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
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.
The Firearm Malfunction Reform
Tired of watching firearms perform malfunction after malfunction because of unfortunate critical failure rolls, despite 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.
- 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.
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 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).
- 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 Gameplay mechanics#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.
- Large-framed Glocks retain the full spectrum of available calibers, including those available to Glock-SF models.
- As the only difference is in frame and slide size, the magazines also remain the same; a Glock 9mm magazine will fit in both a Glock-SF and a Glock-LF model, assuming they have the relevant barrel.
- The rate of randomly found Encounters may increase by either 2x or 3x.