Changelog/2020

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This page regroups all version updates implemented during the year 2020.

November 15th 2020

Version 5.57 - The Shotgun Blitz update

Changes to Ammunition:

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

Changes to Civilized Areas:

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

Changes to Crafting:

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

Changes to Lockpicking:

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


October 15th 2020

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

Changes to Weapons:

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


September 8th 2020

Version 5.55 - 555-WE-SAFE update

New creature:

  • The horse returns to the bestiary.

Changes to Ammunition:

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

Changes to Unarmed combat:

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

Changes to shops and services:

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


June 24th 2020

Version 5.54 - Magazines and other knick-knacks

Changes introduced:


May 23rd 2020

Version 5.53 - Update to food and hunting.

Changes to Hunting:

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

Changes to Creatures:

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

Changes to Food:

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


May 14th 2020

Version 5.52 part 2 - Bestiary update

Changes to Creatures:

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

Changes to Crafting:

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

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


May 7th 2020

Version 5.52 part 1 - Bestiary update: Preparatory changes

Changes to ammunition:

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

Changes to weapons:

New clothing and armor:

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

New weapons:

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


April 10th 2020

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

Changes to core gameplay mechanics:

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

Changes to ammunition:

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

Notes:

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


March 17th 2020

Version 5.5 - Game mechanics changes, new ammo types

Changes to Recoil:

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

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

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

New ammunition types for pistol and rifle calibers:

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


January 12th 2020

Version 5.49 - Simplification update #8

Changes to Addictions:

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

Changes to Inebriation:

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

Changes to Venom:

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

January 6th 2020

Version 5.48 - Simplification update #7

Changes to Stress:

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

Related changes:

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


See also