Guide:Changelog (Meta, no ontology)
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== Changes and fixes == | == Changes and fixes == | ||
+ | * The [[TsNIITochMash PKP Pecheneg]]'s spare weight is now '''22 units''' instead of being unsparable. | ||
* Pump-action and lever-action firearms now allow '''5 shots per turn max''' instead of 10. | * Pump-action and lever-action firearms now allow '''5 shots per turn max''' instead of 10. | ||
* Both the [[Kalashnikov AKMSU|AKMSU]]'s and the [[Kalashnikov AKS-47U|AKS-74U]]'s spare weights have been changed to '''9''' units, in lieu of 14. | * Both the [[Kalashnikov AKMSU|AKMSU]]'s and the [[Kalashnikov AKS-47U|AKS-74U]]'s spare weights have been changed to '''9''' units, in lieu of 14. |
Revision as of 18:07, 31 May 2013
Latest released Mazeworld update: April 13th, 2013; MazeWorld 2.4
Next planned Mazeworld update: Unknown date; MazeWorld 2.5
Changelog archive can be found here: Guide:Changelog Archive
Planned changes for the future
To be added as a post-2.4 addition
- New secret events are in the works.
- Job C2 will be turned into an all-new mission, though will keep its name, Scarlet Tainted.
Planned for 2.5
- Yet another bouquet of new firearms and calibers.
- Startgame rewards will be modified, but the questionnaire will remain unchanged.
- ...And more.
Post-2.4 additions
New stuff
- New type of object in the Mazes: Containers. The Mazes' equivalent of treasure chests... MazeWorld style, of course.
- New type of Key item, the description of which will be linked on the Containers page: Lockpicking kit, which enables the Lockpicking ability.
- New type of Key item, the description of which will be linked on the Containers page: Keys.
The additions changed the total roomstyle count to 430, and the total event count to 6163.
Changes and fixes
- The TsNIITochMash PKP Pecheneg's spare weight is now 22 units instead of being unsparable.
- Pump-action and lever-action firearms now allow 5 shots per turn max instead of 10.
- Both the AKMSU's and the AKS-74U's spare weights have been changed to 9 units, in lieu of 14.
- The AMC Auto Mag's magazine capacity is now correctly listed as 7+1.
- The Benelli M4 Super 90 is now correctly described in the game files as a semi-automatic shotgun.
- The Heckler & Koch G36C and the SIG Sauer SG552 have been moved to Class 2. All relevant changes have been made.
- Dual-wielding and carrying a Class TW weapon are now possible without the Akimbo Mind or Akimbo Master bionic implants - without those implants however, dual-wielding now has a flat FT+2 malus and prevents the use of foregrips.
- Added rules on dual-wielding and alternate weapon holding.
- The Colt 9mm SMG's weight has been increased, from 5 to 9. It is also now correctly listed as having the new style UGL mount, allowing it to mount the M203A1 UGL and the Masterkey USG.
- The Colt AR-15A2's model was modified - previously it was a Government Carbine AR6520, it is now an HBAR R6550. As such, it now has a fixed stock and 20 inch barrel, and a weight of 22 units (previously 14). It is also correctly listed as having the OLD style UGL mount, allowing it to mount the M203 UGL.
- Several explosives have been significantly buffed, to respond to complaints about their relative ineffectiveness.
- The General Motors M3 'Grease Gun' and the MAT-49 are now correctly listed as capable of automatic fire only, instead of being select-fire (semi and auto).
- Shrine gifts given by the gods is now controlled by a new EliasBot command: @Godgifts. They are pre-determined and randomly rolled.
- Missing event in the event list fixed - the total event count is now correctly displayed as 6139.
- Description of Heroin in the game files now correctly lists "FT+2" instead of the erroneous "FT+4".
- The Winchester Model 1887 is now correctly listed as a sawn-off shotgun.
- The TsNIITochMash PKP Pecheneg's bipod is now listed as integrated rather than standard.
- The Browning BDA has been replaced by the famous and classic Hi-Power. All relevant changes have been made as well.
- Beretta 93R now correctly feed Beretta 92 series mags instead of proprietary mags. As such, Beretta 93R magazines have been removed from the game.
- To compensate and keep the amount of events the same, a new type of magazine has been introduced: the STANAG 60-round casket magazine, and will fit in all STANAG-compatible firearms.
MazeWorld version 2.4 changes
Quick statistics
- Increases the total event count to: 6139 (+98)
- 5 new Class 1 weapons
- 1 new Class 2 weapon
- 1 new Class 3 weapon
- 2 new weapon accessories
- 1 new caliber
- 10 new variants to existing calibers
- 1 new encounter
- 2 new backpacks
Ammo weight balancing
Weight of ammunition for firearms will no longer be 0.01 unit per round for every caliber. Instead, all calibers will be grouped in 4 categories. Depending on the category, the individual weight of one round varies, according to their size and weight.
Weight | Ammunition |
Light: 0.01 unit | .22 Long Rifle .32 ACP .357 SIG .38 Special 4.6x30mm 4.7x33mm Caseless 5.45x39mm 5.56x45mm NATO 5.7x28mm 5.8x42mm 7.62x25mm Tokarev 9x18mm Makarov 9x19mm Parabellum |
Medium: 0.02 unit | .357 Magnum .40 S&W .44 AMP .44 Magnum .45 ACP .45 Colt .45 GAP .454 Casull 7.62x51mm NATO 7.62x39mm 9x39mm 10mm Auto |
Heavy: 0.05 unit | .30-06 Springfield .300 Winchester Magnum .338 Lapua Magnum .50 Action Express .500 S&W 7.62x54mm R 7.92x57mm Mauser 12 gauge 12 gauge belted |
Antimatériel: 0.1 unit | .408 Chey Tac .50 BMG 12.7x108mm |
Two new backpacks, and many existing ones modified.
Existing models modified
- Advanced backpack: Capacity changed to 90 units [+10]
- Combat backpack: Capacity changed to 140 units [+20]
- 72 Pattern LBE:
- Capacity changed to 15 units [+15]
- Ammo pouch capacity changed to 6 units [+2]
- Consumabled pouch: Removed
- IIFS LBE:
- Capacity changed to 25 units [+10]
- Ammo pouch capacity changed to 6 units [+2]
- RM22SF LBE: Ammo pouch capacity changed to 10 units [+4]
- PLCE LBE/Pack: Ammo pouch capacity changed to 10 units [+4]
- MOLLE LBE/Pack: Ammo pouch capacity changed to 10 units [+4]
- Il Duce webbing:
- Capacity changed to 25 units [+10]
- Ammo pouch capacity changed to 6 units [+2]
- Spare weapon pouch capacity modified: It now accepts Class 3 weapons only, but of all weights.
- Eagle Recon backpack: Ammo pouch capacity changed to 8 units [+2]
New models
- Gunner LBE/pack: 60 units, Ammo pouch (Can hold ammo belts only, can hold 2, of any type)
- Grenadier LBE/pack: 60 units, GL grenade pouch (12 units, only holds grenade launcher ammunition), Class 4 pouch (12 units, only holds Class 4 weapons)
Meta changes
Due to the inclusion of new variety of grenades for grenade launchers, caliber names for those grenades will change and include sub-variations, much like 12 gauge and its individual variants.
- 40x46mm grenade becomes 40mm NATO grenade
- VOG-25 becomes 40mm caseless grenade
- VGM-93 becomes 43mm VGM-93 grenade
New weapons
As always, new weapons to add to the ever-growing list, in order to further refine variety.
- BMS Milcam HB, Class 1, Bolt-action rifle, 5.56x45mm NATO and STANAG compatible
- Hawk Engineering Company MM-1, Class 1, Grenade launcher, 40mm NATO grenade
- M202A1 FLASH, Class 1, Rocket launcher, 66mm rocket
- Mauser M03, Class 1, Bolt-action ridle, 7.92x57mm Mauser
- Remington Model 700 BDL, Class 1, Bolt-action rifle, .30-06 Springfield
- SIG Sauer MPX, Class 2, Submachine gun, .357 SIG
- Smith & Wesson Model 317 Airlite, Class 3, Revolver, .22 Long Rifle
New ammunition types
As noted above in the Meta changes, certain calibers will receive new types of ammunition, and existing ones will be renamed.
40mm NATO grenades
Existing 40x46mm grenade becomes M386 HE.
New types of ammunition introduced:
- M576 buckshot - Fires 20 pellets of #3 buckshot, which is smaller than 12 gauge #00 buckshot. Although each pellet is individually less powerful than double-aught, there are far more pellets and a potential to cause more damage.
- M651 tear gas - Similar to the M7A3 hand grenade, but in a 40mm NATO grenade.
- M715 smoke - Similar to the M18 hand grenade, but in a 40mm NATO grenade.
40mm caseless grenades
Existing VOG-25 becomes VOG-25 HE
New types of ammunition introduced:
- VOG-25P jumping grenade - Is similar to regular VOG-25, but has an additional, smaller charge which causes the grenade to bounce or seem to "jump" before exploding, resulting in an airburst explosion. This grenade has the ability to bypass cover and hit targets behind as if cover was never there.
- Gvozd tear gas - Similar to the M7A3 hand grenade, but in a 40mm caseless grenade.
- GRD-100 smoke - Similar to the M18 hand grenade, but in a 40mm caseless grenade.
43mm VGM-93 grenades
Existing VGM-93 becomes VGM-93.100 HEI.
New types of ammunition introduced:
- VGM-93.200 tear gas - Similar to the M7A3 hand grenade, but in a 43mm grenade.
- VGM-93.300 smoke - Similar to the M18 hand grenade, but in a 43mm grenade.
- VGM-93.400 flashbang - Similar to the M84 hand grenade, but in a 43mm grenade.
12 gauge belted
Declined in two versions: the existing one is renamed CAWS buckshot. A second, new one, will be introduced as the CAWS saboted slug, and is the CAWS equivalent to the 12 gauge slug.
New encounters
- The SRT Guard (Special Response Team), a type of Maze Guard with Maze Soldier style weaponry which would work as the Mazes' SWAT equivalent. It would be the hierarchic superior of Guard Sergeants, but still be under the Guard Chief.
Other new features
- Vault rooms can now lead to a new shop type: the Bank. The vaults in vault rooms have also been made impenetrable and can no longer be opened by hacking a keypad; as said keypad has now disappeared. Vaults may only be operated by a banker, under the fingerprint/heartbeat sensor system already in use in hiring bureaus.
- A new ability: Waiting in rooms in order to wait for possible encounters to come in the room the contestant is currently in. A standard 2d6 roll is prompted, and depending on the roll result, the roomstyle, and the contestant's Wanted Level, varying types of encounters can come in. The ability can be triggered only once per room, but has no cooldown period.
Banks
- Banks are a brand new shop type, tied to the vault room roomstyle. They are not scripted.
- A contestant can open a bank account in one.
- A contestant can deposit and withdraw money from their account, as well as move money from and/or to shop credits, in the shop type of their choice, and even if they never previously had credit in the shop before. This allows for better flow of the contestant's money and increases the degree of management of their wealth.
- A contestant can also deposit and withdraw objects and valuables, which are then taken to a vault and kept.
- No withdrawal fees, no item keeping fees, and no taxes.
- Bank services can be partially accessed over the phone using the appropriate phone number, so that a contestant can manage their money from anywhere. However, evidently, it doesn't make item management possible.
- Contestants can use some of the money they have on their account to transfer it to another Mazes resident's account. This can be used, for example, to officially hire someone, and is now the preferred way over simply handing cash in person.
Changes in gameplay mechanics
- Minor gameplay mechanic change: an expansion of the cover taking system, which allows a contestant to open fire WHILE taking cover, but with a FT+2 malus. Shooting while taking cover evidently nulls stealth shot as well. A possible further expansion of this mechanic may include the ability to shoot in the same way while trying to escape a room, also with the FT+2 malus. (Again this needs testing to see if the malus is adequate)
- Silencers will lose their FT-1 ability, and will only be useful for stealth.