order, and general virtues, whereas the Demonics insist that natural urges, sexual freedom, greed, and competition are not only normal, but the only valid way to live one's life.
** 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).
+
  
 +
Factions competing, people trying to survive and eke out a living, creatures lurking... and lots, and lots, of shooting, stabbing, and exploding - such is the daily life in the Mazes.
  
= 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]].
+
= What do I need to play? =
  
* [[Character traits]]:
+
MazeWorld is a type of TTRPG that was designed exclusively for play via instant messaging over the internet. The current iteration is designed to be played on '''Discord''', and makes extensive use of two types of bots; a regular '''dice bot''' for rolling virtual dice, and a '''random item bot''' for rolling random objects, creatures, etc. in a convenient manner. We have developed two bots for this game: '''SnakeEyes''', a dice roller, and '''Tsuchinoko''', a random item generator. You can find details about both of them on '''[[Official Discord bots|this page]].'''
** '''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).
+
  
 +
Those two bots, a Discord server to invite them on, a GM with knowledge of the game (which is provided to you in this very wiki), and at least one player: Those are the minimum requirements for playing MazeWorld.
  
= October 17th 2022 =
+
It is not necessary to join '''[https://discord.gg/sB2UFKg our server]''' in order to play, though you're still encouraged to do so; we always welcome new people, we will answer your questions about the game, and we're a cool bunch to chill out with, so why not come in?
'''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.
+
<center>
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{| class="wikitable" style="font-size:9pt; text-align:center"
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|-
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| Step 1 || Step 2 || Step 3 || Step 4
 +
|-
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|style="font-size:11pt" width="250"| '''[[Introduction]]''' ||style="font-size:11pt" width="250"| '''[[Basic concepts]]''' ||style="font-size:11pt" width="250"| '''[[Character creation]]''' ||style="font-size:11pt" width="250"| '''[[Character customization]]'''
 +
|}
 +
</center>
  
==== [[Maze Customs]] ====
+
[[Category:Getting started]]
* 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
+
 
+
 
+
= 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 ====
+
 
+
* Firearms:
+
** [[Class 1 weapons]]:
+
*** [[Adler Arms A410S]]
+
*** [[Beretta M3P]]
+
*** [[Benelli M2 Compact 20]]
+
*** [[Black Aces Tactical Pro L]]
+
*** [[Hatsan Escort BTS410]]
+
*** [[High Standard Model 10B]]
+
*** [[Ithaca 37 Defense]]
+
*** [[Kessler Arms Model 50 Levermatic]]
+
*** [[Marlin Model 55 Goose Gun]]
+
*** [[Remington 870 Wingmaster]]
+
*** [[Savage Arms Stevens Model 320 FG Compact]]
+
*** [[Smith & Wesson AS-2]]
+
*** [[TRI Silver Eagle Ranger XT3]]
+
*** [[TriStar Raptor Field]]
+
*** [[TriStar Tac 12]]
+
*** [[TriStar Viper G2]]
+
** [[Class 2 weapons]]:
+
*** [[Charles Daly Honcho]]
+
*** [[Mossberg 590 Shockwave 20]]
+
*** [[Remington 870 Tac-14 20]]
+
*** [[Truvelo Armory NeoStead 2000]]
+
*** [[UTAS UTS-15]]
+
** [[Class 3 weapons]]:
+
*** [[Detonics Gladiator G1]]
+
*** [[Ithaca A&B]]
+
* Melee weapons:
+
** [[Class 5 Long weapons]]:
+
*** [[Straight whip]]
+
*** [[Whip-sword]]
+
** [[Class 5 Short weapons]]:
+
*** [[Heavy nunchaku]]
+
*** [[Kusari-fundo]]
+
*** [[Leather belt]]
+
*** [[Nunchaku]]
+
 
+
==== Other changes ====
+
 
+
Changes to existing weapons:
+
* [[Sterling L2A3]] and [[Sterling Mark 7]]: Can now correctly accept [[Sten magazines]] alongside their own Sterling mags.
+
 
+
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:
+
* Grenade launcher ammo
+
** [[40mm NATO grenade]], M381 HE: +4d6 -> +14
+
** [[40mm NATO grenade]], Hellhound: +4d6 -> +14
+
** [[40mm Caseless grenade]], VOG-25: +3d6 -> +10
+
** [[40mm Caseless grenade]], VOG-25P: +3d6 -> +10
+
** [[43mm grenade]], VGM-93.100 HE-I: +10d6 -> +30
+
* Rocket launcher ammo
+
** [[Bur rocket]]: +10d6 -> +35
+
** [[M74 rocket]]: +12d6 -> +42
+
** [[RPG-7 rocket]], PG-7V HEAT: +30d6 -> +105
+
** [[RPG-7 rocket]], OG-7V HE/Frag: +8d6 -> +28
+
** [[RPG-7 rocket]], TBG-7V Thermobaric: +35d6 -> +122
+
** [[RPG-29 rocket]], PG-29V HEAT: +40d6 -> +140
+
** [[RPG-29 rocket]], TBG-29V Thermobaric: +35d6 -> +125
+
** [[SMAW rocket]], Mk3 HE/FRAG: +20d6 -> +70
+
** [[SMAW rocket]], Mk6 HEAT: +30d6 -> +100
+
* [[Class 1 weapons]] (disposable rocket launchers):
+
** [[Armblast-AP]]: +8d6 -> +28
+
** [[AT4]]: +35d6 -> +125
+
** [[LAW-80]]: +30d6 -> +110
+
** [[M72A2 LAW]]: +22d6 -> +77
+
** [[RPO-A Shmel]]: +30d6 -> +100
+
** [[RPG-18 Mukha]]: +20d6 -> +70
+
** [[RPG-26 Aglen]]: +25d6 -> +85
+
* [[Class 4 weapons]] (grenades, mines, planted explosives)
+
** [[AN/M14]]: +4d10 -> +20
+
** [[C4 charge, mini]]: +9d6 -> +32
+
** [[C4 charge, small]]: +12d6 -> +42
+
** [[C4 charge, large]]: +15d6 -> +52
+
** [[LU-216]]: +3d6 -> +10
+
** [[M26]]: +2d6 -> +8
+
** [[M67]]: +2d6 -> +7
+
** [[MkII]]: +3d6 -> +10
+
** [[MkIIIA2]]: +5d6 -> +18
+
** [[PMN-2]]: +6d8 -> +27
+
** [[RGD-5]]: +2d6 -> +6
+
** [[RGN]]: +1d4 -> +2
+
** [[SLAM]]: +5d8 -> +22
+
** [[Type 86P]]: +2d6 -> +6
+
** [[TS-50]]: +3d6 -> +10
+
** [[V40]]: +1d6 -> +3
+
** [[Phone bomb]]: +6d8 -> +25
+
** [[Pipe bomb]]: +24d6 -> +80
+
** [[SUPER SLAM]]: +25d10 -> +140
+
 
+
 
+
= 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]]:
+
* Firearms:
+
** [[Class 1 weapons]]:
+
*** [[Armat M41A Pulse Rifle]] (weapon implemented, wiki page to be written later) (suggested by Mad Max)
+
*** [[Cadillac Gage Stoner 63A]]
+
*** [[CEAM Model 1950]]
+
*** [[Colt M4]]
+
*** [[Daewoo K2]] (suggested by Jade)
+
*** [[FB Radom MSBS Grot C16]] (suggested by Andromis)
+
*** [[Heckler & Koch G36K]]
+
*** [[Heckler & Koch XM8R]] (suggested by Neo)
+
*** [[Howa Type 89F]] (suggested by Darkenend)
+
*** [[HS Produkt VHS-D2]]
+
*** [[IMI Galil ARM]]
+
*** [[IWI Galil ACE 22]] (suggested by Fusi)
+
*** [[IWI Galil ACE 23]] (suggested by Fusi)
+
*** [[IWI Galil ACE 32]] (suggested by Fusi)
+
*** [[IWI Galil ACE 52]] (suggested by Fusi)
+
*** [[IWI Galil ACE 53]] (suggested by Fusi)
+
*** [[IZHMASH Kalashnikov AK-103]]
+
*** [[LAPA FA-03]]
+
*** [[MAS Type 62]]
+
*** [[ST Kinetics SAR-21]]
+
*** [[Vahan]]
+
** [[Class 2 weapons]]:
+
*** [[Colt XM177E2 Commando]] (suggested by Lilith)
+
*** [[Česká Zbrojovka CZ-807 BREN 2]]
+
*** [[HS Produkt VHS-K2]]
+
*** [[IWI Galil ACE 21]] (suggested by Fusi)
+
*** [[IWI Galil ACE 31]] (suggested by Fusi)
+
*** [[IZHMASH Kalashnikov AK-102]]
+
*** [[IZHMASH Kalashnikov AK-104]]
+
*** [[Kalashnikov Concern AM-17]]
+
*** [[Kalashnikov Concern AMB-17]]
+
*** [[SIG Sauer MCX Rattler]]
+
** [[Class 5 Long weapons]]:
+
*** [[Power cutter]]
+
*** [[HS Power cutter]]
+
** [[Class 5 Short weapons]]:
+
*** [[Pocket sand]] (suggested by Asica)
+
 
+
New [[ammunition]]:
+
** [[Power cutter blade]]
+
 
+
[[Crafting]]
+
* New blueprint: HSCutter
+
* New ingredient item: Prototype improved power cutter engine
+
 
+
Other changes:
+
* Norinco QBB-95 renamed to the correct '''[[Norinco QJB-95]]'''
+
* Increased the [[Colt M1921A Thompson]]'s AutoROF from 5 to '''8'''.
+
* [[7.62x51mm NATO]] and [[.260 Remington]]: Barrel length groups changed
+
** Carbine: Up to 16.5" (previously 15.9")
+
** Rifle: 16.6" to 22.9" (previously 16" to 22.9")
+
 
+
 
+
= 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]]:
+
* Firearms:
+
** [[Mauser M712]]
+
** [[Norinco Type 80]]
+
* Melee weapons:
+
** [[Barbed spear]]
+
** [[Battle staff]]
+
** [[Corvus]]
+
** [[Pitchfork]]
+
 
+
New [[magazines]]:
+
* [[M712 magazines]]
+
* [[Type 80 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]]:
+
* Firearms:
+
** [[Charter Arms Mag Pug]]
+
** [[Colt Buntline Special]]
+
** [[Colt New Frontier]]
+
** [[Freedom Arms Model 555]]
+
** [[Ruger GP100]]
+
** [[Ruger LCRx]]
+
** [[Ruger Single Seven]]
+
** [[Ruger SP101]]
+
** [[Smith & Wesson Model 57]]
+
** [[Smith & Wesson Model 329PD Airlite]]
+
** [[Smith & Wesson Model 657]]
+
** [[Taurus Raging Bull M416]]
+
** [[Tula Arms Nagant M1895 Commander]]
+
** [[Tula Arms TOZ-81]]
+
** [[Webley & Scott Mark VI]]
+
* [[Bayonets]]:
+
** [[Johnson bayonet]] (the corresponding host weapon will be introduced in a later update)
+
** [[MSBS bayonet]] (the corresponding host weapon will be introduced in a later update)
+
** [[TOZ-81 bayonet]] (integrated to the [[TOZ-81]])
+
 
+
Balance changes:
+
* [[Bastard sword]]: Limb damage to be buffed from +4 to +6
+
 
+
 
+
= 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]]:
+
* Firearms:
+
** [[Arsenal MG-M2]]
+
** [[Enfield RSAF L86A2 LSW]]
+
** [[IWI Negev NG7]]
+
** [[Mendoza C1934]]
+
** [[ST Kinetics Ultimax 100 Mk3]]
+
** [[TsNIITochMash PU-21 Poplin]]
+
** [[ZVI UK vz. 59]]
+
* Melee weapons:
+
** [[Butterfly sword]]
+
** [[Ceremonial sword]]
+
** [[Kora]]
+
** [[Rending Scissor Blade]] (artifact)
+
** [[Sword-cane]]
+
 
+
New [[List of magazines|magazines]]:
+
* [[Mendoza C1934 magazines]]: 30-round mag
+
* [[Ultimax magazines]]: 100-round drum
+
 
+
New [[ammo belts]]:
+
* [[PU-21 ammo belt]]
+
* [[Vz. 59 ammo belt]]
+
 
+
Other:
+
* Rule clarifications: On the rare weapons that possess a foregrip and a bipod at the same time ([[PKP Pecheneg|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:
+
* [[.327 Federal Magnum]]
+
* [[.41 Magnum]]
+
* [[.50 Beowulf]]
+
* [[5.8x21mm]]
+
* [[6x45mm]]
+
* [[7x57mm Mauser]] (suggested by: Jade, Andromis)
+
* [[10x24mm Caseless]] (suggested by: Mad Max)
+
 
+
New [[Handloading|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!
+
 
+
* [[Class 5 Long weapons]]:
+
** New weapon category and new game mechanics: [[Shields]]
+
** 14 shields added to the weapon roster (13 retail weapons, 1 artifact), all of which are Class 5 Long.
+
** Retail shields: [[Round shield]], [[Leather shield]], [[Trash can lid]], [[Scutum]], [[Wicker shield]], [[Buckler shield]], [[Kame-tate]], [[Heater shield]], [[Ballistic shield - Soft]], [[Ballistic shield - Alpha]], [[Ballistic shield - Bravo]], [[Ballistic shield - Delta]], [[EOD portable blast shield]]
+
** Artifact shield: [[King's Roundel]]
+
* [[Dojo]]
+
** Shield training is now available, and round shields have been added to the list of rental weapons. Functionally the same, bur lore-wise, dojos are now equipped with harmless dart launchers for shield practice.
+
* [[Skills]]
+
** New combat skill: '''Shields'''
+
* [[Creatures]]:
+
** When butchering a [[giant tortoise]], it will drop a [[Kame-tate]].
+
 
+
 
+
= 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)
+
* [[Dojo#Training machines|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)
+
 
+
* [[Yousei]] now possess the '''Limitless Potential''' creature trait, removing or increasing almost all of their [[Dojo#Training machines|training machine XP]].
+
 
+
* 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.
+
 
+
* All [[Food#Unsparable food items|restaurants]] now feature breakfast items.
+
* The [[Food#Cocktails|cocktail list]] has been updated with several new entries.
+
 
+
* 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 [[List of ammo belt types|ammo belt boxes]] has been rebalanced.
+
 
+
= February 18th 2021 =
+
'''Version 6.02''' - Telephone Club Update (does not contain actual telephone clubs)
+
 
+
* [[Mobile phone]] and [[Crafting items|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 [[Effects|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.
+
 
+
* [[Lockpicking]]: Lockpicking kits no longer have limited uses; they are now semi-durable items with a chance to break every X guesses. The gap between every lockpick break check varies depending on the Lockpicking skill level. A broken kit is removed from the inventory.
+
** Every 5 guesses at Unskilled, 6 at Basic, 7 at Skilled, 8 at Expert, and 9 at Master.
+
* [[Maze Customs]]: New Customs packages for various G3 derivatives.
+
** [[Heckler & Koch G3A3]]: G3A3 Tactical, PTR-32 Tactical, PTR-33 Tactical, G3A3 LBR Tactical
+
** [[Heckler & Koch G41]]: G41 Tactical
+
** [[Heckler & Koch HK21]]: HK21 Tactical
+
** [[Heckler & Koch HK33A2]]: HK33A2 Tactical
+
** [[Heckler & Koch HK41A2]]: HK41A2 Tactical, PTR-32S Tactical, PTR-33S Tactical, HK41A2 LBR Tactical
+
** [[Heckler & Koch MSG-90]]: MSG-90 Tactical
+
** [[Heckler & Koch PSG-1]]: PSG-1 Tactical
+
** [[Heckler & Koch HK53A3]]: HK53A3 Tactical
+
** [[Vollmer HK51-B]]: Vollmer Tactical
+
 
+
 
+
= January 28th 2021 =
+
'''MazeWorld version 6''' - The Big One
+
 
+
Latest changes:
+
* [[Food#Unsparable food items|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 [[Customs:Minor|Minor]] conversions for several [[weapons]]. Many were suggestions by members of our community, listed in parentheses below.
+
 
+
New Minor mods for the following weapons:
+
* [[Armalite AR-10]]: AR-10 Tactical, AR-10 LBR Tactical
+
* [[Armalite AR-18]]: AR-18C (Mad Max)
+
* [[Benelli M4 Super 90]]: M4 Super 90 Enhanced, M4 Super 90 CS Enhanced
+
* [[Benelli Nova]]: Nova CS, Nova XM, Nova CSXM
+
* [[Benelli SuperNova Tactical]]: SuperNova CS, SuperNova XM, SuperNova CSXM
+
* [[Beretta AR70/90]]: SCP70/90
+
* [[Beretta 93R]]: Auto-9, Auto-9 Carbine
+
* [[Beretta 96FS]]: 96A1, 96CMS A1, 96A1 FA, 96CMS A1 FA
+
* [[Beretta Cx4 Storm]]: Mx4 Storm, Mx4 Storm-9, Mx4 Storm-357
+
* [[Beretta M9]]: M9A1, M9A1 FA
+
* [[GIAT FAMAS G1]]: FAMAS L, FAMAS G2/L
+
* [[FN Herstal F2000]]: F2000 Tactical
+
* [[FN Herstal P90]]: P90 TR
+
* [[FN Herstal/Browning Hi-Power]]: Hi-Power Auto, Hi-Power HPC, Hi-Power SMG, Hi-Power Auto HPC, Hi-Power Tacti-Carbine, Hi-Power Tac-SMG (Jade)
+
* [[Heckler & Koch HK416]]: HK416 CQC, HK416 DMR
+
* [[Heckler & Koch HK417]]: HK417 DMR, HK417 DMR-L
+
* [[Heckler & Koch MP7A1]]: MP7A2
+
* [[Heckler & Koch P2000]]: P2357
+
* [[Heckler & Koch USP9]]: USP9 Elite
+
* [[Heckler & Koch USP40]]: USP40 Elite, USP357 Elite
+
* [[Heckler & Koch USP45]]: USP45 Elite, USP460, USP460 Elite
+
* [[KAC M110 SASS]]: M110 K1, M110 K1 Light, M110 ASS-K1, M110 ASS-K1 Light
+
* [[Kel-Tec RFB]]: L-RFB
+
* [[Manurhin MR 73]]: Manurhin MR 73 Sniper
+
* [[Mauser Karabiner 98k]]: Kar98k NATO, Kar98k SAR, Kar98k Trench, Kar98k NATO Trench, Kar98k SAR Trench (Jade)
+
*[[MKEK MPT-76]]: MPT-76 LBR
+
* [[Mossberg 500 Cruiser]]:  M500C-TR, M500C Spec-F, M500C Spec-R, M500C Spec-S, M500C CSTR, M500C CS Spec-F, M500C CS Spec-R, M500C CS Spec-S, M500C-TR Spec-F, M500C-TR Spec-R, M500C-TR Spec-S, M500C CSTR Spec-F, M500C CSTR Spec-R, M500C CSTR Spec-S (Vershike)
+
* [[Mossberg 500 Persuader]]: M500P-TR, M500P Spec-F, M500P Spec-N, M500P Spec-R, M500P CSTR, M500P CS Spec-F, M500P CS Spec-N, M500P CS Spec-R, M500P-TR Spec-F, M500P-TR Spec-N, M500P-TR Spec-R, M500P CSTR Spec-F, M500P CSTR Spec-N, M500P CSTR Spec-R (Vershike)
+
* [[Mossberg 500 Tactical]]: M500T Spec-F, M500T Spec-N, M500T Spec-S, M500T-TR Spec-F, M500T-TR Spec-N, M500T-TR Spec-S (Vershike)
+
* [[Savage Arms Axis]]: Axis II
+
* [[Savage Arms Axis XP]]: Axis II XP
+
* [[SIG P220]]: P220R, P220-460, P220R-460 (Vershike)
+
* [[SIG P226]]: P226R, P226R-40
+
* [[SIG P226 Navy]]: P226R Navy
+
* [[Walther Gewehr 43(W)]]: Gew43 Experimental (Jade)
+
* [[ZiD Degtyaryov RPD]]: RPD SOG
+
 
+
 
+
= 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 shop|individual shops]], a [[restaurant]] and a [[bar]].
+
* Certain types of [[individual shop]] may be closed on certain [[Calendar#Days|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 [[Creatures|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 health|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 [[File:Parallar symbol.png|10px]]'''1000''' 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 [[File:Parallar symbol.png|10px]]'''(size x 15)'''
+
** Withdrawing items from a vault now costs [[File:Parallar symbol.png|10px]]'''500 + (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:
+
* [[Glock 18C]]: Event line and wiki page now correctly state that the weapon is fitted with the '''Ported barrel''' Maze Customs mod instead of an integrated muzzle brake.
+
* New [[Weapon accessories#Muzzle brakes|muzzle brake]]: '''Muzzle brake, Shotgun, standard, .410 bore'''
+
* New [[magazines]]:
+
** [[Delta Elite magazines|Delta Elite 11-round and 17-round extended magazines]]
+
** [[Nightmare magazines|Nightmare 11-round and 17-round extended magazines]]
+
** [[P-14 magazines|P-14 18-round extended magazine]]
+
** [[P-16 magazines|P-16 22-round extended magazine]]
+
* Removed a [[Maze Customs magazines|Maze Customs magazine]]: the '''1911DS Custom 10mm 16-round magazine''' was scrapped (P-16 magazines are now used to feed [[Maze Customs:Major mods#1911DS|1911DS 10mm]] pistols
+
* [[Maze Customs speed strips]]: [[9x19mm Parabellum]] speed strips are now also compatible with [[7.62x25mm Tokarev]]
+
 
+
 
+
= 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 '''[[Hunting#High-value meat|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: [[Hunting#Tainted meat|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]]:
+
* [[Pistol crossbow]]: No longer has a damage multiplier (previously was x0.8)
+
* [[Lambda magazine crossbow]]: Now has a 1.2x damage multiplier
+
 
+
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]]:
+
* Class 5 Long: [[Scythe]]
+
* Class 5 Short: [[Hasami blade]]
+
 
+
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. [[Weapon accessories#Laser sights|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, '''[[Weapons#Firearm failure types|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.
+
* [[Effect#Stress|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 [[VOG-25P|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 [[File:Parallar symbol.png|10px]]'''300''' 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]]:
+
** In a manner similar to the [[MAC-10]] and [[MAC-11]], these weapons are now considered to be '''auto pistols''' if their stock is folded: [[B+T MP9-N]], [[CZ Sa vz. 26]], [[CZ Skorpion vz. 61]], [[CZ Skorpion vz. 83]], [[IMI UZI]], [[KBP PP-2000]], [[Ruger MP9]], [[Steyr MPi 81]]
+
** These weapons have changed categories entirely: [[Danuvia VD-01]] (Submachine gun -> Auto pistol), [[H&K MP5K]] (Submachine gun -> Auto pistol)
+
** Artifact weapons; [[Bat out of Hell]], [[Doomslayer]]: No longer dependent on the Contestant story for acquisition. Their effects and special abilities have also been modified - see each page for further details.
+
* [[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 [[Parallar|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 [[Ammunition#Pistol and rifle caliber projectiles|UHS ammunition]]''': It now deals 1.3x damage (Pain and LD) instead of 1.4x.
+
* '''Changes to MAIM''': Rie "Fireball" Kirari, being a kasha, now benefits from the new abilities introduced above. Her natural Pain Sensitivity was also lowered to 87%.
+
* '''Changes to healing''': First Aid Kits and Field Surgery Kits now instantly heal HP instead of HP over time (Light: +7 HP; Strong: +12 HP). The bonuses introduced by the Healing skill now give additional HP to all of the limbs not targeted by the FAK/FSK - +1 HP at Basic, +2 HP at Skilled, +3 HP at Expert, and +4 HP at Master. The bonus HP is free and costs no Nutrition or Fatigue.
+
 
+
 
+
= September 6th 2019 (2) =
+
'''Version 5.43 (part 3) - The SteveMRE Konbini update part 3/3: Convenience stores'''
+
 
+
== Convenience stores ==
+
* Convenience stores are a new shop type which replaces the previously existing takeout stands.
+
* Convenience stores are a type of individual shop, sharing the same layout as other types of individual shops.
+
* The purpose of convenience stores is to sell a fixed inventory of items considered to be basic necessities. Unlike most other shops in the Mazes, the majority of their inventory is not random.
+
* Items sold at convenience stores are divided in four aisles: Food aisle, Ammo aisle, First Aid aisle, and Misc aisle.
+
* Each convenience store belongs to one of five chains; '''24-Seven, Fusco's Bodega, Angelstop, Circle H''' and '''Tomato Konbini'''. Each chain has their own traits and extra features, such as raffle tickets for every 250 P$ of purchases, extra gear, or extra services.
+
 
+
 
+
= September 6th 2019 (1) =
+
'''Version 5.43 (part 2) - The SteveMRE Konbini update part 2/3: New and improved rations, new food items'''
+
 
+
This is the second part out of a series of three updates.
+
 
+
== New food items ==
+
* 11 new and improved rations have been introduced, replacing the previous 3 completely.
+
* New category of food item, '''powdered drinks'''. Powdered drinks are inedible on their own, but can be combined with a bottle of water to create a drink.
+
** 8 powdered drink packets, and 8 corresponding crafting-only beverages introduced.
+
* 20 new types of regular food items introduced, many of which can be found in the new rations.
+
 
+
All of the new items have been added to the '''[[Food]]''' page.
+
 
+
== Other changes ==
+
* New crafting item, the '''Mini-bag of 5 safety matches''', which is found in many rations, but can also be found for sale at Workshops for [[File:Parallar symbol.png|10px]]'''0.10''' apiece.
+
 
+
 
+
= September 5th 2019 =
+
'''Version 5.43 (part 1) - The SteveMRE Konbini update part 1/3: Changes to consumables'''
+
 
+
This is the first part out of a series of three updates.
+
 
+
The effects of many consumables have been modified.
+
 
+
== General changes to all consumables ==
+
* All consumables that previously listed a percentage chance to get an effect, now always give the listed effect. The percentage chance effects have been scrapped.
+
 
+
== Changes to Effects ==
+
* '''Nausea''' is now a permanent effect that gives the afflicted creature an '''IR +1''' effect and a nauseous sensation. This effect can, however, be eliminated by attempting to throw up. Even if the attempt fails, Nausea will always be eliminated this way.
+
** All references to Nausea having a turn duration have also been eliminated.
+
* '''Suppressed hunger''' has been completely rewritten, and now works as follows: If Hungry, Famished or Starving, this effect will treat the creature's Nutrition level as being OK (temporarily canceling any negative effects from low nutrition).
+
 
+
== Changes to food ==
+
* Can of cola drink: No longer provides Agility +1 and Alertness increase - still affects Fatigue and Stress
+
* Can of lemonade: No longer provides any effects besides nutrition and hydration
+
* Can of energy drink: No longer provides Strength +10%, but the effect is lengthened from 15 to 20 turns, and now also reduces Fatigue by 5.0% and increases Stress by 0.5%.
+
* Cup of tea, green: Effect now increases alertness instead of Agility, effect now lasts 10 turns
+
* Cup of tea, black: Effect now increases alertness instead of Agility, effect now lasts 10 turns
+
* All game meat boosting Strength or Alertness: All effects now last 20 turns instead of 2 or 3 turns.
+
* Hot-gon (exclusive to Diamond Hot-Dogs): Effect now lasts 20 turns
+
 
+
== Changes to meds ==
+
 
+
Many medical items have had their effects completely rewritten. These are the new effects for the following items:
+
 
+
* Cannabis joint: Agility -1, Pain Regeneration Rate +2% /turn for 20 turns, Stress -1.0%
+
* Cigarette: Agility +1, FT -1 for 10 turns
+
* Nitrous oxide: Pain Sensitivity -50%, Euphoria Rush for 10 turns
+
* Amphetamines: Agility +2, Alertness increase, FT -1 for 20 turns, Stress +3.0%
+
* Pentobarbital: Instant death in 20 turns
+
* Steroids (anabolic): Strength +40% for 20 turns
+
* FG-7142: Suppressed hunger for 40 turns, Stress +8.0%
+
* Desoxyn (meth pill): Alertness increase, Forced wakefulness for 20 turns, Fatigue -30.0%, Stress +10.0%
+
* Oxycodone: FT+1 for 10 turns, Pain -50%
+
* Epinephrine: Agility +3, Fatigue -10.0%, Stress +8.0%
+
* Heroin: Pain sensitivity -100%, FT+2 for 30 turns, Pain -90%
+
* Lorazepam: Forced sleep for 30 turns
+
* Morphine: Pain sensitivity -75%, Agility -2 for 30 turns, Pain -70%
+
* Cocaine: Pain sensitivity -100%, Alertness increase, Hallucinations for 20 turns
+
* PCP: Pain sensitivity -50%, Alertness increase for 20 turns
+
* Codeine: Nausea, Pain -40%
+
* Concentrated caffeine: Alertness increase, Agility +1 for 10 turns, Fatigue -12.0%, Stress +1.2%
+
* Diazepam: Alertness increase, FT-2 for 20 turns
+
* Ecstasy: Intense relaxation, Euphoria Rush for 40 turns
+
 
+
== Changes to mushrooms ==
+
 
+
Many mushrooms have had their effects completely rewritten. These are the new effects for the following items:
+
 
+
* Oni's Bane mushroom: Anti-oni syndrome for 10 turns
+
* Golden cap, Liberty cap: Hallucinations for 10 turns
+
* Infirmitas: Strength -20% for 10 turns, Nausea
+
* Turbatio: FT+1 for 10 turns
+
* Oni Terror: Anti-Oni Syndrome for 30 turns, Nausea
+
* Fatigatio: Fatigue +30.0%
+
* Caecitas: FT +3 for 20 turns
+
* Potentia: Strength +20% for 20 turns
+
* Accuratio: FT -1 for 20 turns
+
* Anxietas Medicus: Stress -10.0%
+
* Strenuitas: Alertness increase for 20 turns
+
* Velocitas: Agility +1 for 20 turns
+
* Extra Velocitas: Agility +2 for 20 turns
+
* Furor: Rage for 20 turns
+
 
+
 
+
= July 21st 2019 =
+
'''Version 5.42''' - Detective update
+
 
+
An accompanying Tsuchinoko update (version 138) will be released on the same day.
+
 
+
== Changes to [[Creatures]] ==
+
* The Maze Police faction has a new rank, Guard Detective. Ranks above Sergeant but below Chief, they are investigators in plain clothes, in charge of cases and issues. They come with their own set of equipment.
+
** They now appear as a separate type of creature that can be rolled by the '''&enc''' and '''&enc-LEO''' commands.
+
* All Maze Guard flavors have received an equipment update; trauma plates, Tasers, better load-bearing equipment.
+
 
+
 
+
= July 13th 2019 =
+
'''Version 5.41''' - Weapon accessory tweaks and simplifications
+
 
+
This update aims at trimming some more of the fat with game mechanics, specifically mechanics related to weapon accessories.
+
 
+
An accompanying Tsuchinoko update (version 137) will be released on the same day.
+
 
+
== Changes to [[weapon accessories]] ==
+
* Scopes: All scope effects have been re-balanced.
+
** Low-power optics: No longer have a special effect boosting accuracy only when aiming at small body parts, and instead provides a flat FT-1 bonus.
+
** Medium-power optics: Now provides a FT-2 bonus instead of FT-1.
+
** High-power optics: Now provides a IR-2 bonus instead of IR-1.
+
** Extreme-power optics: Now provides a IR-2 bonus instead of IR-1.
+
* Weapon lights:
+
** The dazzling effect mechanic has been entirely scrapped.
+
** When someone with a weaponlight aims at a creature with night vision or NVGs active, it no longer causes a blindness effect. (Flashbangs are unaffected, they still cause enhanced blindness to creatures with night vision).
+
** Weaponlights switched on now '''automatically break stealth''', as they are sources of bright light that can be seen by everyone.
+
* WL2 batteries have been '''entirely scrapped''', alongside three models of weapon light (Inforce APL, Inforce WML, and P3X Fury Tactical) due to redundancy.
+
* One new type of dual modules introduced: the '''Streamlight TLR-4''', which can be fitted on Short interfaces.
+
* All accessories that used to require WL2 batteries, no longer need them, and can function indefinitely. Integrated lights and lasers also no longer show a turn counter to represent battery life.
+
* All character sheets must have the following modifications made: All Inforce APL lights are replaced by Surefire X300U lights, and all Inforce WML and P3X Fury Tactical lights are replaced by Surefire M620 lights.
+
 
+
== Other general changes ==
+
* [[Cover]] mechanics simplified (effectively returned to a previous state); the Exposure system (exposed/hidden) is scrapped, cover now returns to protecting the full bodies of everyone that is behind cover.
+
 
+
 
+
= May 18th 2019 =
+
'''Version 5.4''' - Simplification update #3 : Stress and inaccurate hits
+
 
+
This update aims at further simplifying certain game mechanics.
+
 
+
== General changes ==
+
* Stress: All stress levels from Moderate and up no longer cause incremental fatigue effects.
+
* Inaccurate hits with ranged weapons no longer call for a 1d2-1 check to determine if the shot hits. From now on, all inaccurate hits are hits.
+
* All inaccurate hits now deal 0.7x Pain and Limb Damage, including in melee (down from 0.8x)
+
 
+
 
+
= April 23rd 2019 =
+
'''Version 5.3''' - Simplification update #2 : Blood
+
 
+
This update aims at simplifying some of the mechanics related to the Blood statistic.
+
 
+
== General changes ==
+
* Blood no longer naturally heals at a rate of 0.1 per turn, making Pain the only statistic that naturally regenerates every turn no matter what. If you have no wounds, your current Blood level stabilizes at its current level.
+
* Natural blood regeneration is now tied to the daily reset; on top of the nutrition/hydration that is normally lost at midnight ingame, your body will attempt to regenerate 1 unit of Blood on its own every day (as long as there are no open wounds at that moment). Upon hitting the daily resert, you will lose 150 ntri and 2% Fatigue, and regenerate 1 Blood instantly. This is intended to incite finding BTKs or pay for a medic. If neither is possible, the tried and tested "buy food and let it heal over a few days" also works, however it may take several in-game days for large amounts of lost Blood.
+
* Blood Transfusion Kits now carry 3 units of Blood each instead of 5. Full BTKs now cost 350 P$ instead of 550 P$.
+
* A new type of medical item ('''Epoetin-alfa''', syringe) can be consumed to start a 20-turn effect resembling the old natural regeneration effect: +0.1 Blood per turn, in exchange for -15 ntri and +0.2% Fatigue per turn. In total, the item would help your body regenerate up to 2 Blood but burn up to 300 ntri and 4% Fatigue. Syringes of Epoetin-alfa cost 100 P$, making them the cheapest syringe-type medical item.
+
* Changes to '''Augmentations''': The Guardian LSS no longer increases the amount of Blood regenerated per turn, since that mechanic is gone. Instead, each level increases the amount of Blood regenerated every day by 1, at no extra cost of nutrition and fatigue. Level 1 therefore lets you heal 2 Blood per day, Level 2 is 3 Blood per day, and Level 3 is 4 Blood per day, all for the same cost of 150 ntri/2% Fatigue per turn, making it viable to heal large amounts of Blood loss over the space of a few days.
+
* Changes to '''Clothing protections''': Buffs to protection ratings. ''-Resistant'' will prevent injuries on hits dealing up to 4 limb damage (previously, 2), and ''-PROOF'' will prevent injuries on hits dealing up to 8 limb damage (previously, 4).
+
 
+
 
+
= February 20th 2019 =
+
'''Version 5.2''' - Extra game modes update
+
 
+
This update introduces two new methods of playing MazeWorld: '''Survival''' and '''Freeform''', and retroactively renames the 'main' mode into '''Contestant Story''' or just '''Story'''. These new game modes, so to speak, aim at providing more flavors for players and future GMs to enjoy.
+
 
+
== General changes ==
+
* The [https://docs.google.com/forms/d/1fLN_YUoVStGt0ElBtVpyMg1bIvn1Eqxc3BuDJrdIkBk/ character sign-up form] has been updated to account for the changes below.
+
 
+
== Survival ==
+
In this new mode, players adopt the role of a Survivor, whose only objective is to kill anyone that looks at them wrong, and survive as long as possible. Survival is mainly inspired from old-school MazeWorld, it is essentially an endless Uncivilized Area run, just as it once was.
+
 
+
When playing Survival, players have the option to choose between two modes: '''Tier X''' (The game ends after completing X Challenges) or '''Endless''' (The game only ends with the Survivor's death, or at player request).
+
 
+
The main differences introduced by Survival are as follows:
+
* No towns or intersections as players know them - Survival is an endless Uncivilized Area streak, equivalent to a Deep route. Explorable areas can even still be found and completed for their rewards!
+
* Nutrition and Hydration Reset occur every time the Survivor reaches a Trading Post (TP reset). In turn, the reset is much lower than normal. The base values are 420 ntri and 140 wtr (0.2x a normal daily reset).
+
* Date and time are not tracked.
+
* No Faction Reputation and no Renown to worry about.
+
* All skills are unlocked: Survivors start with Unskilled in all non-combat skills (unless skill levels were purchased at Startgame)
+
* The Survivor starts with a MAIM account, with all generic and regular named mercenaries available (Special mercs are not available as they're tied to the story).
+
* Every 50 rooms, the Survivor will find a Trading Post, which is nothing more than an intersection with a fixed amount of shops and services (see below for details)
+
* On the room following every second Trading Post (101, 201, 301...), the Survivor will find a Challenge. Completing the Challenge is necessary to progress forwards!
+
* If playing on Tier X, X corresponds to the amount of Challenges the player must complete in order to reach the end.
+
** There is no upper limit on the Tier number (and subsequent amount of Challenges), though in order to keep games from being unreasonably long, the author's recommendation is to keep it between 1 and 10, and any longer games should be Endless instead.
+
** The author personally recommends first-time players and GMs to try Survival Tier 4, for a 401-room adventure.
+
* Mercenaries function differently:
+
** The time-based hiring rates do not apply, and are instead replaced by a 50-room hiring rate (corresponds to the distance between Trading Posts). That special rate is equivalent to 2x the 24-hour rate.
+
** Upon being hired, a mercenary will immediately join the Contestant with no waiting time.
+
** Merc deaths do not need to be reported.
+
** All mercenaries show up with their gear. There are no gear costs - their equipment is essentially free.
+
** All special parameters are ignored.
+
 
+
The only objective in Survival is to survive. Each Survivor will be entered into a leaderboard for creatures killed and KV score obtained at the end of their run, as well as rooms visited in Survival Endless.
+
 
+
== Freeform play ==
+
This is essentially the normal game, but without main story quests or sidequests and with certain shops, services and other conveniences immediately available. This mode aims at a more relaxed experience, without the pressure of the pre-made main story, as well as offering an opportunity to design your own stories and plots.
+
 
+
The main differences introduced by Freeform are as follows:
+
* All skills are unlocked. Freeform characters start with Unskilled in all non-combat skills, as well as a MAIM account.
+
* The Freeform character starts with a MAIM account, with all generic and regular named mercenaries available (Special mercs are not available as they're tied to the story).
+
** Reputation and Renown requirements from certain mercenaries are disabled.
+
* Roazon is collapsed, exactly as it would after the Contestant completes Sidequest S3-2.
+
* All repeatable activities are available: Trading Missions, Mercenary Contracts, Mining, and Bounty Hunter
+
* Several shops and services that are normally only obtained as sidequest rewards are available from the start:
+
** The Power Armor Shop (Ferland Sector) is available and fully upgraded.
+
** The Advanced Handloading Services are available at the Ellen Sector factory.
+
** The Powder & Primer Shop is available at the Littleton factory.
+
* Renown and Reputation are disabled, to allow GMs more flexibility.
+
** It is recommended to replace any rewards in Renown/Rep with money, where applicable and where it would make sense. (e.g. Vigilante work)
+
 
+
 
+
= January 17th 2019 =
+
'''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.
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** 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 [http://old.mazeworld.net/wiki/Guide:Changelog old wiki's changelog].
+

Latest revision as of 15:21, 9 July 2023

Navigation: Main Page Getting started, step 1: Introduction




Welcome to MazeWorld! If you're wondering what this is all about, you've come to the right place! The purpose of this page is to quickly introduce what the game is about, so that you may decide whether this game is for you.


About tabletop RPGs

This page is assuming that you are familiar with Tabletop Role-Playing Games (shortened to TTRPG or TRPG). The most famous and most influential is Dungeons & Dragons. There are myriad other tabletop RPGs out there, such as Shadowrun, d20 Modern, GURPS, Traveller, Pathfinder, and far more.

If you are familiar with what TTRPGs are already, then great! All you will need to become adjusted to is MazeWorld's dice and play system, as it was custom-designed for this game rather than adapted from an existing format.

If you're new, worry not! Throughout the many years this game was run and being written, countless players with no prior experience jumped in. It is entirely possible to learn and become good at playing MazeWorld without ever having played another TTRPG before - all that may be required is to have a little more patience!

Whether or not you're new to TTRPGs, you're very much still in good company. This wiki is here to help and guide you - new players and seasoned players alike! Specifically, this Getting Started 4-page guide, has been written with the express purpose of teaching you about the basics of the game and how to create a new character for it. The rest of the wiki is here to teach you about everything else in-depth; but don't worry about any of that for now. The best way to be introduced to MzW is to jump right in! In the spirit of that, keep reading, and by the end of these four pages, you should have a character sheet ready to play, or at least, know exactly how to make one.


Who is this game for?

This game is a one-person passion project, featuring many themes and inspired by many games, movies, other RPGs, and subjects that personally appeal to the author. Whether it will appeal to you depends entirely on you, but this section should give you pointers.

Above all, this game is combat-oriented, with a loving focus on weapons and weapon usage, and in particular, firearms. Guns take center stage, and it isn't a secret that it was made, at least in part, as a love letter to guns and gunplay.

Generally speaking, this game is for you if:

  • You like tabletop RPGs (obviously)
  • You like firearms, military equipment, weapons in general, and are interested in playing a RPG that does guns and weapons proper justice
  • You enjoy your RPGs on the crunchier, combat- and item-oriented side of things
  • You do not mind seeing a mix of realistic and fantastic elements

These are completely optional, but you might have a better appreciation for this game if:

  • You are familiar with Touhou Project (the concept of youkai and youkai species, in particular)
  • You have played other tabletop RPGs before
  • You have played roguelike video games before

Content advisory: This game contains, or approaches the following themes:

If none of this has scared you away yet, then keep on reading!


About MazeWorld

MazeWorld is a survival-fantasy game set in the realm of the Mazes, a strange and complex dystopian world made up of inter-connected rooms, doors, and corridors, where the concepts of inside and outside are reversed. In this world, "inside" is common, and "outside" is rare. Within this realm are many creatures; tens of thousands of sapients, and countless non-sapients. All are vying for survival, with the sapient inhabitants living in, and competing for control of a number of townships.

The creatures in the Mazes are very diverse and varied; you will find humans, halflings (humans with animal genetic traits, granting them ears, tails, claws, and inherited behavior patterns), youkai (creatures similar to the youkai of Japanese folklore), angelic and demonic creatures, as well as a smattering of animals, monsters, constructs, and other, less-sapient, but no less dangerous beasts.

This is a world where technology and magic coexist; however both are, to a certain extent, limited. While it seems that the Mazes have not progressed past the mid-1990s in terms of computing, and have rudimentary networking skills, power and electricity are largely sourced from Serpentium, a valuable mineral ore that can be processed and converted into clean electrical power. Magic exists; certain creatures and certain things have clearly fantastic capabilities; mushrooms healing wounds, creatures throwing fireballs or protecting defensive shields, blessed objects granting greater strength or resistance to pain... However, these forms of magic are limited in scope and usefulness, largely confined to innate talents from the few species blessed with them.

The world of the Mazes can be separated into two kinds of places:

  • The townships, cities, communities, referred to as the Civilized Areas or simply the Towns, which are organized, may or may not be controlled by one of the major factions of the world...
  • ...and what is referred to as the Uncivilized Area (or simply the UA), where the roads and routes between each town can be found.

The Towns are what you expect of them, with houses, shops, facilities, inhabitants, and a relative sense of safety.

The UA, however, is a little more dangerous. You see, in the UA, the only thing that is certain is whether the route connecting one town to the next will lead you where you need to. The Uncivilized Area is composed of random, constantly shifting and changing rooms which are generally filled with hostile creatures, as well as the occasional outcast, marauder, and other violent criminals.

Survival is a constant concern; in order for a town to not be overrun and turn into a ghost town that will fade into the UA, it is generally the duty of each town to defend their own existence from the occasional creature invasion, lest that town falls into ruin and disappears. Everyone has their idea on what constitutes effective survival - it is not sufficient to simply be an autonomous community living in autarky; trade, mutual help, and agreements are necessary for each community's survival. However, because leaving a town necessarily means entering the UA and facing its dangers and uncertainty, it means that all but the most reclusive of the people in this world are expected to know how to fight.

For this reason, most people in the Mazes are armed. Very, very well-armed. Weapon usage and martial arts are not just common, it is almost culturally expected to know how to fight and handle yourself. Therefore, it is a world full of firearms, melee weapons, explosives, and other tools of defense and destruction.

That is where the major factions of the world come into play. Each faction has its own stated goals and at least some vision on how to make the world of the Mazes safer. There are six major factions, and they can be grouped into pairs of opposed factions, due to long-standing ongoing conflicts.

  • The Maze Military, an organized and uniformed force composed of humans and halflings. Their official mission is to patrol the UA and defend the inhabitants of the Mazes against creature and monster threats, but corruption and discriminatory movements, as well as a long-standing rivalry with youkai, have made the Military seem more interested in waging war against youkai than anything else.
  • The Youkai Nation are a political and paramilitary contingent of youkai interested in attaining self-determination and autonomy from a world where humans are the majority population. To some, they are merely fighting for their own freedom. To others, they are anti-human terrorists bent on destruction and chaos.
  • The Maze Police was established to be the 'interior threat' counterpart to the Military; they created a standard set of laws and rules, unimaginatively known as Standard Law. All towns have the possibility to request coverage and protection from the Maze Police; to get the Police's protection, security, and processing of wrongdoers and lawbreakers, all they have to do is agree to implement Standard Law into their communities. Not all communities have agreed to do so (they are referred to as independent towns), and certain openly wage war on these rules...
  • ...particularly the Yatela Crime Syndicate, the biggest organized crime group in the Mazes. So powerful and influential, that they are synonymous with all but the pettiest of crimes, and why when one thinks of an Outlaw, they think of a Yatela crime family member. Sharply - if stereotypically - dressed, and in control of several communities where only their authority and iron fist matter, they are not only opposed to Standard Law, but to anything that may be a threat to their activities, legal or less legal; prostitution, pornography, racketeering, extortion, theft, and black markets, murder, contract killing...
  • On the matters of faith and religion, the Angelics (and the entity under which they are organized: Heaven, Ltd.) and the Demonics (Hell, Inc.) are fiercely opposed, each having their own ideas and sets of values with which to influence the people of the Mazes (as well as their own collection of creatures and reasons to wage war to one another.) The Angelics preach values such as loyalty, moderation, chastity, order, and general virtues, whereas the Demonics insist that natural urges, sexual freedom, greed, and competition are not only normal, but the only valid way to live one's life.

Factions competing, people trying to survive and eke out a living, creatures lurking... and lots, and lots, of shooting, stabbing, and exploding - such is the daily life in the Mazes.


What do I need to play?

MazeWorld is a type of TTRPG that was designed exclusively for play via instant messaging over the internet. The current iteration is designed to be played on Discord, and makes extensive use of two types of bots; a regular dice bot for rolling virtual dice, and a random item bot for rolling random objects, creatures, etc. in a convenient manner. We have developed two bots for this game: SnakeEyes, a dice roller, and Tsuchinoko, a random item generator. You can find details about both of them on this page.

Those two bots, a Discord server to invite them on, a GM with knowledge of the game (which is provided to you in this very wiki), and at least one player: Those are the minimum requirements for playing MazeWorld.

It is not necessary to join our server in order to play, though you're still encouraged to do so; we always welcome new people, we will answer your questions about the game, and we're a cool bunch to chill out with, so why not come in?

Step 1 Step 2 Step 3 Step 4
Introduction Basic concepts Character creation Character customization