Guide:Changelog (Meta, no ontology)

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= Future =
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= New wiki =
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=== Unknown date ===
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* [http://mazeworld.net/wiki/Changelog New changelog]
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* '''Second and third story arcs''' of main story [[Quests]]
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= Past versions =
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* More '''sidequests'''
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* The '''Soul Influence''' system (tied to the 2nd story arc)
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-
= Ongoing =
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=== November 27th 2018 ===
 +
'''Version 5 update''' - The Finished State update!!
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=== Currently being worked on ===
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==== Quests ====
-
'''(WIP) Post-v4 update #7''' - Ammunition balance update
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* '''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 [[chat bots|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).
 +
 
 +
=== September 5th 2018 ===
 +
'''Post-v4 update #22''' - The Final Stretch content update
 +
 
 +
==== [[Weapon|Weapons]] ====
 +
 
 +
===== New weapons, new caliber, new weapon types =====
 +
 
 +
* 1 new caliber: [[20 gauge]], an intermediate shotgun caliber, with performance in between [[.410 bore]] and [[12 gauge]].
 +
** Plus all new relevant handloading items (cases, projectiles)
 +
* 2 new weapon types: '''Combination long gun''' and '''Combination handgun'''.
 +
** The Super LeMat is reclassified to "Combination handgun"
 +
** '''Combination guns''' introduce their own special rules and mechanics, as well as their own event line nomenclature.
 +
 
 +
* '''22''' new weapons:
 +
** '''Browning Citori 725''', 20 gauge double barrel shotgun
 +
** '''Charles Lancaster Four Barrel''', 20 gauge quadruple barrel shotgun
 +
** '''Chiappa Triple Threat 20''', 20 gauge triple barrel shotgun
 +
** '''Heckler & Koch P7M13''', 9x19mm pistol
 +
** '''Iver Johnson Super Enforcer''', .30 Carbine stockless combat rifle
 +
** '''IZHMASH Saiga-20K''', 20 gauge semi-auto shotgun
 +
** '''Merkel 2010D''', Combination long gun (7.62x51mm NATO / 12 gauge)
 +
** '''Merkel B4''', Combination long gun (7.62x51mm NATO / 5.56x45mm NATO)
 +
** '''Merkel Drilling 96KS''', Combination long gun (Double 20 gauge / 5.56x45mm NATO)
 +
** '''Merkel Drilling 961L''', Combination long gun (Double .30-06 Springfield / 20 gauge)
 +
** '''Mossberg Maverick 88''', 20 gauge pump-action shotgun
 +
** '''Mossberg 500 Tactical''', 20 gauge pump-action shotgun
 +
** '''Mossberg SA-20 Tactical''', 20 gauge semi-auto shotgun
 +
** '''Remington 11-87 Sportsman''', 20 gauge semi-auto shotgun
 +
** '''Remington-Keene Navy Repeating''', .45-70 bolt-action conventional rifle
 +
** '''Savage Arms Model 42''', Combination long gun (.22 Long Rifle / .410 bore)
 +
** '''Smith & Wesson Model 547''', 9x19mm DA/SA revolver, no moon clips required
 +
** '''Smith & Wesson Model 986''', 9x19mm DA/SA revolver
 +
** '''Tula Arms Tokarev Model 1927''', 7.62x38mm R Nagant submachine gun
 +
** '''Tula Arms TOZ-106''', 20 gauge bolt-action shotgun
 +
** '''Uzkon UNG12''', 12 gauge semi-auto shotgun
 +
** '''Xmatter XL18''', heavy flamethrower
 +
 
 +
Total weapon count is now '''740'''.
 +
 
 +
===== New weapon mechanic: Disintegrating belts and belt links =====
 +
 
 +
See [[Weapon#Machine guns|this]] for more information.
 +
 
 +
* Gun shops and weapon shops now have a chance to sell belt links.
 +
* The Gunner LRAK tactical vest was clarified to be able to carry 4 ammo belt ''boxes''.
 +
* Many other relevant event line changes
 +
 
 +
===== Weapon fixes =====
 +
 
 +
* Caliber name fixes: 10mm Auto -> [[10x25mm Auto]], .50 AE -> [[.50 Action Express]]
 +
* The event line for the AKMSU does not display a manufacturer name anymore (IZHMASH), in honor of the unknown Khyber Pass gunsmith who has made this weapon, which has fooled the world into making us believe it was actually of Russian manufacture.
 +
* The shaku now deals double damage to Angelic creatures, replacing the previous effect ("sets Angelic creatures on fire").
 +
 
 +
==== Other additions ====
 +
 
 +
* New repeatable activity: '''R4: Bounty Hunter''', unlocked when starting '''M31''' (still a work in progress).
 +
* More items added to '''@stuff'''
 +
 
 +
==== Fixes and changes ====
 +
 
 +
* [[Cardinal Amulet|Amulets]]: The Amulets no longer offer [[secondary effects|effects]].
 +
* [[Bionic augmentations#Hacking|Hacking]]: The Hacking minigame is now based on a minigame introduced in Sidequest '''S3-2'''. It is a word unscrambling minigame, using randomly generated words from the command '''@loginwords'''.
 +
* [[Containers]]: Brute force against containers: The chance to damage an object inside the container now varies depending on the location of the attack. A damaging hit on the frame has a 25% chance to destroy an object; a damaging hit on the lock has a 10% chance instead.
 +
* [[Medical aids]]: Fixes related to syringes and syringe usage:
 +
** Injection into food or meat is no longer possible.
 +
** Direct injection into other creatures is no longer possible, unless the target is stunned, blinded, blacked out, [[restraints|restrained]], surrendering/coerced into compliance, or otherwise incapacitated.
 +
** Steroids now boost Strength by 40% instead of 30%.
 +
* [[Skills]]: '''Combat skill training''' has been totally revamped and completely simplified so that it's easy to understand, easier to process, and less of a hassle.
 +
* [[Hunting]] fixes and changes:
 +
** '''Butchering nerfs:'''
 +
*** In order to butcher a creature, the Contestant must now '''first spend 1 turn to inspect the meat''' (which will inform the Contestant of the creature's meat worth).
 +
*** Once a dead creature has been inspected, the amount of meat harvested per turn now depends on skill level; '''equal to 1 multiplied by skill level per turn'''.
 +
*** Butchering creatures now also '''wears out butchering tools''': '''-1 condition per turn spent butchering''' (meaning that tools sustain less wear with higher skill levels)
 +
** '''Butchering buffs:'''
 +
*** 1 meat now has a weight of '''0.5''' instead of 1, allowing Contestants to carry double the amount of meat.
 +
*** Nutritional value of meat is now 1d100+100 for raw meat, and 2d50+100 for cooked meat.
 +
** '''Poison fixes:''' Killing a creature with a poisonous weapon no longer turns the meat poisonous. Creatures dying from cyanide poisoning lose all of their meat worth, making them impossible to harvest for meat.
 +
* [[Gameplay mechanics]]: Critical hit effects simplified; all of them now guarantee extra damage (Pain and Limb Damage multipliers). Effects range from 1.5x to 4x damage, with certain variant effects offering an additional Stunning effect. Critical hits should now be guaranteed to be powerful and effective.
 +
* [[Secondary effect|Secondary effects]]: The '''bowel pains''' and '''Vital HUD''' effects have been scrapped.
 +
* [[Addictions]]: The withdrawal system has been revamped once more. Now, substance withdrawal effects are gradual; the initial effects are mild, but if consumption or treatment does not occur after a certain amount of time has passed, then harsher effects are activated instead.
 +
* [[Encounters]]: Doji have been scrapped from the game.
 +
 
 +
=== July 23rd 2018 ===
 +
'''Post-v4 update #21''' - Two new sidequests
 +
 
 +
Sidequests '''S3-3''' and '''S3-4''' have been added to the roster and are now playable.
 +
 
 +
* '''S3-3: Factory Blues''' - The mayor of Ellen Sector contacts the Contestant and personally requests his/her help with an issue regarding the town's ammunition factory, which appears to be managed by the mayor's son, and suffering from several problems... It is up to the Contestant to find out what's up.
 +
** One of the rewards for this quest is a '''Factory Pass''', which allows access to '''advanced handloading services''' (allowing the Contestant to transform raw materials into cases, hulls, and projectiles suitable for handloading), and a '''primer and propellant shop''' (allowing the Contestant to have a reliable, cheap source of powders and primers).
 +
* '''S3-4: Where's Waldo Wilco?''' - Willy Wilco, owner of Wilco Weapons in Calfair Sector, and head of the Wilco family (a brotherhood of 13), requests the Contestant's help to find his missing, youngest brother, Waldo Wilco. The Contestant learns about the Wilco family's secrets and deepest source of sadness, and is requested to embark on a detective story to try and find his whereabouts. On the way, the Contestant may find that the long and storied journey of a runaway with convictions is far from a dull one...
 +
** One of the possible rewards for this quest is to become a '''VIP client at Wilco Weapons''', allowing the Contestant to purchase items from the shop's regular inventory at 20% off, and allowing access to the Special Order feature; provided the Contestant is willing to wait and pay extra for it, it becomes possible to special order any regular weapon (excluding uniques, artifacts, crafting-only, specs-docs only or any other Rarity 7 weapon) or weapon accessory, and have it delivered to the Contestant when it arrives.
 +
 
 +
The completion of these sidequests now opens the road for work on the final Story Arc, which is one of the the last items on our roadmap. We are confident that the game is now nearing completion!
 +
 
 +
=== June 20th 2018 ===
 +
'''Post-v4 update #20''' - The MAIM update + More fixes and changes
 +
 
 +
'''New game feature: MAIM - Mercenary Agency In the Mazes'''
 +
* [[MAIM]] is a mercenary recruitment agency, which serves the purpose of offering the services of skilled NPC allies. Their services can be purchased temporarily and for a fee, with the option of buying signature equipment matching those skills.
 +
* MAIM fills the purpose of offering companions to the Contestant, and is now the "official" way of acquiring an [[ally]] (though that shouldn't be construed as a discouragement to roleplay your way into making friends of the NPCs you meet!)
 +
* In order to access the MAIM services, the Contestant must meet all of the following criteria:
 +
** Have a MAIM account
 +
** Find a suitable MAIM dispatch location
 +
** In certain cases, know the access password
 +
* Five types of generic mercenaries (each with 3 different equipment tiers) and 24 named, unique mercenaries (each with their own backgrounds and backstories) are available for hire.
 +
** Certain mercs are not immediately available for hire and conditions must be met first.
 +
** Many named mercenaries have preferences, likes and dislikes, and making sure to meet them may be necessary to keep them in the Contestant's employment.
 +
 
 +
'''How to obtain MAIM stuff:'''
 +
* '''Account:''' The Contestant earns a MAIM account after completing '''Sidequest S2-2'''.
 +
* '''Password:''' Rumors may speak of the password.
 +
* '''Dispatch locations:''' Either through rumors, or through calling a special phone number given to the Contestant when obtaining an account.
 +
 
 +
'''Bestiary clean-up''': Changes related to [[Encounters]]:
 +
* 33 creatures removed from the game (Giant centipede, all four blobs, Byangoma, Garuda, Raven, Wild duck, Dingo, Fox, Jackal, Cuegle, Tikbalang, Lynx, Black leopard, Cyclops, Rabbit, Naga, Binbougami, Datsue-ba, Fuujin, Goryou, Hainu, Mizuchi, Taimatsumaru, Ushi-oni, and all six types of mercenary)
 +
* 4 creatures renamed:
 +
** Bird of Ares -> Armored bird
 +
** Warhorse -> Armored horse
 +
** Nemean Lion -> Armored lion
 +
** Killer bee -> Giant killer bee
 +
* 5 creatures added:
 +
** 5 new generic mercenary types (Assault, Support, Sniper, Medic, Sapper). Only their Tier 1 variations can be found 'in the wild'.
 +
 
 +
Changes related to Uncivilized Area generation:
 +
* The [[room|studio room]] roomstyle has been removed.
 +
* Certain changes pertaining to the generation of special areas in the UA (UA shops, Explorable areas) have been made in consequence
 +
* Explorable areas: Three '''artifact weapons''' can now be found as a reward in certain Explorable Areas, as part of the loot for clearing them.
 +
** The artifact weapons are: '''Crescent Moon''' (longbow), '''Ryuukiri''' (yari spear), and '''Spear the Gungnir''' (spear).
 +
 
 +
Changes related to the [[Meds shop|Hospital]]:
 +
* When the Contestant purchases hospital bedroom usage, a '''nurse''' is now assigned to that hospital bedroom to assist the Contestant if needed.
 +
 
 +
Other changes:
 +
* Many new '''rumors''', '''graffiti''' and '''book titles''' for your enjoyment.
 +
* New [[chat bots|bot commands]]: '''@info''', '''@google''' and '''@wikipedia'''. All three are search commands, @info searches on this site, the other two should be self-explanatory.
 +
** When searching with @info, please replace any spaces with underscores.
 +
 
 +
=== June 6th 2018 ===
 +
'''Post-v4 update #19''' - Power Armor update!!
 +
 
 +
New [[Quests]]:
 +
* '''Sidequest S3-2 - Questionable Ethics''' and its follow-up: '''Sidequest SX-03 - Lambda Function''', the so-called "Power Armor quests", are finally available.
 +
** As S3-2 is a Tier 3 sidequest, it is available only to Contestants with at least one Amulet. S3-2 is also not started from the Hiring Bureau, instead starting from a special trigger. Contestants are advised to travel to a certain location. ;)
 +
 
 +
Changes related to [[Weapon|weapons]]
 +
* The SIG P250 is replaced by the '''SIG P320'''. No other changes - not even capacity or caliber.
 +
* The '''MAC-10''' and '''MAC-11''' are now considered to be FS (Folding Stock). These weapons are considered to be of different categories and subsequently ask for different weapon skills depending on whether the stock is open or folded; respectively submachine gun (rifle skills) and auto pistol (pistol skills).
 +
 
 +
Changes related to [[Weapon accessory|weapon accessories]]
 +
* The ''QBZ 5.8mm 75-round drum'', standard magazine of the Norinco QBB-95, has been modified - it now holds '''80 rounds''' instead of 75, following research confirming that the previous listed capacity of 75 rounds was, in fact, incorrect.
 +
** The event line of the drum and of the QBB-95 have been modified as a result.
 +
 
 +
Changes related to [[Ammunition]]
 +
* Adjustments were made to the [[5.8x42mm]] caliber - load data changes include switching away from the 77 grain bullet (DBP-88 based) to the newer '''71 grain bullet (DBP-10 based)'''. To compensate for the lighter bullet, a slightly heavier powder charge was applied, in an effort to increase the muzzle velocity, and in turn, be as close as possible to the previous damage tables and ensure the caliber keeps its place and value relative to other calibers.
 +
** Minor adjustments to the damage tables applied. (1% less base damage)
 +
** Relevant changes to handloading equipment applied: .263 diameter bullets changed from 77 grain to 71 grain.
 +
 
 +
Changes related to [[Hunting]]
 +
* Meat providing positive effects is now more valuable.
 +
** Meat with increased alertness effect is 1.25x more valuable.
 +
** Meat with Strength boosting effect is 1.5x more valuable if the boost is 10%, and 2x more valuable if 20%.
 +
 
 +
=== April 12th 2018 ===
 +
'''Post-v4 update #18''' - '''The Super Melee Update: Part 3 and finale (Everything else)'''
 +
 
 +
==== New standard weapons ====
 +
'''29''' new weapons! Including:
 +
* 17 new Class 5 Long weapons
 +
* 10 new Class 5 Short weapons
 +
* 2 previously existing Class 5 Long weapons replaced with new ones
 +
 
 +
The new weapons:
 +
* '''Barbed nine-tails''', Class 5 Short whip/lash weapon, capable of [[Secondary effect#Weapon|dealing multiple wounds per hit]]
 +
* '''BRR Light tactical crossbow''', Class 5 Long archery weapon
 +
* '''Compound bow''', Class 5 Long archery weapon
 +
* '''G420 Heavy tactical crossbow''', Class 5 Long archery weapon
 +
* '''Falchion''', Class 5 Short one-handed sword
 +
* '''Halberd''', Class 5 Long staff/pole weapon
 +
* '''Hatchet''', Class 5 Short axe
 +
* '''Heavy crossbow''', Class 5 Long archery weapon
 +
* '''Iron-shod staff''', Class 5 Long staff/pole weapon
 +
* '''Lambda magazine crossbow''', Class 5 Long archery weapon, which can only be obtained through [[Workshop#Engineering specifications documents|Specs docs crafting]].
 +
* '''Light crossbow''', Class 5 Long archery weapon, replacing the old crossbow
 +
* '''Longbow''', Class 5 Long archery weapon, replacing the old bow
 +
* '''Long spiked chain whip''', Class 5 Long whip/lash weapon, capable of [[Secondary effect#Weapon|dealing multiple wounds per hit]]
 +
* '''Mattock''', Class 5 Long axe
 +
* '''Meat tenderizer''', Class 5 Short one-handed club
 +
* '''Nine-tails''', Class 5 Short whip/lash weapon
 +
* '''One-handed warhammer''', Class 5 Short one-handed club
 +
* '''Otsuchi''', Class 5 Long two-handed club
 +
* '''Pistol crossbow''', Class 5 Short archery weapon
 +
* '''Riding crop''', Class 5 Short whip/lash weapon
 +
* '''Shortbow''', Class 5 Long archery weapon
 +
* '''Spiked chain whip''', Class 5 Short whip/lash weapon, capable of [[Secondary effect#Weapon|dealing multiple wounds per hit]]
 +
* '''Splitting maul''', Class 5 Long axe
 +
* '''Throwing axe''', Class 5 Short axe/thrown weapon
 +
* '''Training one-handed sword''', Class 5 Long one-handed sword
 +
* '''Training longsword''', Class 5 Long two-handed sword
 +
* '''Trident''', Class 5 Long staff/pole weapon, capable of [[Secondary effect#Weapon|dealing multiple wounds per hit]]
 +
* '''War fork''', Class 5 Long staff/pole weapon, capable of [[Secondary effect#Weapon|dealing multiple wounds per hit]]
 +
* '''Zweihander''', Class 5 Long two-handed sword
 +
 
 +
==== New Artifact weapons ====
 +
'''10''' new unique weapons with special properties, designated as "Artifact" weapons. All of these weapons are Class 5 Long.
 +
 
 +
* '''Barbed Lucille''' (Class 5 Long), an improved wood baseball bat
 +
* '''Casius Sword''' (Class 5 Long), an otherworldly bastard sword
 +
* '''Crescent Moon Longbow''' (Class 5 Long), a mystical longbow
 +
* '''Doomslayer''' (Class 5 Long), a combat chainsaw from Heaven
 +
* '''Golden Axe''' (Class 5 Long), an ultra-durable battle axe
 +
* '''Muramasa''' (Class 5 Long), a blood-thirsty katana
 +
* '''Ryuukiri''' (Class 5 Long), a yari spear that hates dragons
 +
* '''Spear the Gungnir''' (Class 5 Long), a legendary blood-red spear
 +
* '''Studded Negan''' (Class 5 Long), an improved iron baseball bat
 +
* '''The Bat out of Hell''' (Class 5 Long), a baseball bat from Hell
 +
 
 +
Additionally, '''Silver Brand''', which can be found during the final quest of Story Arc #1, is now considered to be an Artifact weapon.
 +
 
 +
How to obtain them:
 +
* '''Barbed Lucille''', '''Golden Axe''', '''Studded Negan''': These weapons can be acquired at a [[Forge]], using a brand new '''Special weapon conversion service'''. In exchange for a fee, a base weapon, and showing proof of proficiency, the blacksmith may convert your base weapon in one of these special, unique weapons.
 +
* '''Casius Sword''': This weapon will be part of the rewards for an upcoming sidequest. Stay tuned...
 +
* '''Crescent Moon Longbow''': This weapon will be part of the rewards for an upcoming sidequest. Stay tuned...
 +
* '''Doomslayer''': As an [[Achievements|achievement reward]] for obtaining the '''Heaven Ltd. Divine Service Medal'''. Any Contestant that obtains this achievement will immediately receive this weapon in the bank vault.
 +
* '''Muramasa''': As an [[Achievements|achievement reward]] for obtaining the '''Savior of Youkai Order'''. Any Contestant that obtains this achievement will immediately receive this weapon in the bank vault.
 +
* '''Ryuukiri''': This weapon will be part of the rewards for an upcoming sidequest. Stay tuned...
 +
* '''Spear the Gungnir''': This weapon will be part of the rewards for an upcoming sidequest. Stay tuned...
 +
* '''The Bat out of Hell''': As an [[Achievements|achievement reward]] for obtaining the '''Hell, Inc. Honorary Demon Badge'''. Any Contestant that obtains this achievement will immediately receive this weapon in the bank vault.
 +
 
 +
Related changes:
 +
* '''@ar-wpn''' was added to the [[Chat bots|list of chat bot commands]]. It rolls one random artifact weapon.
 +
 
 +
==== Changes to [[Weapon|Weapons]] ====
 +
* Rules regarding [[Weapon#Dual wielding|dual wielding]] have been modified.
 +
 
 +
==== Changes to [[Ammunition]] ====
 +
All ammunition and archery "calibers" have been completely revamped:
 +
* The archery calibers are now as follows: Arrows (for bow), Small bolt and Large bolt (for crossbow). Each archery caliber now has new damage tables.
 +
* All archery calibers now share the same projectile types (with Small bolts not having access to BRD and XPL projectiles):
 +
** '''NRM - Normal (Bodkin)''': The "standard" arrowhead, which represents the base damage.
 +
** '''BRD - Broadhead''': An arrowhead designed for hunting. 1.2x Pain, 1.5x Limb Damage, Multiple wound weapon effect (1d3 wounds per hit)
 +
** '''FLD - Field''': An arrowhead designed for training. 0.8x Pain, 0.8x Limb Damage.
 +
** '''IMP - Improvised''' ([[Crafting]]-only): A makeshift, handmade arrowhead based on the field design. 0.6x Pain, 0.6x Limb Damage.
 +
** '''VNM - Venom''' ([[Crafting]]-only): A field arrowhead coated in venom. 0.8x Pain, 0.8x Limb Damage, venom poisoning effect
 +
** '''CYA - Cyanide''' ([[Crafting]]-only): A field arrowhead coated in cyanide. 0.8x Pain, 0.8x Limb Damage, cyanide poisoning effect
 +
** '''TNQ - Tranq''' ([[Crafting]]-only): A field arrowhead coated in tranquilizer. 0.8x Pain, 0.8x Limb Damage, induces forced sleep for (6d5)/2 turns with no addiction chance.
 +
** '''XPL - Explosive''' ([[Crafting]]-only): An explosive arrowhead, designed to blow stuff up! Explosive arrows and bolts have their own damagetables.
 +
 
 +
Firearm ammunition changes:
 +
* '''UHS''' no longer has a FT+1 penalty, replaced instead by a less harsh IR+1 penalty.
 +
* '''Match''' no longer has a FT-1 bonus, replaced by a less overpowered IR-1 bonus. In addition, the cost multiplier of Match ammo has been reduced to 4x instead of 10x.
 +
 
 +
==== Changes to [[Crafting]] ====
 +
* All of the following recipes and corresponding blueprints were removed: PArrows, PBolts, PDarts, TDarts, WArrow, WBolt, WDart, XArrows
 +
* New recipes and blueprints introduced:
 +
** Crafting-only arrows: '''ImpArrow, TqArrow, VnArrow, CyArrow, ExArrow'''
 +
** Crafting-only large bolts: '''ImpLBolt, TqLBolt, VnLBolt, CyLBolt, ExLBolt'''
 +
** Crafting-only small bolts: '''ImpSBolt, TqSBolt, VnSBolt, CySBolt'''
 +
* New engineering specifications document: '''#GF019 - Prototype magazine device and feeding system for crossbow'''
 +
 
 +
=== April 11th 2018 ===
 +
'''Post-v4 update #17''' - '''The Super Melee Update: Part 2 (The Big Stuff)'''
 +
 
 +
==== Evading skill and Evasion abilities ====
 +
* Introduction of a new non-combat skill: '''Evading skill'''
 +
* New abilities: [[Evasion abilities]]. The Evading skill governs their use each turn.
 +
 
 +
==== Revamped unarmed combat ====
 +
* All [[unarmed combat#Martial arts techniques|martial arts techniques]] have been rewritten and revamped completely, now geared towards being more generally useful and more powerful, as well as less restrictive to use.
 +
 
 +
==== Revamped melee combat skills ====
 +
* Replacing the previous categories, melee combat skills now '''span across 14 skills''': Archery, Axe, One-handed club, Two-handed club, Crude weapon, Knife, One-handed sword, Two-handed sword, Staff/Pole, Whip/Lash, Exotic Melee, Exotic Ranged, Thrown weapon, and Martial Arts.
 +
* Replacing the previous, rigid rule that weapon class determined max attacks per turn, melee combat skill levels now not only affect accuracy with these weapons, '''but also maximum attacks per turn'''. The more skilled a melee fighter is, the more damage they can output.
 +
* An overview of the new melee skills and their effects can be found on [[Gameplay mechanics#Combat skills|this page]].
 +
 
 +
==== Changes related to [[Weapon|weapons]] ====
 +
* All melee weapon event lines '''now display the relevant melee combat skill''' needed to use it, in all of its modes, if applicable.
 +
* The weapons eligible for [[Charging]] have been modified: instead of "Class 5 Long weapons capable of Piercing-type damage", it is now '''"Staff / Pole weapons capable of Piercing-type damage". Bayonet charging was not affected.
 +
* 1 renamed weapon: Dwarven axe => '''Battle axe'''
 +
* 7 weapons have been scrapped from the game: Kusari-fundo, Ngombe throwing knife, Old book, Roman pilum, Sai, Tekko-kagi, Fukiya
 +
** Ammunition: Fukiya darts have been removed as well.
 +
** LBE: The Leg quiver can no longer carry fukiya darts as they no longer exist in the game.
 +
* '''Bows and crossbows''' have new special weapon rules, listed in [[Weapon#Special rules|this section]].
 +
 
 +
==== Changes related to [[Weapon accessory|weapon accessories]] ====
 +
* '''Bayonets''':
 +
** All weapons with a [[Weapon accessory#Bayonets|bayonet]] affixed, when using the Bayonet mode, require the use of '''Staff / Pole weapon skill'''.
 +
** [[Weapon accessory#Bayonets|Knife-bayonets]] used as stand-alone weapons may require either '''Knife skill''' or '''One-handed sword skill'''.
 +
 
 +
==== Other changes related to [[Skills]] ====
 +
* '''Cross-training''': Certain combat skills may now be part of [[Gameplay mechanics#Skill subgroups|a subgroup]]. When training a combat skill that is part of a subgroup, the Contestant may gain half as many Training Points in all other skills of the same subgroup.
 +
 
 +
==== Changes related to [[Startgame]] ====
 +
* Evading skill levels can now be purchased at Startgame.
 +
* It is now possible to purchase "packages" of combat skills which correspond to skill subgroups.
 +
** Available packages: Pistol (Semi + Auto), Revolver (DA + SA), Rifle (Semi + Auto), Shotgun (Semi + Auto), Clubs (1H + 2H), Swords (1H + 2H)
 +
** Two options are available when purchasing a package: Basic or Skilled. The Basic option costs 3 points and assigns 100 TP (Basic level) to all skills in the subgroup (as opposed to 4 points to level them individually). The Skilled option costs 8 points and assigns 250 TP (Skilled level) to all skills in the subgroup (as opposed to 10 points to level them individually).
 +
 
 +
==== Other changes ====
 +
All inventory sheets have been updated to reflect the changes introduced during this update:
 +
* Evading skill has been added to the list of non-combat skills for everyone.
 +
* Certain Startgame-selectable species now have additional skills:
 +
** '''Guhin, Oni, Tengu''': All three of these species start with 50 SP in Evading skill (just enough to be '''Skilled''')
 +
* A select few encounters have been given levels in Evading skill.
 +
* '''All Contestants with melee combat skill levels:''' You will be prompted to respec your melee skills.
 +
** Contestants with pending re-spec: '''Pretty much everyone'''
 +
* '''All Contestants with either martial arts knowledge or pending free martial arts lessons:''' You will be prompted to re-spec your martial arts techniques.
 +
** Morrigan Edelman: 3 techniques
 +
** Yumiko Imagawa: 1 technique
 +
** Reina Miyako-Knight: 2 techniques
 +
** Adam Hiruman: 2 techniques
 +
 
 +
=== April 6th 2018 ===
 +
'''Post-v4 update #16''' - '''The Super Melee Update: Part 1 (The Small Stuff First)'''
 +
 
 +
==== Changes to [[gameplay mechanics]] ====
 +
* [[Gameplay mechanics#Other useful ways to use 2d6s|Stealth cover check]] rules have been modified.
 +
** From now on, if other creatures on the same side as the Contestant intend to take cover stealthily, '''they must all make stealth checks as a group. The group's stealth checks are averaged (rounded up) and treated as one for the whole group.''' (Any scores less than 2 are treated as 2, any scores over 12 are treated as 12)
 +
** If the resulting score is 7 or more, then the group succeeds (all creatures that made a check take cover, maintain stealth, and may act again). If the resulting score is less than 7, then the group fails (all creatures that made a check take cover, but stealth is broken for them and their turn ends)
 +
 
 +
==== Changes to [[towns]] ====
 +
* '''Arnett:''' New facilities have been opened in the town of Arnett! You may now find a '''hotel''' (East Point Hotel) and a '''forge'''! Additionally, the weapon shop was turned into a '''gun shop''' instead.
 +
 
 +
==== Changes related to [[encounters]] ====
 +
* Encounter natural attacks now have a set maximum amount of attacks per turn, instead of being always restricted to 1 attack per turn. This may make combat against creatures faster and more dangerous.
 +
 
 +
=== March 25th 2018 ===
 +
'''Post-v4 update #15''' - Startgame changes of March 2018
 +
 
 +
==== Extra startgame choices ====
 +
* Combat skill point allocation is renamed '''Skill point allocation''', as it now allows for spending points into non-combat skills.
 +
* 12 points are now available, instead of 10.
 +
* Each non-combat skill has different point costs, and it is possible to unlock normally "locked" skills (skills that require completion of a sidequest or some other pre-requisite to obtain). Doing so will mark the corresponding sidequest or pre-requisite as already completed.
 +
 
 +
==== Difficulty modes ====
 +
Introduction of a "difficulty mode" selector, selected during startgame, in order to appeal to the broadest range of players, from challenge-seekers to casual players.
 +
 
 +
* ''Hard mode'' (Recommended)
 +
** One life, that's it
 +
** Upon dying, the Contestant is sent to limbo.
 +
** If the Contestant is in limbo, the player has ONE CHANCE ONLY to purchase a backup body (effectively an extra life) for 50 000 RePoints.
 +
** When revived, the Contestant will wake up in the lobby of the special facility in Arnett without any equipment or augmentations (as all equipment upon death is lost), except for a set of basic clothes.
 +
*** If human/halfling: T-Shirt, Jeans, Running shoes
 +
*** If youkai: Traditional outfit matching species and gender
 +
** If the Contestant dies once more, or if the player doesn't want to purchase any, the game ends immediately.
 +
** Finishing the game alive in Hard mode grants either a '''4x or 2x multiplier to earned RePoints'''; 4x if no backup body has been purchased, 2x otherwise.
 +
 
 +
* ''Easy mode''
 +
** The Contestant has access to 2 extra backup bodies from the beginning.
 +
** Upon dying, the Contestant is sent to limbo.
 +
** If the Contestant is in limbo, the player has the option to revive their Contestant by using a backup body.
 +
** The player has the possibility to purchase unlimited, additional backup bodies for 50 000 RePoints each.
 +
** When revived, the Contestant will wake up in the lobby of the special facility in Arnett without any equipment or augmentations (as all equipment upon death is lost), except for a set of basic clothes.
 +
*** If human/halfling: T-Shirt, Jeans, Running shoes
 +
*** If youkai: Traditional outfit matching species and gender
 +
** If the Contestant chooses to end the game, or runs out of backup bodies, and has no possibility to buy more, the game ends.
 +
** Finishing the game alive in Easy mode grants a '''1.5x multiplier to earned RePoints'''.
 +
 
 +
* ''Messiah mode''
 +
** Same as in Easy, except the Contestant has an unlimited amount of backup bodies.
 +
** This mode is intended for players that do not like permadeath or want a more casual experience. It is also useful for testing purposes.
 +
** Finishing the game in Messiah mode grants the same amount of RePoints as dying (1x multiplier).
 +
 
 +
=== February 20th 2018 ===
 +
'''Post-v4 update #14''' - Currency Overhaul + Youkai Clothing update
 +
 
 +
==== '''Currency Overhaul''' ====
 +
The Currency Overhaul part of the update introduces several changes related to money and valuables in the game:
 +
 
 +
* [[Money]] is no longer denominated only in 1 P$ coins - '''12 different coin types can now be found''', from 0.05 P$ Nickel coins to 500 P$ Platinum coins. More information on this article: [[Parallar]]
 +
* [[LBE]]: Money pouches are now designated as being capable of carrying '''20 units of coins''', allowing Contestants to carry a variety of different coins in their money pouches.
 +
* Banks allow Contestants to withdraw money in any denomination desired. If none is specified, bankers will, by default, offer the most efficient possible amount of coins to match the desired amount.
 +
* [[Valuables]]: New ingots introduced: '''Gray copper''' (250, 500 and 1000 grams), '''Electrum''' (250, 500 and 1000 grams), '''White gold''' (250 and 500 grams)
 +
* [[Food]] and restaurant items: Virtually every food item has has its value reduced, with reductions ranging from 50% to over 80% from pre-update prices. Generally speaking, food is now drastically cheaper and it is now far easier to buy food without it being overly ruinous.
 +
* [[Weapon|Weapons]] and [[Ammunition]]: The cost per round of certain calibers has been adjusted. Many melee weapons have had their prices adjusted (generally down); in particular, many melee weapons that could be found in a hardware store have had their prices drastically cut down.
 +
* [[Ammunition]]: [[Coin shot]] and [[CAWS coin shot]] have been modified - slightly higher Pain damage overall, and the definition has been modified; to handload a coin shot shell, the Contestant now needs '''20 nickel (0.05 P$) coins''' instead of '''20 brass (1 P$) coins''', therefore making the value (and handloading cost) of these rounds significantly lower. (Retail values: 4 P$/round for the 12 gauge version, 5 P$/round for the CAWS version)
 +
* New [[chat bots|bot command]]: '''@coins''' - generates a random coin type.
 +
 
 +
All inventory sheets have been updated to reflect these changes - all money currently carried by Contestants has been converted to '''1 P$ coins'''.
 +
 
 +
==== '''Youkai clothing update''' ====
 +
The Youkai Clothing part of the update introduces changes related to [[clothing and armor]] in the game:
 +
 
 +
* '''Certain non-wicked youkai species''' can now wear clothing and armor! However, clothing reserved to youkai are one-item 'outfits' rather than individual articles of clothing, as is the case for humans.
 +
* Youkai clothing is divided in five body types, each type is compatible with the following species:
 +
** '''Type H - Huge size''': Oni, Kishin
 +
** '''Type U - Uncanny body type''' (Upper body clothes only): Jorougumo, Kirin
 +
** '''Type S - Small size''': Kappa, Satori
 +
** '''Type T - Tailed''': Guhin, Hakutaku, Kasha, Kitsune, Nure-onna, Tanuki
 +
** '''Type W - Winged''': Doji, Tengu, Yousei
 +
* Youkai clothing can be found for sale at [[clothing shop|clothing shops]], under their own category.
 +
* All youkai clothing items have [[Protection chart|clothing resistances]], same as with their human counterparts.
 +
* Certain types of youkai clothing have effects, and may act as armor or protective equipment, allowing youkai to '''increase their own defensive capabilities with more ease''', and be generally '''less weak in combat'''.
 +
* New [[chat bots|bot command]]: '''@wear-y''' - generates a random youkai outfit.
 +
 
 +
Inventory sheets for youkai Contestants have been updated to reflect the changes. All youkai Contestants have been given a traditional outfit matching their species and gender.
 +
 
 +
=== February 1st 2018 ===
 +
'''Post-v4 update #13''' - Community Gun Bag of 2018 + Maze Customs Party update (+ Flamethrowers!)
 +
 
 +
Firstly, we would like to thank the following players for their suggestions, as well as their rewards in RePoints:
 +
 
 +
* Definta - '''1000 RP'''
 +
* Voltaire Jordans - '''950 RP'''
 +
* JadedPencil - '''200 RP'''
 +
 
 +
'''ALL PLAYERS:''' Update your inventory sheets! The highlighted text are the sections you must add or edit: https://puu.sh/zehdw/79ec03863f.png
 +
 
 +
New type of weapon: '''Flamethrowers!'''
 +
* Everything about flamethrowers is explained in [[Weapon#Flamethrowers|this section]].
 +
* Introduction of a new combat skill: '''Flamethrowers''', necessary to use them. Because it is a new weapon skill, this means Flamethrowers can also be selected during [[Startgame]]; as such, new Startgame weapon packages have also been introduced.
 +
* The existing crafting-only '''Flammenwerfer''' has been updated. It is now a Class 4 disposable flamethrower.
 +
* New weapons:
 +
** '''ION XM42-M''', Class 1 light flamethrower
 +
** '''M2-2''', Class 1 heavy flamethrower
 +
** '''No.2 Mk II''', Class 1 heavy flamethrower
 +
** '''Einstossflammenwerfer 46''', Class 2 disposable flamethrower
 +
 
 +
New [[Weapon|weapons]] in existing calibers:
 +
* 2 new Class 1 weapons
 +
** '''Kel-Tec KSG-25''', [[12 gauge]] shotgun. A longer version of the KSG-12 with two, ridiculously long 12-round magazine tubes, giving the weapon a total capacity of 25 shells.
 +
** '''Norinco M305A''', [[7.62x39mm]] conventional rifle. A strange cross between an M14 and an AK-47 magazine.
 +
* 2 new Class 2 weapons
 +
** '''IWI Tavor 7''', [[7.62x51mm NATO]] combat rifle. A very modern bullpup battle rifle.
 +
** '''Thales EF88 Austeyr''', [[5.56x45mm NATO]] combat rifle. A modernized variant of the Steyr AUG.
 +
* 3 new Class 3 weapons
 +
** '''KBP OTs-01 Kobalt''', [[9x18mm Makarov]] revolver.
 +
** '''SilencerCo Maxim 9''', [[9x19mm Parabellum]]. A very modern, integrally suppressed 9x19mm pistol using Glock magazines.
 +
** '''Smith & Wesson Model 625-2''', [[.45 ACP]] revolver.
 +
* New weapon accessories:
 +
** '''9x18mm 6-round moon clips''' are now available on the regular market, and are no longer exclusive to Maze Customs.
 +
** '''Insight LAM-1000''', dual module light/laser, compatible with the '''H&K USP-9, USP-40 and USP-45'''.
 +
 
 +
New [[Maze Customs]] offerings for newly introduced weapons:
 +
* [[Customs:Minor|Full-auto conversion]], Norinco M305A: '''M305FA'''
 +
* [[Customs:Minor|Tactical conversions]], Thales EF88 Austeyr: '''EF88 Austeyr FS''' and '''EF88 Austeyr GL'''
 +
* [[Customs:Minor|Tactical conversion]], IWI Tavor 7: '''Tavor 7 Enhanced'''
 +
* [[Customs:Minor|Tactical conversion]], S&W Model 625-2: '''PSDR-3''', a unique, integrally silenced revolver
 +
 
 +
New [[Maze Customs]] offerings for existing weapons:
 +
* [[Customs:Weapons|Main Customs families]]:
 +
** '''1911SS and 1911DS''' now offer an '''Inglis stock''' modification, in order to attach a stock on 1911SS and 1911DS pistols and transform it into a compact carbine.
 +
* [[Customs:Minor|Minor]]:
 +
** New category: '''"Other minor modifications"''', for anything that doesn't fit in another category.
 +
** Minor rechambering, H&K G3A3 / HK91: '''PTR-32''' / '''PTR-32S''' ; converts a G3A3 / HK91 to [[7.62x39mm]], compatible with AK-47 magazines.
 +
** Minor rechambering, H&K G3A3 / HK91: '''PTR-33''' / '''PTR-33S''' ; converts a G3A3 / HK91 to [[5.45x39mm]], compatible with AK-74 magazines.
 +
** Other minor: '''Trench magazine service''' - Modifies a range of bolt-action firearms to increase their capacity.
 +
** Other minor: '''H&K USP modifications''' - Modifications for the USP series of pistols.
 +
** Other minor: '''M1 Garand modifications''' - Modifications for the Springfield M1 Garand.
 +
 
 +
Modifications to existing [[Maze Customs]] offerings:
 +
* '''Auto-5 RA''': Now also adds a NATO-S rail to the weapon, alongside the 8-round magazine tube.
 +
* The '''M1 Garand EBR Custom''', '''T26 Garand''' and '''T26 Garand EBR Custom''' conversions have been removed from the ''Tactical conversions'' category; they are now part of the M1 Garand modifications introduced above.
 +
 
 +
=== January 27th 2018 ===
 +
'''Post-v4 update #12''' - '''Story Arc #2: Corporate Chaos''' released!
 +
 
 +
* The continuation of the main story of the MazeWorld campaign is now out
 +
* 13 new main story [[Quests]] about the conflict between Angelics and Demonics, and their related independent interests
 +
* 8 different Story Arc endings
 +
* The '''Soul Influence''' system is now fully implemented: The Contestant's influence to the Angelics and Demonics is symbolized by '''Soul Orbs''', which can now be acquired as part of the quest rewards during this Story Arc.
 +
 
 +
=== January 10th 2018 ===
 +
'''Post-v4 update #11''' - New Year's mini-update
 +
 
 +
* [[Gun shop|Gun shops]] and [[Weapon shop|weapon shops]] may now now sell '''boxes of projectiles''' for handloading.
 +
* The '''Kamikaze''' encounter has been scrapped.
 +
* [[Handloading]]: '''SEG / Segmented''' has been renamed to '''SF / Sintered Frangible'''. Effects and function of this ammo type have not been changed.
 +
* [[4.73x33mm Caseless]]: A new ammunition line has been introduced: '''Improved''', which is equivalent to a +P load, making it the first (and so far the only) Rifle caliber to have +P ammunition. In addition, new bullet types have been introduced: '''AP''' and '''Match'''. All 4.73x33mm Caseless ammunition that can be found, now has a chance to be either Standard or Improved, with either FMJ, AP or Match projectile.
 +
 
 +
=== November 27th 2017 ===
 +
'''Post-v4 update #10''' - Fatigue/Stress balance update (+ other changes!)
 +
 
 +
Changes related to [[Fatigue]]:
 +
* Fatigue healing from [[Resting]] is doubled, from -0.2 to '''-0.4% per turn'''. Considering 1 turn of resting makes the clock go forward by 6 minutes, this allows the Contestant to recover 16.0% Fatigue in 4 hours of sleep, 48.0% Fatigue in 12 hours, and 96.0% in a full 24 hours.
 +
* The "Normal" Fatigue threshold (i.e. the state of not being tired, between "Energized" and "Tired") '''is expanded to 5.0-49.9%''', making Tired start at 50.0% Fatigue rather than 40.0%, effectively extending significantly the effective endurance of a Contestant.
 +
* New [[secondary effect]] introduced: '''Negated Natural Fatigue (NNF)'''. As long as this effect is active, natural fatigue (the effect which naturally always causes Fatigue to increase by +0.1%) '''is negated'''.
 +
 
 +
Changes related to [[Stress]]:
 +
* Several stress-relieving activities now have the '''NNF secondary effect''' (described above), in order to promote their use and cut down on the "stat chasing" phenomenon between Fatigue and Stress. These are:
 +
** Book reading
 +
** Using a computer for browsing MazeNet
 +
** Radio listening
 +
** Showering
 +
** Watching TV
 +
* [[Resting]] now also provides NNF.
 +
* Showering now heals '''-0.2% Stress per turn''' instead of -0.1%. However, please note that showering does not provide NNF.
 +
 
 +
New [[medical item]]: '''Concentrated caffeine''' (White tablet)
 +
* Effects: Fatigue -12.0%, Stress +1.2%, Agility +1, Increased alertness for 2d6*5 turns
 +
* Cost: '''200 P$'''
 +
 
 +
Changes to existing [[meds]]:
 +
* [[PCP]] is now [[Addictions|addictive]], and belongs to its own category (PCP withdrawal). 10% addiction chance per use.
 +
 
 +
Other changes:
 +
* [[Weapon accessory|Weapon accessories]]: The 4.6mm silencer and muzzle brake are renamed "4.6mm / 4.7mm", and are now also compatible with [[4.73x33mm Caseless]] firearms. (Weapons chambered in 4.73mm Caseless were technically allowed to receive threading but had no compatible accessories; this has now been fixed. However, using a muzzle brake on these weapons may be a little pointless, as Recoil is already 1. This might be addressed in a future update! ;) )
 +
 
 +
=== November 20th 2017 ===
 +
'''Post-v4 update #9''' - The rocket launcher update
 +
 
 +
New [[weapon|weapons]]: Introduction of '''disposable rocket launchers''': Cheap, one-shot, disposable rocket launchers, which present several traits and advantages (and disadvantages) compared to their reloadable cousins.
 +
* Cheaper and lighter than their reloadable cousins.
 +
* One shot only per launcher ; they are to be disposed of after firing. They are better thought of as self-contained single rounds of ammunition rather than weapons.
 +
* No maintenance stats apply to disposable rocket launchers - because they're disposed of after one shot.
 +
* '''Multiple disposable launchers can be carried in a single equipment slot'''. (e.g. you can carry multiple disposable launchers in Primary 1, as long as all of them are of the same model)
 +
** Disposable launchers are separated in three subcategories: '''Light, Medium, Heavy'''
 +
** Light disposable launchers '''have an individual weight of 9 units, and up to 4 can be carried in a single equipment slot'''.
 +
** Medium disposable launchers '''have an individual weight of 14 units, and up to 3 can be carried in a single equipment slot'''.
 +
** Heavy disposable launchers '''have an individual weight of 18 units, and up to 2 can be carried in a single equipment slot'''.
 +
 
 +
'''7''' new weapons introduced with this new category, all of them are Class 1:
 +
* Light disposable rocket launchers
 +
** '''Bazalt RPG-18 Mukha''', 64mm HEAT (PG-18)
 +
** '''Bazalt RPG-26 Aglen''', 72.5mm HEAT (PG-26)
 +
** '''Talley M72A2 LAW''', 66mm HEAT (LAW)
 +
* Medium disposable rocket launchers
 +
** '''Armar Armblast-AP''', 73mm HE/Frag (Armblast-AP)
 +
* Heavy disposable rocket launchers
 +
** '''Hunting Engineering LAW-80''', 94mm HEAT (LAW-80)
 +
** '''KBP RPO-A Shmel''', 93mm Thermobaric (RPO-A)
 +
** '''Saab Bofors Dynamics AT4''', 84mm HEAT (AT4)
 +
 
 +
Changes related to the M202A1 FLASH and its ammunition
 +
* It is no longer possible to reload individual rounds into an M202A1 FLASH. Instead, the weapon uses a system of 4-rocket clips, which are non-reloadable. In order to reload a M202A1 FLASH, the rocket clips must be entirely replaced. An empty rocket clip must be disposed of.
 +
* Rocket clips are available as a singular unit in weapon shops, for 480 P$ per clip.
 +
 
 +
Changes to the naming nomenclature of rocket launcher ammunition:
 +
* "Ammo box" -> "Crate"
 +
* "62mm BUR rocket" -> "BUR rocket, HE/Frag"
 +
* "66mm M74 rocket" -> "M202 4-rocket clip, M74 rockets, HE/Incendiary" (see above for details)
 +
* "83.5mm SMAW rocket" -> "SMAW rocket, Mk3 HE/Frag"
 +
* "85mm PG-7V rocket" -> "RPG-7 rocket, PG-7V HEAT"
 +
* "105mm TBG-29V rocket" -> "RPG-29 rocket, TBG-29V Thermobaric"
 +
 
 +
Additional rocket types for existing reloadable rocket launchers:
 +
* Bazalt RPG-7: '''OG-7V HE/Frag''' and '''TBG-7V Thermobaric'''
 +
* Bazalt RPG-29: '''PG-29V HEAT'''
 +
* Talley Mk153 SMAW: '''Mk6 HEAT'''
 +
 
 +
Changes related to mini-grenades:
 +
* Mini-grenades now count for '''0.5 item''' when placed in [[LBE|Class 4 pouches]], effectively allowing such load-bearing equipment to carry up to twice more mini-grenades when compared to full size grenades.
 +
 
 +
Introduction of '''training munitions''': Intended for training usage only, such weapons and ammunition have for sole purpose to help train their relevant combat skills (thrown weapons with hand grenades, grenade launcher, rocket launcher, planted explosives) using cheaper, less valuable platforms than live rounds.
 +
* Weapon: '''M69 practice grenade''', for training thrown weapons skill.
 +
* Weapon: '''M190 LAW subcaliber practice device''', for training rocket launcher skill. Needs its own ammunition, '''35mm training rockets''', which have unique damage tables in case they are used in combat.
 +
* Weapon: '''Practice C4 charge''', for training planted explosives skill.
 +
* Ammo type for [[40mm NATO grenade]]: '''40mm NATO, M382 practice''', for training grenade launcher skill. Has unique damage tables in case they are used in combat.
 +
 
 +
Other minor changes:
 +
* Name changes: The Bazalt RPG-29 is now known as the '''Bazalt RPG-29 Vampir'''.
 +
* New [[weapon accessory|scope type]] added: '''Rocket launcher optics''', which provide IR-1.
 +
** Certain existing rocket launchers are equipped with RL optics: Bazalt RPG-29 Vampir, KBP BUR, M202A1 FLASH, Talley Mk153 SMAW.
 +
** Some of the newly introduced disposable launchers also have RL optics: Armar Armblast-AP, Hunting Engineering LAW-80.
 +
* Shooting ranges now have an explosives training room.
 +
 
 +
=== November 7th 2017 ===
 +
'''Post-v4 update #8''' - Fixes, changes and balances
 +
 
 +
[[Rubber buckshot]] (R-Buck) and [[Rubber baton]] (R-Slug) balance fixes:
 +
* R-Slug only: Limb damage multiplier is now '''0.15x''' instead of 0.25x
 +
* R-Buck and R-Slug: Both ammo types no longer stun targets on a percentage chance. Instead, each hit causing 1+ damage now stuns the target for 1 turn, stackable with multiple successful hits.
 +
* R-Buck and R-Slug: New effect added; if ammunition of these types manage to cause an injury to a target, the injury type is a [[broken limb|fracture]] instead of a [[wound]].
 +
 
 +
Naming changes:
 +
* All relevant event lines for the '''SG510-3, SG510-4, SG550, SG550 Sniper, SG551 and SG552 Commando''' no longer display "SIG Sauer" as the manufacturer, but "SIG Arms".
 +
 
 +
Changes related to [[Food]] and [[Medical aid|Meds]]:
 +
* Several meds now have greatly reduced shop price.
 +
** [[Amphetamines]]: 350 -> '''150 P$'''
 +
** [[Cocaine]]: 450 -> '''115 P$'''
 +
** [[Codeine]]: 150 -> '''100 P$'''
 +
** [[Desoxyn]]: 250 -> '''75 P$'''
 +
** [[Diazepam]]: 400 -> '''100 P$'''
 +
** [[Ecstasy]]: 250 -> '''75 P$'''
 +
** [[Epinephrine]]: 500 -> '''125 P$'''
 +
** [[FG-7142]]: 350 -> '''90 P$'''
 +
** [[Field Surgery Kit]]: 2500 -> '''2000 P$'''
 +
** [[Heroin]]: 550 -> '''150 P$'''
 +
** [[Morphine]]: 500 -> '''125 P$'''
 +
** [[Nitrous oxide inhaler]]: 250 -> '''200 P$'''
 +
** [[Oxycodone]]: 300 -> '''100 P$'''
 +
** [[PCP]]: 350 -> '''90 P$'''
 +
** [[Steroids]]: 300 -> '''75 P$'''
 +
* Certain food items have a new shop value in turn.
 +
** [[List of food items|Military Rations - Accuracy]]: 200 -> '''300 P$'''
 +
** [[List of food items|Military Rations - Endurance]]: 250 -> '''350 P$'''
 +
 
 +
Shop changes:
 +
* [[Workshop|Workshops]]:
 +
** Workshops now sell '''1d5-1 extra mobile phones''' and '''1d6 extra mobile phone batteries''' on top of the usual 12 random crafting ingredients.
 +
** Mobile phone batteries: 250 -> '''50 P$'''.
 +
** Gun cleaning kits for sale: 1d6 -> '''2d6'''
 +
** Weapon repair kits and Melee weapon repair kits for sale: 1d4-1 -> '''1d4'''
 +
* [[Gun shop|Gun shops]] and [[Weapon shop|Weapon shops]]:
 +
** Gun shops now offer '''1d3 gun cleaning kits''' and '''1d3-1 gun repair kits''' for sale.
 +
** Weapon shops now offer '''1d3 gun cleaning kits''', '''1d3-1 gun repair kits''' and '''1d3-1 melee weapon repair kits''' for sale.
 +
 
 +
=== October 29th 2017 ===
 +
'''Post-v4 update #7''' - Ammunition and handloading balance update
All pistol and rifle caliber data has been streamlined and standardized, using simulated handloading data and ballistics software. Damage tables for each caliber stems from load data - certain calibers have had their damage tables tweaked or modified to reflect these changes.
All pistol and rifle caliber data has been streamlined and standardized, using simulated handloading data and ballistics software. Damage tables for each caliber stems from load data - certain calibers have had their damage tables tweaked or modified to reflect these changes.
-
* Calibers with minor changes to damage tables: [[.30-06 Springfield]], [[.32 ACP]], [[.357 SIG]], [[.500 Magnum]], [[7.62x38mm R Nagant]], [[9x18mm Makarov]], [[9x25mm Dillon]]
+
* Calibers with minor changes to damage tables: [[.30-06 Springfield]], [[.32 ACP]], [[.357 SIG]], [[.500 Magnum]], [[5.8x42mm]], [[7.62x38mm R Nagant]], [[7.62x39mm]], [[7.62x51mm NATO]], [[9x18mm Makarov]], [[9x25mm Dillon]]
* Calibers with significant changes to damage tables:
* Calibers with significant changes to damage tables:
-
** Nerfed: [[10mm Auto]] (lost 4% base power), [[.338 Lapua Magnum]] (lost 5% base power), [[.460 Rowland]] (lost 5% base power), [[.454 Casull]] (lost 7% base power), [[.300 Winchester Magnum]] (lost 11% base power)
+
** Nerfed: [[10mm Auto]] (lost 4% base power), [[.338 Lapua Magnum]] (lost 5% base power), [[.460 Rowland]] (lost 5% base power), [[.454 Casull]] (lost 7% base power), [[.300 Winchester Magnum]] (lost 11% base power), [[.50 BMG]] (lost 88% base power)
-
** Buffed: [[9x19mm Parabellum]] (gained 2% base power), [[.45-70 Government]] (gained 5% base power), [[.30-30 Winchester]] (gained 6% base power), [[.475 Wildey Magnum]] (gained 7% base power)
+
** Buffed: [[9x19mm Parabellum]] (gained 2% base power), [[.45-70 Government]] (gained 5% base power), [[.30-30 Winchester]] (gained 6% base power), [[9x39mm]] (gained 6% base power), [[.475 Wildey Magnum]] (gained 7% base power), [[12.7x108mm]] (gained 14% base power), [[.338 Norma Magnum]] (gained 14% base power)
-
Other changes:
+
[[Handloading]] changes:
-
* Wildey Hunter renamed to '''Wildey Survivor'''
+
* [[7.62x38mm R Nagant]]: Bullet weight modified, from 100 to '''97 grains'''. All relevant handloading projectiles are also subsequently modified (''.308, 100 grain'' -> '''.308, 97 grain''')
-
* [[7.62x38mm R Nagant]]: Bullet weight modified, from 100 to '''97 grains'''. All relevant handloading projectiles are also subsequently modified (''.308, 100 grain'' -> '''.308, 97 grain''')
+
* [[12.7x108mm]]: Bullet weight modified, from 715 to '''744 grains'''. All relevant handloading projectiles are also subsequently modified (''.511, 715 grain'' -> '''.511, 744 grain''')
* [[.30-06 Springfield]]: Bullet weight modified, from 152 to '''150 grains'''. All relevant handloading projectiles are also subsequently modified (''.308, 152 grain'' -> '''.308, 150 grain''')
* [[.30-06 Springfield]]: Bullet weight modified, from 152 to '''150 grains'''. All relevant handloading projectiles are also subsequently modified (''.308, 152 grain'' -> '''.308, 150 grain''')
 +
* [[.408 Chey Tac]]: Bullet weight modified, from 419 to '''400 grains'''. All relevant handloading projectiles are also subsequently modified (''.408, 419 grain'' -> '''.408, 400 grain''')
-
= Latest =
+
* [[7.62x51mm NATO]]: No longer uses a .308, 147 grain bullet. Instead, it may use the newly introduced '''.308, 150 grain''' bullets for [[.30-06 Springfield]], allowing both calibers to share the same projectiles.
 +
 
 +
Other changes:
 +
* Wildey Hunter renamed to '''Wildey Survivor'''
 +
* Fix: [[.338 Lapua Magnum]]: Missing barrel length group, '''Short rifle''', was added.
=== September 20th 2017 ===
=== September 20th 2017 ===
Line 113: Line 744:
New [[Weapon|weapons]]:
New [[Weapon|weapons]]:
-
A total of '''25''' new weapons have been introduced to the game.
+
A total of '''26''' new weapons have been introduced to the game.
-
* 6 new Class 1 weapons
+
* 7 new Class 1 weapons
** '''DIO KH2002 Sama''', [[5.56x45mm NATO]] combat rifle. A bullpup rifle which accepts STANAG magazines.
** '''DIO KH2002 Sama''', [[5.56x45mm NATO]] combat rifle. A bullpup rifle which accepts STANAG magazines.
** '''DISA Madsen M1924''', [[7.92x57mm Mauser]] machine gun. Box magazine fed.
** '''DISA Madsen M1924''', [[7.92x57mm Mauser]] machine gun. Box magazine fed.
** '''FN Herstal FNAR Match''', [[7.62x51mm NATO]] precision rifle. Semi-automatic.
** '''FN Herstal FNAR Match''', [[7.62x51mm NATO]] precision rifle. Semi-automatic.
** '''FN Herstal Model 1949''', [[7.62x51mm NATO]] conventional rifle. Semi-automatic.
** '''FN Herstal Model 1949''', [[7.62x51mm NATO]] conventional rifle. Semi-automatic.
 +
** '''Serbu BFG-50A''', [[.50 BMG]] precision rifle. Semi-automatic.
 +
*** Ghost gun ("Implemented" but actually absent from all game files) until December 12 2018, at which point it has been fixed.
** '''Tikkakoski Suomi KP/-31''', [[9x19mm Parabellum]] submachine gun. Sold by default with a 71-round drum magazine, but smaller (36- and 50-round) magazines are also available.
** '''Tikkakoski Suomi KP/-31''', [[9x19mm Parabellum]] submachine gun. Sold by default with a 71-round drum magazine, but smaller (36- and 50-round) magazines are also available.
** '''Uberti Lightning Carbine''', [[.357 Magnum]] conventional rifle. A pump-action rifle, fed by an internal tube. Also accepts [[.38 Special]].
** '''Uberti Lightning Carbine''', [[.357 Magnum]] conventional rifle. A pump-action rifle, fed by an internal tube. Also accepts [[.38 Special]].
Line 189: Line 822:
Changes related to [[Food]]:
Changes related to [[Food]]:
-
* '''Black coffee''', '''Cappucinos''', '''green tea''', '''black tea''', '''cola drinks''', '''energy bars''' and '''energy drinks''' now give users a small amount of [(Stress]], equivalent to about 10% of the amount of [[Fatigue]] they removed. In addition, Black tea now reduces Fatigue by 1.0% (previously 0.5%), and Green tea by 2.0% (previously 1.0%).
+
* '''Black coffee''', '''Cappucinos''', '''green tea''', '''black tea''', '''cola drinks''', '''energy bars''' and '''energy drinks''' now give users a small amount of [[Stress]], equivalent to about 10% of the amount of [[Fatigue]] they removed. In addition, Black tea now reduces Fatigue by 1.0% (previously 0.5%), and Green tea by 2.0% (previously 1.0%).
** This change has been introduced to provide a small, negative effect as an incentive to not abuse Fatigue decreasing drinks as a method of keeping Fatigue down, or as a replacement to [[Resting]].
** This change has been introduced to provide a small, negative effect as an incentive to not abuse Fatigue decreasing drinks as a method of keeping Fatigue down, or as a replacement to [[Resting]].
Line 277: Line 910:
* Simplified [[Leaderboards]] - Less stat tracking, for convenience's sake.
* Simplified [[Leaderboards]] - Less stat tracking, for convenience's sake.
-
 
-
=== April 22nd 2017 ===
 
-
'''Pre-v4 transitional period - Mini-update #10''' - Great Buttstock Update
 
-
 
-
Introduced a new gameplay feature with firearms: Weapon stocks now have a gameplay effect. The new mechanics of weapon stocks are [[Weapon#Weapon stocks|detailed in this article]].
 
-
 
-
5 new [[Weapon|weapons]] to compliment the update (total weapons now in the game: '''623'''):
 
-
* '''CZ Sa vz. 58V''', folding stock variant of the vz. 58P
 
-
* '''FN Herstal FAL 50.61 Paratrooper''', folding stock variant of the FAL 50.00
 
-
* '''IMI Galil MAR''', a Class 2, short barreled version of the Galil AR.
 
-
* '''IZHMASH Kalashnikov AKMS''', folding stock variant of the AKM
 
-
* '''IZHMASH Kalashnikov AKS-74U''', folding stock variant of the AK-74
 
-
 
-
[[Weapon]] changes:
 
-
* 192 firearms with (S) Fixed stocks.
 
-
* 62 firearms with (FS) Folding stocks.
 
-
* 28 firearms with (RS) Retracting stocks.
 
-
* 10 firearms with (FRS) Folding/Retracting stocks.
 
-
* 177 firearms with (N) No stocks.
 
-
** This includes virtually every handgun. Due to the effects of stockless firearms, '''handguns are now harder to shoot accurately'''. Please keep this in mind.
 
-
* All Class 4, Class 5 and Handgear weapons remained unaffected by this update, and can still be used normally.
 
-
 
-
[[Maze Customs]] changes:
 
-
* [[Customs:Weapons|Glock-SF, Glock-LF, MP5, AR-15, and AK families]] now have '''stock configuration''' offerings, which were previously strictly cosmetic.
 
-
** New cosmetic stock variants for MP5, AR-15 and AKs have been added.
 
-
* [[Customs:Minor|Minor services]]: Two new service categories were added: '''Minor barrel configurations''' and '''Minor stock configurations'''
 
-
** Minor barrel configurations offer to swap out barrels for non-Family weapons, in order to have a firearm with a different barrel length.
 
-
** Minor stock configurations offer to add, modify, or remove stocks from firearms.
 
-
* [[Customs:Minor|Minor services]]: One new Tactical conversion: '''Desert Eagle Rifle Package'''.
 
-
 
-
=== April 18th 2017 ===
 
-
'''Pre-v4 transitional period - Mini-update #9''' - Weapon update, April 2017 edition
 
-
 
-
'''42''' new weapons (including '''33''' firearms and '''9''' melee weapons), '''4''' new calibers introduced, plus a range of new weapon accessories and Customs services.
 
-
 
-
This update increases the weapon count of the game to '''618'''.
 
-
 
-
'''New calibers''':
 
-
* [[.30-30 Winchester]]
 
-
** '''Magnum Research BFR''', revolver ; single-action
 
-
** '''Marlin Model 338W''', precision rifle
 
-
** '''Winchester Model 1894''', conventional rifle ; basic lever-action rifle
 
-
** '''Winchester Model 1894 Trapper Carbine''', conventional rifle ; Class 2 carbine version of the above rifle
 
-
** '''Winchester Model 54''', conventional rifle ; bolt-action
 
-
* [[.45-70 Government]]
 
-
** '''Century Model 100''', revolver ; single-action
 
-
** '''Koishikawa/Navy Arms "Siamese" Mauser Type 45''' conventional rifle ; Mauser bolt-action rifle converted to .45-70
 
-
** '''Marlin Model 1895 Classic''' conventional rifle ; basic lever-action rifle
 
-
** '''Marlin Model 1895 GBL''' conventional rifle ; short lever-action rifle
 
-
** '''Marlin Model 1895 LE''' conventional rifle ; long lever-action rifle
 
-
** '''Marlin Model 1895 SBL''' conventional rifle ; lever-action rifle with optic rail
 
-
* [[.577 Nitro Express]]
 
-
** '''Holland & Holland Royal''', conventional rifle ; double-barreled rifle
 
-
* [[7.62x38mm R Nagant]]
 
-
** '''Tula Arms Nagant M1895''', revolver ; DA/SA
 
-
 
-
'''New weapons in existing calibers''':
 
-
* '''Benelli M3 Super 90 Convertible''', [[12 gauge]] shotgun ; pump/semi
 
-
* '''Beretta MAB-38A''', [[9x19mm Parabellum]] submachine gun
 
-
* '''Carl Gustaf m/45''', [[9x19mm Parabellum]] submachine gun
 
-
* '''Colt M1917''', [[.45 ACP]] revolver
 
-
* '''COP 357 Derringer''', [[.357 Magnum]] pistol
 
-
* '''Desert Tech SRS-A1''', [[.338 Lapua Magnum]] precision rifle
 
-
* '''Desert Tech SRS-A1 Covert''', [[.338 Lapua Magnum]] precision rifle ; Class 2 and shorter/lighter version of the normal SRS-A1
 
-
* '''Garni-ler K3''', [[5.45x39mm]] combat rifle ; bullpup rifle based on the AK-74
 
-
* '''Garni-ler K11''', [[5.45x39mm]] precision rifle ; bolt-action rifle using AK-74 magazines
 
-
* '''Heckler & Koch VP70''', [[9x19mm Parabellum]] pistol
 
-
* '''IWI Tavor X95''', [[5.56x45mm NATO]] combat rifle
 
-
* '''KBP OTs-39''', [[7.62x25mm Tokarev]] submachine gun
 
-
* '''KBP MTs-255''', [[12 gauge]] shotgun ; uses a 5-round revolver cylinder
 
-
* '''KBP OTs-62 "Revolver Shotgun"''', [[12 gauge]] shotgun ; a "handgun" version of the MTs-255
 
-
* '''NEMO Arms OMEN Watchman''', [[.300 Winchester Magnum]] precision rifle ; semi-automatic AR-like rifle
 
-
* '''Smith & Wesson Model 617''', [[.22 Long Rifle]] revolver ; 10-shot cylinder
 
-
* '''Winchester Model 270''', [[.22 Long Rifle]] conventional rifle ; pump-action, with a capacity of 15+1 rounds
 
-
* '''Zbrojovka Brno ZK-383''', [[9x19mm Parabellum]] submachine gun ; with integrated bipod
 
-
* '''ZiD Degtyaryov DP-27''', [[7.62x54mm R]] machine gun
 
-
 
-
'''New weapon accessories''':
 
-
* Magazines for all of the new magazine-fed firearms
 
-
* .45 ACP 6-round moon clip
 
-
* .22 Long Rifle 10-round speedloader
 
-
* FN SCAR-H: 50-round drum and 100-round C-MAG
 
-
* '''Crye Precision SIX12''' underbarrel shotgun ; uses a 6-shot revolver cylinder, which is completely detachable and replaceable, allowing users to swap out cylinders as needed. These cylinders count as magazines.
 
-
* Type 45 bayonet
 
-
 
-
'''New melee weapons''':
 
-
* '''Fire axe''', Class 5 Long
 
-
* '''Sledgehammer''', Class 5 Long
 
-
* '''Bowie knife''', Class 5 Short
 
-
* '''KM2000 combat knife''', Class 5 Short
 
-
* '''Mark I trench knife''', Class 5 Short
 
-
* '''Tactical folding knife''', Class 5 Short
 
-
* '''FR gloves''', Handgear
 
-
* '''Tactical fingerless gloves''', Handgear
 
-
* '''Breacher gloves''', Handgear
 
-
 
-
'''New [[Maze Customs]] total conversion offering''':
 
-
* '''XM2XI X-Shotgun''', a total conversion for the Benelli M2 Super 90 3-Gun, which fits the shotgun with accessory rails and a new, unique 25-round internal tube, more than tripling the original weapon's capacity.
 
-
 
-
=== April 11th 2017 ===
 
-
'''Pre-v4 transitional period - Mini-update #8''' - "Drink on the house" update
 
-
* [[Inebriation]] was updated.
 
-
** The statistic is now mechanically similar to [[Poison#Venom poisoning|Venom]]; the Inebriation statistic is a point counter, checked against the current amount of [[Blood]] in order to draw a percentage value. Inebriation points divided by Blood points equals Inebriation percentage.
 
-
** New effect thresholds: "Buzzed", "Tipsy", "Smashed" and "Wasted.
 
-
** [[Addiction]]: Alcohol withdrawal symptoms now occur if Inebriation falls under 20% (from the previous 40%)
 
-
** [[List of food items]]: All alcoholic drinks now display the amount of Inebriation points gained by drinking one part, rather than a straight percentage. In turn, all alcoholic cocktails have also been updated similarly.
 
-
* [[Bank]] services: Certain of these services are no longer free. Bankers have to get paid somehow.
 
-
** Depositing money: Free of charge
 
-
** Withdrawing money: Flat rate for withdrawals under 500 P$ (5 P$ fee), 1% rate debited from remainder of the bank account for withdrawals 500 P$ and above.
 
-
** Depositing items in a vault: Flat rate for items of weight 1 or less (10 P$ fee), 10 times item weight for heavier items (weight 14 = 140 P$). Unsparable items are considered to be weight 40 and thus cost 400 P$ to deposit.
 
-
** Withdrawing items in a vault: Free of charge
 
-
 
-
=== March 14th 2017 ===
 
-
'''Pre-v4 transitional period - Mini-update #7''' - Shotgun mini-update
 
-
 
-
[[Ammunition]] changes:
 
-
* New shotgun projectile types, for [[12 gauge]] and [[12 gauge CAWS]]: '''Plated buckshot (P-Buck)''', '''Full metal jacketed slug (F-Slug)''', and '''Hollow point slug (HP-Slug)'''
 
-
* Damage tables for shotguns have been streamlined - instead of one damage table per specific combination of shotgun caliber and projectile, the principle is now simplified and closer to the way pistol and rifle calibers work:
 
-
** Buckshot and Slug each have a generic damage table, which is then influenced by projectile type, depending on the type of buckshot or slug used by a specific shell.
 
-
** These generic damage tables are the equivalent of FMJ damage tables for pistol/rifle calibers.
 
-
** Two of the newly introduced projectile types, '''P-Buck''' and '''F-Slug''', serve as their respective categories' "FMJ" equivalents, with 1x damage multiplier across the board
 
-
** Regular, bare lead buckshot and slugs now have damage multipliers in line with that of LEAD ammunition for pistol/rifle calibers - therefore, regular buckshot and regular slug are now less effective against armor than they used to be, but are now capable of slightly more limb damage and are cheaper.
 
-
* [[12 gauge]]: P-Buck, F-Slug and HP-Slug are now available in retail Standard, Tactical, and Magnum shells.
 
-
* [[12 gauge CAWS]]: F-Slug and Flechette are now available in retail Standard shells.
 
-
 
-
[[Handloading]] changes:
 
-
* New projectiles (12 gauge FMJ slugs, 12 gauge JHP slugs, and copper-plated buckshot) have been introduced.
 
-
 
-
=== February 21st 2016 ===
 
-
'''Pre-v4 transitional period - Mini-update #6''' - Gameplay mechanics update
 
-
 
-
Updates to the [[Cover]] system:
 
-
* Taking cover is no longer a special action and is now treated as a regular non-combat action, at the end of which the turn will end.
 
-
* Taking cover is now an always-successful, non-combat action which does not require a check anymore.
 
-
* In turn, successful Cover checks no longer result in priority over creatures that failed theirs or chose not to take cover.
 
-
* Taking cover normally is now differentiated from '''stealth cover''', which requires the Contestant to have stealth, and requires a check (Fixed FT 6, with [[Agility]] influencing the roll score) in order to preserve stealth. Alternatively, the Contestant may willingly choose to break stealth in order to take cover without having to roll for it.
 
-
 
-
Updates to general [[Gameplay mechanics]]:
 
-
* Body group damage modifiers: Hits to the HEAD group now cause '''1.5x Pain''' instead of 1.0x.
 
-
** Reintroducing a special Pain modifier for hits to the head is motivated by the desire of making the head a sensitive target again, but not to the exaggerated point it once reached in past versions of the game. Depleting limb health remains the priority when going against limbs of the HEAD group (it is more likely to kill by depleting Head health than by causing sufficients amount of Pain, unless the weapon or attack employed was sufficiently powerful to begin with).
 
-
** The [[Secondary effect#Clothing|ballistic protective effect]] is not modified; it will still halve incoming Pain and Limb Damage from Bullet-type damage. This means that effectively, firearms being employed against heads protected with ballistic protective headgear will deal 0.75x damage, barring any other modifiers.
 
-
* The [[Ally]] mechanic has been tweaked in anticipation for [[Quests]].
 
-
** Allies must be formally hired in order to follow the Contestant, and formally dismissed (or killed) to leave the Contestant's side.
 
-
** Return to the hard limit of 1 max ally. Mercenaries now count as allies.
 
-
** Allies are now strictly defined as being '''subordinate''' to the Contestant ; they will follow orders, do as they're told, and their inventory can be managed by the Contestant as well.
 
-
 
-
Updates to [[Weapon maintenance]]:
 
-
* Base Durability value for firearms (DV+0) is now '''10000''' points (previously: 20000)
 
-
* DV points are now worth '''1000''' points instead of 2000.
 
-
* RV points are now worth '''500''' points instead of 450.
 
-
 
-
[[Maze Customs]] updates:
 
-
* New barrel improvement offering: '''4150CS barrel + Titanium Carbonitride (TiCN) coating'''.
 
-
* New offering for 1911SS and 1911DS pistols: '''Railed frame''', which allows mounting of one Small light mount accessory.
 
-
* Definition of the optics rail for 1911SS and 1911DS pistols was updated for better clarity. Effects were not modified.
 
-
* Clarified names and descriptions of service categories in [[Customs:Minor]]
 
-
* New [[Customs:Minor|Minor]] offering category: '''Railed Frame Enhancement (RFE)''', which offers to replace the frame of a listed firearm with a railed one, so that it may accept a Small light mount accessory.
 
-
 
-
Updates to [[Weapon accessory|weapon accessories]]:
 
-
* Rail adapters were scrapped entirely (effectively replaced in role by the RFE service above)
 
-
 
-
=== December 26th 2016 ===
 
-
'''Pre-v4 transitional period - Mini-update #5''' - Post-Christmas Optics and Gear update
 
-
 
-
Changes related to [[Weapon accessory|weapon accessories]]
 
-
* All optics, save for '''reflex sights''', received new effects.
 
-
** Red dot sights now once again allow for '''multiple targeting''' (aim at up to 2 targets per turn)
 
-
** All scopes now let the shooter use the [[Concentrating]] ability, instead of only high-power and extreme-power optics.
 
-
** Each scope power category effect has been modified slightly in order to provide more consistency - see article for the effects. Scopes now follow the general idea of "accurate first shots, inaccurate sustained fire"; boosting the accuracy of an initial few shots, but penalizing further shots. The more the optic is powerful, the more dramatic the effects, but also the shorter the window for the positive effects (more power = less shots benefit from the positive effects).
 
-
 
-
Renamed items:
 
-
* '''M8 Scout''' scope renamed to '''Leupold FX-II Scout'''
 
-
* '''PM II telescopic sight''' scope renamed to '''Schmidt & Bender PM II'''
 
-
* '''Trijicon RX01''' replaced by '''Aimpoint CompM4'''
 
-
 
-
New [[weapon accessory#optics|optic]]: '''Sight magnifier'''
 
-
* The sight magnifier is a new type of optic. It is classed under the new '''special optics''' category, but it is better described as an ''add-on'' rather than an optic proper. The purpose of the sight magnifier is to '''provide magnification''' to an existing sight. See [[Weapon accessory#Special optics|here]] for more details.
 
-
 
-
New [[Key item]]: [[Night vision goggles]]
 
-
* The NVGs provide with [[secondary effect#accuracy|night vision]], a new secondary effect, allowing to see in dark environments without being seen. More details on the article.
 
-
 
-
Related changes:
 
-
* The [[Bionic augmentations|ICU smart vision implant]] is now correctly listed as providing permanent but togglable night vision.
 
-
* The [[gas mask]] and the newly added [[Night vision goggles]] are part of a new subcategory of key items: '''face gear'''.
 
-
* The [[list of headgear|headgear]] effect "Blocks gas masks" is renamed to '''"Blocks face gear"''', and does exactly what it says on the tin: relevant pieces of headgear may block the ability to wear face gear.
 
-
 
-
=== December 2nd 2016 ===
 
-
'''Pre-v4 transitional period - Mini-update #4''' - Recoil gets updated... again (but this time it's for good!)
 
-
 
-
Changes related to the [[Recoil]] system:
 
-
* The definition of '''ADT''' was updated.
 
-
* The effects of all existing recoil levels was updated.
 
-
* Three new recoil levels, 6, 7 and 8, have been introduced, with their own effects in line with the changes to the existing levels.
 
-
** The new effects introduce and call for a new type of [[secondary effect]]: '''Inaccuracy Range modifiers'''.
 
-
 
-
Changes related to [[Weapon accessory|weapon accessories]]:
 
-
* Foregrips have a new effect: '''Inaccuracy Range -1'''.
 
-
* Muzzle brakes have returned to their old '''Recoil -1''' effect.
 
-
 
-
Changes related to [[Ammunition]]:
 
-
* [[.50 BMG]] and [[12.7x108mm]] are now Recoil 7.
 
-
* [[.408 Chey Tac]] and [[.500 S&W Magnum]] are now Recoil 6.
 
-
 
-
Changes related to [[Skills]]:
 
-
* Wording relative to combat skills and Inaccuracy Range was clarified to make use of IR modifiers. The purpose of combat skills has otherwise not changed; high combat skill levels translate into decreased Inaccuracy Range.
 
-
 
-
Errors and mistakes fixed:
 
-
* Event lines of weapons with Special underbarrel interfaces (URail-X) didn't display their URail-X tag.
 
-
* Certain event lines of weapons with light mounts didn't display the light mount size.
 
-
* The "Inaccuracy" [[secondary effect]] is not called by the effects of any item or statistics anymore. It was scrapped from the list, as it no longer has any reason to exist.
 
-
 
-
=== November 17th 2016 ===
 
-
'''Pre-v4 transitional period - Mini-update #3''' - The Playable Youkai update
 
-
 
-
==== Play as a youkai ====
 
-
It is now possible to play MazeWorld as a youkai - the option is now possible during [[Startgame]]. Players may select one of eleven playable youkai subspecies: Guhin, Hakutaku, Jorougumo, Kappa, Kasha, Kirin, Oni, Satori, Tanuki, Tengu, and Yousei. Each of these subspecies offer unique advantages, strengths, and weaknesses.
 
-
 
-
As a general rule of thumb, '''playing as a youkai is equivalent to playing in hard mode'''. Youkai have shared traits which render them unique to play, but also and generally more difficult from playing as a human or a halfling. Although certain youkai subspecies are noticeably stronger than others, this is generally true for all of them.
 
-
 
-
'''Changes to the game when playing as a youkai''':
 
-
* [[Startgame]]: Questions pertaining to constitution are skipped. Superficial questions now match options on [[Physio code#Youkai physio codes|Youkai physio codes]].
 
-
** Age limits: Between 60 (child) and 2500 (elder).
 
-
** Height limits: Between 139cm (4'7") and 221cm (7'3")
 
-
* [[Youkai activist|Youkai activists]] may become friendly much more easily, due to racial bias. It is also now possible to '''become a youkai activist'''. (Membership is much more easily obtained and certain new possibilities may open)
 
-
* Certain magical or otherwise esoteric items have different effects.
 
-
* Impossibility to wear [[Clothing and armor]] as a youkai. This means that youkai Contestants have very few methods of improving their resistance to damage and must compensate with their other abilities.
 
-
* The [[Maze Soldier|Maze Military]] is closed to youkai Contestants, and the faction may become hostile to youkai Contestants much more easily (which closes off certain possibilities)
 
-
* [[Bionic augmentations]] cannot be installed into the bodies of youkai Contestants.
 
-
 
-
==== Other changes ====
 
-
Changes pertaining to [[Bionic augmentations]]:
 
-
* '''Scrapped augs:''' Social interaction enhancer, Gem Power Extractor, Directional Beam Upgrade
 
-
* The '''XND-1000 excess energy dissipator''' was moved from Extra to Bionic Arm.
 
-
* The limit of 1 Extra aug per augmented person was removed.
 
-
* '''XND-1000''' changes: Firing a Charged Force Bolt no longer stuns for 3 turns. Instead, it disables the use of the XND-1000 for 1d3 turns.
 
-
* '''New augmentations:''' Cranial skeletal toughness treatment, XAU-1001 Tesla Coil, XAU-1002 Heat Beam, XAU-1003 Corrosive Shot, XAU-1004 Super Charge
 
-
 
-
Changes pertaining to [[Secondary effects]]:
 
-
* '''After-shock''' effect was modified. The new effect is Strength -20% and IS Tier +1 for 1d6 turns. (Previously: FT+2 for 1d6 turns.)
 
-
* '''Frost damage''' no longer damages weapons and accessories.
 
-
 
-
Changes pertaining to [[Weapon maintenance]]:
 
-
* Many aspects of Durability and Reliability for firearms have been modified.
 
-
** Base Durability without modifiers (DV+0) now corresponds to '''10000 points''' of max condition. (previously: 20000)
 
-
** Durability points now affect max condition by '''1000 points''' each. (previously: 2000)
 
-
** Reliability points now affect max cleanliness by '''500 points''' each. (previously: 450)
 
-
 
-
Rule changes and clarifications:
 
-
* [[Restraints]]: Introduced rules regarding capturing and dragging restrained enemies.
 
-
* [[Explosives rules]]: Clarified that the usage of a detonator is a '''free action''' and not a non-combat action ; meaning that using a detonator is completely free and can be followed by another attack.
 
-
 
-
=== November 1st 2016 ===
 
-
'''Pre-v4 transitional period - Mini-update #2'''
 
-
 
-
APX projectile changes:
 
-
* APX projectiles are no longer restricted to [R] (rifle calibers) only and can now also be found for pistol calibers.
 
-
* The description of APX projectiles has been modified. They are now described as such:
 
-
** ''"Armor piercing, extreme. A unique AP bullet, constructed out of hardened steel, with a screwdriver-shaped flat nose, a copper jacket and a tungsten carbide penetrator for maximum penetration."''
 
-
 
-
APX projectile effects were also modified:
 
-
* 0.5x Pain, 0.7x Limb Damage against Cx ACs. (previously: 0.6x Pain, 0.6x LD)
 
-
* Damage against Ax ACs is variable. Base damage is 0.8x Pain, 0.8x LD. Add 0.3 points per Armor level.
 
-
** vs A1: 1.1x damage ; vs A2: 1.4x damage ; vs A3: 1.7x damage ; vs A4: 2x damage ; vs A5: 2.3x damage (previously: damage against Ax ACs was lower by 0.3 points on average, across the board)
 
-
* Wear rates: Cond x2 / Clns x1 (previously: x1 / x1)
 
-
 
-
=== September 7th 2016 ===
 
-
'''Pre-v4 transitional period - Mini-update #1'''
 
-
 
-
Introduction of re-usable drinking containers: '''Empty plastic bottles''', and '''Water canteens'''
 
-
* Empty plastic bottles become a [[Crafting]] ingredient ; as with most items, they can be acquired in a [[Workshop]], found in the wild, or obtained from [[food|consuming bottles of water and bottles of milk]].
 
-
* [[Canteen|Canteens]], or water canteens, are key items which can only contain water, but can carry up to 4 water bottles' worth of water. They can be carried as a key item to avoid impacting inventory, or as a regular item (weight: 2 units)
 
-
* Certain [[Room]] features are now sources of water, for the purpose of refilling bottles and canteens.
 
-
* [[Encounters]]: Bovine creatures (cows, water buffaloes, yaks and bisons) may have a randomly assigned gender when encountered. If females are encountered and if the Contestant possesses empty plastic bottles, these creatures can be milked to create bottles of milk. The creature does not need to be alive to be milked.
 
-
 
-
New [[Maze Customs]] services:
 
-
* [[Customs:Minor|Minor service]]: Rechambering for '''Kalashnikov SVK-12''' to convert the rifle to [[7.62x54mm R]] and back. The 7.62x54mm R version is designated '''SVK-12R''' and accepts SVD magazines.
 
-
 
-
=== July 4th 2016 ===
 
-
'''Announcement'''
 
-
 
-
As of July 4th 2016, the OP3 Testing Period #3 is over, however there is still one pending major update: the Quests update, which is intended to be the final major update to the game before it can be considered "complete".
 
-
 
-
As such, all logs starting from this date and onwards will be considered part of a period called the "pre-v4 transitional period". When the Quests update will be rolled out and implemented, the game will be officially jumping to version 4, a leaderboards and Contestant reset wil occur, and a new "era" will begin: the v4 games.
 
-
 
-
During v4 and in the future, no major updates will be planned, barring unexpected and unforeseen changes, as the game will be considered "complete". Any additions made will be hopefully minor; to the tune of fixing errors, clarifying rules, and whatnot.
 
-
 
-
'''Testing Period #3 mini-update 22: Independence Day Special Gun Update'''
 
-
 
-
New [[Weapon|weapons]]:
 
-
* '''SIG Sauer SG510-3''', [[7.62x39mm]] combat rifle
 
-
* '''SIG Sauer SG510-4''', [[7.62x51mm NATO]] combat rifle
 
-
* '''Steyr M357-A1''', [[.357 SIG]] pistol
 
-
 
-
New [[Maze Customs]] offerings:
 
-
* '''''Blackhawk, Redhawk''''': In "other modifications", new offering: '''Laser grips'''.
 
-
** For 250 P$, the Customs workshop may add an integrated laser sight to the Blackhawk or Redhawk revolver. This integrated laser sight has a battery life of 100 turns.
 
-
 
-
New [[Weapon accessory|magazines]]:
 
-
* '''STANAG''' magazines: Extended '''40-round''' mag (Large, weight 1.2) and '''50-round''' drum (V.Large, weight 2).
 
-
** The new 40-round mag is notably compatible with the FN F2000, similarly to the original 30-round mags.
 
-
* '''AK-47''' magazines: '''20-round''' mag (Medium, weight 1) and '''60-round''' casket magazine (V.Large, weight 2).
 
-
* '''AK-74''' magazines: '''20-round''' mag (Medium, weight 1)
 
-
* '''AK-101''' magazines: '''20-round''' mag (Medium, weight 1) and '''120-round''' drum magazine (X.Large, weight 3, weight tier +1 to equipped weapon).
 
-
* New '''SVD''' magazine: '''20-round''' mag (Large, weight 1.2)
 
-
 
-
=== June 27th 2016 ===
 
-
'''Testing Period #3 mini-update 21'''
 
-
 
-
Changes made to certain weapons and weapon accessory-related information
 
-
* [[Weapon accessory|Weapon accessories]]: "Front mount" is renamed to "Underbarrel".
 
-
* The now aptly-named Underbarrel accessories have now been placed into three categories, related to the length of a weapon's underbarrel rail interface: "Short", "Long" and "Special". See [[Weapon accessory#Underbarrel accessories]] for more details.
 
-
* All related weapons, Customs information and weapon accessories have been modified to reflect the changes.
 
-
* Scopes: High-power and Extreme-power effects have been modified.
 
-
** High-power optics now provide FT-2 on the first shot, and FT-1 on any subsequent shots. Extreme-power optics do the same, but provide a FT-3 bonus on the first shot.
 
-
* Weapons renamed:
 
-
** Tavor X95 -> '''Tavor X95R''' (clarification)
 
-
** AK-12 (308) -> '''SVK-12''' (clarification and further separation from the Customs-compatible AK-12s)
 
-
** AK-12 (74) -> '''AK-12-1''' (better nomenclature)
 
-
** AK-12 (47) -> '''AK-12-2''' (better nomenclature)
 
-
** AK-12 (223) -> '''AK-12-3''' (better nomenclature)
 
-
 
-
=== May 29th 2016 ===
 
-
'''Testing Period #3 mini-update 20'''
 
-
 
-
Changes made to the standard equipment of certain NPCs:
 
-
* [[Maze Citizen|Maze Citizens]] now carry 1 full retail box of ammunition per weapon equipped, if applicable.
 
-
* Non-SRT [[Maze Guard|Maze Guards]] of all ranks now carry 2 full magazines per weapon equipped, instead of 1.
 
-
* [[Maze Soldier|Maze Soldiers]] of all ranks and branches now carry 1 full retail box of ammunition per weapon equipped, and the Support kit now includes 2 extra boxes.
 
-
 
-
The new boxes of ammunition match the caliber and ammunition type rolled for their corresponding weapon. The changes were made to allow NPCs to carry more ammunition and be able to last longer in a fight.
 
-
 
-
=== April 29th 2016 ===
 
-
'''Testing Period #3 mini-update 19: The armor miniupdate'''
 
-
 
-
==== [[Clothing and armor|Armor]] and [[Trauma plate]] modifications ====
 
-
* The Type-4 Kevlar vest was removed.
 
-
* Many items were renamed to drop brand names.
 
-
** Type-2 Kevlar vest -> '''Light K armor vest'''
 
-
** Type-3 Kevlar vest -> '''Heavy K armor vest'''
 
-
** Twaron vest -> '''Light T armor vest'''
 
-
** Light Dyneema vest -> '''Light D armor vest'''
 
-
** Heavy Dyneema vest -> '''Heavy D armor vest'''
 
-
** Dyneema helmet -> '''D armor helmet'''
 
-
** SPECTRA helmet -> '''K armor helmet'''
 
-
** Twaron helmet -> '''T armor helmet'''
 
-
** Kevlar arm pads/leg pads/full leggings -> '''K armor arm pads/leg pads/full leggings'''
 
-
** Twaron arm pads/leg pads/full leggings -> '''D armor arm pads/leg pads/full leggings'''
 
-
** Dyneema arm pads/leg pads/full leggings -> '''T armor arm pads/leg pads/full leggings'''
 
-
* Other items were renamed for cosmetic reasons.
 
-
** Ceradyne helmet -> '''Cerashield helmet'''
 
-
** SSh-39 helmet -> '''Steel helmet'''
 
-
** STSh-81 helmet -> '''Titanium/Steel armor helmet'''
 
-
** HEV Suit -> '''Power Armor Suit'''
 
-
** HEV Helmet -> '''Power Armor Helmet'''
 
-
* Certain items were statistically modified
 
-
** Light K armor vest: '''Weight 5''' instead of 9, now costs 500 P$
 
-
** Light T armor vest: '''Weight 5''' instead of 9
 
-
** Light D armor vest: '''AC is now A3''' instead of A2, '''Weight 5''' instead of 9, now costs 750 P$.
 
-
** Heavy D armor vest: '''AC is now A4''' instead of A3, now costs 1000 P$.
 
-
** D armor arm pads, leg pads and full leggings: '''AC is now A4''' instead of A3 on all counts.
 
-
* New pieces of armor
 
-
** '''Heavy T armor vest''' ; an AC A3, Weight 9 equivalent to the Light T armor vest
 
-
** '''Composite full leggings''' ; the full leggings upgrade equivalent to the composite leg pads. Crafting-only (see below for details).
 
-
* Changes related to [[trauma plate|trauma plates]]
 
-
** 2 new plates: Fiberglass and Aramid fiber, intended to be soft, cheaper alternatives to the "hard" plates (Ceramic and up)
 
-
** All other plates have been balanced ; pass-through threshold and maximum HP were buffed across the board for all pre-existing plates.
 
-
* [[Crafting]]-related changes
 
-
** The ''Box of alumina fibers'' have been removed.
 
-
** Instead, two new crafting ingredients: the ''Box of carbon nanotube fiber sheets'' and the ''Box of super-aramid fiber sheets''.
 
-
** The [[List of blueprints|CompVest, CompArms and CompLegs]] recipes have all been modified. See page for details.
 
-
** Certain [[List of blueprints|blueprints]] were renamed without changes to the recipe: DynLeg -> '''D-FL''' ; KevLeg -> '''K-FL''' ; TwaLeg -> '''T-FL''' ; SRALeg -> '''SRA-FL'''.
 
-
** A [[List of blueprints|new blueprint]], '''CompFL''', was introduced; which serves to craft the Composite full leggings.
 
-
 
-
==== Other changes ====
 
-
* All concerned NPC standard equipment has been renamed accordingly to the changes above.
 
-
* Certain [[supply crate]] contents were also renamed accordingly to the changes above.
 
-
* The [[gas mask]] is no longer a piece of headgear ; it is now a [[Key item]], considered to be automatically worn if equipped as a key item. Gas masks now protect for a given amount of turns until their filters fail, at which point a new one must be purchased. Extra gas masks can be carried in the inventory, and are considered to weigh 1 unit. Gas masks can still be purchased in a [[clothing shop]]; they have a 75% chance to have between 1 and 4 gas masks in stock.
 
-
* The "Death Faction" was renamed '''Phantom Forces'''. All relevant names have been modified to reflect the changes.
 
-
* A new [[abilities|ability]] is introduced: [[Point shooting]]
 
-
* The [[Telephone network]] system was modified. Now, every mobile phone is allocated a random number.
 
-
* [[Shrine|Shrines and dark sanctums]]: Between 1 and 3 shrine maidens and dark maidens can now be found in their respective facilities, instead of a 50% chance to find one, in order to improve maiden survivability and defend shrines more easily.
 
-
 
-
=== April 27th 2016 ===
 
-
'''Testing Period #3 mini-update 18'''
 
-
 
-
* New [[Gameplay mechanics#Battlespace|Battlespace]] rules: Each door in a room is now tied to one of the Sides of the battlespace, and if a creature wishes to escape through a specific door during combat, they must first move to the corresponding Side, then attempt an escape.
 
-
* New [[Explosives rules]]: Primed mines activate and maintain combat mode, for as long as there is at least one primed mine in the room. In order to leave combat mode with mines present but no enemies left, the mines must be set off, disposed of, or avoided by leaving the room.
 
-
**This, combined with the new battlespace rules, results in the possibility of minefields that can deter access to certain rooms.
 
-
* A new encounter tag was created: '''Can fly'''. Flying creatures have the ability to ignore [[Explosives rules|primed mines]] on a given [[gameplay mechanics#battlespace|Side]], by simply flying over them, so that they cannot be triggered.
 
-
 
-
* Clarification of existing rules regarding battlespace, particularly regarding the UA ; every item, encounter and room furniture has a battlespace position ; meaning everything is on a given Side. In the Uncivilized Area, the positioning of every thing may be randomly selected. This means there is a small chance that encounters generated in the UA may be generated on the Contestant's side when they enter.
 
-
 
-
* Clarification regarding [[stealth]]: If the Contestant enters the same side as an enemy encounter, they will always be noticed by the enemy, which breaks stealth.
 
-
 
-
=== April 21st 2016 ===
 
-
'''Informational update'''
 
-
 
-
* Co-op is disabled for the time being. Other avenues to play MazeWorld with multiple players will be explored in the future.
 
-
* The Town Reputation system is clarified to only be used for Neutral towns ; faction-aligned towns call for Faction Rep instead.
 
-
 
-
=== April 4th 2016 ===
 
-
'''Testing Period #3 mini-update 18: Pain tweaks'''
 
-
 
-
* [[Pain|Max Pain Threshold]] (Max Pain until Death) has been redefined to be always equal to '''(Max Pain until Blackout + 50%)'''.
 
-
** Certain effects may still separately affect MPT, which in turn expand the length of the blackout window.
 
-
* A few [[Augmentations]] have been redefined to account for this change.
 
-
* The [[Cardinal Amulet]] effects have been modified.
 
-
** Genbu (North): Maximum [[Pain]] until Blackout +10%, Maximum [[Blood]] counter +2.
 
-
** Byakko (West): Strength +20%, Endurance (Max [[Fatigue]]) +20%
 
-
** Seiryuu (East): [[Limb health|All limbs max HP]] +5
 
-
** Suzaku (South): [[Agility]] +1, Pain Regeneration Rate +1%/turn, Blood Regeneration Rate +0.1/turn
 
-
* A [[Pain#Blacking out|set of failsafes]] were introduced for blacking out outside of combat, in case the Contestant finds themselves blacked out and unable to heal on their own or with immediate outside help.
 
-
 
-
This update affects your inventory sheet yet again. The fix is relatively simple: check your current '''Max Pain until Blackout''' stat on your sheet, and replace the '''Max Pain threshold (until death)''' value to something equal to '''MPuB + 50%'''.
 
-
* '''Example:''' If your current MPuB is 115%, then your new MPT value is 165%.
 
-
 
-
=== March 30th 2016 ===
 
-
'''OP3 features part 8: The Fatigue/Stress/Hydration update and the Meds Update part 2'''
 
-
 
-
Rolled up together into one big update are the introduction of the long-planned and long-awaited new statistics, which increase and deepen the survival aspect of the game, and its associated Meds Updates.
 
-
 
-
==== The new statistics ====
 
-
* [[Fatigue]]
 
-
* [[Stress]]
 
-
* [[Hydration]]
 
-
 
-
The new stats '''update the inventory sheet'''. Please send your inventory sheet to Tempest so that it can be updated.
 
-
 
-
==== The Meds Update part 2 ====
 
-
* Nearly all [[Food]] items and [[Meds]] have been updated to reflect the introduction of the new statistics.
 
-
* Certain [[Mushrooms]] have also been updated.
 
-
* [[Addictions]] have been updated.
 
-
* Many [[Abilities]] have been updated and greatly revamped, particularly [[Resting]].
 
-
* Several new [[Secondary effects]] were introduced.
 
-
 
-
==== Other changes ====
 
-
* Clarified and expanded the possibilities with [[Restraints]], added list of ways to free a restrained creature.
 
-
* Revamped the [[Room]] page, now displays a list of UA roomstyles and useful room furniture, along with effects, or links to other articles where necessary.
 
-
* The library's book and computer usage fees now have a practical purpose ; that of offering '''books''', which are new items and which have the purpose of relieving [[Stress]].
 
-
* Many types of [[Room#Room furniture|roomstyle furniture]] now find a new practical purpose as well, also as Stress relievers.
 
-
* Strip clubs now also serve a similar practical purpose ; tipping and requesting private shows all allow Stress reduction as well.
 
-
* [[Shrine#Dark sanctum|Dark sanctums]] now offer a session of "demonic relaxation" as a service in exchange for a donation of 750 P$ or more. It also serves to relieve Stress. We'll leave it to your imagination as to what exactly happens in there.
 
-
 
-
=== March 24th 2016 ===
 
-
'''Informational update'''
 
-
 
-
* Assault waves revealed to be too much of a hassle on the GM during testing. As such, the feature itself has been scrapped. None of the new content (expanded backup calls, new weapons and items such as mines and MARCs, or the new cover pieces) has been removed, only the assault wave system itself.
 
-
* As a result, the testing session on March 24th has been cut short.
 
-
* A note from the [[Tempest|author]]: "''Assault waves are a good example of feature creep, and they would have deviated too much from the spirit of the game. While I do think that defensive combat still has a place in the Mazes and that ways to implement it should be explored, I also think it should be a matter of circumstances. In my opinion, it can be worked out with just expanded backup calls and the right setpieces. Those expand on an existing system which is simple enough and worked in the past; NPCs calling for more of their fellows into the battle, who then show up after an ETA once the call is made - this is a lot more natural and respects the feel of the game a lot more than a sort of strategy minigame of asset and personnel placement. As such, I absolutely do think that things like mines and tactical shields have their place in the Mazes, but circumstances call for context, and there is no better way to create context than to do it within quests. As such, we will see aspects of defensive combat with the quests update, which means this will not be until an undetermined time in the future. I'm sorry for the mess today, this is not a frequent occurrence for me to determine that a feature needs to be removed after testing.''"
 
-
 
-
=== March 15th 2016 ===
 
-
'''OP3 features part 7: Expanded backup calls <strike>and assault waves</strike>'''
 
-
 
-
==== Expanded backup calls ====
 
-
Backup calling is a NPC ability - and under certain circumstances, a Contestant ability (as a future quest reward) - which, as the name implies, allows a caller to bring backup to their position, in case a present threat warrants more firepower.
 
-
 
-
When calling for backup in the UA, the backup will show up on a random Side of the [[Battlespace]] that is not occupied by an enemy. If, somehow, all sides are occupied by enemies when backup is about to arrive, they will appear on the caller's original side.
 
-
 
-
This ability is now expanded and clarified into multiple tiers, each one with distinct effects.
 
-
 
-
Three different types of backup calls now exist: '''Low alert''' calls, '''High alert''' calls, and '''gating'''.
 
-
 
-
===== Low alert =====
 
-
'''Low alert calls''' are for mundane backup calls. They are low-priority; their ETA is long, the backup sent isn't necessarily powerful, however the cooldown period is relatively short and is a handy way to increase firepower.
 
-
 
-
* [[Maze Soldier|Military]]:
 
-
** Can be performed by any Soldier with a rank of Sergeant or above. Backup size, ETA and cooldown improve if the caller is of a higher rank. Forces sent are of the same type (Regular Forces or Death Faction) as the caller's type.
 
-
** Sergeant calls: 1d2 Soldiers, ETA 2d3+1d2 turns, Cooldown: 12 turns
 
-
** Lieutenant calls: 1d3 Soldiers, ETA 1d3+2 turns, Cooldown: 10 turns
 
-
** Captain/Colonel calls: 1d2+1 Soldiers, ETA 1d3+1 turns, Cooldown: 8 turns
 
-
 
-
* [[Youkai activist|Youkai]]:
 
-
** Can be performed by virtually any youkai activist.
 
-
** Backup sent: 2 Youkai activists, ETA 1d6+2 turns, Cooldown: 15 turns
 
-
 
-
* [[Maze Guard|LE/Police]]:
 
-
** Can be performed by virtually any Maze Guard regardless of rank or type.
 
-
** Backup sent: 1d3 Maze Guards, ETA 1d5+1 turns, Cooldown: 10 turns
 
-
 
-
===== High alert =====
 
-
'''High alert calls''' are when an immediate or powerful threat is in the room. They are high-priority, tend to have a shorter ETA, and sends more and/or better-equipped backup, however with a much longer cooldown period.
 
-
 
-
* [[Maze Soldier|Military]]:
 
-
** Can only be performed by Soldiers with a rank of Lieutenant or above. Backup size, ETA and cooldown improve if the caller is of a higher rank. Forces sent are of the same type (Regular Forces or Death Faction) as the caller's type.
 
-
** Lieutenant calls: 1 Sergeant + 1d3 Soldiers, ETA 2d3 turns, Cooldown: 24 turns
 
-
** Captain/Colonel calls: 1 Lieutenant + 1 Sergeant + 1d4 Soldiers, ETA 1d3+2 turns, Cooldown: 20 turns
 
-
 
-
* [[Youkai activist|Youkai]]:
 
-
** Can be performed by virtually any youkai activist.
 
-
** Backup sent: 2d2 Youkai activists, ETA 1d3+1 turns, Cooldown: 30 turns
 
-
 
-
* [[Maze Guard|LE/Police]]:
 
-
** Can be performed only by Guard Sergeants, Guard Chiefs, the Maze Sheriff, and SRT Guards.
 
-
** Backup sent: 1d3+1 SRT Guards, ETA 1d3+1 turns, Cooldown: 12 turns
 
-
 
-
===== Gating =====
 
-
'''Gating''' is a sort of backup call that is more of a natural ability. Gating can only be performed by certain species in the Angelic and Demonic factions. The point of gating is to summon nearly instantaneously powerful backup, with the caveat that they will invariably appear on the same Side as the caller and that gating imposes an extremely stiff cooldown period, to make up for the instant power that can be summoned. In addition, only high-ranking and powerful creatures can perform gating, which limits the instances.
 
-
 
-
Gating performed by Angelic creatures is called ''divine-gating'', while the Demonic counterpart is called ''demon-gating''.
 
-
 
-
* '''Divine-gating''':
 
-
** Can only be performed by Aurors, Archaurors and [[Shrine maiden|shrine maidens]].
 
-
** Backup sent: 1d3+1 random Angelic creatures (except shrine maidens). ETA: 1 turn. Cooldown: 50 turns.
 
-
 
-
* '''Demon-gating''':
 
-
** Can only be performed by Great Daemons, Succubi, Incubi, and [[Dark maiden|dark maidens]].
 
-
** Backup sent: 1d3+1 random Demonic creatures (except dark maidens). ETA: 1 turn. Cooldown: 50 turns.
 
-
 
-
==== Assault Waves ====
 
-
'''Feature scrapped, see March 24th 2016'''
 
-
 
-
==== New items and assets ====
 
-
 
-
* New [[Clothing and armor|clothing]], the '''reinforced leather jacket'''.
 
-
* Three new [[Cover]] types: Improved versions of the Guardian, Defender and Colossus Tactical Shields, respectively designated "Super Guardian", "Super Defender" and "Titan".
 
-
** The particularity of these three new tactical shields, besides being designated "Improved Tactical Shield" and their increased resiliency, is their new attribute: '''Full protection''', which designates cover types that have the ability to protect a full standing body, therefore protecting from harm even fully Exposed users. These cover types still benefit from the use of firing ports and gaps through which users may still retaliate and open fire, greatly improving their value.
 
-
* New [[Supply crate]] crate series, the '''Mixed Ammunition Resupply Containers''', or '''MARCs'''. The MARC-series crates is comprised of 6 crate types. See the Supply crate article for more details.
 
-
* New [[Weapon|Weapons]] - all of which are [[List of Class 4 Weapons|Class 4]]:
 
-
** '''M18A1 Claymore''' and '''MM-1 Minimore'''; directional mines, which are a new subtype of planted explosives
 
-
** '''TS-50''' and '''PMN-2'''; pressure mines, another new subtype of planted explosives
 
-
** '''SLAM''' and '''SUPER SLAM''', multipurpose mines which can emulate the behavior of either an explosive charge (like C4), a grenade, a time bomb, a directional mine, or a pressure mine. The SUPER SLAM is [[crafting]]-only.
 
-
* New [[List of blueprints|crafting recipe]]:
 
-
** SuperS recipe (Level 3): 1x SLAM + 1x E. circuit + 3x copper wire + either 3x Mini C4 charges or 1x Small C4 charge. Creates 1x SUPER SLAM.
 
-
 
-
==== Related changes ====
 
-
* Hand grenades and certain planted explosives suffering a critical failure now become duds, which can be repaired by using a Gun Repair Kit. 1 use of a GRK on a dud explosive repairs the weapon, which can then be used again.
 
-
* [[Explosives rules]] now clarify which Class 4 weapons have special rules regarding failure and critical failures.
 
-
* All blueprint event lines now correctly display their new weight (0.01 units)
 
-
 
-
=== March 10th 2016 ===
 
-
'''Testing Period #3 mini-update 17: The Town Rep update'''
 
-
 
-
This updates the inventory sheets with a new section. Please update your [[inventory sheet]] by adding the new "Town Reputation" section to your sheet.
 
-
 
-
* Towns have a new essential feature: the Town Hall, as well as new encounter roles - subsets of the Maze Citizen as they do not have standard equipment or uniform, but are nevertheless important:
 
-
** The '''Mayor''', leader and supervisor of the town, whose role is to run the town, assign personnel, allocate residents, manage a local police force/security team called TownSec, and represent the town and its affiliations, as well as the laws enforced.
 
-
** Towns may now enforce either Standard Law (the Maze Guard-enforced law described in [[Police Attention|this article]]), Standard Modified (same, but with extra, local ordinances), Independent (does not enforce Standard Law - only local laws and rules, and does not receive protection from the [[Maze Guard|police]]), or no law system at all, meaning it is the same anarchy state as the [[Uncivilized Area]].
 
-
** Alongside the Mayor are several sub-roles relevant to the Town Hall, most important of which is TownSec - they are a force of volunteer, non-uniformed Maze Citizens with a special TownSec badge, and their role is to serve as a local police force and security team. TownSec citizens are now in charge of town entrance defense, patrolling in the social square, doing administrative work at the town hall's TownSec HQ, and responding to emergency calls relevant to their town.
 
-
 
-
* Additions to the Reputation system: '''Town Reputation'''. Alongside Faction Rep, reputation of the Contestant towards a specific town is now tracked, including Neutral towns.
 
-
** Town Reputation is essentially there to allow towns (non-Faction aligned) some semblance of independent behavior towards the Contestant, particularly Neutral towns. Faction-aligned towns may still deny access based on overall Faction Rep, but specific wrongdoings or good deeds towards a specific town may allow for some wiggle room.
 
-
 
-
=== March 6th 2016 ===
 
-
'''Testing Period #3 mini-update 16: The non-combat skills update'''
 
-
 
-
This updates the inventory sheets with a new section. Please update your [[inventory sheet]] by adding the new "Noncombat skill group" section to your sheet.
 
-
 
-
[[Weapon accessory]] changes:
 
-
* Muzzle brakes and foregrips get a new '''effect''', replacing the old one: '''After an attack roll, one of the lowest dice score gains 1 point to a maximum of 11. Does not affect critical failures,''' replacing "+2 max shots per turn for weapons not affected by Recoil" in both caseS.
 
-
* The effects of both accessories stack: Two such effects means two of the lowest scores gain 1 point.
 
-
* New bayonets: The '''SA80 bayonet''', a non-blocking knife-bayonet compatible with the Enfield L85A2, and the '''Type 30 sword-bayonet''', a knife-bayonet compatible with both the Type 38 Arisaka and Type 97 Arisaka rifles.
 
-
 
-
[[Gameplay mechanics]] changes:
 
-
* Introduction of '''seven noncombat skills''' which affect the performance of the Contestant when performing distinct activities: Hunting, Crafting, Mining, Handloading, Barter, Repair, and Lockpicking. Of these noncombat skills, the five are based on already existing activities and features, while two ; Repair and Barter, are completely new. See [[Skills#Noncombat skills|here]] for more details.
 
-
** Hunting is essentially a renamed and improved version of the prior system of butchering skill.
 
-
** Crafting is overhauled - there is now only one crafting kit instead of 3, crafting kits become consumable items which need to be replenished (a crafting kit has up to 20 uses), successfully crafting an item now depends on success chances (the higher the item level, the lower the initial chances). Failure to craft an item merely burns 1 use on the crafting kit and must be re-attempted until success is achieved.
 
-
*** Blueprints are no longer mandatory to craft items, however having one increases the success chances. Blueprint weight is decreased - '''0.1 unit''' per blueprint instead of 1, in order to facilitate carrying them. Lastly, a large amount of blueprints and corresponding crafting recipes have been added, and many existing ones were modified (adjustments to crafting level.
 
-
*** Plenty of new crafting recipes and associated items.
 
-
** Handloading sees no fundamental changes to the way it functions, the skill however affects what load types can be made (only experienced handloaders can do hot loads such as +P/MAG and +P+), as well as how many rounds can be manipulated every turn.
 
-
** Mining also sees little changes, the skill largely governs amount of [[nutrition]] burned per turn spent mining, and chances to extract ore bundles per successful hit.
 
-
** Barter and Repair are new [[Abilities]], described here: [[Bartering]], [[Repairing]].
 
-
** Lockpicking is vastly improved upon - it is now more difficult to pick locks overall, but the skill levels can alleviate the difficulty, and there are new ways to tackle locks; notably, the ability to attempt picking the trap trigger itself (if there is any trap), and attempting to force the lock for a high risk-high reward, faster alternative to picking the lock conventionally.
 
-
 
-
Other changes:
 
-
* Clarification: All random encounters have at least Basic in the combat skills corresponding to the weapons they were generated with. Only under specific circumstances (named characters, for examples) will different skill levels be assigned. Skill level of NPCs also does not change, again barring certain exceptions.
 
-
* Kappa now naturally have Master skill level in Crafting and Repair.
 
-
* Oni and Kishin now naturally have Master skill level in Mining.
 
-
* Kitsune now naturally have Master skill level in Bartering.
 
-
* All engineers naturally have Expert skill level in Crafting. Workshop ET engineers additionally have Expert level in Repair and Handloading, while Mining ET engineers additionally have Expert level in Mining.
 
-
* All chefs, including Kitsune chefs but excluding bartenders, now naturally have Expert level in Hunting.
 
-
 
-
=== February 25th 2016 ===
 
-
'''Testing Period #3 mini-update 15: The Barrel Lengths Update'''
 
-
 
-
==== Barrel length damage modifier ====
 
-
Introduction of a new feature, '''barrel lengths and damage modifiers tied to barrel length'''.
 
-
 
-
As most weapons in the game are firearms, not all calibers and not all firearms are created equal. Thus, weapons may have an overall damage multiplier, applying to both [[Pain]] and [[Limb Damage]], depending on the length of their barrel. Every caliber may have one or more ''barrel length groups'', which represent a range of barrel lengths for which the multiplier applies.
 
-
 
-
Examples, with [[.357 Magnum]] firearms. We are assuming all of the firearms below are loaded with .357 Magnum rounds.
 
-
* A '''Smith & Wesson Model 686''' features a 6 inch (6") barrel. Thus, it is in the ''Medium handgun'' barrel length group for this caliber, and enjoys the normal 1x damage multiplier.
 
-
* However, a '''Ruger LCT''' has a much shorter 1.875" barrel, thus placing it into the ''Short handgun'' group for this caliber - thus it has a 0.65x damage multiplier.
 
-
* On the other hand, a '''Marlin Model 1894C''', which is a rifle with a 18.5" barrel, will be in the ''Rifle'' group - thus it has a 1.5x damage multiplier.
 
-
 
-
Different calibers have different barrel length groups. Your particular firearm's barrel damage multiplier depends not only on its barrel length, but also on '''the caliber of the ammunition it is about to fire''' ; not necessarily what it is chambered for. This is important for firearms that can chamber multiple calibers, such as the aforementioned .357 Magnum firearms, for example.
 
-
 
-
Certain calibers may have only one barrel length group - this is intentional. Sometimes, the difference across the available firearms' barrel lengths is not sufficient to need more than one group.
 
-
 
-
==== Other changes ====
 
-
* All caliber pages referenced on the [[Ammunition]] article have been updated to display all the barrel length groups.
 
-
* [[.38 Special]] LDV is now '''+2''' instead of '''+1'''.
 
-
* Every firearm event line now displays barrel length in inches, next to the caliber and fire modes.
 
-
 
-
=== February 17th 2016 ===
 
-
Not really a game update but more of an announcement that the wiki is no longer dark, and invites are no longer required to read it. Wiki invites will still be provided to players as a sort of 'proof of membership'. If you're reaching us from Google or another website, then hello! Please direct yourself to [[MazeWorld]] to get a quick idea of what the game is all about!
 
-
 
-
And just because I'm nice like that, here's a new [[weapon]]:
 
-
* '''IZHMASH Mosin-Nagant M44''', a [[7.62x54mm R]] bolt-action rifle and shorter cousin to the M1891 and 91/30 PU rifles. Class 1, Weight 22.
 
-
 
-
=== February 9th 2016 ===
 
-
'''Testing Period #3 mini-update 14'''
 
-
 
-
'''''WARNING:''''' This update updates inventory sheets (again!). Active sheets made prior to this update are "broken" and will be updated on your next session.
 
-
 
-
* Many shops now offer a '''delivery service''', which transfers all of the Contestant's purchases to their bank vault, instead of being given in person, similar to having store credit transferred to the bank account. The service costs 200 P$ for shops located in a [[Towns|town]], and 800 P$ for shops operating in the [[Uncivilized Area]].
 
-
* '''Weapon skills''' have been updated. Firearm skills no longer call for skills based on weapon type, but on '''a new set of skills based on weapon action''', such as bolt-action, pump-action, automatic rifle, semi-automatic pistol, and so on. The full list of new skills, alongside a list of important notes regarding certain weapons and the skills they are covered by, can be seen here: [[Gameplay mechanics#Skill types]]
 
-
** Startgame weapon offerings have been updated to match the new skill types. In addition, as there are now more skills than before, the total amount of points to allocate to starting weapon skills was bumped from 5 to '''10'''.
 
-
 
-
=== February 7th 2016 ===
 
-
'''Testing Period #3 mini-update 13 ; The Grenade Spam mini-update'''
 
-
 
-
'''''WARNING:''''' This update updates inventory sheets. Active sheets made prior to this update are "broken" and will be updated on your next session.
 
-
 
-
==== Gameplay changes ====
 
-
* Inventory sheets have been modified.
 
-
** Sheets '''no longer feature a Class 4 weapon slot''' ; it is no longer possible to directly equip a Class 4 weapon.
 
-
** Other equipped weapon slots have been modified - the blank inventory sheet now clearly shows how many weapons of each different Class a Contestant can equip at any given time. The sheet now also lists the position of equipped weapons on the Contestant's body. For more info, see the [[Weapon]] page.
 
-
* Items and weapons that are considered "immediately accessible" can now be equipped and used as a free action during combat. This includes Class 4 weapons - from now on, the only limit to how many Class 4 weapons that can be carried depends on your carrying space. While it is still possible to equip weapons of other Classes via the use of implied slings and holsters, the amount of weapons a Contestant has at their immediate disposal has now been increased.
 
-
* To clarify, "Immediately accessible" implies any one of the following conditions:
 
-
** When in combat, the desired item in an immediately accessible piece of LBE (tactical vest, utility belt, leg rig, '''set-down only''' backpack)
 
-
** When in combat, the desired item is on the floor, '''but only if the item is on the same side as the Contestant'''. See [[Gameplay mechanics#Battlespace]] for an explanation.
 
-
* [[Clothes shop|Clothes shops]] now have separate aisles for clothing, armor and trauma plates. They now also sell 12 random pieces of LBE instead of 8.
 
-
 
-
==== Load-bearing equipment ====
 
-
* The available LBE have been '''completely remade''' with many items renamed or replaced by equivalents, and several new LBE items overall. Very few items were kept as-is. See the [[LBE]] lists for more info.
 
-
* Corresponding items in the standard equipment of encounters have been replaced as well, with certain changes to match:
 
-
** As the Mk64 Marksman vest no longer exists, Sniper mercenaries now wear a TT-1A Assault vest and an AMR mag rig instead.
 
-
** As the Grenadier chest rig no longer exists, Bomber mercenaries now wear an AK/VOG chest rig instead.
 
-
** As the Ocelot rig no longer exists, Type 1 Desperados now wear a Gunfighter belt.
 
-
** [[Maze Soldier|Military]] Lieutenants and Captains now wear a Dump belt instead of a Basic belt.
 
-
** [[Scientist|Scientists]] (except nurses) now carry a Courier bag and a Pistol mag rig for their PP2000 magazines.
 
-
** [[Weapon shop]] owners now carry an [[List of Class 1 weapons|Armalite AR-10]] instead of their old Springfield M14, with 3 magazines.
 
-
** Several encounters received a Basic belt and Condor utility rigs.
 
-
** [[Bank|Bankers]] and [[Hiring bureau|Hirers]] now carry a [[Trauma plate|Ceramic plate]] inside of their Kevlar vests.
 
-
* [[Supply crates]]: All of the LBE series of crates have been modified, both with new names and new contents.
 
-
 
-
=== February 2nd 2016 ===
 
-
'''Testing Period #3 mini-update 12'''
 
-
 
-
==== Roomstyle related changes ====
 
-
* New roomstyles have been introduced: the Empty Armory and the Vault room.
 
-
* Roomstyles in advanced states of disrepair (the "forsaken" and "overgrown" flavors) now have a chance to spawn mushrooms from the moss and moldy deposits that form in such rooms, to compensate for the low chance of roomstyle-related items.
 
-
* Roomstyles have been generally overhauled and improved - proper descriptions, proper definition of the available furniture and interactable items, and improved roomstyle stocks (items tied to the roomstyles rather than random events)
 
-
 
-
==== Other changes ====
 
-
[[Containers]] and lockpicking in general:
 
-
* Computer locks have been properly defined as a lock type, though not strictly related to containers, it is listed alongside the other types for the purposes of completeness.
 
-
* A new type of key is introduced, the '''keycard''', which separates from the existing '''mechanical keys'''. Keycard serial number range is 1-FFFF (Hexadecimal for 65535, as opposed to 9999 for mechanical keys). Keycards are now required to unlock electronic locks on containers.
 
-
 
-
[[Towns]]:
 
-
* Bugfix: All rooms and facilities which use computer locks and FL/HS locks have been reviewed and correctly defined. Computer and FL/HS locks are now said to be 'slaved' to a control computer, which must be hacked into (or any other creative methods a Contestant can come up with) in order to tamper with the locks.
 
-
* Bugfix: The police station map was missing a room, the evidence vault. It has been rectified ; the evidence vault now contains a bunch of random items (weapons, magazines, ammunition and armor) that are explained to have been seized from criminals and outlaws. The evidence vault will also play a role in future quests.
 
-
 
-
Other:
 
-
* The [[IRC Bots|@stuff]] command can now spawn keys and keycards, so that Contestants have more chances to find valid serial numbers.
 
-
 
-
=== January 3rd 2016 ===
 
-
'''OP3 features part 6: The Handloading Update'''
 
-
 
-
==== New feature: Handloading ====
 
-
An all-new feature is introduced to the Mazes: [[Handloading]]. Handloading (also known as reloading) is the activity of manufacturing ammunition from separate components, rather than purchasing complete ammunition on the retail market. These components are typically purchased, scavenged loose, salvaged from other rounds of unwanted ammunition, and if certain conditions are met, certain of these components can even be manufactured by the Contestant.
 
-
 
-
In the Mazes, ammunition for all firearm calibers except for [[.22 Long Rifle]] and [[4.73x33mm Caseless]] can be disassembled (broken down into their basic components) and/or handloaded (assembled to form complete rounds).
 
-
 
-
In order to handload ammunition, the following components will be needed:
 
-
* A '''Handloading kit''', for either (P)istol, [R]ifle or {S}hotgun calibers.
 
-
* '''Primers''', '''Cases/hulls''', '''Wads''' (for shotgun shells only), '''Powder''' and '''Projectiles'''.
 
-
 
-
When firing ammunition with salvageable cases, there is a '''20% chance per round fired''' that this shot will produce an usable case. This introduces an element of scavenging, allowing the Contestant to potentially reuse previously-fired cases if they so choose to. After firefights, it is wise to look on the floor for spent cases and hulls - they can be salvaged for later use.
 
-
 
-
Retail ammunition only sells common projectile and load combinations - handloading allows a Contestant who acquires the right components to create their own specialized loads.
 
-
 
-
==== Advanced ammunition crafting ====
 
-
With access to primary materials and a suitable production facility (an '''ammunition factory'''), the Contestant can even produce his/her own handloading components, expanding the possibilities even more. Here is the list of related changes and new features:
 
-
 
-
* Lead, iron, zinc and tungsten are no longer "quick cash" materials (to be sold only for money) - such ore can now be traded at the Mining Lobby for ingots.
 
-
** The value of lead ingots is fixed at '''150 P$ per kilogram'''.
 
-
** Lead ingots can only be found in '''500g''' (75 P$) and '''1kg''' (150 P$) variants.
 
-
** Lead ingots: '''500g of lead ore''' is required at the minimum to obtain a lead ingot - any less will be traded for cash.
 
-
* It is also possible to acquire advanced metal ingots: Brass, Steel and Tungsten, by exchanging suitable ore at the mining lobby for relevant ingots and paying a manufacturing fee (which covers the costs of alloying or blast furnace use).
 
-
** Brass ingots: '''167g of copper ore''' and '''83g of zinc ore''' plus a '''25 P$ fee''' for one 250 gram brass ingot. Extrapolate as needed for 500g and 1kg ingots.
 
-
** Steel ingots: '''250g of iron ore''' plus a '''70 P$ fee''' for one 250 gram steel ingot. Extrapolate as needed for 500g and 1kg ingots.
 
-
** Tungsten carbide ingots: '''250g of tungsten ore''' plus a '''50 P$ fee''' for one 250 gram tungsten carbide ingot. Extrapolate as needed for 500g and 1kg ingots.
 
-
*** It must be noted that brass, steel and tungsten can be used as base metals for [[Jewelry store|creating jewels]] - but lead can't, for evident reasons.
 
-
 
-
* Various components (predominantly metal ingots; lead, copper, steel, brass) can be brought to an ammunition factory for producing various components such as projectiles, cases and hulls. Powders, primers, rubber products and explosive ammunition components require special equipment not normally available in a standard ammo factory, and are as such not available to the Contestant.
 
-
** LEAD, LSWC, LSWCHP, lead buckshot, slug: '''100% lead'''
 
-
** FMJ, JSP, JHP: '''90% lead, 10% copper'''
 
-
** HPX, SEG, UHS: '''100% copper'''
 
-
** AP: '''40% lead, 50% steel, 10% copper'''
 
-
** API: '''40% lead, 50% steel, 10% copper + 1 MgX charge'''
 
-
** APX: '''40% steel, 50% tungsten carbide, 10% copper'''
 
-
** Flechette: '''100% steel'''
 
-
** Incendiary slug: '''100% lead + 2 MgX charges'''
 
-
** Brass cases (all pistol and rifle calibers, 12 gauge CAWS hulls): '''100% brass'''
 
-
** 12 gauge hulls: '''100% brass + Box of plastic sheets'''
 
-
 
-
==== Related changes ====
 
-
Along with the introduction of handloading as a new feature, several important changes are introduced:
 
-
 
-
'''Shops'''
 
-
* Workshops have a 50% chance to have 1 handloading kit (of a random type) for sale.
 
-
* Ammunition found in gun shops and weapon shops now belong to specific "brand names", which offer a limited selection of projectile/powder type/load combinations - the most common. The majority of possible combinations of projectiles, powder types and powder loads can only be acquired through handloading. Players are encouraged to experiment and create loads that are otherwise impossible to find elsewhere.
 
-
* Gun shops and weapon shops have a 50% chance to sell primers, cases/hulls and powders, each.
 
-
** If primer boxes are in stock, 3 random types will be found, 1d3 boxes for sale per type.
 
-
** If case boxes are in stock, 12 random calibers will be found, 1d3 boxes for sale per type.
 
-
** If powder jars are in stock, 1d4-1 powder jars per type will be found (including empty jars)
 
-
* Bulk cans, when found, now contain ammunition of a random type ; not just Surplus FMJ ammunition as before.
 
-
* [[Workshop|Workshops]] no longer offer ammunition customization services (ammo type conversions) - the role of that service has been rendered obsolete by handloading.
 
-
* New crafting ingredients:
 
-
** '''Box of Magnesium explosive (MgX) charges''', for use in the production of incendiary ammunition. One box costs 100 P$.
 
-
** '''Box of plastic sheets''', which are used in the manufacture of plastic shotgun shells (all [[12 gauge]] shells). One box costs 10 P$.
 
-
* Modified existing crafting ingredients:
 
-
** Rags are now sold in workshops in batches of 1d20 when available.
 
-
 
-
'''Ammunition and ammo/projectile types'''
 
-
* Randomly found ammunition now matches the new "brand name" system in the majority of cases - only in rare instances may randomly found ammunition have truly random combinations of powder type, load, and projectile type.
 
-
* The third level of overpressure (+P++, or "Nuclear") is scrapped and becomes no longer available (and thus not craftable).
 
-
* Shotgun shells no longer have separate damage tables for "tactical" and "full-power" shells ; load power is now subject to powder load (and thus subject to a damage multiplier).
 
-
* [[12 gauge CAWS]]: Buckshot shells now contain 15 pellets. 12 gauge CAWS now has new ammo types to match their regular 12 gauge counterparts: CAWS Rubber buckshot, CAWS rubber baton, CAWS incendiary slug, and CAWS FRAG.
 
-
* New unique 12 gauge/CAWS shell, available only by handloading: the '''Coin shot'''. The projectiles are twenty [[Parallar]] coins (for both 12 gauge and CAWS). Now you can defeat your enemies with '''money!'''
 
-
* Virtually all pistol, rifle and shotgun calibers received new prices per round.
 
-
* Many new projectile types for pistol, rifle and shotgun ammunition have been introduced:
 
-
** New solid projectiles: '''LEAD and LSWC''', two types of cast lead, unjacketed bullets which are inexpensive, readily available, easy to manufacture. Ammunition with these projectiles may foul firearms a little faster (increased Cleanliness wear rate). They are effective against unarmored targets (particularly regarding to limb damage), but are not recommended for use against armored targets. LEAD projectiles are available for both pistol and rifle calibers, while LSWC is available only for pistol calibers.
 
-
** New expanding projectiles: '''JSP, LSCWHP and HPX'''. '''JSP''' is Jacketed Soft Point, and acts as a middle ground between FMJ and JHP. '''LSWCHP''' is similar to LSWC (described above), but with a hollow point and for pistol calibers only, allowing it to perform dramatically better than any other type of expanding bullet against unarmored targets, but is even more useless against armored targets. '''HPX''' is Hollow Point eXtreme, an all-copper, wide-cavity projectile for rifle calibers only and essentially is the rifle equivalent of LSWCHP.
 
-
** Changes and corrections: HP is renamed to '''JHP''' to clarify that it is indeed jacketed hollow points. SAP is renamed to '''APX''' for Armor Piercing, eXtreme. Neither projectile type is otherwise modified in role or modifiers.
 
-
* Flechette is now considered an armor-piercing projectile type - meaning it will [[Secondary effect#Clothing|damage bullet-resistant armor]].
 
-
* Expanding projectile types is no longer guaranteed to fail against [[Cover]] - if sufficiently powerful after limb damage calculation, such ammunition may still overpenetrate barriers.
 
-
 
-
'''Damage tables'''
 
-
* [[.338 Lapua Magnum]]: Damage tables modified due to switching from a 250 grain to a 300 grain bullet.
 
-
* [[.40 S&W]]: Damage tables modified due to switching from a 180 grain to a 200 grain bullet.
 
-
* [[.454 Casull]]: Damage tables modified due to switching from a 360 grain to a 250 grain bullet.
 
-
* [[40mm NATO grenade]]: '''M576 buckshot''' damage tables modified - switching from #3 buckshot to #00 buckshot.
 
-
* [[12 gauge]]: '''Slug''' damage tables modified ; previous ones were incorrect due to erroneous projectile dimensions.
 
-
* [[12 gauge CAWS]]: '''Buckshot, slug and flechette''' all receive new damage tables as well thanks to new, more accurate load data.
 
-
* New damage tables created: CAWS rubber buckshot, CAWS rubber baton, CAWS incendiary slug, CAWS FRAG, 12 gauge coin shot, CAWS coin shot
 
-
 
-
'''Advanced ammunition crafting'''
 
-
* Access to an ammunition factory is required to access the advanced ammunition crafting services (detailed above). A placeholder factory will be made available and accessible during the Testing Period so that Contestants can try it for themselves, however it must be noted that normally, such a factory is off-limits to the Contestant.
 
-
* A sidequest will be completed in the future to give the Contestant a chance to legally access to such a facility, and benefit from advanced ammunition crafting during normal play.
 
-
 
-
=== December 31st 2015 ===
 
-
'''Testing Period #3 mini-update 11'''
 
-
 
-
* '''1 new caliber''': [[.260 Remington]]. A cartridge with dimensions similar to [[7.62x51mm NATO]], which trades a small amount of base power for one level of Recoil less. It is a Rare Caliber (no stock firearms chambered for this round, and no ammo sold in stores) intended to be much more power-recoil effective in combat rifles than 7.62 NATO.
 
-
 
-
* '''4 new weapons''':
 
-
** '''Česká Zbrojovka CZ-805 BREN A1''' - Class 1 combat rifle, [[5.56x45mm NATO]], with a 2-round burst mode.
 
-
** '''MKEK MPT-76''' - Class 1 combat rifle, [[7.62x51mm NATO]], a modern battle rifle.
 
-
** '''Beretta BM59''' - Class 1 combat rifle, [[7.62x51mm NATO]], a classic battle rifle with integrated bipod, and the Italian take on a successor to the M1 Garand.
 
-
** '''SIG Sauer P220''' - Class 3 pistol, [[.45 ACP]], a classic handgun and predecessor to the P226.
 
-
 
-
* '''Maze Customs''': New [[Customs:Minor|Minor services category]]: Minor Rechambering conversions.
 
-
** 30 firearms not belonging to the Customs families can now benefit from caliber conversion services, with more to possibly come in the future. Among those weapons, 17 are 7.62x51mm NATO rifles now eligible for the new '''Light Battle Rifle (LBR)''' conversion kit, which is nothing more than a service that rechambers those firearms to the newly-introduced, lower-recoiling [[.260 Remington]] cartridge.
 
-
 
-
* Related changes
 
-
** A226 rail adapter renamed to '''ASIG''' rail adapter, now compatible with SIG P220.
 
-
** A92 rail adapter now compatible with Beretta 96FS.
 
-
** The 6.5mm rifle silencer is renamed '''.260 / 6.7mm''' and is now also compatible with .260 Remington
 
-
** '''1 new muzzle brake''': Rifle, .260 / 6.7mm, compatible with .260 Remington and 6.5x50mmSR Arisaka. The new brake is priced at 400 P$.
 
-
 
-
=== December 17th 2015 part 2 ===
 
-
'''Testing Period #3 mini-update 10'''
 
-
 
-
Two new weapons:
 
-
* '''Big Horn Armory Model 89 Carbine''', a [[.500 Magnum]] lever-action conventional rifle, with a capacity of 7+1 rounds.
 
-
* '''Smith & Wesson Model 500ES''', a short barreled Weight 3 variant of the Model 500, also in [[.500 Magnum]], although it has no integrated brake.
 
-
 
-
=== December 17th 2015 ===
 
-
'''OP3 features part 5: The Meds Update, part 1'''
 
-
 
-
Alongside the introduction of [[Agility]], medical aid in the Mazes have undergone a much needed balancing update. Now, all meds, including the "hard" drugs, are properly balanced to offer interesting and attractive effects. But beware of [[Addiction]]!
 
-
 
-
==== Changes introduced ====
 
-
 
-
'''Meds effect changes:'''
 
-
* [[Cannabis]]: Strength-10% effect removed. Added [[Secondary effect#Healing|Increased Pain Regeneration Rate +1%/turn]], a new effect in the Healing category which affects the natural Pain regen rate.
 
-
* [[Codeine]]: Pain reduction effect is now '''-35%''' instead of -40%.
 
-
* [[Heroin]]: Pain reduction effect is now '''-85%''' instead of -70%. Strength reduction effect is now '''-10%''' instead of -20%. FT+1 effect removed.
 
-
* [[Lorazepam]]: Forced sleep effect duration is now '''6d5 turns''' instead of 1d3*10 turns.
 
-
* [[Morphine]]: Pain reduction effect is now '''-70%''' instead of -75%.
 
-
* [[Nitrous oxide inhaler]]: Pain Sensitivity negated and Strength -10% effects removed. Replaced with '''Pain Sensitivity -50%''' and '''Nausea'''. Effect duration is now '''1d6+2 turns''' instead of 1d6 turns.
 
-
* [[Oxycodone]]: Item shape is now a '''red pill''' instead of a white tablet. Pain reduction effect is now '''-55%''' instead of -50%.
 
-
* [[Steroids]]: Rage and FT+2 effects removed. Strength boost is now '''+30%''' instead of +20, added '''Accelerated hunger'''.
 
-
* [[Universal antivenom]]: Item shape is now a '''syringe''' instead of the now deleted vial.
 
-
 
-
'''Secondary effect changes''':
 
-
* Forgetfulness as a [[secondary effect]] has been scrapped.
 
-
 
-
[[Addiction]] - '''Withdrawal effect changes:'''
 
-
* Amphetamine withdrawal: No longer causes forgetfulness (effect no longer exists).
 
-
* Anabolic steroid withdrawal: No longer causes Strength-20%. Now causes '''Rage''' instead.
 
-
* Cannabis withdrawal: No longer causes forgetfulness (effect no longer exists). Replaced with '''Strength -10%'''.
 
-
* Opioid addiction: FT+1 effect becomes '''FT+2'''.
 
-
* Sick Hakutaku syndrome: No longer causes forgetfulness (effect no longer exists).
 
-
 
-
'''Removed medical items''':
 
-
* Ketamine: Probably the game's worst painkiller as it had many negative effects for a lukewarm single positive (Pain -50%).
 
-
* LSD: Had nothing but negative effects. Other substances already fill the hallucinogen niche.
 
-
* Pentobarbital: The 'suicide pill' was deemed unnecessary.
 
-
* Concept of placebo items: Now all medical items are useful.
 
-
 
-
=== December 4th 2015 ===
 
-
'''Testing Period #3 mini-update 9 - Wuxia'd in the face mini-update''' ''(Player-suggested!)''
 
-
 
-
* [[Gameplay mechanics]]: Initiative has been updated to introduce a new mechanic and a new IS tier.
 
-
** All non-combat actions are now treated as having a '''IS 0''' (Reminder: Lowest number = Fastest), a speed normally impossible to reach with weapons or attacks naturally, so that they remain naturally faster than combat actions.
 
-
** However, because non-combat actions are now formally part of the Initiative system, through the use of IS tier modifiers, sufficiently light weapons or fast attacks can eventually reach a practical IS 0 as well, '''making such attacks potentially as fast as non-combat actions'''. The direct consequence is a chance to resolve such fast attacks before non-combat actions can even be resolved.
 
-
** For example, it now becomes possible, in the right conditions, to attack a creature before they have a chance to take cover, or flee, among other things.
 
-
** The position of [[Concentration]] in the IS tier system has been clarified ; a Concentrated fighter (IS tier 99) is now considered to have an IS that is impossibly slower than Unsparable (IS tier 12), in order to make it clear that it is impossible to reach the Concentrated IS tier by other means than Concentrating. (for example, using an Unsparable weapon with an IS Tier +1 effect will not make it as fast as a Concentrated attacker ; the Concentrated attacker is still going last.)
 
-
 
-
=== December 1st 2015 ===
 
-
'''Testing Period #3 mini-update 8 - Improved Startgame mini-update'''
 
-
 
-
* Several "fluff" questions were grouped together in order to complete Startgame more quickly.
 
-
* Constitution becomes an important question, the choice now affects natural stat modifiers.
 
-
** Average: No advantage, no disadvantage.
 
-
** Slender: Agility +1, Limb HP mod -10%
 
-
** Thin: Agility +2, Limb HP mod -20%
 
-
** Athletic: Strength +10%, permanent "Athletic" effect: natural hunger becomes 2 kcal/turn instead of 1.
 
-
** Muscular: Strength +20%, permanent "Muscular" effect: natural hunger becomes 4 kcal/turn instead of 1.
 
-
** Overweight: Limb HP mod +10%, Agility-1
 
-
** Obese: Limb HP mod +20%, Agility-2
 
-
* Species selection also becomes an important question ; the various different halfling species now offer natural stat modifiers as well. Humans remain the default, well-balanced option with no advantage or disadvantages.
 
-
** Human: No advantage, no disadvantage.
 
-
** Feline halfling: Agility +1, Strength-10%
 
-
** Canine halfling: No stat advantage, Pain Sens +10%, but gains a natural bite attack (Sharp-type).
 
-
** Lagomorph (Rabbit) halfling: Agility +1, Pain Sens +10%
 
-
** Muridae (Mouse/Rat) halfling: Max Blood +1, Strength -10%
 
-
** Squamata (Snake) halfling: No stat advantage, Limb HP mod -20%, but gains a natural snakebite attack (Sharp-type, poisonous)
 
-
** Salientia (Frog) halfling: Strength+10%, Pain Sens +10%
 
-
** Equine halfling: Limb HP mod +10%, Max Blood -1
 
-
 
-
* NPC halflings now have corresponding natural statistics - however, NPC constitution (governed by [[Physio code]]) does not grant natural statistics for the sake of simplicity
 
-
 
-
=== November 29th 2015 ===
 
-
'''Testing Period #3 mini-update 7 - The Agility mini-update'''
 
-
 
-
A new statistic is introduced: [[Agility]]. Its primary purpose is to '''offer a way of influencing''' [[Gameplay mechanics#Other useful ways to use 2d6s|cover rolls and escape rolls]]. (Agility modifiers may be referred to as '''Agi''' for shortening purposes.)
 
-
 
-
* All [[Encounters|creatures]] have been given a natural Agility statistic.
 
-
 
-
* Several substances have received modified effects to account Agility modifiers:
 
-
** '''Food:''' Cola drink, Lemonade, Black tea, Green tea and Black coffee: All of them lost their Strength+10% effect, replaced by an '''Agility +1''' effect. Energy drink kept its Strength+10% effect, but also gained '''Agility +1'''.
 
-
** '''Meds:'''
 
-
*** Amphetamines gained '''Agi+2'''.
 
-
*** Cannabis now grants '''Strength-10%''' instead of -20%, and also gains '''Agi-1'''.
 
-
*** Cigarette loses its Inaccuracy effect, replaced by '''Agi+1''' and '''FT-1''' and the effect duration is now '''1d6+2 turns''' instead of 2d6 turns. (Cigarettes now make you MORE accurate - everything negative is in nicotine withdrawal now.)
 
-
*** Codeine loses its Strength-10% effect, replaced by '''Agi-1'''.
 
-
*** Desoxyn gained '''Agi+2'''.
 
-
*** Diazepam now grants '''FT-2''' instead of FT-1, loses its Pain Sensitivity+10% effect, replaced by '''Agi-2'''.
 
-
*** Epinephrine now grants '''Agi+3'''.
 
-
*** Heroin loses its Inaccuracy effect, replaced by '''Agi-1'''.
 
-
*** Morphine now grants '''Strength-20%''' instead of -30%, and also gains '''Agi-2''' and '''Pain Sensitivity -20%'''.
 
-
*** Oxycodone loses its Nausea effect, replaced by '''Agi-1'''.
 
-
*** PCP loses its Strength-10% and Inaccuracy effects, replaced by '''Rage''' and '''Pain Sensitivity -15%'''.
 
-
 
-
* Certain [[Addictions|withdrawal symptoms]] now have Agility modifiers:
 
-
** Benzo withdrawal now has '''Agility -2''' as one of its potential symptoms.
 
-
** Amphetamine withdrawal no longer has FT+2 as a symptom, now replaced by '''Agility -2'''.
 
-
** Sick Hakutaku Syndrome now has '''Agility -1''' as one of its potential symptoms
 
-
 
-
* [[Augmentations]] changes:
 
-
** Existing augs modified: Ninja Speed lv1 and lv2 now respectively offer Agility +1 and +2. PP costs and values do not change.
 
-
** New augs: Ninja Speed lv3 and Ninja Speed lv4, respectively offering Agility +3 and +4.
 
-
 
-
* [[Inebriation]]: Being '''drunk''' (40-69%) now causes an additional '''Agility-1''' effect. Being '''blurred''' (70-99%) now causes an additional '''Agility-2''' effect. Drink responsibly! (Or not.)
 
-
* New [[Mushrooms]]: Velocitas - Mushroom of Speed (Agility +1) and Extra Velocitas - Mushroom of Extra Speed (Agility +2). Both mushrooms' effects last 10 turns.
 
-
 
-
Other changes:
 
-
* Effect of the cola drink now lasts 6 turns instead of 3.
 
-
* Cover roll remains at FT 6, but Escape rolls are now FT 5 instead of FT 6, in order to make fleeing easier.
 
-
* [[Addictions]]: Benzo addiction rate increased from 25% to 30%. Amphetamine addiction rate increased from 25% to 30%. Cocaine addiction rate increased from 20% to 25%.
 
-
 
-
=== November 25th 2015 ===
 
-
'''Testing Period #3 mini-update 6 - The .22 Long Rifle mini-update'''
 
-
 
-
* [[Weapon|Weapons]]: Ten new [[.22 Long Rifle]] weapons and one new [[.32 ACP]] pistol. Many of these weapons introduce .22 LR for the first time in weapon categories that didn't have any stock weapons in that caliber before. These weapons are ideal for inexpensive combat skill training.
 
-
 
-
'''Class 1 additions:'''
 
-
* '''Anschütz 1416D HB Luxus''', .22 LR precision rifle, with integrated 6x optic and bipod
 
-
* '''Anschütz MSR RX22''', .22 LR conventional rifle, made to look like a modern fighting rifle (specifically, the SCAR-L), complete with threaded barrel and accessory rails (and, amusingly enough, UGL compatibility!!)
 
-
* '''Armi Jager AK-22''', .22 LR combat rifle, which is a select-fire AK lookalike.
 
-
* '''IZHMASH SV-99''', .22 LR precision rifle, with integrated 4x optic, bipod, and silencer
 
-
* '''Lakeside Machine Vindicator BF1''', .22 LR belt-fed machine gun
 
-
* '''PWS T3 Summit''' conventional rifle, .22 LR bolt-action conventional rifle with threaded barrel and NATO optic rail, capable of accepting Ruger 10/22 magazines
 
-
* '''Savage Arms Mark II FV-SR''' conventional rifle, .22 LR bolt-action conventional rifle with threaded barrel and NATO-S optic rail
 
-
 
-
'''Class 3 additions:'''
 
-
* '''High Standard HDM''', .22 LR pistol with integrated silencer
 
-
* '''Llama Ruby Plus Ultra''', .32 ACP pistol with peculiar 22-round magazine
 
-
* '''Trejo Modelo 1''', .22 LR auto pistol
 
-
* '''Walther SP22 M2''', .22 LR pistol with NATO-S optic rail and light mount
 
-
 
-
'''New Customs services'''
 
-
* Full auto conversion, Anschütz MSR RX22 -> RX22 FA (Combat rifle, Semi/Full, '''AutoROF 5''')
 
-
* Full auto conversion, Llama Ruby Plus Ultra -> Ruby Plus Ultra FA (Auto pistol, Semi/Full, '''AutoROF 6''')
 
-
 
-
=== November 8th 2015 ===
 
-
'''Testing Period #3 mini-update 5'''
 
-
 
-
* Equine-people (horse, pony) have been added as a new Halfling variant.
 
-
* [[Inebriation]]: Being drunk now progressively decreases Pain sensitivity (-10%, then -20%) to counter the decreased accuracy effects.
 
-
 
-
=== October 26th 2015 ===
 
-
'''OP3 features part 4: The Reputation system (Basic version)'''
 
-
 
-
==== The Reputation system (basic version) ====
 
-
 
-
Formal introduction of a formerly implied system of [[Factions]], and introduction of two brand new statistics, which compose the Reputation system:
 
-
* [[Faction Reputation]], which tracks the Contestant's record with each one of the six major Factions of the Mazes: the Military, the Youkai Activists, the Law Enforcers, the Outlaws, the Angelics and the Demonics.
 
-
* [[Renown]], which tracks the Contestant's overall fame; how easily recognizable and famous he/she is.
 
-
 
-
The Reputation system is introduced in a so-called "basic" version because the feature is not considered complete, despite being technically functional.
 
-
 
-
Faction Reputation becomes an important meter to gauge how respected or shunned the Contestant is by these Factions, and Faction Rep is influenced by the Contestant's actions. Currently, the list of actions that can influence Faction Rep and the subsequent effects are limited:
 
-
 
-
'''Influencing Faction Rep (basic)'''
 
-
* Contributing to the victory or the defeat of Faction members in a fight
 
-
* Killing Faction members
 
-
* Attacking a town controlled by a Faction (a town is considered attacked if one of its inhabitants is killed)
 
-
 
-
* (Law Enforcement) Increasing the [[Police Attention]] level (a renamed Wanted Level)
 
-
* (Angelics, Demonics) Finding the first [[Cardinal Amulet]]
 
-
* (Angelics, Demonics) Donations to the [[Shrine|Shrine or Dark Sanctum]]
 
-
 
-
'''Effects of Reputation'''
 
-
* Being in the good graces of a Faction brings many advantages; shops and services in towns that Faction controls will start offering discounts, and certain Factions will offer bonuses or favors in relation to that Faction's trade (e.g. high Angelic rep can grant boosts to prayers at a [[Shrine|Shrine]].)
 
-
* Conversely, being disliked by a Faction will mean members and towns of that Faction grow increasingly hostile to the Contestant's presence. A sufficiently low Faction Rep can lock the Contestant out of Faction-specific missions and sidequests, losing access to towns they control, and even start attacking him/her on sight.
 
-
* Factions are in conflict with each other ; Military vs Youkai, Law enforcers vs Outlaws, Angelics vs Demonics. Oftentimes, what's good for a Faction will mean bad news for the other ; the right choices must be made.
 
-
** The higher the Reputation with one Faction, the harder it will be for the corresponding rival Faction to consider the Contestant trustworthy ; being well-liked by the Military may mean that the Contestant's efforts to be in the Youkai's good graces will be less effective.
 
-
** Conversely, having sufficiently low Reputation with one Faction means that they will trust the Contestant less and less; which in turn, divides the effectivenss of positive actions towards that Faction - to atone for one's mistakes, one must often work harder and pay more than what was lost in the first place.
 
-
** Reaching maximum Reputation (+1000 Rep) with a Faction grants the '''Legendary''' status, which also boosts Renown (see below), and grants undying trust and affection for the Contestant. As a Legendary figure, any negative actions committed towards that Faction have a chance to be entirely ignored. Towns controlled by a Faction that considers the Contestant a Legend may start erecting statues in his/her honor.
 
-
** Conversely, reaching a sufficiently extremely low Reputation (-900 Rep) grants the '''Unforgivable''' status, which cancels out the effects of any positive actions towards that Faction completely ; they consider the Contestant to be exempt of all redemption ; an enemy to be destroyed at all costs. Reaching minimum Reputation (-1000 Rep) grants the '''Demonized''' status, where the Contestant becomes so infamous, all members of the Faction treat the Contestant as their literal devil, or the personal incarnation of every single of their problems. Towns controlled by a Faction that demonizes the Contestant will start plastering WANTED posters, offering a fat reward for the Contestant dead or alive, but preferably dead.
 
-
 
-
In the future, the Mission Overhaul update will bring the "Full" version of the Reputation system ; Faction Rep and Renown are meant to play a primary role with mission and sidequest finding. Faction Rep is most notably going to be the requirement to trigger the faction-specific mission sets ; the Mishap 4th and the DeadEyes arcs.
 
-
 
-
'''Renown''' currently has little purpose in the Basic version other than flavor ; inhabitants of the Mazes will react to the Contestant in accordance with his/her current Renown level. Renown will not be meant to play a major role in the future, other than to unlock certain sidequests, nor will it have many special positive or negative effects.
 
-
 
-
==== Other changes ====
 
-
 
-
On request from one of our weapons advisors, new [[Weapon|weapons]].
 
-
 
-
* '''Alexander Arms Ulfberht''', a semi-automatic [[.338 Lapua Magnum]] precision rifle and one of the very rare few weapons rated at DV+6.
 
-
** 10- and 20-round magazines exist for this weapon.
 
-
** A new [[Customs:Minor|Customs Minor]] service is introduced, which allows turning the Ulfberht into a select-fire rifle (Semi/Full).
 
-
 
-
* The so-called "Baby Glocks" ; a collection of 6 subcompact Glock pistols, all of which are Class 3, Weight 2, DV+3 RV+4 weapons with no accessory mounts and generous magazine capacities for weapons of their class.
 
-
** Respectively: '''Glock 26, 27, 28, 29, 30, 33''' in respective calibers: [[9x19mm Parabellum]], [[.40 S&W]], [[.380 ACP]], [[10mm Auto]], [[.45 ACP]] and [[.357 SIG]].
 
-
** Each weapon brings new magazines in the Glock magazines for each of their respective calibers, e.g. the Glock 26 comes with a Glock 9mm 10-round magazine.
 
-
** Magazines designed to fit in a subcompact Glock '''are not''' compatible with full size Glock pistols or Custom Glock-SF/LF pistols, as they are too short to fit.
 
-
** Conversely, magazines designed to fit in a full size Glock '''will work in a subcompact''', however they impart a '''weight tier +1 malus''' when equipped to a subcompact.
 
-
*** Example: A Glock 26 equipped with a Glock 9mm 17-rd magazine designed for a Glock 17, will make the G26 become a Weight 3 weapon instead of a Weight 2.)
 
-
 
-
New rules for certain [[Weapon accessory|weapon accessories]].
 
-
* Underbarrel grenade launchers, underbarrel shotguns, and Weight 3 drum/pan mags/C-MAGs now '''impart a weight tier +1 malus''' to their equipped weapon, in order to balance out the substantial advantages that they provide.
 
-
 
-
New magazines for existing weapons.
 
-
* FN SCAR-H: New 10-round and 30-round magazines.
 
-
* IMI UZI: New 20-round and 40-round box magazines, and a new 72-round drum.
 
-
 
-
Other changes.
 
-
* '''Wanted Level''' is now known as [[Police Attention]]. Criteria to attract Police Attention have been simplified and streamlined.
 
-
 
-
=== October 21st 2015 ===
 
-
'''Testing Period #3 mini-update 4'''
 
-
 
-
Some more new [[Maze Customs]] changes:
 
-
* The '''Glock-SF''' family now has new rechambering options: .32 ACP and .380 ACP.
 
-
** The custom Glock .380 magazines that come with the .380 ACP option '''are compatible with Glock 25 pistols''', however the original G25 15-round magazines '''will not fit in custom .380 ACP Glock-SF pistols''', as they are too short to fit inside (Glock 25s are compacts, Glock-SFs are full size).
 
-
 
-
=== October 17th 2015 ===
 
-
'''Testing Period #3 mini-update 3'''
 
-
 
-
[[Gameplay mechanics#Other useful ways to use 2d6s|Gameplay mechanics]]:
 
-
* The cover, escape and stealth escape rolls have been better reworded, and their names properly defined.
 
-
 
-
[[Bionic augmentations|Bionics]]:
 
-
* Several implants have had their effects reworded for clarity.
 
-
* Ninja Speed lv3 has been removed. The numbering system of implants has been changed to a letter-number system, where each letter corresponds to one of the Bases, and each number to one of the Augs for that base.
 
-
 
-
[[Weapon|Weapons]]: Four new weapons and one new magazine have been implemented.
 
-
* '''JianShe CS/LR3''', a [[5.8x42mm]] bolt-action precision rifle, along with its proprietary 10-round magazine.
 
-
* '''McMillan ALIAS CS5-T''', a [[7.62x51mm NATO]] bolt-action precision rifle with three major characteristics: it is Class 2, feeds from AR-10 mags, and possesses an integral silencer.
 
-
* '''CMMG Mk47-T Mutant''' and '''CMMG Mk47-K Mutant''', respectively Class 1 and Class 2, are two rifles derived from the same basic system: a semi-automatic [[7.62x39mm]] conventional rifle with AR-15-like ergonomics, yet it has the ability to use AK-47 magazines.
 
-
** A new [[Customs:Minor|Customs Minor]] service has also been introduced to offer the Mk47 Mutant rifles a conversion to select-fire.
 
-
 
-
[[Maze Customs]]:
 
-
* The L-Frame Customs family has been completely phased out. It was replaced by the '''Redhawk''' family, with similar customization offerings. The Rechambering lineup is the only aspect that differs from the L-Frame family, in that it offers more options than its predecessors.
 
-
 
-
Other minor changes:
 
-
* The '''WPN-SWLF''' supply crate is removed, replaced by the '''WPN-RHWK''' crate. It contains the following: ''Ruger Super Redhawk + 3x .454 Casull/.45 Colt 6-round speedloader + 50x .454 Casull FMJ''
 
-
 
-
=== October 6th 2015 ===
 
-
'''Testing Period #3 mini-update 2'''
 
-
 
-
* The firearm rarity values have been modified to put less weight on Rarity 1 firearms, and thus improve the chances of finding a higher-quality item.
 
-
** '''Old values:''' Rarity 6: 0.45% / Rarity 5: 2.45% / Rarity 4: 5.65% / Rarity 3: 9.50% / Rarity 2: 22.45% / Rarity 1: 59.50%
 
-
** '''New values:''' Rarity 6: 0.50% / Rarity 5: 2.50% / Rarity 4: 6.00% / Rarity 3: 10.00% / Rarity 2: 33.00% / Rarity 1: 48.00%
 
-
 
-
=== September 22nd 2015 ===
 
-
'''Testing Period #3 mini-update 1'''
 
-
 
-
* The CZ 75 9mm models no longer come with a 15-round magazine; it is instead replaced with a more modern 16-round magazine.
 
-
* All weapon event lines now display rarity level.
 
-
* The [[IRC Bots|bot command]] '''@wpnc5''' no longer exists ; separate commands have been made for all melee weapon classes instead: '''@wpnC5L''', '''@wpnC5S''' and '''@wpnCHG'''.
 
-
 
-
=== September 14th 2015 ===
 
-
'''OP3 features part 3: The Big One ; New Roomgen update'''
 
-
 
-
The biggest part of the OP3 features is now ready for preliminary testing!
 
-
 
-
==== The new room generation system ====
 
-
 
-
After many months of work in the making, the '''new random room generation system''' is now ready for testing. There are two major components to this update, which relate to the way the Mazes now function: a new ''' civilized area / town system''', and a redesigned random room generation system for what is now known as the '''Uncivilized Area''', also referred to as '''the UA''' or simply '''the Mazes'''.
 
-
 
-
===== Civilized areas =====
 
-
 
-
'''Civilized areas, or towns''', are hubs with a fixed layout and a semi-random selection of features. They are protected settlements, usually either Neutral or under the influence of a faction. All towns possess an entrance point, a generator, a hospital, between 1 and 5 residential areas, a social square with many shops and facilities, and they may also have either extra shops or a mall, as well as a specific facility which defines the reason the town exists (a military base, a factory, a laboratory, an office facility, etc.)
 
-
 
-
Towns are an '''incomplete''' feature ; the relation between a town's faction and the Contestant is meant to be explored in a future update (the Reputation system).
 
-
 
-
Towns are meant to be randomly generated for the most part ; random name, faction, facilities and inhabitants may all be randomly generated. There are a few exceptions - certain towns are '''fixed''' in nature and are meant to have special, recurring facilities. For example, this is the case of the town in which the [[Startgame]] is now initiated; this town is called '''Arnett''', and it is the home of a special facility: a biotech laboratory, where the Contestant now wakes up.
 
-
 
-
===== The Uncivilized Area (UA) =====
 
-
 
-
MazeWorld's bread and butter, procedurally generated environments and events, still exists in the form of the '''Uncivilized Area''' (UA, or just The Mazes).
 
-
 
-
The main activity of the game will be to go from town to town ; leaving the initial town of Arnett to search for other towns. Between each town is the Uncivilized Area ; the classic MazeWorld experience with its random rooms, events, and encounters.
 
-
 
-
As before, a system of roomstyles and random events still exists, but with major changes:
 
-
* A random amount of events per room is generated, instead of just one in the old system.
 
-
* Each door may lead to a different roomstyle or to special areas, which are announced in advance, in order to give the player the ability a more meaningful choice.
 
-
* The next town is not the only destination ; '''independent shops''' that have settled in the UA to service travelers, and new, '''explorable areas''', filled with dangers but also potentially valuable loot. There is also a small chance that the trip leads to a dead end ; an abandoned city, ruins, or an otherwise dead zone which will prompt the Contestant to keep traveling - meaning that no two trips in the UA are the same, and that there is always a sense of risk associated to long periods outside of a town.
 
-
* The player may now indirectly choose a Traveling Style: '''Safe''', '''Fast''' or '''Deep''' route, all of which affect their trip in the UA.
 
-
** Three major factors are at play when traveling in the UA: Speed (the distance remaining until the next destination), Danger (the chance to find encounters on the way), and Explorables (the chance to find explorable areas on the way).
 
-
*** '''Fast route''' increases Speed, at the cost of increased Danger and decreased Explorables. Recommended when the priority is reaching the next destination as fast as possible.
 
-
*** '''Safe route''' decreases Danger, but decreases Speed and sharply decreases Explorables. Recommended when trying to stay away from fights, as long as supplies allow a potentially longer trips.
 
-
*** '''Deep route''' sharply decreases Speed, and sharply increases Danger and Explorables. Recommended when looking for a fight and loot, as long as the equipment is suited for a danger-filled, lengthy trip.
 
-
 
-
The [[Cardinal Amulets]] are now only findable in the UA, with a very small chance to be randomly generated as an event each room.
 
-
 
-
===== Objectives of this testing period =====
 
-
* Randomly generated towns and the UA are ready to be tested, but at the exception of Arnett, no special, fixed towns will be found while testing the various aspects of this feature. This is because fixed towns only have any real meaningful existence with the Reputation system (coming soon).
 
-
** The routine for this testing period will be Arnett -> UA -> Random town 1 -> UA -> Random town 2. Trips in the UA will include at least one explorable, one independent shop, and one dead end. All three traveling styles (Fast, Safe and Deep) are to be tried out as well.
 
-
* As stated in the "Upcoming" section above, missions are now completely disabled, pending an overhaul.
 
-
 
-
===== Other changes =====
 
-
Changes in the structure of the Maze Military and Police.
 
-
 
-
'''Military'''
 
-
* Three new RF Companies (from 9 to 12) and one new DF Company (from 5 to 6), for a total of 900 extra men.
 
-
 
-
'''Police'''
 
-
* Introduction of a new character position, the Maze Sheriff. Equivalent in rank to the Colonel in the military, the Sheriff's role is to serve as the chief of all police in the entirety of the Mazes.
 
-
** The Sheriff, just like the Colonel, is an unique character ; Sheriff [[Len Hargrave]]. For now, he is only referenced, there are no planned ways to meet or find him yet.
 
-
* New police role, the Call Operator. No different from standard Maze Guards regarding standard equipment and appearance, their role is to monitor and take [[Telephone network|emergency calls]], directing patrol and SRT teams to the location as necessary. They are found in police stations.
 
-
 
-
* New future special facility: the '''Police Headquarters'''. It will be featured in the future as the special facility of a fixed town. The Police HQ is the law enforcer equivalent of the Main Barracks: it is the residence of the Maze Sheriff. Similarly to Colonel Wight's own '''Elite forces''' (the Battalion), the Sheriff leads his own special unit, the '''Emergency Support Group (ESG)''', a group of 8 SRT teams specially trained for crisis and extreme law enforcement situations.
 
-
** Currently, it is impossible to trigger the apperance of the Sheriff or the ESG units or to find the Police HQ ; they will be formally introduced in the future.
 
-
 
-
'''Both'''
 
-
* New [[Key Item]], the [[Tactical Radio]]. It is an attachment for the mobile phone and allows squads and groups to communicate with each other (provided they all have a tactical radio as well). Communication with their superiors on base ensured by using the phone and tac-radio to call the '''radio operator''', a new role within a Barracks. The radio operator's job is to allow communication between squads and their barracks.
 
-
** Both military and police receive a tactical radio as part of their default equipment.
 
-
** Tactical radios do not require separate power or batteries, running as an extension to the mobile phone. Multiple tac-radios can communicate with each other from a certain distance without drain on battery power ; phone battery is only drained when calling and communicating with a central.
 
-
** Tactical radios can be found for sale in a [[Workshop]].
 
-
** While Contestants can purchase and equip a tactical radio, they currently serve no specific purpose ; in the future they will be an integral part of the equipment through the Mishap 4th missions, and may be used at will to call for reinforcements (provided the Contestant's rank allows it).
 
-
 
-
=== September 12th 2015 ===
 
-
'''OP3 features part 2: The weapon rarity system'''
 
-
 
-
==== Weapon rarity ====
 
-
Weapons are now generated using a new rarity system, which regulates rarity according to shop value (which itself is a representation of how 'good' the weapon is).
 
-
 
-
Firearms and melee weapons are graded on two separate rarity scales:
 
-
 
-
Firearms:
 
-
* Rarity 1: <span style="color: #6699CC">Common</span> - Chance to generate: 59.5%
 
-
* Rarity 2: <span style="color: #50C878">Regular</span> - Chance to generate: 22.45%
 
-
* Rarity 3: <span style="color: #0F52BA">Premium</span> - Chance to generate: 9.5%
 
-
* Rarity 4: <span style="color: #66023C">Superior</span> - Chance to generate: 5.65%
 
-
* Rarity 5: <span style="color: #CC0000">Rare</span> - Chance to generate: 2.45%
 
-
* Rarity 6: <span style="color: #FFD700">Extraordinary</span> - Chance to generate: 0.45%
 
-
* Rarity 7: <span style="color: #FFFFFF">Unique</span> - Never generated randomly, is applied to custom weapons, crafting-only weapons, and specs docs weapons.
 
-
 
-
Melee weapons:
 
-
* Rarity 1: <span style="color: #6699CC">Common</span> - Chance to generate: 55%
 
-
* Rarity 2: <span style="color: #50C878">Regular</span> - Chance to generate: 26.5%
 
-
* Rarity 3: <span style="color: #0F52BA">Premium</span> - Chance to generate: 12.5%
 
-
* Rarity 4: <span style="color: #66023C">Superior</span> - Chance to generate: 6%
 
-
* Rarity 7: <span style="color: #FFFFFF">Unique</span> - Never generated randomly, is applied to custom weapons, crafting-only weapons, and specs docs weapons.
 
-
 
-
New MazeBot commands have been created (for GM use only):
 
-
* '''@rarity-gun''' ; Generates a random combination of weapon Class (C1-C4) and Rarity (R1-R6).
 
-
* '''@rarity-melee''' ; Generates a random combination of weapon Class (C5L, C5S, Handgear) and Rarity (R1-R4).
 
-
 
-
Related changes:
 
-
* Black Markets now exist again, as weapon shops specialized in '''weapons of Rarity 4 and above''' only... with a caveat: they are overpriced. All ammunition and accessories are priced at 200% of their value. Rarity 4 weapons are sold at 200% value, Rarity 5 at 250%, and Rarity 6 at 300%. In a pinch and with a lot of disposable cash, these shops may come in useful...
 
-
 
-
The criteria given by the commands are entered in the GM's weapon database, and a random weapon, if any exists, is selected then specced among the possibilities. If the combination of weapon class and rarity returns no results, then a random weapon from that class (with no regard for rarity) is generated instead.
 
-
 
-
=== August 28th 2015 ===
 
-
'''OP3 features part 1: The "Wildey's Here!" update: The OP3 weapons pack'''
 
-
 
-
It's almost a tradition by now: here's '''even more [[Weapon|weapons]] for your ballistic pleasure'''. '''23''' new stock firearms, '''2''' new calibers, '''one''' new underbarrel shotgun, '''2''' new specs docs-only weapons, '''associated new [[weapon accessory|accessories]]''', and '''more'''.
 
-
 
-
New calibers:
 
-
* '''.44 Special''', the older and shorter variant of [[.44 Magnum]]. Compatible in all .44 Magnum revolvers + the Marlin Model 1894 lever-action rifle.
 
-
* '''.475 Wildey Magnum''', a high-powered, rimless magnum cartridge. ''Wildey's Here'' at last!
 
-
 
-
New stock firearms:
 
-
* '''Beretta Stampede Marshal''', Class 3 revolver, [[.45 Colt]]
 
-
* '''CETME Ameli''', Class 1 machine gun, [[5.56x45mm NATO]]
 
-
* '''Charter Arms Bulldog''', Class 3 revolver, [[.44 Special]]
 
-
* '''Colt Cobra''', Class 3 revolver, [[.38 Special]]
 
-
* '''DSA SA58 FAL SPR''', Class 1 precision rifle, [[7.62x51mm NATO]]
 
-
* '''FN Herstal M240B''', Class 1 machine gun, [[7.62x51mm NATO]]
 
-
* '''IZHMEKH MP-412 REX''', Class 3 revolver, [[.357 Magnum]]
 
-
* '''KAC Stoner 99 LMG''', Class 1 machine gun, [[5.56x45mm NATO]]
 
-
* '''Kel-Tec RFB''', Class 1 conventional rifle, [[7.62x51mm NATO]]
 
-
* '''MasterPiece Arms MPA57SST''', Class 3 pistol, [[5.7x28mm]]
 
-
* '''Norinco QBZ-03''', Class 1 combat rifle, [[5.8x42mm]]
 
-
* '''Rheinmetall MG3''', Class 1 machine gun, [[7.62x51mm NATO]]
 
-
* '''Ruger LCR CT''', Class 3 revolver, [[.357 Magnum]] with integrated laser sight
 
-
* '''Smith & Wesson Model 24''', Class 3 revolver, [[.44 Special]]
 
-
* '''Smith & Wesson Model 296 Airlite''', Class 3 revolver, [[.44 Special]]
 
-
* '''Smith & Wesson Model 625-6''', Class 3 revolver, [[.45 Colt]]
 
-
* '''Steyr AUG HBAR''', Class 1 machine gun, [[5.56x45mm NATO]]
 
-
* '''Taurus Model 431''', Class 3 revolver, [[.44 Special]]
 
-
* '''Taurus Model 444 Ultra-Lite''', Class 3 revolver, [[.44 Magnum]]
 
-
* '''Taurus Model 450T''', Class 3 revolver, [[.45 Colt]]
 
-
* '''Valmet KvKK 62''', Class 1 machine gun, [[7.62x39mm]]
 
-
* '''Wildey Hunter''', Class 3 pistol, [[.475 Wildey Magnum]]
 
-
* '''ZiD PKM''', Class 1 machine gun, [[7.62x54mm R]]
 
-
 
-
New specs-docs only weapons + their associated documents:
 
-
* '''DP-12''' (affectionately called the ''Super Shotgun''), Class 2 shotgun, [[12 gauge]]
 
-
** Specs docs required: '''#DP008:''' Prototype hybrid double barrel/pump-action shotgun blueprints
 
-
** Has the particularity of being the first pump-action double barreled shotgun, and as such, will benefit from unique rules regarding shooting and reloading.
 
-
* '''LMG11''', Class 1 light machine gun, [[4.73x33mm Caseless]]
 
-
** Specs docs required: '''#ON504:''' Prototype caseless light machine gun blueprints + '''#KM991:''' Technical guides for conversion of G11 action into other weapon systems
 
-
** The LMG11 has a 300-round capacity, fed from a special ammunition cassette which essentially acts as a very large capacity magazine.
 
-
 
-
New magazines and accessories:
 
-
* '''C-More M26 MASS''', magazine-fed underbarrel shotgun, [[12 gauge]]. The M26 MASS comes standard with a 5-round magazine, and is capable of +1.
 
-
* '''200-round PK belt''', suitable for use in the PKM and PKP Pecheneg
 
-
* '''FN FAL 10-round magazine''', suitable for all firearms using FAL mags, and standard on the SA58 FAL SPR.
 
-
* The M26 MASS's '''5-round magazine''' and an extended '''10-round magazine'''.
 
-
* New speedloader: '''.44 Magnum/Special 5-round'''.
 
-
 
-
New Customs services
 
-
* .44 Special being naturally compatible with all .44 Magnum revolvers, it is now explicitly listed as compatible in all .44 Magnum cylinders of custom Blackhawk and L-Frame revolvers.
 
-
* New minor services: H&K CAWS to '''CAWS Modernized''', H&K G11K2 to '''G11K2 Modernized''', LMG11 to '''LMG11 Modernized''', and LWMMG to '''LWMMG Enhanced'''.
 
-
** The CAWS Modernized will add a NATO-S optic rail, 2 large Light mounts, a front mount compatible with bipod, foregrip and M203PI, and a threaded barrel.
 
-
** The G11K2 Modernized and LMG11 Modernized both add the same modifications: NATO-S optic rail, 2 large Light mounts, and a front mount compatible with bipod, foregrip and M203PI.
 
-
** The LWMMG Enhanced simply allows the weapon to fire [[.338 Lapua Magnum]], for greater damage but increased recoil. Everything else about the weapon remains unchanged ; even the ammo belts required are the same!
 
-
 
-
Related changes:
 
-
* The pre-existing ".44 Magnum 6-round speedloader" will be renamed '''.44 Magnum/Special 6-round speedloader'''.
 
-
* The M203A1 was scrapped, and the M203 is now compatible with all AR-15s in Rifle or Carbine configuration.
 
= Older =
= Older =
''See [[Guide:Changelog Archive|the Changelog Archive]].''
''See [[Guide:Changelog Archive|the Changelog Archive]].''

Latest revision as of 22:12, 21 January 2019

New wiki

Past versions

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).

September 5th 2018

Post-v4 update #22 - The Final Stretch content update

Weapons

New weapons, new caliber, new weapon types
  • 1 new caliber: 20 gauge, an intermediate shotgun caliber, with performance in between .410 bore and 12 gauge.
    • Plus all new relevant handloading items (cases, projectiles)
  • 2 new weapon types: Combination long gun and Combination handgun.
    • The Super LeMat is reclassified to "Combination handgun"
    • Combination guns introduce their own special rules and mechanics, as well as their own event line nomenclature.
  • 22 new weapons:
    • Browning Citori 725, 20 gauge double barrel shotgun
    • Charles Lancaster Four Barrel, 20 gauge quadruple barrel shotgun
    • Chiappa Triple Threat 20, 20 gauge triple barrel shotgun
    • Heckler & Koch P7M13, 9x19mm pistol
    • Iver Johnson Super Enforcer, .30 Carbine stockless combat rifle
    • IZHMASH Saiga-20K, 20 gauge semi-auto shotgun
    • Merkel 2010D, Combination long gun (7.62x51mm NATO / 12 gauge)
    • Merkel B4, Combination long gun (7.62x51mm NATO / 5.56x45mm NATO)
    • Merkel Drilling 96KS, Combination long gun (Double 20 gauge / 5.56x45mm NATO)
    • Merkel Drilling 961L, Combination long gun (Double .30-06 Springfield / 20 gauge)
    • Mossberg Maverick 88, 20 gauge pump-action shotgun
    • Mossberg 500 Tactical, 20 gauge pump-action shotgun
    • Mossberg SA-20 Tactical, 20 gauge semi-auto shotgun
    • Remington 11-87 Sportsman, 20 gauge semi-auto shotgun
    • Remington-Keene Navy Repeating, .45-70 bolt-action conventional rifle
    • Savage Arms Model 42, Combination long gun (.22 Long Rifle / .410 bore)
    • Smith & Wesson Model 547, 9x19mm DA/SA revolver, no moon clips required
    • Smith & Wesson Model 986, 9x19mm DA/SA revolver
    • Tula Arms Tokarev Model 1927, 7.62x38mm R Nagant submachine gun
    • Tula Arms TOZ-106, 20 gauge bolt-action shotgun
    • Uzkon UNG12, 12 gauge semi-auto shotgun
    • Xmatter XL18, heavy flamethrower

Total weapon count is now 740.

New weapon mechanic: Disintegrating belts and belt links

See this for more information.

  • Gun shops and weapon shops now have a chance to sell belt links.
  • The Gunner LRAK tactical vest was clarified to be able to carry 4 ammo belt boxes.
  • Many other relevant event line changes
Weapon fixes
  • Caliber name fixes: 10mm Auto -> 10x25mm Auto, .50 AE -> .50 Action Express
  • The event line for the AKMSU does not display a manufacturer name anymore (IZHMASH), in honor of the unknown Khyber Pass gunsmith who has made this weapon, which has fooled the world into making us believe it was actually of Russian manufacture.
  • The shaku now deals double damage to Angelic creatures, replacing the previous effect ("sets Angelic creatures on fire").

Other additions

  • New repeatable activity: R4: Bounty Hunter, unlocked when starting M31 (still a work in progress).
  • More items added to @stuff

Fixes and changes

  • Amulets: The Amulets no longer offer effects.
  • Hacking: The Hacking minigame is now based on a minigame introduced in Sidequest S3-2. It is a word unscrambling minigame, using randomly generated words from the command @loginwords.
  • Containers: Brute force against containers: The chance to damage an object inside the container now varies depending on the location of the attack. A damaging hit on the frame has a 25% chance to destroy an object; a damaging hit on the lock has a 10% chance instead.
  • Medical aids: Fixes related to syringes and syringe usage:
    • Injection into food or meat is no longer possible.
    • Direct injection into other creatures is no longer possible, unless the target is stunned, blinded, blacked out, restrained, surrendering/coerced into compliance, or otherwise incapacitated.
    • Steroids now boost Strength by 40% instead of 30%.
  • Skills: Combat skill training has been totally revamped and completely simplified so that it's easy to understand, easier to process, and less of a hassle.
  • Hunting fixes and changes:
    • Butchering nerfs:
      • In order to butcher a creature, the Contestant must now first spend 1 turn to inspect the meat (which will inform the Contestant of the creature's meat worth).
      • Once a dead creature has been inspected, the amount of meat harvested per turn now depends on skill level; equal to 1 multiplied by skill level per turn.
      • Butchering creatures now also wears out butchering tools: -1 condition per turn spent butchering (meaning that tools sustain less wear with higher skill levels)
    • Butchering buffs:
      • 1 meat now has a weight of 0.5 instead of 1, allowing Contestants to carry double the amount of meat.
      • Nutritional value of meat is now 1d100+100 for raw meat, and 2d50+100 for cooked meat.
    • Poison fixes: Killing a creature with a poisonous weapon no longer turns the meat poisonous. Creatures dying from cyanide poisoning lose all of their meat worth, making them impossible to harvest for meat.
  • Gameplay mechanics: Critical hit effects simplified; all of them now guarantee extra damage (Pain and Limb Damage multipliers). Effects range from 1.5x to 4x damage, with certain variant effects offering an additional Stunning effect. Critical hits should now be guaranteed to be powerful and effective.
  • Secondary effects: The bowel pains and Vital HUD effects have been scrapped.
  • Addictions: The withdrawal system has been revamped once more. Now, substance withdrawal effects are gradual; the initial effects are mild, but if consumption or treatment does not occur after a certain amount of time has passed, then harsher effects are activated instead.
  • Encounters: Doji have been scrapped from the game.

July 23rd 2018

Post-v4 update #21 - Two new sidequests

Sidequests S3-3 and S3-4 have been added to the roster and are now playable.

  • S3-3: Factory Blues - The mayor of Ellen Sector contacts the Contestant and personally requests his/her help with an issue regarding the town's ammunition factory, which appears to be managed by the mayor's son, and suffering from several problems... It is up to the Contestant to find out what's up.
    • One of the rewards for this quest is a Factory Pass, which allows access to advanced handloading services (allowing the Contestant to transform raw materials into cases, hulls, and projectiles suitable for handloading), and a primer and propellant shop (allowing the Contestant to have a reliable, cheap source of powders and primers).
  • S3-4: Where's Waldo Wilco? - Willy Wilco, owner of Wilco Weapons in Calfair Sector, and head of the Wilco family (a brotherhood of 13), requests the Contestant's help to find his missing, youngest brother, Waldo Wilco. The Contestant learns about the Wilco family's secrets and deepest source of sadness, and is requested to embark on a detective story to try and find his whereabouts. On the way, the Contestant may find that the long and storied journey of a runaway with convictions is far from a dull one...
    • One of the possible rewards for this quest is to become a VIP client at Wilco Weapons, allowing the Contestant to purchase items from the shop's regular inventory at 20% off, and allowing access to the Special Order feature; provided the Contestant is willing to wait and pay extra for it, it becomes possible to special order any regular weapon (excluding uniques, artifacts, crafting-only, specs-docs only or any other Rarity 7 weapon) or weapon accessory, and have it delivered to the Contestant when it arrives.

The completion of these sidequests now opens the road for work on the final Story Arc, which is one of the the last items on our roadmap. We are confident that the game is now nearing completion!

June 20th 2018

Post-v4 update #20 - The MAIM update + More fixes and changes

New game feature: MAIM - Mercenary Agency In the Mazes

  • MAIM is a mercenary recruitment agency, which serves the purpose of offering the services of skilled NPC allies. Their services can be purchased temporarily and for a fee, with the option of buying signature equipment matching those skills.
  • MAIM fills the purpose of offering companions to the Contestant, and is now the "official" way of acquiring an ally (though that shouldn't be construed as a discouragement to roleplay your way into making friends of the NPCs you meet!)
  • In order to access the MAIM services, the Contestant must meet all of the following criteria:
    • Have a MAIM account
    • Find a suitable MAIM dispatch location
    • In certain cases, know the access password
  • Five types of generic mercenaries (each with 3 different equipment tiers) and 24 named, unique mercenaries (each with their own backgrounds and backstories) are available for hire.
    • Certain mercs are not immediately available for hire and conditions must be met first.
    • Many named mercenaries have preferences, likes and dislikes, and making sure to meet them may be necessary to keep them in the Contestant's employment.

How to obtain MAIM stuff:

  • Account: The Contestant earns a MAIM account after completing Sidequest S2-2.
  • Password: Rumors may speak of the password.
  • Dispatch locations: Either through rumors, or through calling a special phone number given to the Contestant when obtaining an account.

Bestiary clean-up: Changes related to Encounters:

  • 33 creatures removed from the game (Giant centipede, all four blobs, Byangoma, Garuda, Raven, Wild duck, Dingo, Fox, Jackal, Cuegle, Tikbalang, Lynx, Black leopard, Cyclops, Rabbit, Naga, Binbougami, Datsue-ba, Fuujin, Goryou, Hainu, Mizuchi, Taimatsumaru, Ushi-oni, and all six types of mercenary)
  • 4 creatures renamed:
    • Bird of Ares -> Armored bird
    • Warhorse -> Armored horse
    • Nemean Lion -> Armored lion
    • Killer bee -> Giant killer bee
  • 5 creatures added:
    • 5 new generic mercenary types (Assault, Support, Sniper, Medic, Sapper). Only their Tier 1 variations can be found 'in the wild'.

Changes related to Uncivilized Area generation:

  • The studio room roomstyle has been removed.
  • Certain changes pertaining to the generation of special areas in the UA (UA shops, Explorable areas) have been made in consequence
  • Explorable areas: Three artifact weapons can now be found as a reward in certain Explorable Areas, as part of the loot for clearing them.
    • The artifact weapons are: Crescent Moon (longbow), Ryuukiri (yari spear), and Spear the Gungnir (spear).

Changes related to the Hospital:

  • When the Contestant purchases hospital bedroom usage, a nurse is now assigned to that hospital bedroom to assist the Contestant if needed.

Other changes:

  • Many new rumors, graffiti and book titles for your enjoyment.
  • New bot commands: @info, @google and @wikipedia. All three are search commands, @info searches on this site, the other two should be self-explanatory.
    • When searching with @info, please replace any spaces with underscores.

June 6th 2018

Post-v4 update #19 - Power Armor update!!

New Quests:

  • Sidequest S3-2 - Questionable Ethics and its follow-up: Sidequest SX-03 - Lambda Function, the so-called "Power Armor quests", are finally available.
    • As S3-2 is a Tier 3 sidequest, it is available only to Contestants with at least one Amulet. S3-2 is also not started from the Hiring Bureau, instead starting from a special trigger. Contestants are advised to travel to a certain location. ;)

Changes related to weapons

  • The SIG P250 is replaced by the SIG P320. No other changes - not even capacity or caliber.
  • The MAC-10 and MAC-11 are now considered to be FS (Folding Stock). These weapons are considered to be of different categories and subsequently ask for different weapon skills depending on whether the stock is open or folded; respectively submachine gun (rifle skills) and auto pistol (pistol skills).

Changes related to weapon accessories

  • The QBZ 5.8mm 75-round drum, standard magazine of the Norinco QBB-95, has been modified - it now holds 80 rounds instead of 75, following research confirming that the previous listed capacity of 75 rounds was, in fact, incorrect.
    • The event line of the drum and of the QBB-95 have been modified as a result.

Changes related to Ammunition

  • Adjustments were made to the 5.8x42mm caliber - load data changes include switching away from the 77 grain bullet (DBP-88 based) to the newer 71 grain bullet (DBP-10 based). To compensate for the lighter bullet, a slightly heavier powder charge was applied, in an effort to increase the muzzle velocity, and in turn, be as close as possible to the previous damage tables and ensure the caliber keeps its place and value relative to other calibers.
    • Minor adjustments to the damage tables applied. (1% less base damage)
    • Relevant changes to handloading equipment applied: .263 diameter bullets changed from 77 grain to 71 grain.

Changes related to Hunting

  • Meat providing positive effects is now more valuable.
    • Meat with increased alertness effect is 1.25x more valuable.
    • Meat with Strength boosting effect is 1.5x more valuable if the boost is 10%, and 2x more valuable if 20%.

April 12th 2018

Post-v4 update #18 - The Super Melee Update: Part 3 and finale (Everything else)

New standard weapons

29 new weapons! Including:

  • 17 new Class 5 Long weapons
  • 10 new Class 5 Short weapons
  • 2 previously existing Class 5 Long weapons replaced with new ones

The new weapons:

  • Barbed nine-tails, Class 5 Short whip/lash weapon, capable of dealing multiple wounds per hit
  • BRR Light tactical crossbow, Class 5 Long archery weapon
  • Compound bow, Class 5 Long archery weapon
  • G420 Heavy tactical crossbow, Class 5 Long archery weapon
  • Falchion, Class 5 Short one-handed sword
  • Halberd, Class 5 Long staff/pole weapon
  • Hatchet, Class 5 Short axe
  • Heavy crossbow, Class 5 Long archery weapon
  • Iron-shod staff, Class 5 Long staff/pole weapon
  • Lambda magazine crossbow, Class 5 Long archery weapon, which can only be obtained through Specs docs crafting.
  • Light crossbow, Class 5 Long archery weapon, replacing the old crossbow
  • Longbow, Class 5 Long archery weapon, replacing the old bow
  • Long spiked chain whip, Class 5 Long whip/lash weapon, capable of dealing multiple wounds per hit
  • Mattock, Class 5 Long axe
  • Meat tenderizer, Class 5 Short one-handed club
  • Nine-tails, Class 5 Short whip/lash weapon
  • One-handed warhammer, Class 5 Short one-handed club
  • Otsuchi, Class 5 Long two-handed club
  • Pistol crossbow, Class 5 Short archery weapon
  • Riding crop, Class 5 Short whip/lash weapon
  • Shortbow, Class 5 Long archery weapon
  • Spiked chain whip, Class 5 Short whip/lash weapon, capable of dealing multiple wounds per hit
  • Splitting maul, Class 5 Long axe
  • Throwing axe, Class 5 Short axe/thrown weapon
  • Training one-handed sword, Class 5 Long one-handed sword
  • Training longsword, Class 5 Long two-handed sword
  • Trident, Class 5 Long staff/pole weapon, capable of dealing multiple wounds per hit
  • War fork, Class 5 Long staff/pole weapon, capable of dealing multiple wounds per hit
  • Zweihander, Class 5 Long two-handed sword

New Artifact weapons

10 new unique weapons with special properties, designated as "Artifact" weapons. All of these weapons are Class 5 Long.

  • Barbed Lucille (Class 5 Long), an improved wood baseball bat
  • Casius Sword (Class 5 Long), an otherworldly bastard sword
  • Crescent Moon Longbow (Class 5 Long), a mystical longbow
  • Doomslayer (Class 5 Long), a combat chainsaw from Heaven
  • Golden Axe (Class 5 Long), an ultra-durable battle axe
  • Muramasa (Class 5 Long), a blood-thirsty katana
  • Ryuukiri (Class 5 Long), a yari spear that hates dragons
  • Spear the Gungnir (Class 5 Long), a legendary blood-red spear
  • Studded Negan (Class 5 Long), an improved iron baseball bat
  • The Bat out of Hell (Class 5 Long), a baseball bat from Hell

Additionally, Silver Brand, which can be found during the final quest of Story Arc #1, is now considered to be an Artifact weapon.

How to obtain them:

  • Barbed Lucille, Golden Axe, Studded Negan: These weapons can be acquired at a Forge, using a brand new Special weapon conversion service. In exchange for a fee, a base weapon, and showing proof of proficiency, the blacksmith may convert your base weapon in one of these special, unique weapons.
  • Casius Sword: This weapon will be part of the rewards for an upcoming sidequest. Stay tuned...
  • Crescent Moon Longbow: This weapon will be part of the rewards for an upcoming sidequest. Stay tuned...
  • Doomslayer: As an achievement reward for obtaining the Heaven Ltd. Divine Service Medal. Any Contestant that obtains this achievement will immediately receive this weapon in the bank vault.
  • Muramasa: As an achievement reward for obtaining the Savior of Youkai Order. Any Contestant that obtains this achievement will immediately receive this weapon in the bank vault.
  • Ryuukiri: This weapon will be part of the rewards for an upcoming sidequest. Stay tuned...
  • Spear the Gungnir: This weapon will be part of the rewards for an upcoming sidequest. Stay tuned...
  • The Bat out of Hell: As an achievement reward for obtaining the Hell, Inc. Honorary Demon Badge. Any Contestant that obtains this achievement will immediately receive this weapon in the bank vault.

Related changes:

Changes to Weapons

Changes to Ammunition

All ammunition and archery "calibers" have been completely revamped:

  • The archery calibers are now as follows: Arrows (for bow), Small bolt and Large bolt (for crossbow). Each archery caliber now has new damage tables.
  • All archery calibers now share the same projectile types (with Small bolts not having access to BRD and XPL projectiles):
    • NRM - Normal (Bodkin): The "standard" arrowhead, which represents the base damage.
    • BRD - Broadhead: An arrowhead designed for hunting. 1.2x Pain, 1.5x Limb Damage, Multiple wound weapon effect (1d3 wounds per hit)
    • FLD - Field: An arrowhead designed for training. 0.8x Pain, 0.8x Limb Damage.
    • IMP - Improvised (Crafting-only): A makeshift, handmade arrowhead based on the field design. 0.6x Pain, 0.6x Limb Damage.
    • VNM - Venom (Crafting-only): A field arrowhead coated in venom. 0.8x Pain, 0.8x Limb Damage, venom poisoning effect
    • CYA - Cyanide (Crafting-only): A field arrowhead coated in cyanide. 0.8x Pain, 0.8x Limb Damage, cyanide poisoning effect
    • TNQ - Tranq (Crafting-only): A field arrowhead coated in tranquilizer. 0.8x Pain, 0.8x Limb Damage, induces forced sleep for (6d5)/2 turns with no addiction chance.
    • XPL - Explosive (Crafting-only): An explosive arrowhead, designed to blow stuff up! Explosive arrows and bolts have their own damagetables.

Firearm ammunition changes:

  • UHS no longer has a FT+1 penalty, replaced instead by a less harsh IR+1 penalty.
  • Match no longer has a FT-1 bonus, replaced by a less overpowered IR-1 bonus. In addition, the cost multiplier of Match ammo has been reduced to 4x instead of 10x.

Changes to Crafting

  • All of the following recipes and corresponding blueprints were removed: PArrows, PBolts, PDarts, TDarts, WArrow, WBolt, WDart, XArrows
  • New recipes and blueprints introduced:
    • Crafting-only arrows: ImpArrow, TqArrow, VnArrow, CyArrow, ExArrow
    • Crafting-only large bolts: ImpLBolt, TqLBolt, VnLBolt, CyLBolt, ExLBolt
    • Crafting-only small bolts: ImpSBolt, TqSBolt, VnSBolt, CySBolt
  • New engineering specifications document: #GF019 - Prototype magazine device and feeding system for crossbow

April 11th 2018

Post-v4 update #17 - The Super Melee Update: Part 2 (The Big Stuff)

Evading skill and Evasion abilities

  • Introduction of a new non-combat skill: Evading skill
  • New abilities: Evasion abilities. The Evading skill governs their use each turn.

Revamped unarmed combat

  • All martial arts techniques have been rewritten and revamped completely, now geared towards being more generally useful and more powerful, as well as less restrictive to use.

Revamped melee combat skills

  • Replacing the previous categories, melee combat skills now span across 14 skills: Archery, Axe, One-handed club, Two-handed club, Crude weapon, Knife, One-handed sword, Two-handed sword, Staff/Pole, Whip/Lash, Exotic Melee, Exotic Ranged, Thrown weapon, and Martial Arts.
  • Replacing the previous, rigid rule that weapon class determined max attacks per turn, melee combat skill levels now not only affect accuracy with these weapons, but also maximum attacks per turn. The more skilled a melee fighter is, the more damage they can output.
  • An overview of the new melee skills and their effects can be found on this page.

Changes related to weapons

  • All melee weapon event lines now display the relevant melee combat skill needed to use it, in all of its modes, if applicable.
  • The weapons eligible for Charging have been modified: instead of "Class 5 Long weapons capable of Piercing-type damage", it is now "Staff / Pole weapons capable of Piercing-type damage". Bayonet charging was not affected.
  • 1 renamed weapon: Dwarven axe => Battle axe
  • 7 weapons have been scrapped from the game: Kusari-fundo, Ngombe throwing knife, Old book, Roman pilum, Sai, Tekko-kagi, Fukiya
    • Ammunition: Fukiya darts have been removed as well.
    • LBE: The Leg quiver can no longer carry fukiya darts as they no longer exist in the game.
  • Bows and crossbows have new special weapon rules, listed in this section.

Changes related to weapon accessories

  • Bayonets:
    • All weapons with a bayonet affixed, when using the Bayonet mode, require the use of Staff / Pole weapon skill.
    • Knife-bayonets used as stand-alone weapons may require either Knife skill or One-handed sword skill.

Other changes related to Skills

  • Cross-training: Certain combat skills may now be part of a subgroup. When training a combat skill that is part of a subgroup, the Contestant may gain half as many Training Points in all other skills of the same subgroup.

Changes related to Startgame

  • Evading skill levels can now be purchased at Startgame.
  • It is now possible to purchase "packages" of combat skills which correspond to skill subgroups.
    • Available packages: Pistol (Semi + Auto), Revolver (DA + SA), Rifle (Semi + Auto), Shotgun (Semi + Auto), Clubs (1H + 2H), Swords (1H + 2H)
    • Two options are available when purchasing a package: Basic or Skilled. The Basic option costs 3 points and assigns 100 TP (Basic level) to all skills in the subgroup (as opposed to 4 points to level them individually). The Skilled option costs 8 points and assigns 250 TP (Skilled level) to all skills in the subgroup (as opposed to 10 points to level them individually).

Other changes

All inventory sheets have been updated to reflect the changes introduced during this update:

  • Evading skill has been added to the list of non-combat skills for everyone.
  • Certain Startgame-selectable species now have additional skills:
    • Guhin, Oni, Tengu: All three of these species start with 50 SP in Evading skill (just enough to be Skilled)
  • A select few encounters have been given levels in Evading skill.
  • All Contestants with melee combat skill levels: You will be prompted to respec your melee skills.
    • Contestants with pending re-spec: Pretty much everyone
  • All Contestants with either martial arts knowledge or pending free martial arts lessons: You will be prompted to re-spec your martial arts techniques.
    • Morrigan Edelman: 3 techniques
    • Yumiko Imagawa: 1 technique
    • Reina Miyako-Knight: 2 techniques
    • Adam Hiruman: 2 techniques

April 6th 2018

Post-v4 update #16 - The Super Melee Update: Part 1 (The Small Stuff First)

Changes to gameplay mechanics

  • Stealth cover check rules have been modified.
    • From now on, if other creatures on the same side as the Contestant intend to take cover stealthily, they must all make stealth checks as a group. The group's stealth checks are averaged (rounded up) and treated as one for the whole group. (Any scores less than 2 are treated as 2, any scores over 12 are treated as 12)
    • If the resulting score is 7 or more, then the group succeeds (all creatures that made a check take cover, maintain stealth, and may act again). If the resulting score is less than 7, then the group fails (all creatures that made a check take cover, but stealth is broken for them and their turn ends)

Changes to towns

  • Arnett: New facilities have been opened in the town of Arnett! You may now find a hotel (East Point Hotel) and a forge! Additionally, the weapon shop was turned into a gun shop instead.

Changes related to encounters

  • Encounter natural attacks now have a set maximum amount of attacks per turn, instead of being always restricted to 1 attack per turn. This may make combat against creatures faster and more dangerous.

March 25th 2018

Post-v4 update #15 - Startgame changes of March 2018

Extra startgame choices

  • Combat skill point allocation is renamed Skill point allocation, as it now allows for spending points into non-combat skills.
  • 12 points are now available, instead of 10.
  • Each non-combat skill has different point costs, and it is possible to unlock normally "locked" skills (skills that require completion of a sidequest or some other pre-requisite to obtain). Doing so will mark the corresponding sidequest or pre-requisite as already completed.

Difficulty modes

Introduction of a "difficulty mode" selector, selected during startgame, in order to appeal to the broadest range of players, from challenge-seekers to casual players.

  • Hard mode (Recommended)
    • One life, that's it
    • Upon dying, the Contestant is sent to limbo.
    • If the Contestant is in limbo, the player has ONE CHANCE ONLY to purchase a backup body (effectively an extra life) for 50 000 RePoints.
    • When revived, the Contestant will wake up in the lobby of the special facility in Arnett without any equipment or augmentations (as all equipment upon death is lost), except for a set of basic clothes.
      • If human/halfling: T-Shirt, Jeans, Running shoes
      • If youkai: Traditional outfit matching species and gender
    • If the Contestant dies once more, or if the player doesn't want to purchase any, the game ends immediately.
    • Finishing the game alive in Hard mode grants either a 4x or 2x multiplier to earned RePoints; 4x if no backup body has been purchased, 2x otherwise.
  • Easy mode
    • The Contestant has access to 2 extra backup bodies from the beginning.
    • Upon dying, the Contestant is sent to limbo.
    • If the Contestant is in limbo, the player has the option to revive their Contestant by using a backup body.
    • The player has the possibility to purchase unlimited, additional backup bodies for 50 000 RePoints each.
    • When revived, the Contestant will wake up in the lobby of the special facility in Arnett without any equipment or augmentations (as all equipment upon death is lost), except for a set of basic clothes.
      • If human/halfling: T-Shirt, Jeans, Running shoes
      • If youkai: Traditional outfit matching species and gender
    • If the Contestant chooses to end the game, or runs out of backup bodies, and has no possibility to buy more, the game ends.
    • Finishing the game alive in Easy mode grants a 1.5x multiplier to earned RePoints.
  • Messiah mode
    • Same as in Easy, except the Contestant has an unlimited amount of backup bodies.
    • This mode is intended for players that do not like permadeath or want a more casual experience. It is also useful for testing purposes.
    • Finishing the game in Messiah mode grants the same amount of RePoints as dying (1x multiplier).

February 20th 2018

Post-v4 update #14 - Currency Overhaul + Youkai Clothing update

Currency Overhaul

The Currency Overhaul part of the update introduces several changes related to money and valuables in the game:

  • Money is no longer denominated only in 1 P$ coins - 12 different coin types can now be found, from 0.05 P$ Nickel coins to 500 P$ Platinum coins. More information on this article: Parallar
  • LBE: Money pouches are now designated as being capable of carrying 20 units of coins, allowing Contestants to carry a variety of different coins in their money pouches.
  • Banks allow Contestants to withdraw money in any denomination desired. If none is specified, bankers will, by default, offer the most efficient possible amount of coins to match the desired amount.
  • Valuables: New ingots introduced: Gray copper (250, 500 and 1000 grams), Electrum (250, 500 and 1000 grams), White gold (250 and 500 grams)
  • Food and restaurant items: Virtually every food item has has its value reduced, with reductions ranging from 50% to over 80% from pre-update prices. Generally speaking, food is now drastically cheaper and it is now far easier to buy food without it being overly ruinous.
  • Weapons and Ammunition: The cost per round of certain calibers has been adjusted. Many melee weapons have had their prices adjusted (generally down); in particular, many melee weapons that could be found in a hardware store have had their prices drastically cut down.
  • Ammunition: Coin shot and CAWS coin shot have been modified - slightly higher Pain damage overall, and the definition has been modified; to handload a coin shot shell, the Contestant now needs 20 nickel (0.05 P$) coins instead of 20 brass (1 P$) coins, therefore making the value (and handloading cost) of these rounds significantly lower. (Retail values: 4 P$/round for the 12 gauge version, 5 P$/round for the CAWS version)
  • New bot command: @coins - generates a random coin type.

All inventory sheets have been updated to reflect these changes - all money currently carried by Contestants has been converted to 1 P$ coins.

Youkai clothing update

The Youkai Clothing part of the update introduces changes related to clothing and armor in the game:

  • Certain non-wicked youkai species can now wear clothing and armor! However, clothing reserved to youkai are one-item 'outfits' rather than individual articles of clothing, as is the case for humans.
  • Youkai clothing is divided in five body types, each type is compatible with the following species:
    • Type H - Huge size: Oni, Kishin
    • Type U - Uncanny body type (Upper body clothes only): Jorougumo, Kirin
    • Type S - Small size: Kappa, Satori
    • Type T - Tailed: Guhin, Hakutaku, Kasha, Kitsune, Nure-onna, Tanuki
    • Type W - Winged: Doji, Tengu, Yousei
  • Youkai clothing can be found for sale at clothing shops, under their own category.
  • All youkai clothing items have clothing resistances, same as with their human counterparts.
  • Certain types of youkai clothing have effects, and may act as armor or protective equipment, allowing youkai to increase their own defensive capabilities with more ease, and be generally less weak in combat.
  • New bot command: @wear-y - generates a random youkai outfit.

Inventory sheets for youkai Contestants have been updated to reflect the changes. All youkai Contestants have been given a traditional outfit matching their species and gender.

February 1st 2018

Post-v4 update #13 - Community Gun Bag of 2018 + Maze Customs Party update (+ Flamethrowers!)

Firstly, we would like to thank the following players for their suggestions, as well as their rewards in RePoints:

  • Definta - 1000 RP
  • Voltaire Jordans - 950 RP
  • JadedPencil - 200 RP

ALL PLAYERS: Update your inventory sheets! The highlighted text are the sections you must add or edit: https://puu.sh/zehdw/79ec03863f.png

New type of weapon: Flamethrowers!

  • Everything about flamethrowers is explained in this section.
  • Introduction of a new combat skill: Flamethrowers, necessary to use them. Because it is a new weapon skill, this means Flamethrowers can also be selected during Startgame; as such, new Startgame weapon packages have also been introduced.
  • The existing crafting-only Flammenwerfer has been updated. It is now a Class 4 disposable flamethrower.
  • New weapons:
    • ION XM42-M, Class 1 light flamethrower
    • M2-2, Class 1 heavy flamethrower
    • No.2 Mk II, Class 1 heavy flamethrower
    • Einstossflammenwerfer 46, Class 2 disposable flamethrower

New weapons in existing calibers:

  • 2 new Class 1 weapons
    • Kel-Tec KSG-25, 12 gauge shotgun. A longer version of the KSG-12 with two, ridiculously long 12-round magazine tubes, giving the weapon a total capacity of 25 shells.
    • Norinco M305A, 7.62x39mm conventional rifle. A strange cross between an M14 and an AK-47 magazine.
  • 2 new Class 2 weapons
    • IWI Tavor 7, 7.62x51mm NATO combat rifle. A very modern bullpup battle rifle.
    • Thales EF88 Austeyr, 5.56x45mm NATO combat rifle. A modernized variant of the Steyr AUG.
  • 3 new Class 3 weapons
    • KBP OTs-01 Kobalt, 9x18mm Makarov revolver.
    • SilencerCo Maxim 9, 9x19mm Parabellum. A very modern, integrally suppressed 9x19mm pistol using Glock magazines.
    • Smith & Wesson Model 625-2, .45 ACP revolver.
  • New weapon accessories:
    • 9x18mm 6-round moon clips are now available on the regular market, and are no longer exclusive to Maze Customs.
    • Insight LAM-1000, dual module light/laser, compatible with the H&K USP-9, USP-40 and USP-45.

New Maze Customs offerings for newly introduced weapons:

New Maze Customs offerings for existing weapons:

  • Main Customs families:
    • 1911SS and 1911DS now offer an Inglis stock modification, in order to attach a stock on 1911SS and 1911DS pistols and transform it into a compact carbine.
  • Minor:
    • New category: "Other minor modifications", for anything that doesn't fit in another category.
    • Minor rechambering, H&K G3A3 / HK91: PTR-32 / PTR-32S ; converts a G3A3 / HK91 to 7.62x39mm, compatible with AK-47 magazines.
    • Minor rechambering, H&K G3A3 / HK91: PTR-33 / PTR-33S ; converts a G3A3 / HK91 to 5.45x39mm, compatible with AK-74 magazines.
    • Other minor: Trench magazine service - Modifies a range of bolt-action firearms to increase their capacity.
    • Other minor: H&K USP modifications - Modifications for the USP series of pistols.
    • Other minor: M1 Garand modifications - Modifications for the Springfield M1 Garand.

Modifications to existing Maze Customs offerings:

  • Auto-5 RA: Now also adds a NATO-S rail to the weapon, alongside the 8-round magazine tube.
  • The M1 Garand EBR Custom, T26 Garand and T26 Garand EBR Custom conversions have been removed from the Tactical conversions category; they are now part of the M1 Garand modifications introduced above.

January 27th 2018

Post-v4 update #12 - Story Arc #2: Corporate Chaos released!

  • The continuation of the main story of the MazeWorld campaign is now out
  • 13 new main story Quests about the conflict between Angelics and Demonics, and their related independent interests
  • 8 different Story Arc endings
  • The Soul Influence system is now fully implemented: The Contestant's influence to the Angelics and Demonics is symbolized by Soul Orbs, which can now be acquired as part of the quest rewards during this Story Arc.

January 10th 2018

Post-v4 update #11 - New Year's mini-update

  • Gun shops and weapon shops may now now sell boxes of projectiles for handloading.
  • The Kamikaze encounter has been scrapped.
  • Handloading: SEG / Segmented has been renamed to SF / Sintered Frangible. Effects and function of this ammo type have not been changed.
  • 4.73x33mm Caseless: A new ammunition line has been introduced: Improved, which is equivalent to a +P load, making it the first (and so far the only) Rifle caliber to have +P ammunition. In addition, new bullet types have been introduced: AP and Match. All 4.73x33mm Caseless ammunition that can be found, now has a chance to be either Standard or Improved, with either FMJ, AP or Match projectile.

November 27th 2017

Post-v4 update #10 - Fatigue/Stress balance update (+ other changes!)

Changes related to Fatigue:

  • Fatigue healing from Resting is doubled, from -0.2 to -0.4% per turn. Considering 1 turn of resting makes the clock go forward by 6 minutes, this allows the Contestant to recover 16.0% Fatigue in 4 hours of sleep, 48.0% Fatigue in 12 hours, and 96.0% in a full 24 hours.
  • The "Normal" Fatigue threshold (i.e. the state of not being tired, between "Energized" and "Tired") is expanded to 5.0-49.9%, making Tired start at 50.0% Fatigue rather than 40.0%, effectively extending significantly the effective endurance of a Contestant.
  • New secondary effect introduced: Negated Natural Fatigue (NNF). As long as this effect is active, natural fatigue (the effect which naturally always causes Fatigue to increase by +0.1%) is negated.

Changes related to Stress:

  • Several stress-relieving activities now have the NNF secondary effect (described above), in order to promote their use and cut down on the "stat chasing" phenomenon between Fatigue and Stress. These are:
    • Book reading
    • Using a computer for browsing MazeNet
    • Radio listening
    • Showering
    • Watching TV
  • Resting now also provides NNF.
  • Showering now heals -0.2% Stress per turn instead of -0.1%. However, please note that showering does not provide NNF.

New medical item: Concentrated caffeine (White tablet)

  • Effects: Fatigue -12.0%, Stress +1.2%, Agility +1, Increased alertness for 2d6*5 turns
  • Cost: 200 P$

Changes to existing meds:

  • PCP is now addictive, and belongs to its own category (PCP withdrawal). 10% addiction chance per use.

Other changes:

  • Weapon accessories: The 4.6mm silencer and muzzle brake are renamed "4.6mm / 4.7mm", and are now also compatible with 4.73x33mm Caseless firearms. (Weapons chambered in 4.73mm Caseless were technically allowed to receive threading but had no compatible accessories; this has now been fixed. However, using a muzzle brake on these weapons may be a little pointless, as Recoil is already 1. This might be addressed in a future update! ;) )

November 20th 2017

Post-v4 update #9 - The rocket launcher update

New weapons: Introduction of disposable rocket launchers: Cheap, one-shot, disposable rocket launchers, which present several traits and advantages (and disadvantages) compared to their reloadable cousins.

  • Cheaper and lighter than their reloadable cousins.
  • One shot only per launcher ; they are to be disposed of after firing. They are better thought of as self-contained single rounds of ammunition rather than weapons.
  • No maintenance stats apply to disposable rocket launchers - because they're disposed of after one shot.
  • Multiple disposable launchers can be carried in a single equipment slot. (e.g. you can carry multiple disposable launchers in Primary 1, as long as all of them are of the same model)
    • Disposable launchers are separated in three subcategories: Light, Medium, Heavy
    • Light disposable launchers have an individual weight of 9 units, and up to 4 can be carried in a single equipment slot.
    • Medium disposable launchers have an individual weight of 14 units, and up to 3 can be carried in a single equipment slot.
    • Heavy disposable launchers have an individual weight of 18 units, and up to 2 can be carried in a single equipment slot.

7 new weapons introduced with this new category, all of them are Class 1:

  • Light disposable rocket launchers
    • Bazalt RPG-18 Mukha, 64mm HEAT (PG-18)
    • Bazalt RPG-26 Aglen, 72.5mm HEAT (PG-26)
    • Talley M72A2 LAW, 66mm HEAT (LAW)
  • Medium disposable rocket launchers
    • Armar Armblast-AP, 73mm HE/Frag (Armblast-AP)
  • Heavy disposable rocket launchers
    • Hunting Engineering LAW-80, 94mm HEAT (LAW-80)
    • KBP RPO-A Shmel, 93mm Thermobaric (RPO-A)
    • Saab Bofors Dynamics AT4, 84mm HEAT (AT4)

Changes related to the M202A1 FLASH and its ammunition

  • It is no longer possible to reload individual rounds into an M202A1 FLASH. Instead, the weapon uses a system of 4-rocket clips, which are non-reloadable. In order to reload a M202A1 FLASH, the rocket clips must be entirely replaced. An empty rocket clip must be disposed of.
  • Rocket clips are available as a singular unit in weapon shops, for 480 P$ per clip.

Changes to the naming nomenclature of rocket launcher ammunition:

  • "Ammo box" -> "Crate"
  • "62mm BUR rocket" -> "BUR rocket, HE/Frag"
  • "66mm M74 rocket" -> "M202 4-rocket clip, M74 rockets, HE/Incendiary" (see above for details)
  • "83.5mm SMAW rocket" -> "SMAW rocket, Mk3 HE/Frag"
  • "85mm PG-7V rocket" -> "RPG-7 rocket, PG-7V HEAT"
  • "105mm TBG-29V rocket" -> "RPG-29 rocket, TBG-29V Thermobaric"

Additional rocket types for existing reloadable rocket launchers:

  • Bazalt RPG-7: OG-7V HE/Frag and TBG-7V Thermobaric
  • Bazalt RPG-29: PG-29V HEAT
  • Talley Mk153 SMAW: Mk6 HEAT

Changes related to mini-grenades:

  • Mini-grenades now count for 0.5 item when placed in Class 4 pouches, effectively allowing such load-bearing equipment to carry up to twice more mini-grenades when compared to full size grenades.

Introduction of training munitions: Intended for training usage only, such weapons and ammunition have for sole purpose to help train their relevant combat skills (thrown weapons with hand grenades, grenade launcher, rocket launcher, planted explosives) using cheaper, less valuable platforms than live rounds.

  • Weapon: M69 practice grenade, for training thrown weapons skill.
  • Weapon: M190 LAW subcaliber practice device, for training rocket launcher skill. Needs its own ammunition, 35mm training rockets, which have unique damage tables in case they are used in combat.
  • Weapon: Practice C4 charge, for training planted explosives skill.
  • Ammo type for 40mm NATO grenade: 40mm NATO, M382 practice, for training grenade launcher skill. Has unique damage tables in case they are used in combat.

Other minor changes:

  • Name changes: The Bazalt RPG-29 is now known as the Bazalt RPG-29 Vampir.
  • New scope type added: Rocket launcher optics, which provide IR-1.
    • Certain existing rocket launchers are equipped with RL optics: Bazalt RPG-29 Vampir, KBP BUR, M202A1 FLASH, Talley Mk153 SMAW.
    • Some of the newly introduced disposable launchers also have RL optics: Armar Armblast-AP, Hunting Engineering LAW-80.
  • Shooting ranges now have an explosives training room.

November 7th 2017

Post-v4 update #8 - Fixes, changes and balances

Rubber buckshot (R-Buck) and Rubber baton (R-Slug) balance fixes:

  • R-Slug only: Limb damage multiplier is now 0.15x instead of 0.25x
  • R-Buck and R-Slug: Both ammo types no longer stun targets on a percentage chance. Instead, each hit causing 1+ damage now stuns the target for 1 turn, stackable with multiple successful hits.
  • R-Buck and R-Slug: New effect added; if ammunition of these types manage to cause an injury to a target, the injury type is a fracture instead of a wound.

Naming changes:

  • All relevant event lines for the SG510-3, SG510-4, SG550, SG550 Sniper, SG551 and SG552 Commando no longer display "SIG Sauer" as the manufacturer, but "SIG Arms".

Changes related to Food and Meds:

Shop changes:

  • Workshops:
    • Workshops now sell 1d5-1 extra mobile phones and 1d6 extra mobile phone batteries on top of the usual 12 random crafting ingredients.
    • Mobile phone batteries: 250 -> 50 P$.
    • Gun cleaning kits for sale: 1d6 -> 2d6
    • Weapon repair kits and Melee weapon repair kits for sale: 1d4-1 -> 1d4
  • Gun shops and Weapon shops:
    • Gun shops now offer 1d3 gun cleaning kits and 1d3-1 gun repair kits for sale.
    • Weapon shops now offer 1d3 gun cleaning kits, 1d3-1 gun repair kits and 1d3-1 melee weapon repair kits for sale.

October 29th 2017

Post-v4 update #7 - Ammunition and handloading balance update

All pistol and rifle caliber data has been streamlined and standardized, using simulated handloading data and ballistics software. Damage tables for each caliber stems from load data - certain calibers have had their damage tables tweaked or modified to reflect these changes.

Handloading changes:

  • 7.62x38mm R Nagant: Bullet weight modified, from 100 to 97 grains. All relevant handloading projectiles are also subsequently modified (.308, 100 grain -> .308, 97 grain)
  • 12.7x108mm: Bullet weight modified, from 715 to 744 grains. All relevant handloading projectiles are also subsequently modified (.511, 715 grain -> .511, 744 grain)
  • .30-06 Springfield: Bullet weight modified, from 152 to 150 grains. All relevant handloading projectiles are also subsequently modified (.308, 152 grain -> .308, 150 grain)
  • .408 Chey Tac: Bullet weight modified, from 419 to 400 grains. All relevant handloading projectiles are also subsequently modified (.408, 419 grain -> .408, 400 grain)
  • 7.62x51mm NATO: No longer uses a .308, 147 grain bullet. Instead, it may use the newly introduced .308, 150 grain bullets for .30-06 Springfield, allowing both calibers to share the same projectiles.

Other changes:

  • Wildey Hunter renamed to Wildey Survivor
  • Fix: .338 Lapua Magnum: Missing barrel length group, Short rifle, was added.

September 20th 2017

Post-v4 update #6 - The big little update of September 2017

New caliber: .410 bore

MazeWorld's third shotgun caliber, .410 bore, has finally been introduced. This small, lightweight shotgun caliber serves as a cheaper, less powerful, but less-recoiling alternative to 12 gauge. 7 different projectile types are available in this caliber (3 flavors of buckshot, 3 slugs, and flechette).

7 new firearms have been introduced - 5 "proper" .410 shotguns, and 2 new firearms which also introduce a new special weapon rule: .45 Colt and .454 Casull firearms with 3" chambers - which are also capable of chambering .410 ammunition. Check Ammunition for more details.

  • Mossberg Silver Reserve II Field, Class 1 double-barrel shotgun
  • Chiappa Triple Threat, Class 1 triple-barrel shotgun
  • Mossberg 183T, Class 1 bolt-action shotgun
  • Mossberg 505, Class 1 pump-action shotgun
  • IZHMASH Saiga-410K, Class 2 semi-automatic shotgun
    • Comes standard with a 10-round magazine. Also available: 4-round, 15-round, 30-round drum.
  • Pedersoli Howdah 45/410, Class 3 double-barrel pistol chambered in .45 Colt (3" chamber)
  • Taurus Raging Judge Magnum M513, Class 3 revolver chambered in .454 Casull (3" chamber)
    • Special rule specific to the Raging Judge Magnum: It may also be loaded with .45 ACP/.460 Rowland through the use of moon clips. The Raging Judge Magnum may effectively accept 5 different calibers, although not at the same time. When loaded with rimless (moon clip) ammunition, it may not accept rimmed (.45/.454/.410) ammunition. Any combination of either compatible rimmed or rimless calibers is possible, but not both.

New caliber-specific accessories have also been introduced: .410 bore shotgun chokes (mod and full) and .410 bore silencers.

And as usual with a new caliber, the usual relevant Handloading items have also been introduced ; .410 hulls, .410 waddings, and new .410 slugs.

The Fragmentalizer

  • Special thanks to Voltaire Jordans, who had originally submitted this suggestion for the CWU. As it has been introduced, you will receive 500 RP in thanks!

1 new melee weapon, the Breaching sledgehammer - a Class 5 Long short sledgehammer with a special profile and meat-tenderizer texture on the strike face. It has been introduced alongside a new blueprint, the FragHmr blueprint, and a new crafting ingredient, the infrared sensor.

The FragHmr blueprint lists the ingredients required to create a new Crafting-only melee weapon, the Fragmentalizer, which is a modified breaching sledgehammer with a jury-rigged, single-shot, 12 gauge shotgun grafted into it. Using infrared sensors and electronic components, the Fragmentalizer may be used in 'shotgun mode' - upon successfully striking an opponent, the Fragmentalizer's sensors will "detect" the successful hit and fire the shotgun, causing a "shotgun mode" hit to result in two strikes - one with the hammer, and one with the shotgun.

New RePoints Shop offerings

15 new packages have been added to the RePoints shop, including weapon packages, food packages, medical packages, and packages of other items.

Startgame changes

Effective immediately for any new Contestants after this update, all new Contestants will receive, free of charge, with 100% guarantee, the following items:

  • 1x First Aid Kit
  • 2x Apple
  • 2x Bottle of mineral water
  • 2x Canned beef meatballs

New Town feature: Food and water production facilities

  • Huge thanks to JadedPencil, who has given me the inspiration to start writing the part of this update. As a thank-you gesture, you will receive 1000 RP.

2 new types of town facility introduced to every town in the Mazes: the food production facility and the water production facility.

2 subtypes of water production facilities are introduced: UA water recycling unit and Natural water processing unit. They mostly fill the same role, the differences being largely lore-related.

12 types of food production facility are introduced:

  • The farms, which also introduce the Farmer, a new type of human encounter:
    • Artificial light farm (all-indoors)
    • Traditional land farm (outside area)
    • Traditional sea farm (outside area)
  • The scientific facilities, also known as Sci-Farms:
    • Hydroponics and cloning farm
    • Aquaponics farm
  • The food factories:
    • Canning facility
    • Soft drink manufacturing plant
    • Brewing plant
    • Mass baking factory
    • Mass fast-food production facility
  • The magic facilities:
    • Heaven Farm
    • Hell Horns of Plenty

Each of these facilities mostly fulfill lore- and worldbuilding-related purposes, intended to explain where food in the Mazes comes from, and what sorts of different technologies and challenges are involved with producing food and water.

Certain existing sidequests (S1-2, S2-1) and side activities (Trading Missions, Mercenary Contracts) have been slightly altered to account for these changes.

August 14th 2017

Post-v4 update #5 - The Community Weapons Update of 2017

Firstly, we would like to thank the following players for their suggestions, as well as their rewards in RePoints:

  • C27 - 450 RP
  • Definta - 600 RP
  • JadedPencil - 900 RP
  • Link - 150 RP
  • Voltaire Jordans - 1500 RP
  • Groovy_smoothy - 750 RP

While not every suggestion that you have sent may have been implemented, they have all received serious consideration and research, and even if your suggestion didn't make it, you have been rewarded for at least making it on the consideration list. Thank you, guys!

Please check the "Name changes" and "Other changes" sections - certain items have been renamed, other items have been modified. If your current Contestant carries any of the items listed under these sections, please edit your sheets accordingly!

New weapons:

A total of 26 new weapons have been introduced to the game.

  • 7 new Class 1 weapons
    • DIO KH2002 Sama, 5.56x45mm NATO combat rifle. A bullpup rifle which accepts STANAG magazines.
    • DISA Madsen M1924, 7.92x57mm Mauser machine gun. Box magazine fed.
    • FN Herstal FNAR Match, 7.62x51mm NATO precision rifle. Semi-automatic.
    • FN Herstal Model 1949, 7.62x51mm NATO conventional rifle. Semi-automatic.
    • Serbu BFG-50A, .50 BMG precision rifle. Semi-automatic.
      • Ghost gun ("Implemented" but actually absent from all game files) until December 12 2018, at which point it has been fixed.
    • Tikkakoski Suomi KP/-31, 9x19mm Parabellum submachine gun. Sold by default with a 71-round drum magazine, but smaller (36- and 50-round) magazines are also available.
    • Uberti Lightning Carbine, .357 Magnum conventional rifle. A pump-action rifle, fed by an internal tube. Also accepts .38 Special.
  • 7 new Class 2 weapons
    • Bergmann MP18, 9x19mm Parabellum submachine gun. The world's first true submachine gun. Accepts Luger magazines and is sold by default with a 32-round snail drum magazine.
    • Daewoo K7, 9x19mm Parabellum submachine gun. Integrally suppressed, accepts Uzi magazines.
    • KBP OTs-14 Groza-1, 7.62x39mm combat rifle. Bullpup rifle based on the AK platform. Accepts AK-47 magazines.
    • KBP OTs-14 Groza-4, 9x39mm combat rifle. Bullpup rifle based on the AK platform. Accepts AS Val magazines.
    • Kel-Tec SUB-2000-G9, 9x19mm Parabellum conventional rifle. A very compact pistol carbine capable of accepting Glock magazines. Has several modifications available at the Maze Customs.
    • Steyr AUG Para, 9x19mm Parabellum submachine gun. A submachine gun based on the Steyr AUG platform.
    • Steyr MPi 81, 9x19mm Parabellum submachine gun. The AUG Para's predecessor. Both weapons share the same magazines.
  • 3 new Class 3 weapons
    • Chiappa Rhino 40DS-40, .40 S&W revolver. An unique revolver with a 6 o'clock barrel. This variant can use 10mm/.40 moon clips.
    • Chiappa Rhino 50DS-357, .357 Magnum revolver. An unique revolver with a 6 o'clock barrel.
    • Taiyuan Arsenal Shanxi Type 17, .45 ACP pistol. An oversized variant of the Mauser C96, chambered in .45 ACP.
  • 5 new Class 5 Long weapons, including 1 new crafting-only
    • Arming sword, a sword, slightly shorter than a longsword.
    • Bardiche, a polearm, which can be considered to be the European counterpart to the naginata.
    • Greatsword, a huge sword.
    • Nodachi, a large Japanese sword, longer than a katana.
    • Crafting-only: Combat chainsaw, an improved chainsaw.
  • 1 new Class 5 Short weapon
    • Entrenching tool, a short metal shovel.
  • 2 new Handgear weapons, including 1 new crafting-only
    • Insulated gloves, which serves as a crafting ingredient for the...
    • Crafting-only: Shock gloves. Pair of gloves meets Taser.
  • 1 new knife-bayonet:
    • SAFN 1949, for the FN Herstal Model 1949
  • Magazines and stripper clips for the new weapons.
  • Several new Customs Minor offerings for the new weapons.

New Crafting items

  • New blueprints: CombatCS and SGloves, respectively showing the ingredients required to build the Combat Chainsaw and the Shock gloves
  • New crafting ingredients: Titanium carbide chainsaw chains and TM-3C improved chainsaw engine.

Name changes (old name -> new name):

  • Motorcycle boots -> Harness boots
  • Smallsword -> Bastard sword
  • Medieval broadsword -> Longsword
  • Medieval spear -> Spear
  • Medieval warhammer -> Warhammer
  • Cavalry sabre -> Service saber

Other changes:

  • Dagger: No longer has Butchering capability, and becomes a Sharp-type only weapon (previously: Sharp/Piercing)
  • Wakizashi: Becomes Sharp-type only (previously: Sharp/Piercing)
  • Katana: Becomes Sharp-type only (previously: Sharp/Piercing)
  • Drill blueprint: The "HITB Battery" ingredient was replaced by the newly introduced "Improved chainsaw engine" item.

July 22nd 2017

Post-v4 update #4 - The Fast Traveling mini-update

Changes related to roomstyles and the Uncivilized Area:

  • Four new "empty rooms" roomstyles: Highway, Old byway, Passage, and Featureless room
  • All "Empty room" roomstyles now feature a 100% chance to have one door that acts as a shortcut or a detour. Passing a shortcut door further decreases the amount of rooms until the next destination by the amount indicated. Passing a detour door does the opposite - it increases the amount of rooms until next destination.
  • Four traditional roomstyles were given chances to feature shortcut and detour doors; Machine rooms and Sculleries may have shortcuts, Prison rooms and Studio rooms may have detours.

New sidequest and new associated gameplay mechanic:

  • S3-1 - A Light Shining in Darkness. Successfully completing this quest unlocks access to a new area in the generator room of select towns: an access to the Engineering Service Shaft Network.
  • The Engineering Service Shaft Network is a network of special service tunnels employed by the Engineering Corps to safely travel across the Mazes and reach different Geographical Zones faster than through the normal method of traveling in the UA. There is an ESSN access in one town in each geographical Zone, and each access is interlinked to each other, allowing ESSN users to travel from any one Zone to any other Zone easily.
    • The role of the ESSN is to serve as an advanced method of fast traveling - when using a service shaft, time spent traveling is quickly abridged.
    • Sidequest S3-1 belongs to Sidequest Tier 3, which is available to Contestants with at least one Cardinal Amulet; therefore it is not immediately available, and a certain amount of progress is required to get access to this quest. Players are recommended to complete Quest M04 in order to unlock this Tier and this sidequest.

Other changes:

  • The FN Herstal FNP-40 and FNP-45 pistols have been replaced with the FNX-40 and FNX-45 respectively, from the same manufacturer. All necessary name changes have been done as well (renamed magazines and Maze Customs offerings related to these firearms)
  • The Tsar-Pushka SVL Lobaev was removed, alongside the TSVL Custom offering in the Maze Customs. The rifle was replaced by the more modern and more accurate Lobaev Arms DXL-4, in .408 Chey Tac. It uses a proprietary 5-round box magazine (Lobaev DXL .408), is equipped by default with a PMII optic (NATO rail) and a bipod (Long underbarrel interface), uses an integrated/removable muzzle brake, and possesses two long Light rails. The new shop price for this rifle is 3000 P$. All relevant data was modified in consequence.

June 27th 2017

Post-v4 update #3 - Caffeine and bags mini-update

Changes related to Food:

  • Black coffee, Cappucinos, green tea, black tea, cola drinks, energy bars and energy drinks now give users a small amount of Stress, equivalent to about 10% of the amount of Fatigue they removed. In addition, Black tea now reduces Fatigue by 1.0% (previously 0.5%), and Green tea by 2.0% (previously 1.0%).
    • This change has been introduced to provide a small, negative effect as an incentive to not abuse Fatigue decreasing drinks as a method of keeping Fatigue down, or as a replacement to Resting.

Changes related to Load-bearing equipment:

  • LBE items now have an additional use: they can be folded and transported into the inventory, under certain conditions:
    • Folded LBE items MUST be empty before they can be folded down.
    • Not all LBE items can be folded down. (mostly large capacity backpacks)
    • A folded LBE item cannot be worn or filled with items.
    • All tactical vests will fold down to Weight 5, all utility belts to Weight 3, and all leg rigs to Weight 2.
    • Backpacks: Courier bags fold down to Weight 5 ; Student backpacks fold down to Weight 7, Field packs fold down to Weight 10, ALICE Mark 2s fold down to Weight 12. All other backpacks are non-foldable.

Related changes:

  • Trading Missions: Load-bearing equipment is now a type of Cold merchandise. Successfully delivering a shipment of LBE nets the courier the equivalent of 10% cargo value.

Special thanks to:

  • Groovy_smoothy for the ideas and suggestions regarding caffeine products in the Mazes, in particular for playing and demonstrating that it is possible to completely negate the need to sleep for Fatigue reduction by simply buying enough coffee. Sorry that I'm killing your dream of being a never-sleeping caffeine addict, Groovy. Groovy_smoothy was awarded with 250 RePoints for this suggestion.
  • Voltaire Jordans for making the brilliant suggestion of making LBE items foldable, as well as providing the general idea and mechanics. Your idea was amazing! Voltaire was awarded with 500 RePoints for this suggestion.

June 3rd 2017

Post-v4 update #2 - Three new features!

Introduction of a new non-combat skill: Healing skill

  • The purpose of healing skill is primarily to affect the effectiveness of Limb Healing effects (as used on first aid kits and field surgery kits).
  • A new crafting-only item, makeshift tourniquet, has been introduced to complement the Healing skill - it functions like the basic tourniquet, but is made using very cheap materials, at the cost of only having a 40% chance to succeed when used.
  • Healing skill may also affect the effectiveness of Rags as bandages, and that of makeshift tourniquets.
  • A new ability has been introduced: Healing massage. Available to Contestants and creatures with at least Skilled (Lv3) skill level in Healing skill.

Encounter spawn rate balancing and the concept of Encounter strength groups.

  • Every encounter is now part of one of six categories called strength groups, which is meant to divide the various creatures of the Mazes based on how strong, tough, difficult, or generally valuable they are.
  • These six groups are WEAK, AVERAGE, STRONG, VERY STRONG, SUPERBEAST and MEGABEAST.
  • Criteria for classification is Kill Value, introduced during the previous update. The higher the KV, the higher the strength group.
    • WEAK: KV 1-9
    • AVERAGE: KV 10-30
    • STRONG: KV 31-99
    • VERY STRONG: KV 100-399
    • SUPERBEAST: KV 400-999
    • MEGABEAST: KV 1000+
  • The lower the strength group, the more commonly creatures in this group may be generated. This way, stronger creatures may appear less often, allowing early-game Contestants to have better survivability, as well as giving more value to stronger monsters, as they will be rarer and thus, more sought after.

A feature tied into the future Soul Influence statistic has been introduced ahead of time: Magic item shops.

  • These shops are part of a Shrine. Both Angelic and Demonic shrines have their own Magic Shops, each side selling different items.
  • Magic shops sell unique, expensive items which cannot be found anywhere else, often with extremely useful effects, which may be used to compliment food, meds, mushrooms, and other items.
  • Angelic shops primarily sell defensive or healing items.
  • Demonic shops primarily sell offensive, stat boosting, or destructive items.
  • Only the basic inventory is available - expanded inventories are available to Contestants with sufficient Soul Influence for one or the other side; the Soul Influence feature and system will be expanded upon in a future update, and with it, the expanded magic shop inventory will be introduced.

May 25th 2017

Post-v4 update #1 - A player experience point system: Resurrection Points (or RePoints, RP)

A new meta statistic is introduced: Resurrection Points, or RePoints or RP in short.

RePoints serve as score, and as currency. At the end of a Contestant's run, an amount of RePoints is attributed, depending on the Contestant's performance. Rooms visited, creatures killed, wealth accumulated, and whether the run ended on death or ascension, all contribute towards RP obtained.

RePoints are also a currency, which can be spent during Startgame, in order to purchase better starting equipment, certain special services, or the ability to play as one of a set of extra, "bonus" species.

Kill Value point system:

  • To fairly judge the Contestant's performance for every killed creature, a new statistic is introduced on encounters, the Kill Value (KV)
  • Every type of encounter has a KV, calculated the following way:
    • Meat worth / 7 / Pain Sensitivity
  • When a creature is killed, the Contestant gains an amount of RP equal to that creature's KV.
  • The bigger, stronger and more resistant the creature, the more KV it is worth

Related changes:

  • Leaderboards updated to show the list of players, and their current RePoints balance.
  • As a thank-you gift to all players who have signed up since the reopening, all current players have been awarded with 500 RePoints.
  • Player C27 is awarded with an extra 50 RePoints, corresponding to the score that would have been obtained following the death of Tabitha Matsuyama (KIA on May 18th 2017)

April 24th 2017

MazeWorld version 4 - Grand reopening of the games!

  • The grand replacement of the old Mission system, in favor of the new Quests.
    • For now, only the first story arc out of a planned three will be available.
    • A total of 24 quests will be available:
      • 4 early game quests to introduce the player to the basics.
      • The first story arc, titled The Silverlight Legacy, is composed of 10 main quests, and 2 possible related sidequests.
      • 8 non-story sidequests will also be introduced, all intended to introduce the players to the Mazes, as well as introduce and activate non-combat skills.
      • 3 repeatable side-activities will be available as well, after the completion of their related introductory sidequests; Trading Missions (courier/delivery jobs), Mercenary Contracts (combat for money jobs) and Mining (self-explanatory).
  • New sign-up form
    • In order to join us, you may now use this Contestant application form. Fill it out completely and without missing information, and wait for a response from the GM on Discord to know if it's accepted or refused.
    • Players with accepted applications will be given the opportunity to set their Contestant's primary statistics and starting equipment. Once set, players receive a copy of their inventory sheet (see below) and are considered ready to play.
  • New and improved inventory sheet:
    • Now Google Docs based!
    • Prettier!
    • Formatting, colors, and easier to read and edit!
  • Simplified Leaderboards - Less stat tracking, for convenience's sake.

Older

See the Changelog Archive.