Guide:Changelog (Meta, no ontology)

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'''Gameplay changes'''
'''Gameplay changes'''
 +
* [[DOYAPNK crate]] features a Model 29 revolver to replace the Taurus Raging Bull.
* Revolvers chambered in '''.357 Magnum''' may also ''interchangeably'' load '''.38 Special''' ammunition.
* Revolvers chambered in '''.357 Magnum''' may also ''interchangeably'' load '''.38 Special''' ammunition.
* Revolvers chambered in '''10mm Auto''' may also ''interchangeably'' load '''.40 S&W''' ammunition.
* Revolvers chambered in '''10mm Auto''' may also ''interchangeably'' load '''.40 S&W''' ammunition.

Revision as of 17:33, 17 June 2012

Latest released Mazeworld update: June 10th 2012; MzW 2.0 Revision 7 (2.0 rev7)
Next planned Mazeworld update: June 20th 2012; MzW 2.0 Revision 8 (2.0 rev8)

2.0 rev8 changes

55 new weapons, 3 new calibers, 1 new grenade type and 5 new Class 5 weapons, as well as certain gameplay changes to accomodate the new weapons.

Gameplay changes

  • DOYAPNK crate features a Model 29 revolver to replace the Taurus Raging Bull.
  • Revolvers chambered in .357 Magnum may also interchangeably load .38 Special ammunition.
  • Revolvers chambered in 10mm Auto may also interchangeably load .40 S&W ammunition.

Loading of multiple ammo types in a single weapon as implied above is similar to that of 12 gauge shotguns; any amount of compatible ammunition can be loaded in any order in the concerned weapon (for example, a .357 Magnum revolver with a 6-round cylinder could load 6x .357 Magnum, or 6x .38 Special, or a sequence of 2x .357 2x .38 2x .357, and so on...)

New calibers:

New Class 1 weapons:

In new calibers

In existing calibers

New Class 2 weapons:

In new calibers

In existing calibers

New Class 3 weapons:

In new calibers

In existing calibers

New Class 4 weapons:

  • M7A3 tear gas grenade

New Class 5 weapons:

2.0 rev7 changes

  • Introduction of a new Kennel type: the Police Station. Contains, each group in their own room, in that order: 2x Maze Guard, 3x Rebellious prisoners, 2x Maze Guard, 3 Hostile prisoners, 3x Maze Guard, 3x Guard Sergeant, 1x Guard Chief
  • Introduction of a new mission in the Contract missions category: Job F1, which can only be accessed after completing the entirety of Tier E missions.

Other than sharing gradual levels of expertise, they also share the same movesets. The difference is that wizards are hostile, and magicians are neutral.

  • The dojo - A traditional Japanese-styled dojo with 5 variants total - One empty, one with lone martial artist, one with martial artist and a training Maze Citizen, one with martial artist and two training students, and one with a tengu and a konoha-tengu sparring.
  • New roomstyle variants
  • 8 new variants of the regular room in which non-wicked youkai (armed if possible with a random weapon) are fighting against Maze or DF Soldiers
  • 8 new variants of the grassy room, ditto from above
  • 4 new variants of the messy room, ditto from above
  • 4 new variants of the outside forest area (daytime), ditto from above
  • New roomstyle variants with non-wicked youkai (with or without weapons): 1 regular room, 1 grassy room, 1 mess hall, 1 shrine, 1 toilets, 4 washitsu
  • 2 new variants of the kitchen - one with a head maid and two subordinate maids, the other with a chief butler and two subordinate butlers
  • 2 new variants of the mess hall - ditto from above
  • 3 new variants of the bedroom - Maze Citizen with either an employed maid, butler or yousei servant
  • 4 new variants of the military bedroom - Maze Soldier or DF Soldier, each with either an employed maid or butler.
  • 6 new variants of the TV room - one accessed from stairs and empty, one with a Maze Citizen watching TV, one with a random non-wicked youkai watching TV, one with a random human watching TV, one with a head maid + maid, and one with a chief butler + butler.
  • Gameplay changes
  • Graveyard room reform: Now every graveyard room has, alongside the graves, a Duplica Bot. As the contestant enters the graveyard, a ghost contestant will rise from its grave, and possess the Bot. The result is that the living contestant will fight a Duplica version of a dead one, complete with its entire equipment (clothing and armor + weapons) at time of death. The Bot must be defeated twice (2x 100% Pain threshold) before it is destroyed - as it does in Mission A9, it only counts as 1 kill. Upon being destroyed, the Bot will drop 1 random weapon and 1 random piece of clothing and armor from what it was equipped with.
  • Failed buffing program: All Failed will have their AC increased to Kevlar-3, and their perk increased to SUPER STRONG.
  • The total amount of roomstyles will be increased, certain existing roomstyles will see their frequency increase.
  • New rules for single-action and bolt-action weapons: The limit of 1 shot maximum per turn, will be raised to 3.

2.0 rev6 changes

  • Introduction of the new 12 gauge shell types, alongside Buckshot (shell color: red) and Slugs (shell color: green).
  • Incendiary shells (shell color: yellow) - Similar technically to standard slugs, but are loaded with a highly flammable magnesium-based compound. Upon impact, the slug lights up violently and will set its target on fire. Causes FIRE-type damage.
  • Flechette shells (shell color: blue) - Similar technically to standard buckshot, but are loaded with 20 1-inch long flechettes. It offers better penetration and a flatter damage curve, with the same maximum damage buckshot can deal.
  • FRAG-12 shells (shell color: black) - Similar technically to standard slugs, FRAG-12 shells propel a miniature, fin-stabilized rocket which explodes violently upon impact. Causes EXPLOSIVE-type damage and has the same destructive potential as other explosives, but does NOT cause splash damage.
  • Official introduction of the new @shelltype command. @Shelltype rolls a random shell type between the now five available.
  • Gameplay changes: All shotguns found at random in the rooms, or found equipped by encounters, will be loaded with shells of a random type, rolled using @shelltype. This will also affect, if applicable, according ammunition found in backpacks/LBE.
  • Gameplay changes: Handcuffs are introduced as an actual type of key item which is carried by all Guards and can be picked up by the player.

2.0 rev5 changes

  • The Temperature rise trap and Temperature drop trap have been scrapped.
  • The Favor level system has been entirely scrapped.
  • The equipment carried by the Game Masters during the endgame has been drastically improved.

2.0 rev4 changes

2.0 rev3 changes

Brand new mission set: the Contract Missions. Meant as an alternative to the other two gameplay styles with set missions at set areas, the Contract Missions route proposes the contestant to be hired for certain jobs at a hiring bureau, as an optional service, with gradually harder and better paying missions becoming available as they are completed.
In Contract Missions, all rooms meant to be mission rooms are now hiring bureaus.

The Startgame personality test will add the Contract Missions as one of the possible answers to Question 13.

2.0 rev2 changes

New startgame questions with a brand new "personality test" system. More questions and less obvious answers. The wiki also does not display anymore the results of each answer.

Increased power of slugshot.

2.0 rev1 changes

New roomstyles

  • The bar, where a bartender can always be found and humans and/or youkai can be seen. Proposes 7 different unique drinks.

New type of chef: the bartender; instead of being specialized in a particular cuisine, the bartender is a special kind of "chef" specialized in cocktails and drinks. Bartenders can only be found in the new bar roomstyles, but their services function exactly the same as a normal chef.

New EliasBot commands: @nyoukai and @wyoukai - respectively rolls non-wicked, and wicked youkai.

Initial 2.0 update list

New weapons

Class 1

Heckler & Koch HK21E light machine gun - 7.62x51mm NATO belted - 50-round belt (Will use proprietary belt incompatible with the M60E3’s belt)
Kalahsnikov AK-12 assault rifle - Declined in four variants with a different barrel, each considered a separate weapon;

  • AK-12 (47) - 7.62x39mm - AK-47 family magazines (default: 30-round)
  • AK-12 (74) - 5.45x39mm - AK-74 family magazines (default: 30-round)
  • AK-12 (223) - 5.56x45mm NATO - 30-round magazine
  • AK-12 (308) - 7.62x51mm NATO - 20-round magazine

Walther WA2000 sniper rifle - .300 Winchester Magnum - 6-round magazine - Natural scope

Class 2

Armsel Protecta combat shotgun - 12 gauge - 12-round cylinder
Colt M1921 Thompson submachine gun - .45 ACP - 20-round magazine
FABARM SDASS Ultra-Short compact shotgun - 12 gauge - 7-round tube
IZHMASH Saiga-12K compact shotgun - 12 gauge - 10-round magazine
KBP 6G30 grenade launcher - VOG-25 grenade - 6-round cylinder
KBP GM-94 pump-action grenade launcher - VGM-93 incendiary grenade - 3-round tube
M3 'Grease Gun' submachine gun - .45 ACP - 30-round magazine

Class 3

Browning BDA semi-auto pistol - 9x19mm - 14-round magazine
IZHMEKH MP-443 ‘Grach’ semi-auto pistol - 9x19mm - 17-round magazine
ZiD AEK-919K ‘Kashtan’ machine pistol - 9x18mm Makarov - 30-round magazine

Class 4

HMX charge
CL-20 charge
ONC charge

HMX bomb (Blueprint-only)
HMX grenade (Blueprint-only)
CL-20 grenade (Blueprint-only)
ONC grenade (Blueprint-only)
Cardinal Nuke (Blueprint-only)

New weapon accessories

Silencers

AK-12 (Fits on all AK-12 models)
WA2000
Browning BDA
MP-443 ‘Grach’
AEK-919K ‘Kashtan’

Scopes/Reflex sights

Saiga-12K
AK-12 (Fits on all AK-12 models)
AEK-919K ‘Kashtan’

Extended magazines

50-round drum for M1921 Thompson
60-round casket magazine for AK-74 family

NEW ACCESSORY TYPE: Underslung grenade launchers (UGL)

Brand new accessory type, UGLs are separate, single-shot weapons mounted on other weapons such as assault rifles, allowing them to increase their modularity and effectiveness. Certain models may fit on different weapons.

M203 grenade launcher - Adapts to AR-15, M16, M16A1, M16A2. Caliber: 40x46mm grenade
M203A1 grenade launcher - Adapts to M16A4, M4A1. Caliber: 40x46mm grenade
M203PI grenade launcher - Adapts to H&K MP5A3, Steyr AUG A1, FAMAS. Caliber: 40x46mm grenade
GP-25 grenade launcher - Adapts to AK-47, AK-74, AK-101, AKMSU, AKS-74U, AK-12. Caliber: VOG-25
H&K AG36 grenade launcher - Adapts to H&K G36, G36C, L85A2, HK416, HK417. Caliber: 40x46mm grenade
FN FN40GL grenade launcher - Adapts to FN SCAR-L, SCAR-H. Caliber: 40x46mm grenade
FN GL1 grenade launcher - Adapts to FN F2000. Caliber: 40x46mm grenade
GLX-160 grenade launcher - Adapts to ARX-160. Caliber: 40x46mm grenade
SIG GL5040 grenade launcher - Adapts to SG550. Caliber: 40x46mm grenade

New ammunition

VOG-25 caseless 40mm grenade
VGM-93 incendiary 43mm grenade

New clothing and armor

Headgear: SSh-39 Helmet
Headgear: STSh-81 Titanium Helmet
Headgear: MASKA Helmet
Headgear: Twaron helmet
Headgear: Dyneema helmet
Headgear: EOD helmet
Headgear: Bandana
Headgear: Beret
Headgear: Boonie hat

Top: US Army T-shirt (UCP digital camo)
Top: Russian Army T-shirt (Woodland camo)
Top: Camo T-shirt (Marine camo)
Top: PT T-shirt
Top: Sweater
Top: Leather jacket
Top: Sundress
Top: Duster coat
Top: Trench-coat

Body add-on: Flak jacket
Body add-on: Twaron vest
Body add-on: Light Dyneema vest
Body add-on: Heavy Dyneema vest
Body add-on: EOD suit

Arms add-on: Twaron arm pads
Arms add-on: Dyneema arm pads

Bottom: US Army pants (UCP digital camo)
Bottom: Russian Army pants (Woodland camo)
Bottom: Cargo pants (plain)
Bottom: Cargo pants (marine camo)
Bottom: Leather pants

Legs add-on: Twaron leg pads
Legs add-on: Dyneema leg pads

Footwear: Cowboy boots
Footwear: Motorcycle boots
Footwear: Steel-toe safety boots

New Backpack types: 72 Pattern LBE, IIFS LBE, RM22SF LBE, PLCE LBE/Backpack, MOLLE LBE/Rucksack

New supply crates

MEDAID-5 crate, contains 2x Bandage, 1x Merbromin, 2x Blood Transfusion Kit, 1x Epinephrine
DEF-5 crate, contains Twaron helmet, Twaron vest, Twaron arm pads, Twaron leg pads.
DEF-6 crate, contains SSh-39 helmet, Flak jacket, Cargo pants.
DEF-7 crate, contains Dyneema helmet, Light Dyneema vest, Dyneema arm pads, Dyneema leg pads.

New blueprints

HMXB blueprint
GodB blueprint
HMXnade blueprint
CLnade blueprint
ONCnade blueprint

New encounters

Humans

Maze Citizen (Type D)
Maze Citizen (Type E)
Maze Citizen (Type F)
Desperado
Gangster

MERCENARIES

Hired mercs as allies, must be paid for a (renewable) 40-room contract, in exchange they provide their services and equipment to aid the contestant. Available at random in the rooms or in hiring bureaus.

Assault Merc
Stealth Merc
Sniper Merc
CQB Merc
Gunner Merc
Bomber Merc

Youkai

Amanozako
Datsue-ba
Kyonshi
Mizuchi
Onibaba
Tsuchinoko

Other creatures

Hell Knight
Hell Baron
Gorgon
Manticore
Gryphon
Minotaur
Cuegle
Garuda
Karkadann
Ghoul
Roc

GAMEPLAY CHANGES

  • Weapon power re-balanced - Now base power does not cap at 100% Pain for powerful weapons
  • Youkai encounter rate doubled
  • Russian soldiers are now equipped with the STSh-81 Titanium helmet and AK-12 (74) [Replaces: SPECTRA helmet, AK-74]
  • Russian soldiers now get the MP-443 and American soldiers now get the M9
  • DF Soldiers now have the STSh-81 Titanium helmet as standard issue in lieu of the SPECTRA
  • Maze Snipers now wear Twaron vest and helmet [Replaces: SPECTRA helmet, Type-2 Kevlar]
  • Engineers now wear steel-toe safety boots [Replaces: Hiking shoes]
  • American and Russian soldiers now have distinctive military gear that differentiate them from the Maze Soldiers’ (respectively forest and snow camouflage)
  • American and Russian soldiers’ clothing is now possible to be equipped
  • American soldiers now carry the IIFS LBE
  • Russian soldiers now carry the RM22SF LBE
  • Standard Soldiers and DF Soldiers carry the 72 Pattern LBE and 1 extra mag or equivalent for their weapon.
  • Maze and DF Sergeants carry the IIFS LBE and 1 extra mag or equivalent for their weapons.
  • Maze and DF Lieutenants carry the RM22SF LBE and 1 extra mag or equivalent for their weapons.
  • Maze Snipers also carry the RM22SF LBE with 1 extra mag or equivalent for their weapons.
  • Maze and DF Captains carry the PLCE LBE/Backpack, and 1 extra mag or equivalent for their weapons.
  • Maze Guards and Guard Sergeants carry the 72 Pattern LBE and 1 extra mag or equivalent for their weapon.
  • Guard Chiefs carry the IIFS LBE and 1 extra mag or equivalent for their weapon.