Guide:Changelog (Meta, no ontology)
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- | Latest released Mazeworld update: '''June | + | Latest released Mazeworld update: '''June 20th 2012'''; MzW 2.0 Revision 8 (2.0 rev8)<br /> |
- | Next planned Mazeworld update: ''' | + | Next planned Mazeworld update: '''Unknown date'''; MazeWorld 2.1 |
+ | |||
+ | == MazeWorld 2.1 planned changes == | ||
+ | |||
+ | * Complete reform of the [[weapon accessory]] system (revamping of scopes, introduction of reflex sights, adding silencers and extra magazines) | ||
+ | * Introduction of a [[2-player co-op]] system | ||
+ | * [[Ally join|Allies]] will have the same full [[statistics]] as the [[contestant]]'s. | ||
+ | * Rocket launchers ([[Bazalt RPG-7|RPG-7]], [[Bazalt RPG-29|RPG-29]], [[IMI SMAW|SMAW]]) will be given a natural scope and thus the ability to use [[Scope Mode]] for increased accuracy. | ||
+ | * New backpack/LBE types, which will introduce new specialized pouches for carrying particular types of items. Proposed ideas: RPG vest/pack with free space for rockets, Medic vest with free space for meds only, etc. | ||
+ | * Event type redevelopment; Events will no longer be bound to the current 1:1 item/event ratio. | ||
+ | * New secret miscellaneous room. | ||
+ | * More secret events. | ||
+ | * And more? | ||
== 2.0 rev8 changes == | == 2.0 rev8 changes == |
Revision as of 23:34, 20 June 2012
Latest released Mazeworld update: June 20th 2012; MzW 2.0 Revision 8 (2.0 rev8)
Next planned Mazeworld update: Unknown date; MazeWorld 2.1
MazeWorld 2.1 planned changes
- Complete reform of the weapon accessory system (revamping of scopes, introduction of reflex sights, adding silencers and extra magazines)
- Introduction of a 2-player co-op system
- Allies will have the same full statistics as the contestant's.
- Rocket launchers (RPG-7, RPG-29, SMAW) will be given a natural scope and thus the ability to use Scope Mode for increased accuracy.
- New backpack/LBE types, which will introduce new specialized pouches for carrying particular types of items. Proposed ideas: RPG vest/pack with free space for rockets, Medic vest with free space for meds only, etc.
- Event type redevelopment; Events will no longer be bound to the current 1:1 item/event ratio.
- New secret miscellaneous room.
- More secret events.
- And more?
2.0 rev8 changes
Several new firearms, 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
- Class 5 weapons can now be used to do combo attacks: Class 5 Short weapons can hit up to 3 times, and Class 5 long, up to 2 times. The player will simply have to roll a 2d6 as many times as he/she wants to hit. As with martial arts, at the first failed roll the combo stops.
- 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...)
Natural and optional accessories for the listed weapons are in parentheses following their name.
New ammunition
New Class 1 weapons
- In new calibers
- Heckler & Koch G11K2 - 4.7x33mm Caseless assault rifle (Natural scope)
- In existing calibers
- Barrett M98B - .338 Lapua Magnum sniper rifle (Optional scope, optional silencer)
- Benelli Nova - 12 gauge pump shotgun (Optional scope)
- Blaser R93 LRS2 - .300 Winchester Magnum sniper rifle (Natural scope, optional silencer)
- Browning Auto-5 - 12 gauge semi-automatic shotgun
- FN FNC - 5.56x45mm NATO assault rifle (Optional scope, STANAG)
- IMI Negev - 5.56x45mm NATO belted light machine gun
- IZHMASH AN-94 Abakan - 5.45x39mm assault rifle (Optional scope, optional silencer, compatible GP-25, AK-74 family)
- IZHMASH Baikal MP-153 - 12 gauge semi-automatic shotgun
- IZHMASH Baikal MP-27M - 12 gauge double-barrel shotgun
- IZHMASH Simonov AVS-36 - 7.62x54mm R battle rifle
- IZHMASH SV-98 - 7.62x54mm R sniper rifle (Natural scope, optional silencer)
- IZHMASH SVU Dragunov - 7.62x54mm R sniper rifle (Natural scope)
- Parker-Hale M82 - 7.62x51mm NATO sniper rifle (Natural scope)
- Remington M40 - 7.62x51mm NATO sniper rifle (Natural scope, optional silencer)
- Savage Arms 110BA - .300 Winchester Magnum sniper rifle (Natural scope)
- SIG Sauer SSG 3000 - 7.62x51mm NATO sniper rifle (Natural scope, optional silencer)
- Springfield M1903A4 - .30-06 Springfield sniper rifle (Natural scope)
- Steyr Scout - 7.62x51mm NATO sniper rifle (Natural scope, optional silencer)
New Class 2 weapons
- In new calibers
- Heckler & Koch MP5/10A3 - 10mm Auto submachine gun (Optional scope, optional silencer, compatible M203PI)
- Heckler & Koch MP5/40A2 - .40 S&W submachine gun (Optional scope, optional silencer, compatible M203PI)
- Heckler & Koch UMP-40 - .40 S&W submachine gun (Optional scope, optional silencer)
- Taurus MT-40 - .40 S&W submachine gun
- In existing calibers
- Kel-Tec KSG - 12 gauge pump shotgun
- Voere American-180 - .22 Long Rifle submachine gun
New Class 3 weapons
- In new calibers
- Beretta Px4 Storm - .40 S&W semi-automatic pistol (Optional silencer)
- Ceska Zbrojovka CZ 75B - .40 S&W semi-automatic pistol
- Charter Arms Undercover - .38 Special revolver
- Colt Delta Elite - 10mm Auto semi-automatic pistol (Optional silencer)
- Colt Detective Special - .38 Special revolver
- Dornaus & Dixon Bren Ten - 10mm Auto semi-automatic pistol
- FN FNP-40 - .40 S&W semi-automatic pistol (Optional silencer)
- Glock 20 - 10mm Auto semi-automatic pistol (Optional silencer)
- Glock 22 - .40 S&W semi-automatic pistol (Optional scope, optional silencer)
- Heckler & Koch P2000 - .40 S&W semi-automatic pistol (Optional silencer)
- Para Ordnance P-16.40 - .40 S&W semi-automatic pistol
- SIG Sauer P239 - .40 S&W semi-automatic pistol (Optional silencer)
- Smith & Wesson Model 1026 - 10mm Auto semi-automatic pistol
- Smith & Wesson Model 4006 - .40 S&W semi-automatic pistol (Optional silencer)
- Smith & Wesson Model 10 - .38 Special revolver
- Smith & Wesson Model 610 - 10mm Auto revolver
- Springfield XDM - .40 S&W semi-automatic pistol (Optional silencer)
- In existing calibers
- DWM Luger P08 - 9x19mm Parabellum semi-automatic pistol
- IMI Desert Eagle MkI - .357 Magnum semi-automatic pistol
- IMI Desert Eagle MkVII - .44 Magnum semi-automatic pistol
- IZHMEKH Makarov PMM - 9x18mm Makarov semi-automatic pistol (Optional silencer)
- Remington Spartan - 12 gauge sawed-off double-barrel shotgun
- Smith & Wesson Model 29 - .44 Magnum revolver
- Smith & Wesson Model 620 - .357 Magnum revolver
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.
- New Trap rooms
- New Food items
- New encounters - Wizards and Magicians
- Other than sharing gradual levels of expertise, they also share the same movesets. The difference is that wizards are hostile, and magicians are neutral.
- New roomstyles
- 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
- The Bazalt RPG-7's weight was changed from Unsparable to 22 units.
- The Raytheon FIM-92A Stinger has been removed and replaced by the Bazalt RPG-29. It fires 105mm RPG.
- Updated damage chart of 85mm RPG.
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 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
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
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.
Youkai
Other creatures
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.