Guide:Changelog (Meta, no ontology)

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Revision as of 15:32, 25 March 2014 by SU Tempest (Talk | contribs)

Latest released Mazeworld update: March 13th, 2014; MazeWorld 3 - 23-03-2014

Changelog archive can be found here: Guide:Changelog Archive

Post-update fixes and adjustments

March 24th 2014

The LBE update part 2: The Fix: Electric Boogaloo

  • Several magazines received new empty weight values.
  • Introduction of magazine size tiers, which explicitly categorize magazines; size tiers corresponds to empty weight.
  • Size tiers are now relevant for Load-bearing gear, particularly ammo pouches; in lieu of a maximum weight limit, which spawned inconsistencies (such as a pouch's ability to fit a half-filled magazine because it was under max weight, but unable to once adding more rounds). Now ammo pouches will have mag size tier requirements instead of max weight requirements.
  • Unrelated to the LBE update fix; Now experimenting numbered and explicit room counting, so that people reading the logs can easily tell how many rooms the Contestant hasvisited.

March 23rd 2014

  • Officially codified the proper definition (and default equipment) of a youkai activist, which as you can see, now has its own article.
  • Codified the ability to call backup properly for many encounters. Now, a backup call is a proper ability something certain encounters can do if they have and can use a mobile phone. The caller is required to wait for a certain amount of turns until the backup arrives. Then, once they have arrived, a cooldown period starts during which another call will be fruitless - to avoid spamming backup. Certain of those encounters now have new equipment; usually a default belt and a mobile phone so that they can make the calls.
  • The Contestant is also able to make "backup calls" through the use of a new ability, the Contact call. The Contestant is also able to make a proper backup call during Proxy missions once reaching the sufficient rank, as a separate ability from Contact call, but this is only due to the fact the Contestant becomes a member of the military and enjoys all of the aspects associated to the status.
  • Minor fixes pertaining to roomstyles (mostly typos).

March 21st 2014

Insomnia update: All of the fixes below were fixed in the middle of the night, because Tempest couldn't sleep.

  • Elemental attacks: Certain effects have been modified.
    • Spec-Ice frost attacks can no longer shatter weapon accessories. Frost now encases the weapon for a given amount of time (unless a source of fire is applied to the weapon, in which case it melts immediately), rendering the weapon unusable, until the ice melts away. These attacks also reduce Durability.
    • Spec-Aqua attacks; the water-fill effect was entirely reworked. The water-fill effect is now the following: For a period of 1d4 turns, majorly increased overpressure occurs due to the presence of water inside the firearm; DV/RV lost per shot are multiplied by 8 (may stack with other multipliers, such as those of overpressure ammunition, so beware!).
    • All durability and reliability point losses from secondary effects are divided by 2 when applied to UGLs or USGs.
  • Minor changes related to chefs and bartenders; mostly minor meal cost tweaks.
  • Hakutaku behavior modified: they can now identify all ID-able items instead of just mushrooms, but will typically ask for a fee (50 P$/item).
  • Fixed a missing event line: Smith & Wesson M&P357 magazine.
  • Fixed a missing event line: 5-round .45/.454 cartridge holder. Also fixed a typo on the ACL. (Said "6-round" instead of "5-round"...)

March 13th 2014

Introduction of several fixes and features which may cause changes to your inventory. All relevant inventory-changing modifications are marked with a [!]. NEW INVENTORY SHEETS WILL BE GIVEN.

The LBE update

"Backpacks" are no longer called as such, they are now broadly referred to as Load-bearing equipment (LBE).

Load-bearing equipment is now separated into four categories.

  • Load-bearing vests: Already implied to exist with the items referred to as "LBE" or "vests", they are now separated from the backpacks proper (see below). They will primarily specialize in allowing the 'pouches' to exist in the Contestant's inventory; primarily magazines, but also spare weapons (handgun holsters, sometimes extra grenades). The majority of those vests do not allow for a lot of general carrying capacity, however.
  • Backpacks: Back-worn items made to allow general carrying capacity, some of them may exceptionally allow extra specialized pouches (grenade rings, ammo belt carriers, medical items...). Most importantly, it enables the money pouch which can carry up to 2000 P$ without ; no other load-bearing item class enables it.
  • Leg rigs (new): Though a "default" holster is assumed to exist for every handgun, it is now possible to carry additional gear on the legs, such as extra pistol mag holsters, or more generic leg pouches to carry extra things.
  • Belts (new): A 'default' utility belt will be introduced as normal gear and will allow carrying key items only (at the exception of Amulets which can be carried by even a naked person), though extra ones will be introduced as well. These may allow for minimal extension of carrying capacity.

The full list of load-bearing equipment will appear on the relevant wiki page. Additionally, a few extra changes were brought in:

  • Startgame load-bearing gear has changed: No longer a free RM22SF vest, the new free equipment is a Default belt and a Field pack.
  • If a Contestant or a creature capable of carrying LBE has none (or only a Default belt), depending on their clothing they may still benefit from a carrying capacity of 1.5 units in an assumed "pants pockets".
    • This isn't valid if the concerned creature wears no Bottom, or wears one of the following: Fundoshi, Panties, Thong, Bottom piece of bikini, as they won't have pockets.
  • The Pants with belt were renamed Regular pants.
  • Many encounters receive new standard equipment, in line with the new LBE items.
  • Clothes shops now sell 8 random types of load-bearing gear instead of just 3.

To all players: Your contestants will be given new load-bearing gear to replace your old ones.

Other minor fixes

  • Fixed a missing behavior of scientists; they are now correctly capable of identifying unknown mushrooms.
  • Several magazines now have an empty weight of 0.25 units instead of 0.5 units. [!]
  • New offerings at the Maze Customs:
  • Amount of empty rooms increased, both empty events and empty roomstyles.
  • Bleeding system modified, now the Bleeding counter is called the Blood counter. Bleeding rate is now a fixed loss of 0.1 unit per turn and per open wound, instead of a chance to bleed every turn. The blood counter now goes from a maximum to 0 instead of the contrary; made more sense to track the "amount of blood remaining" rather than "the amount of times bled". [!]
  • Engineers and shrine maidens received service weapons. Now, engineers all carry an H&K MP7A1 with a 40-rd magazine, and shrine maidens get a Glock 17.
  • New magazine for Glock 22 and Glock 31: Glock .40/.357 22-round extended magazine. Costs 80 P$.

March 8th 2014

  • Fixed many weapon event lines; the majority of weapons that had accessory rails were missing their "Rail" on their event lines.

February 19th 2014

  • The SMLE Sniper is no longer able to be reloaded using SMLE stripper clips, which is the intended and correct behavior.
  • Fixed missing text on the event line for the ZiD Fedorov Avtomat; the "+1" mention was missing.
  • New MazeBot command: @game-enc, for all butcherable, non-human non-youkai creatures. Serves as a way to spawn valid 'game' for Hunting more often.
  • Modified roomstyles.
    • All night versions of outside areas are now dark and cause environmental blindness.
    • Added new variants to roomstyles which spawn @game-enc.
    • New roomstyle: Outside area; Farmland.
  • Modified naming conventions of certain firearms.

February 15th 2014

MzW Version 3 changes

New features

Additions to the planned changes below have been made, and will be detailed in time. "Version 2.6" has been renamed "Version 3", to symbolize the end of the 2.0 era and further cementing the entrance of MazeWorld into a new era.

The new features are:

  • Inclusion of a long-requested Hunting system, which allows Contestants with the right tools and skills to eat freshly killed opponents.
  • A new weapon accessory reform, the introduction of weapon-mounted flashlights and laser sights, a reworking of optics, and many associated minor changes.

Deep changes to basic gameplay elements have been introduced, in order to enhance and recreate a better experience.

  • Base Failure Threshold has been raised to 6 instead of 5, which should dramatically change average accuracy, and emphasize the importance of FT modifiers even more.
    • Explosive damage tables have been modified; Direct hit on 12 or 11, Close-hit on 10 or 9, Far hit on 8 or 7, a new category called Negligible hit on 6 or 5, then Miss on 4 or 3 and Critfail on 2.
    • "Negligible hit" causes a 0.25x damage multiplier.
  • Bullet-type damage: Now, when hitting a target, a bullet, or projectile causing Bullet-type damage, will cause an open wound instead of only causing the loss of 1 unit of blood. This condition is no longer tied to Pain, but to Limb Damage; it will only cause an open wound if it dealt at least 1 damage. 0 or less causes no open wound and no blood loss.
  • The Endgame has been remade.

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

  • 28 new weapons total, the majority of which are firearms.

Class 1 weapons

17 new weapons.

Class 2 weapons

2 new weapons.

Class 3 weapons

5 new weapons.

Class 4 and Class 5 weapons

4 new weapons.

Other things

Outside of all of the magazines related to the above weapons, the following will also be added:

Weapons which will be removed

  • The brass knuckles will be scrapped.
  • The Legendary Weapons (alongside the midgame quest and the Legendary Shrine) will all be scrapped.

Other weapon-related changes

  • 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 a critical failure range of 2-4).
  • Like the Minimi above, the IMI Negev's mag well will be accessible as well. 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 Galil magazines. Just like for the Minimi, Mag-fed mode imposes a critical failure range of 2-4).
  • 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.

Changes about Encounters

Plenty of changes pertaining to the game's Encounters! But first, new creatures.

New category: Halflings

Halflings are a group of species referring to beings which are mostly human physically, save for certain animal features. They are referred to collectively depending on their species (<species>-people, <species>-person), either suffix can be replaced by gender referrals such as -man, -woman, -futa, -otoko, and variations, when appropriate. The encounter name uses the <species>-person format.

For halfling description, an eleventh Physio code number is reserved to them, and a new bot command, !GenHalfling, has been created for convenience.

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.

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.

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 will be untouched, remaining as they are.
    • Co-Op Missions are being scrapped altogether.
  • 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 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 has been 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 has been created rather than wiping the current one. The old one is now kept, alongside the list of all stats, records, and so on, to serve as legacy.
    • People attempting a Contracts run, and have NOT completed any other mission set than Contracts before, will NOT see their stats reset.

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.
  • 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 50%. It however depletes its HITB battery, requiring a new one in order to function again.

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 have been reduced to roughly 5.17%, 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 drastically reduced.
    • Delicatessen now sell 8 different TYPES of food, but the actual quantities these shops sell are increased to 2d4 of each type, to make up for the individual prices being lowered and simultaneously allow food to seem less like an overly expensive investment when it should be a commodity.
    • 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.)