Guide:Changelog (Meta, no ontology)
From Mazeworld
Revision as of 08:47, 25 November 2013 by SU Tempest (Talk | contribs)
Latest released Mazeworld update: September 19th, 2013; MazeWorld 2.5 (+extended cookie dough additions)
Next planned Mazeworld update: Unknown date; MazeWorld 2.6
Changelog archive can be found here: Guide:Changelog Archive
2.6 planned changes
New weapons
- As always, a bag of new weapons is planned.
- At least 8 new firearms, and at least 2 new melee weapons.
Maze Customs expansion project
Yes, what wouldn't we do to make the Maze Customs ever more important. The expansion project is currently reviewing ideas and features for feasibility and usefulness. Primarily, these ideas are about customization offerings for firearms not belonging to Customs families, or available as a general service, regardless of family or not.
- Full-auto conversions, primarily aimed at semi-auto only firearms.
- Tactical conversions of older rifles, in order to make them lighter and compatible with more accessories.
- Enhanced barrels for all Customs Families rather than just for pistol-caliber ones; though for rifle calibers, the effects it would have on rifle calibers, other than increasing maximum durability, are being researched.
- Other ideas are also being reviewed (Adjustable gas blocks, enhanced extractors, and more).
The Big Mission Reform
- Many Missions will be reworked, a new Mission group will be introduced (Proxy Missions), and Mission groups may be extended to a projected 15 for each group, at the exception of Co-Op Missions which will remain completely untouched.
- Existing Contract Missions and Co-Op Missions will be untouched.
- Due to these reforms, anyone not on a Contract or Co-Op mission run will end up being reset to the Startgame with a new Visit.
- Also, the Leaderboards will be reset as well.
- Existing Contract Missions and Co-Op Missions will be untouched.
Gameplay changes
- A new AC category is introduced; Raw Damage (Abbreviated as RawDmg or RD).
- RD AC encounters do not have any Pain meter, nor are concerned by anything concerning Pain; they also do not have Strength Perks.
- Instead, they have a hit point counter, and a LDV modifier, and must be killed or destroyed by reducing it to zero, making it functionally similar from how Cover works.
- Existing encounters will be reworked to have an RD AC and LDV modifier, which will replace their AC and perk.
- Changes to the Cover system:
- The chances of finding "No cover at all!" when rolling @cover should be reduced to something between 3 and 5% (the current chances are roughly 14.3%)
- More cover types, with various LDV and resistance combinations.
- New system: Cover pass-through. Certain Bullet-type attacks can over-penetrate pieces of cover and have a chance of hitting the creatures taking cover behind it.
- In order for a pass-through to occur, the type of cover involved must have a Pass-through Threshold, listed when typing @cover. It details the minimum dice score required for a given Bullet-type attack to overpenetrate and pass-through the piece of cover.
- Passing through still damages the piece of cover as normal.
- Certain bullet types can NEVER pass through by nature: HP, XPD, TPD, Seg, and frag shrapnel such as from M67 grenades.
- Each piece of cover has a listed Pain modifier which applies a multiplication (between x0.25 and x1, with pieces of cover having no pass-through threshold being treated as x0) to the amount of Pain damage the bullet will deal after successfully overpenetrating.
- In short: A bullet which successfully passes all of the requirements (can be passed through, correct bullet type, sufficient dice score) will do the following: Hit one of the creatures behind the piece of cover at random (equal chances), on a random body part (@bodyaim), with Pain multiplied by the listed modifier, and LDV reduced by the same amount as the piece of cover's (if LDV-4 then the bullet has a LDV-4 malus applied).