Guide:Changelog (Meta, no ontology)
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=== New [[Bionics]] === | === New [[Bionics]] === | ||
- | * | + | * Bionic Implant 26: "Armored Skull" cranial durability enhancer (CDE) |
- | * | + | * Bionic Implant 27: Combat Initiative Enhancing Platform (CIEP) |
== Gameplay changes == | == Gameplay changes == |
Revision as of 22:25, 23 August 2013
Latest released Mazeworld update: July 12th, 2013; MazeWorld 2.5
Next planned Mazeworld update: None for now
Changelog archive can be found here: Guide:Changelog Archive
Post-2.5 minor changes
Planned
- A new type of consumables: Mushrooms
- Neither food nor medical aid, but have the properties of both, each weighing 0.1 unit per item.
- Provide some nutrition, many of them provide medicinal(-like) effects, good or bad.
- Require identification; when unidentified, they are differentiated by color and smell.
- Will be found in the inventories of certain creatures, or at random, with increased chances in outside areas.
Fixes
- Cartridge holders are no longer treated like magazines tied to a single weapon, and can now be used to reload other single-action revolvers (if the calibers match, of course) just as quickly, even if the size of the holder doesn't match the weapon's capacity.
- Certain ammunition types (+P, +P+, +P++, TPD, XPD, EAP and XAP) now correctly cause accelerated durability loss to the firearms shooting them.
- +P, TPD and EAP : -2 DV points per shot
- +P+, XPD and XAP: -3 DV points per shot
- +P+: -5 DV points per shot
- The Sodium nitrite antidote changed names, and became the Universal antidote, to reflect its ability to counter all forms of poisoning. Effects are unchanged.
- The Springfield M14 can no longer mount the M84 scope, but it may now accept the Telescopic sight (5-15x) and the Aimpoint CompM2 reflex sight.
Additions
- The Scope mode ability received an extension, called Surgical strike, which works in the following way. See article for more details.
- Steroid rage now has an additional effect. While the effect lasts, any melee attacks that successfully hit the target are treated as critical successes, with the according @critwin effects being applied.
- The Startgame questions were modified:
- Many of the answers now give out different rewards.
- Several questions and their answers were modified, certain answers were re-written, and one question was removed.
- Banks are now a scripted event, and will appear every 50 rooms.
2.5 changes
Total event count: 6321 (+158)
New feature: Limb damage system
The limb damage system introduces a new statistic, and a new way to hurt and be hurt during combat. Every limb of the body is given health points, and as the contestant (and his/her allies and enemies) progress and battle, they may get hurt, and will suffer ailments from their injuries if they aren't treated.
- This system introduces new medical aids (the First Aid Kit (FAK) and the Field Surgery Kit (FSK)), a new vital statistic, the Limb Damage Value (or LDV) and its modifiers, which affect the Limb Damage Roll, conducted every time someone gets hurt.
- The limb damage system only applies to humans. Humanoid youkai and other creatures are not concerned.
- A new limb group has been added: Hips.
- Several existing bionic implants have been given additional effects, such as increasing the max HP of certain limbs.
- New secondary effects have been designed to provide appropriate ailments, such as Limping, and Crippled.
New feature: Firearm maintenance
Another new feature in an effort of improving realism and inventory management, this new feature introduces two new concepts for the contestant's firearms: Durability and Reliability, which are the focal points of firearm maintenance.
- Durability is a statistic representing the physical integrity of the firearm. The Durability Value, or DV, is a numerical notation which can be either a negative or a positive number - the higher it is, the more durable the weapon.
- A damaged weapon is less accurate and more fragile. Repairs must be performed in a Workshop regularly to ensure weapons do not get worn.
- Reliability is a statistic representing the capability of the firearm to function in adverse conditions; specifically, without cleaning. The Reliability Value, or RV, is just like DV; a negative or a positive number; the higher, the longer a weapon can go without being cleaned.
- A new item is introduced: the Gun Cleaning Kit (GCK), a 1 unit item which allows contestants to clean their firearms and replenish Reliability points. A single GCK can be used up to 3 times before depletion.
- Workshops may also naturally clean a firearm after it has been repaired.
- A player may not know the precise Durability and Reliability scores of their firearms (they are only given a vague descriptor), unless they possess an ICIS. The ICIS can give information on a firearm's condition, and give accurate percentage readouts (2 decimal numbers).
- The GM however, may not disclose the precise numerical values, which would reveal exactly how many shots are left until a firearm breaks or locks up in grime.
- Speccing now includes firearm maintenance - weapons found randomly, or in the hands of other beings, may have variable Durability and Reliability.
- More information, and full DV/RV tables for every weapon, on this article: Firearm maintenance
New feature: Initiative system
The Initiative System was designed out of a desire of changing the dynamics of a typical MazeWorld fight, which favored too unfairly the player, for the contestant would always start first, and what could slow him/her down was easily avoidable.
The Initiative system is based on a new statistic, the Initiative Score, or IS, which is pegged on the weight of weapons, or simply an attributed value for other attacks. The concept behind the Initiative system is simple: the order of passage of encounters every turn depends on how fast they are, and speed is tied to how heavy their weapons (or how slow their attacks) are. In other words, the fastest go first.
This system no longer rewards the simplistic and exclusive use of highly powerful, but also very heavy weapons, to win fights, but instead puts more emphasis on weapon management and speed, as well as tactics. To put it simply: one must find the right balance between a powerful weapon and a fast weapon, with weapons capable of both being highly sought for.
The way the Initiative system functions is explained in detail in this section.
New weapons
No update of a large size is complete without its bouquet of new weapons. More information about them coming soon.
- 4 new calibers are introduced: .30 Carbine, .380 ACP, .303 British, 7.92x33mm Kurz.
- 28 new weapons - the majority of which in the new calibers above, but some new additions in existing calibers also join the fray.
.30 Carbine
- Energy: 1311 joules. Velocity: 607 m/s. Bullet dia: .308 (7.82mm). Bullet weight: 110 grains (7.13 grams)
- Damage table: 55/55/50 46/36/16/4
- Recoil: 2 - Light
- Weight: 0.01 unit per round
- Accessories: Silencer
Class 1 weapons:
Class 2 weapons:
Class 3 weapons:
.380 ACP
- Energy: 275 joules. Velocity: 299 m/s. Bullet dia: .355 (9.02mm). Bullet weight: 95 grains (6.16 grams)
- Damage Table: 27/26/22 16/7/3/0
- Recoil: 2 - Light
- Weight: 0.01 unit per round
- Accessories: Silencer
Class 2 weapons:
Class 3 weapons:
- Beretta 84FS
- Bersa Thunder 380 Super
- Česká Zbrojovka CZ 83
- Glock 25
- MAC-11
- SIG Sauer P232
- Walther PK380
- Walther PPK/S
.303 British
- Energy: 3132 joules. Velocity: 744 m/s. Bullet dia: .312 (7.90mm). Bullet weight: 174 grains (11.28 grams)
- Damage Table: 103/102/96 86/68/38/18
- Recoil: 4 - Heavy
- Weight: 0.05 unit per round
- Accessories: None
Class 1 weapons:
- BSA Lewis Gun
- Enfield Bren Gun
- Enfield SMLE No.4 Mk.I
- Enfield SMLE No.4 Mk.I(T)
- Winchester Model 1895
7.92x33mm Kurz
- Energy: 1909 joules. Velocity: 685 m/s. Bullet dia: .320 (8.20mm). Bullet weight: 125 grains (8.10 grams)
- Damage Table: 72/71/68 62/55/35/15
- Recoil: 3 - Normal
- Weight: 0.02 unit per round
- Accessories: None
Class 1 weapons:
New weapons in existing calibers
- Class 3: Heckler & Koch P7M8
- Class 3: IMI Micro UZI
- Class 3: Heckler & Koch P7M10
- Class 3: Ruger Vaquero
- Class 3: Ruger Super Blackhawk
- Class 2: DSA SA58 FAL OSW
Other additions
Maze Customs additions
- Eight new types of custom ammunition.
- New Customs family: Blackhawk (Single-action revolver family)
- The barrel modifications are now available to all families shooting handgun calibers.
- Barrel modifications provide a flat multiplier to the maximum Durability score of a firearm. A 4150 carbon steel barrel provides a 1.25x bonus, while a 4150CS + Titanium Nitride coated barrel provides a 2x bonus.
- NOTE: One of the crafting ingredients of the Joshua is a long barrel coated in titanium nitride. The Joshua is considered to have a 4150CS+TiN barrel by default, and enjoy all of the advantages of one.
New secret events
- I cannot reveal much about them. All I will say is that there are 3 new events, porting the total amount of active secret events to 21, with more being worked on.
New Bionics
- Bionic Implant 26: "Armored Skull" cranial durability enhancer (CDE)
- Bionic Implant 27: Combat Initiative Enhancing Platform (CIEP)
Gameplay changes
- The clothing resistance system has been completely remade and simplified.
- All medical aids now weigh 0.1 unit per item, at the exception of the BTK and the newly introduced First aid kit and Field Surgery Kit, which weigh 1 unit per item.
- All gems now weigh 0.1 unit per item.
- Certain specific non-gem valuables now weigh 0.1 unit per item: Silver tooth, Silver collar, Gold ring, Gold nugget, Platinum medal, Platinum wire, worthless iron ring, worthless brass, and each piece of the Golden Gun: Gold cuff link, Gold lighter, Golden pen, Gold cigarette case, Gold 4.2mm bullet
- In all encounters with the Colonel Thomas Wight, the contestant will now find that he has personal bodyguards.
- 1d2+1 DF Soldiers + 1 Maze Sniper will appear by the Colonel's side.
- All random weapons, including those found on the ground, are now specced for accessories and ammunition type.
- All randomly found ammunition is also specced.
- Damage tables for 9x39mm, 5.7x28mm and 4.6x30mm have been redone to correspond better to FMJ rounds. They were previously mapped on their real-life AP counterparts, and unrealistically so.