Guide:Changelog (Meta, no ontology)
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The third and final part of the Opus Perfecta updates will bring the biggest changes yet to come in MazeWorld! | The third and final part of the Opus Perfecta updates will bring the biggest changes yet to come in MazeWorld! | ||
- | ==== | + | === Unknown date === |
+ | '''The Reputation system''' | ||
+ | |||
+ | * This feature will be better detailed in the future. The general idea is to introduce a sense of fame and reputation among the Mazes' inhabitants, and particularly their various factions. | ||
+ | |||
+ | '''The Mission Overhaul''' | ||
+ | |||
+ | * Missions are intended to be overhauled to match the new roomgen system. | ||
+ | ** Contract Missions will no longer exist as a separate mission set ; instead, they will become secondary missions in an upcoming Sidequests feature, where Contestants may now enter a hiring bureau and request jobs and contracts for cash, equipment, reputation and fame ; which in turn will serve to unlock further sidequests as well as main storyline mission arcs. | ||
+ | ** Other existing mission sets will become Mission Arcs ; the Normal Missions will become the Maratuxa Campaign arc (a stand-alone, Neutral aligned arc), the Alternate Missions will become the Youkai Activism arc and the Proxy Missions will become the Mishap 4th arc ; both of which are in what is referred to as "opposed arcs" ; if one is started, the other may no longer be started. | ||
+ | ** In the future, more mission arcs and sidequests may be written. | ||
= Latest = | = Latest = | ||
=== September 14th 2015 === | === September 14th 2015 === | ||
- | '''OP3 features part 3: The Big One update''' | + | '''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 ==== | ==== The new room generation system ==== | ||
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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.) | 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. | + | 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) ===== | ||
+ | |||
+ | x | ||
+ | |||
+ | ===== 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). | ||
+ | * In addition, missions are now completely disabled, pending an overhaul (see the Upcoming section above). | ||
=== September 12th 2015 === | === September 12th 2015 === |
Revision as of 10:20, 14 September 2015
Latest released Mazeworld update: MazeWorld v3/OP2 - June 5th 2015
Next planned update: MazeWorld v4, aka OP3 - Date unknown (Each of the OP3 components will be gradually implemented)
Upcoming
Opus Perfecta part 3
The third and final part of the Opus Perfecta updates will bring the biggest changes yet to come in MazeWorld!
Unknown date
The Reputation system
- This feature will be better detailed in the future. The general idea is to introduce a sense of fame and reputation among the Mazes' inhabitants, and particularly their various factions.
The Mission Overhaul
- Missions are intended to be overhauled to match the new roomgen system.
- Contract Missions will no longer exist as a separate mission set ; instead, they will become secondary missions in an upcoming Sidequests feature, where Contestants may now enter a hiring bureau and request jobs and contracts for cash, equipment, reputation and fame ; which in turn will serve to unlock further sidequests as well as main storyline mission arcs.
- Other existing mission sets will become Mission Arcs ; the Normal Missions will become the Maratuxa Campaign arc (a stand-alone, Neutral aligned arc), the Alternate Missions will become the Youkai Activism arc and the Proxy Missions will become the Mishap 4th arc ; both of which are in what is referred to as "opposed arcs" ; if one is started, the other may no longer be started.
- In the future, more mission arcs and sidequests may be written.
Latest
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)
x
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).
- In addition, missions are now completely disabled, pending an overhaul (see the Upcoming section above).
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: Common - Chance to generate: 59.5%
- Rarity 2: Regular - Chance to generate: 22.45%
- Rarity 3: Premium - Chance to generate: 9.5%
- Rarity 4: Superior - Chance to generate: 5.65%
- Rarity 5: Rare - Chance to generate: 2.45%
- Rarity 6: Extraordinary - Chance to generate: 0.45%
- Rarity 7: Unique - Never generated randomly, is applied to custom weapons, crafting-only weapons, and specs docs weapons.
Melee weapons:
- Rarity 1: Common - Chance to generate: 55%
- Rarity 2: Regular - Chance to generate: 26.5%
- Rarity 3: Premium - Chance to generate: 12.5%
- Rarity 4: Superior - Chance to generate: 6%
- Rarity 7: Unique - 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).
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 weapons for your ballistic pleasure. 23 new stock firearms, 2 new calibers, one new underbarrel shotgun, 2 new specs docs-only weapons, associated new 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 extanded 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.