Guide:Changelog (Meta, no ontology)
From Mazeworld
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
Weapons and ammunition
As always, a bag of new weapons to celebrate the new version, as well as some changes pertaining to the existing ones.
New weapons
- 22 new weapons total, the majority of which are firearms.
Class 1 weapons
- Anzio Rifleworks Super Lightweight - Class 1 .50 BMG anti-matériel rifle.
- Benelli M2 (3-gun Comfortech version) - Class 1 12 gauge pump-action shotgun.
- Benelli SuperNova Tactical - Class 1 12 gauge pump-action shotgun.
- Chiappa Triple Threat - Class 1 12 gauge triple-barreled(!) shotgun.
- Heckler & Koch G41 - Class 1 5.56x45mm NATO, STANAG-compatible assault rifle based on the G3.
- Heckler & Koch HK91A2 - Class 1 7.62x51mm NATO semi-automatic rifle, a semi-auto version of the G3.
- Mossberg 500 Persuader - Class 1 12 gauge pump-action shotgun.
- Remington 870 Modular Combat System - Class 1 12 gauge pump-action shotgun.
- Ruger Mini-14GB - Class 1 5.56x45mm NATO semi-automatic rifle, related to the Ruger AC556 which is its full-auto variant.
- SERO Gepárd GM6 Lynx - Class 1 12.7x108mm anti-matériel rifle.
- Springfield M1A - Class 1 7.62x51mm NATO semi-automatic rifle, a semi-auto version of the M14.
- SIG Sauer SG550 Sniper - Class 1 5.56x45mm NATO sniper rifle.
Class 2 weapons
- Arsenal Lavina - Class 2 40mm Caseless grenade launcher.
- Sterling L2A3 (also known as Mark 4) - Class 2 9x19mm Parabellum submachine gun.
Class 3 weapons
- Excel Arms Accelerator MP-5.7 - Class 3 5.7x28mm semi-automatic pistol
- Intratec TEC-9 - Class 3 9x19mm Parabellum semi-automatic, open-bolt pistol
- SIG Sauer P227 - Class 3 .45 ACP semi-automatic pistol.
- Sterling Mark 7 - Class 3 9x19mm Parabellum submachine gun.
Class 4 and Class 5 weapons
- Molotov cocktail - Class 4 incendiary weapon.
- Dildo - Class 5 Short blunt-type weapon.
- Penetrator - Class 5 Long blunt-type weapon.
- Pipe wrench - Class 5 Short blunt-type weapon.
Other things
Outside of all of the magazines related to the above weapons, the following will also be added:
- 1 new ammunition type: the CAWS tungsten flechette shell type for 12 gauge belted.
- H&K HK79 UGL, compatible with G3A3, HK91A2 and G41.
- 80-round drum magazine for the Makarov PM
- 45-round extended magazine for the 5.56x45mm NATO AK variants (AK-12(223) and AK-101)
- 20-round extended magazine for USP .45 pistols.
Weapons which will be removed
- The brass knuckles will be scrapped.
- The FN Minimi's STANAG mag well will no longer be inaccessible. The weapon will now have the ability to switch between Belt-fed mode and Mag-fed mode. Belt-fed mode allows to use the weapon the usual way, with ammunition belts. Mag-fed mode allows the users to feed the weapon using STANAG magazines of any type. However, Mag-fed mode imposes guaranteed malfunction on rolling critical failures, regardless of the weapon's current Cleanliness (as weapons used to before, see above).
- The .45 GAP caliber, all firearms, all accessories and all Customs offerings related to .45 GAP, will be scrapped entirely.
- The Glock 22 and the Glock 31 will now correctly share the same magazine, which will be renamed "Glock .40/.357 15-round magazine". As such, their magazines become interchangeable. The changes will be reflected in the Customs as well. As always, be careful about using the wrong caliber - what matters isn't guns matching magazines but rounds matching barrels.
- The Heckler & Koch Mark 23 will no longer use a proprietary magazine. They will now correctly use .45 ACP USP mags. In real life, there is no difference between a new production USP .45 mag and a Mark 23 mag, aside from the floorplate. In the Mazes, floorplate differences are largely cosmetic and won't be transcribed here. An USP .45 mag and a Mark 23 mag are the same, as far as we are concerned.
- This will also make the Mark 23 compatible with the new extended USP .45 20-round mags.
Encounters
New encounters are coming, while some old ones are giving way.
Golems
Youkai
- Kanedama - A wicked youkai, and an animated pile of coins. Killer coins, if you will.
- Hainu - A wicked youkai with the appearance of a white wolf with a pair of wings. Violent, reckless, but not that powerful.
- Itsumaden - A wicked chimera youkai. Birdlike in general shape, but has the face of a human, and the tail of a snake.
- Taimatsumaru - A wicked avian youkai. Resembles a humanoid hawk, with limbs and feathers seemingly made of fire. They share their knowledge of martial arts with tengu, with the added effect of fire.
Creatures which will be removed
- The Prisoner variants, "Old prisoner" and "Rebellious prisoner", will be scrapped.
Other changes
- A new Armor Class will be introduced: RawDmg (Raw Damage, or RD).
- Encounters with RawDmg AC have no Pain meter and are unaffected by anything related to Pain - strength perks do not apply, pain sensitivity is unneeded, and so on.
- In order to kill or destroy an encounter with RawDmg AC, they instead have a Limb damage HP counter with a single value for their entire body. When their HP is depleted to 0, the encounter dies. In lieu of a strength perk, RawDmg AC may instead have natural LDV reduction.
- Zombies, Drones, Golems, the Mecha Tentacle Monster, and unique encounters will receive this new AC.
- Golems, in particular, also receive a new special trait which stipulates they suffer triple limb damage if hit on their weak point, their forehead engraving, so as to mirror the way Weak Points cause triple Pain damage when struck.
- A new item, considered both a medical aid (due to its purpose) and a key item (due to its nature): the "LifeVest" wearable automatic defibrillator, which is powered by one HITB battery. Its purpose is to revive its wearer if its Pain level has attained or exceeded the maximum; thus preventing death from Pain. When revived, the wearer is instantly shocked back to life, Pain level returning instantaneously to 0%. It however depletes its HITB battery, requiring a new one in order to function again.
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 certain semi-auto only firearms.
- Tactical conversions of older rifles, in order to make them lighter and compatible with more accessories via the addition of rails or accessory mounts.
- Enhanced barrels will be made available to AR-15 and AK families, introducing rifle and shotgun caliber variants to the enhanced barrels.
- The rifle- and shotgun-caliber versions obviously will not have the properties allowing them to withstand high-pressure ammunition (as there is no over-pressure rifle or shotgun ammunition type).
- The enhanced barrels will also give a small reliability increase on top of a durability increase, though the bonus will be smaller. This new effect applies to both pistol-caliber and rifle-caliber barrels.
- Other ideas are also being reviewed (Adjustable gas blocks, enhanced extractors, and more).
The Big Mission Reform
- The Normal Missions and the Alternate Missions will be completely re-worked and rewritten. Each mission set is expanded to 15 missions. Accompanying the remade missions is a brand new mission set, the Proxy Missions, also 15 missions long.
- The mission sets are now following specific themes.
- Normal Missions are reworked to be both the 'true' recommended first set newcomers should take. It is primarily themed on the discovery of the Mazes as a realm, and the pursuit of wealth.
- Alternate Missions and the new Proxy Missions are meant to be polar opposites. Centered around the Human-youkai rivalry, the former set leads the Contestant to fight for the cause of youkai activism, while the latter leads to allying themselves with the military, each mission set being parallel to each other and featuring similar characters while introducing each side of the battle properly.
- Existing Contract Missions and Co-Op Missions will be untouched, remaining as they are.
- It is still possible to choose from any mission set from the get-go, but we recommend newcomers to start with Normal Missions.
WARNING
- 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. It will be treated as a death, and the cause of death will be listed as "Spontaneously ceased existing" to reflect its exceptional nature.
- The Leaderboards will be reset, as we feel that it is no longer relevant to compare the performance of contestants from wildly different eras when so many things have changed, to the point that the performance of old contestants is no longer relevant to more recent ones, simply due to the game's evolution over time.
- A new Leaderboards will be created rather than wiping the current one. The old one will be kept, alongside the list of all stats, records, and so on, to serve as legacy.
- People currently attempting a Contracts run, and have NOT completed any other mission set than Contracts before, will NOT see their stats reset.
- Contestants who will be saved: Selis, Reisen Udongein Inaba, Phillip Burnell, Dana Love
- Contestants who will spontaneously lose cohesion: Serenla Lorelei, Adam Bailey
The Firearm Malfunction Reform
Tired of watching firearms perform malfunction after malfunction because of unfortunate critical failure rolls, despite supposedly being of good quality, brand new, and slicker than a freshly unwrapped onahole? So was I. Enter the firearm malfunction reform!
- If a critical failure is rolled when using a firearm, then a 1d100 is rolled, then compared to the current Cleanliness percentage value of said firearm.
- If the rolled value is lower or equal, then the critfail is treated as a normal failure and no malfunction occurs.
- If the rolled value is higher, then the malfunction occurs.
This simple system is in place to prevent firearms in supposedly pristine quality from having an unnaturally high chance to suffer firearm malfunctions, but it also emphasizes the importance of keeping guns clean.
Other new items
- Bottle of motor oil. Used in no particular crafting recipe, but can serve for anything that involves fire; this stuff is flammable, after all.
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.
- Regarding the enemy strength dice roll: Treated the same as SUPER-perked creatures, no more than 1 RD AC encounter can be randomly found.
- Changes regarding 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%), barring explicit prerogatives (such as missions) allowing to re-roll in the event no cover is found.
- The chances of finding cover will be weighted towards those of medium health and resistance, with lowest chances for the weakest and the strongest.
- More cover types, with various LDV and resistance combinations.
- New system: Cover overpenetration. 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, covers now have a Pass-through Threshold, listed when typing @cover. It details the minimum amount of limb damage required for a given Bullet-type attack to overpenetrate and pass-through the piece of cover.
- The amount of damage checked is the final amount, after all LDV modifiers have been applied including that of the piece of cover. A piece of cover needing at least 8 damage to be overpenetrated requires a bullet that will do 8 or more damage even after applying the cover's LDV malus.
- 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) 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 damage) 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 the cover hit had LDV-2, then the overpenetrating bullet will have a LDV-2 malus before hitting a victim).
- Changes regarding Delicatessen:
- Food prices will be drastically reduced according to their nutritional worth.
- Delicatessen now sell 8 different TYPES of food, but the actual quantities will be increased to 2d4 of each item, to make up for the individual prices being lowered.
- Delictaessen become a scripted event, appearing once every 90 rooms and replacing Archaeologists which in turn, are no longer scripted events.
- Changes regarding the Maze Customs:
- The Glock family will be separated in two: Glock-SF and Glock-LF, respectively standing for "Small frame" and "Large frame". The difference is made primarily to reflect the difference in frame and slide size between the small-framed Glocks (G17, G18C, G22, G31) and the large-framed ones (G20, G21).
- No difference between Glock-SF and Glock-LF statistically speaking. They all keep the same DV/RV values and the same accessory compatibility.
- No differences in modification offerings, at the exception of rechambering:
- Small-framed Glocks no longer offer 7.62x25mm Tokarev, .45 ACP or 10mm Auto barrels; these become available to Large-frames only.
- Finding and taking the fourth Cardinal Amulet no longer results in an automatic end of the run; instead the Contestant will need to manually 'invoke' the Amulets if they wish to access the Endgame. This is introduced as a way for players to complete any pending tasks they may have, such as completing missions, without having to worry about leaving behind the last Amulet in order to continue their run. It also allows Contestants to benefit from the effects of all four Amulets effectively while continuing their progress.
- The rate of randomly found Encounters may increase by either 2x or 3x.
Other changes
- Changes related to Achievements
- The Mazes Expeditionary Medal (singleplayer) requires four Campaign Medals instead of three.
- Changes related to the Endgame
- Brand new endings after completing the Right Door endgame, as well as their corresponding final outcomes.
- The Commendations requirements have been changed to 1500, 2500 and 4000 points, respectively.
- Medal name changes: "Original Missions Campaign Medal" changes its name to Maratuxa Campaign Medal. "Alternate Missions Campaign Medal" becomes Hero of Youkai Activism Medal. "Contracts Missions Campaign Medal" is now known as Most Valuable Contractor Medal.
- New medal: the Distinguished Military Service Medal, for completing all Proxy missions (see The Big Mission Reform.)