Guide:Changelog (Meta, no ontology)

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Latest released Mazeworld update: MazeWorld v3/OP2 - June 5th 2015<br/>
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= New wiki =
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Next planned update: MazeWorld v4, aka OP3 - Date unknown (Each of the OP3 components will be gradually implemented)<br/>
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-
= Upcoming =
+
* [http://mazeworld.net/wiki/Changelog New changelog]
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== Opus Perfecta part 3 ==
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-
The third and final part of the Opus Perfecta updates will bring the biggest changes yet to come in MazeWorld!
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-
==== August 28th 2015 ====
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= Past versions =
-
'''The OP3 Weapons Pack'''
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-
It's almost a tradition by now: here's '''even more weapons for your ballistic pleasure'''. '''23''' new stock firearms, '''2''' new calibers, '''one''' new underbarrel shotgun, '''2''' new specs docs-only weapons, '''associated new [[weapon accessory|accessories]]''', and '''more'''.
+
=== November 27th 2018 ===
 +
'''Version 5 update''' - The Finished State update!!
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New calibers:
+
==== Quests ====
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* '''.44 Special''', the older and shorter variant of [[.44 Magnum]]. Compatible in all .44 Magnum revolvers + the Marlin Model 1894 lever-action rifle.
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* '''Story Arc #3: The Human-Youkai War''' released! Features 33 quests, 1 sidequest, and 1 emergency quest.
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* '''.475 Wildey Magnum''', a high-powered, rimless magnum cartridge.
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* '''Endgame content''' now available! The Contestant story may now come to an end as soon as all four Amulets are gathered
-
New stock firearms:
+
==== Content ====
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* '''Beretta Stampede Marshal''', Class 3 revolver, [[.45 Colt]]
+
[[Abilities]]:
-
* '''CETME Ameli''', Class 1 machine gun, [[5.56x45mm NATO]]
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* Several special abilities were renamed to '''techniques''', due to their similarity with martial arts techniques. Techniques are actions that can be performed instead of a regular combat action, and which, if the prerequisites are met, may allow their users to perform special moves that wouldn't otherwise be possible.
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* '''Charter Arms Bulldog''', Class 3 revolver, [[.44 Special]]
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* Introduction of several new combat techniques:
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* '''Colt Cobra''', Class 3 revolver, [[.38 Special]]
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** Techniques that are learned upon reaching '''Expert skill level''' with a corresponding combat skill:
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* '''DSA SA58 FAL SPR''', Class 1 precision rifle, [[7.62x51mm NATO]]
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*** Firearm techniques: Failure Drill (DA revolver, Semi-auto pistol/rifle/shotgun), Fanning (SA revolver), Mad Minute (Bolt-action), Recoil Control Stance (Automatic pistol/rifle/shotgun), Rifleman Trick (Lever-action), Zero's Trick (Pump-action)
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* '''FN Herstal M240B''', Class 1 machine gun, [[7.62x51mm NATO]]
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*** Melee techniques: Any-Bash (One- and Two-handed clubs), Any-throw (Thrown weapons), Backlash (Whip/Lash weapons), Desperate Smash (Crude weapons), Double Cleave (Axes, One- and Two-handed swords), Stabbing Rush (Knives)
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* '''IZHMEKH MP-412 REX''', Class 3 revolver, [[.357 Magnum]]
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** Techniques that can be '''purchased''': Lightning Reload (available for 3000 P$ at any shooting range)
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* '''KAC Stoner 99 LMG''', Class 1 machine gun, [[5.56x45mm NATO]]
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* '''Kel-Tec RFB''', Class 1 conventional rifle, [[7.62x51mm NATO]]
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* '''MasterPiece Arms MPA57SST''', Class 3 pistol, [[5.7x28mm]]
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* '''Norinco QBZ-03''', Class 1 combat rifle, [[5.8x42mm]]
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* '''Rheinmetall MG3''', Class 1 machine gun, [[7.62x51mm NATO]]
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-
* '''Ruger LCR CT''', Class 3 revolver, [[.357 Magnum]] with integrated laser sight
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* '''Smith & Wesson Model 24''', Class 3 revolver, [[.44 Special]]
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* '''Smith & Wesson Model 296 Airlite''', Class 3 revolver, [[.44 Special]]
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* '''Smith & Wesson Model 625-6''', Class 3 revolver, [[.45 Colt]]
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-
* '''Steyr AUG HBAR''', Class 1 machine gun, [[5.56x45mm NATO]]
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* '''Taurus Model 431''', Class 3 revolver, [[.44 Special]]
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* '''Taurus Model 444 Ultra-Lite''', Class 3 revolver, [[.44 Magnum]]
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* '''Taurus Model 450T''', Class 3 revolver, [[.45 Colt]]
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* '''Valmet KvKK 62''', Class 1 machine gun, [[7.62x39mm]]
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-
* '''Wildey Hunter''', Class 3 pistol, [[.475 Wildey Magnum]]
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* '''ZiD PKM''', Class 1 machine gun, [[7.62x54mm R]]
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-
New specs-docs only weapons + their associated documents:
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[[Maze Customs]]:
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* '''DP-12''' (affectionately called the ''Super Shotgun''), Class 2 shotgun, [[12 gauge]]
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* [[Customs:Minor]] - 1 new tactical conversion ('''Pecheneg Zenit'''), 4 new minor barrel configurations ('''SCAR-H STD, SCAR-L STD, SCAR-L LB, SG551-LB''')
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** Specs docs required: '''#DP008:''' Prototype hybrid double barrel/pump-action shotgun blueprints
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** Has the particularity of being the first pump-action double barreled shotgun, and as such, will benefit from unique rules regarding shooting and reloading.
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* '''LMG11''', Class 1 light machine gun, [[4.73x33mm Caseless]]
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** Specs docs required: '''#ON504:''' Prototype caseless light machine gun blueprints + '''#KM991:''' Technical guides for conversion of G11 action into other weapon systems
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-
** The LMG11 has a 300-round capacity, fed from a special ammunition cassette which essentially acts as a very large capacity magazine.
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-
New magazines and accessories:
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[[Startgame]]:
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* '''C-More M26 MASS''', magazine-fed underbarrel shotgun, [[12 gauge]]. The M26 MASS comes standard with a M26 MASS 5-round magazine, and is capable of +1.
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* '''Tsuchinoko''' update: Rarity is finally weaved into the drop rates for the weapon [[chat bots|commands]] (@wpn @wpnc1 @wpnc2 @wpnc3 @wpnc4 @wpnc5L @wpnc5S @wpncHG). The original commands (with equal chances for each weapon) have been given the '''-e''' suffix (@wpn-e, @wpnc1-e, etc...); '''e''' stands for "'''equivalent'''" (in the sense that each weapon has the same chance to be rolled as any other).
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* '''200-round PK belt''', suitable for use in the PKM and PKP Pecheneg
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** Four new '''Tsuchinoko''' commands, '''@wpn-firearm''', '''@wpn-melee''', '''@wpn-firearm-e''' and '''@wpn-melee-e'''. The first two respectively roll only firearms (Classes 1-4) and melee weapons (Classes 5L, 5S, HG), and the last two are the equivalent chances versions of the first two.
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* '''FN FAL 10-round magazine''', suitable for all firearms using FAL mags, and standard on the SA58 FAL SPR.
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* Kitsune and alligator halflings are now playable (discontinuation of the RePoints system)
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* The M26 MASS's '''5-round magazine'''.
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* Equipment points to allocate have been increased from 5 to 10.
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* New speedloaders: '''.44 Magnum/Special 5-round''' and '''.454 Casull/.45 Colt 5-round'''.
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* Unspent equipment points are now worth 200 P$ each instead of 150 P$, and are now paid entirely in copper coins.
 +
* Starting weapons are no longer dependent on the combat skills selected at the start. All of the packages are now available, and extra packages now only cost 2 equipment points instead of 3.
 +
* Difficulty modes are no longer tied to RePoints. The starting amount of lives (Hard: 1, Easy: 3, Messiah: Infinite) is fixed.
-
New Customs services
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==== Meta ====
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* .44 Special being naturally compatible with all .44 Magnum revolvers, it is now explicitly listed as compatible in all .44 Magnum cylinders of custom Blackhawk and L-Frame revolvers.
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* GM side changes: Planned migration away from Excel and fully towards Google Docs - from now on GMs and players should be using the same files; any changes and updates should be done through direct edition of the player's GDocs sheet. Any information that is hidden from the player should be kept on a separate, GM-only file (preferably also on GDocs) which lists only the hidden information and nothing else.
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* New minor services: H&K CAWS to '''CAWS Modernized''', H&K G11K2 to '''G11K2 Modernized''', and LMG11 to '''LMG11 Modernized'''.
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* Migration to the new wiki will begin shortly after the release of this update.
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** The CAWS Modernized will add a NATO-S optic rail, 2 large Light mounts, a front mount compatible with bipod, foregrip and M203PI, and a threaded barrel.
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* The RePoints system is discontinued (please check the corresponding Patreon post for more information).
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** The G11K2 Modernized and LMG11 Modernized both add the same modifications: NATO-S optic rail, 2 large Light mounts, and a front mount compatible with bipod, foregrip and M203PI.
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 +
=== September 5th 2018 ===
 +
'''Post-v4 update #22''' - The Final Stretch content update
 +
 
 +
==== [[Weapon|Weapons]] ====
 +
 
 +
===== New weapons, new caliber, new weapon types =====
 +
 
 +
* 1 new caliber: [[20 gauge]], an intermediate shotgun caliber, with performance in between [[.410 bore]] and [[12 gauge]].
 +
** Plus all new relevant handloading items (cases, projectiles)
 +
* 2 new weapon types: '''Combination long gun''' and '''Combination handgun'''.
 +
** The Super LeMat is reclassified to "Combination handgun"
 +
** '''Combination guns''' introduce their own special rules and mechanics, as well as their own event line nomenclature.
 +
 
 +
* '''22''' new weapons:
 +
** '''Browning Citori 725''', 20 gauge double barrel shotgun
 +
** '''Charles Lancaster Four Barrel''', 20 gauge quadruple barrel shotgun
 +
** '''Chiappa Triple Threat 20''', 20 gauge triple barrel shotgun
 +
** '''Heckler & Koch P7M13''', 9x19mm pistol
 +
** '''Iver Johnson Super Enforcer''', .30 Carbine stockless combat rifle
 +
** '''IZHMASH Saiga-20K''', 20 gauge semi-auto shotgun
 +
** '''Merkel 2010D''', Combination long gun (7.62x51mm NATO / 12 gauge)
 +
** '''Merkel B4''', Combination long gun (7.62x51mm NATO / 5.56x45mm NATO)
 +
** '''Merkel Drilling 96KS''', Combination long gun (Double 20 gauge / 5.56x45mm NATO)
 +
** '''Merkel Drilling 961L''', Combination long gun (Double .30-06 Springfield / 20 gauge)
 +
** '''Mossberg Maverick 88''', 20 gauge pump-action shotgun
 +
** '''Mossberg 500 Tactical''', 20 gauge pump-action shotgun
 +
** '''Mossberg SA-20 Tactical''', 20 gauge semi-auto shotgun
 +
** '''Remington 11-87 Sportsman''', 20 gauge semi-auto shotgun
 +
** '''Remington-Keene Navy Repeating''', .45-70 bolt-action conventional rifle
 +
** '''Savage Arms Model 42''', Combination long gun (.22 Long Rifle / .410 bore)
 +
** '''Smith & Wesson Model 547''', 9x19mm DA/SA revolver, no moon clips required
 +
** '''Smith & Wesson Model 986''', 9x19mm DA/SA revolver
 +
** '''Tula Arms Tokarev Model 1927''', 7.62x38mm R Nagant submachine gun
 +
** '''Tula Arms TOZ-106''', 20 gauge bolt-action shotgun
 +
** '''Uzkon UNG12''', 12 gauge semi-auto shotgun
 +
** '''Xmatter XL18''', heavy flamethrower
 +
 
 +
Total weapon count is now '''740'''.
 +
 
 +
===== New weapon mechanic: Disintegrating belts and belt links =====
 +
 
 +
See [[Weapon#Machine guns|this]] for more information.
 +
 
 +
* Gun shops and weapon shops now have a chance to sell belt links.
 +
* The Gunner LRAK tactical vest was clarified to be able to carry 4 ammo belt ''boxes''.
 +
* Many other relevant event line changes
 +
 
 +
===== Weapon fixes =====
 +
 
 +
* Caliber name fixes: 10mm Auto -> [[10x25mm Auto]], .50 AE -> [[.50 Action Express]]
 +
* The event line for the AKMSU does not display a manufacturer name anymore (IZHMASH), in honor of the unknown Khyber Pass gunsmith who has made this weapon, which has fooled the world into making us believe it was actually of Russian manufacture.
 +
* The shaku now deals double damage to Angelic creatures, replacing the previous effect ("sets Angelic creatures on fire").
 +
 
 +
==== Other additions ====
 +
 
 +
* New repeatable activity: '''R4: Bounty Hunter''', unlocked when starting '''M31''' (still a work in progress).
 +
* More items added to '''@stuff'''
 +
 
 +
==== Fixes and changes ====
 +
 
 +
* [[Cardinal Amulet|Amulets]]: The Amulets no longer offer [[secondary effects|effects]].
 +
* [[Bionic augmentations#Hacking|Hacking]]: The Hacking minigame is now based on a minigame introduced in Sidequest '''S3-2'''. It is a word unscrambling minigame, using randomly generated words from the command '''@loginwords'''.
 +
* [[Containers]]: Brute force against containers: The chance to damage an object inside the container now varies depending on the location of the attack. A damaging hit on the frame has a 25% chance to destroy an object; a damaging hit on the lock has a 10% chance instead.
 +
* [[Medical aids]]: Fixes related to syringes and syringe usage:
 +
** Injection into food or meat is no longer possible.
 +
** Direct injection into other creatures is no longer possible, unless the target is stunned, blinded, blacked out, [[restraints|restrained]], surrendering/coerced into compliance, or otherwise incapacitated.
 +
** Steroids now boost Strength by 40% instead of 30%.
 +
* [[Skills]]: '''Combat skill training''' has been totally revamped and completely simplified so that it's easy to understand, easier to process, and less of a hassle.
 +
* [[Hunting]] fixes and changes:
 +
** '''Butchering nerfs:'''
 +
*** In order to butcher a creature, the Contestant must now '''first spend 1 turn to inspect the meat''' (which will inform the Contestant of the creature's meat worth).
 +
*** Once a dead creature has been inspected, the amount of meat harvested per turn now depends on skill level; '''equal to 1 multiplied by skill level per turn'''.
 +
*** Butchering creatures now also '''wears out butchering tools''': '''-1 condition per turn spent butchering''' (meaning that tools sustain less wear with higher skill levels)
 +
** '''Butchering buffs:'''
 +
*** 1 meat now has a weight of '''0.5''' instead of 1, allowing Contestants to carry double the amount of meat.
 +
*** Nutritional value of meat is now 1d100+100 for raw meat, and 2d50+100 for cooked meat.
 +
** '''Poison fixes:''' Killing a creature with a poisonous weapon no longer turns the meat poisonous. Creatures dying from cyanide poisoning lose all of their meat worth, making them impossible to harvest for meat.
 +
* [[Gameplay mechanics]]: Critical hit effects simplified; all of them now guarantee extra damage (Pain and Limb Damage multipliers). Effects range from 1.5x to 4x damage, with certain variant effects offering an additional Stunning effect. Critical hits should now be guaranteed to be powerful and effective.
 +
* [[Secondary effect|Secondary effects]]: The '''bowel pains''' and '''Vital HUD''' effects have been scrapped.
 +
* [[Addictions]]: The withdrawal system has been revamped once more. Now, substance withdrawal effects are gradual; the initial effects are mild, but if consumption or treatment does not occur after a certain amount of time has passed, then harsher effects are activated instead.
 +
* [[Encounters]]: Doji have been scrapped from the game.
 +
 
 +
=== July 23rd 2018 ===
 +
'''Post-v4 update #21''' - Two new sidequests
 +
 
 +
Sidequests '''S3-3''' and '''S3-4''' have been added to the roster and are now playable.
 +
 
 +
* '''S3-3: Factory Blues''' - The mayor of Ellen Sector contacts the Contestant and personally requests his/her help with an issue regarding the town's ammunition factory, which appears to be managed by the mayor's son, and suffering from several problems... It is up to the Contestant to find out what's up.
 +
** One of the rewards for this quest is a '''Factory Pass''', which allows access to '''advanced handloading services''' (allowing the Contestant to transform raw materials into cases, hulls, and projectiles suitable for handloading), and a '''primer and propellant shop''' (allowing the Contestant to have a reliable, cheap source of powders and primers).
 +
* '''S3-4: Where's Waldo Wilco?''' - Willy Wilco, owner of Wilco Weapons in Calfair Sector, and head of the Wilco family (a brotherhood of 13), requests the Contestant's help to find his missing, youngest brother, Waldo Wilco. The Contestant learns about the Wilco family's secrets and deepest source of sadness, and is requested to embark on a detective story to try and find his whereabouts. On the way, the Contestant may find that the long and storied journey of a runaway with convictions is far from a dull one...
 +
** One of the possible rewards for this quest is to become a '''VIP client at Wilco Weapons''', allowing the Contestant to purchase items from the shop's regular inventory at 20% off, and allowing access to the Special Order feature; provided the Contestant is willing to wait and pay extra for it, it becomes possible to special order any regular weapon (excluding uniques, artifacts, crafting-only, specs-docs only or any other Rarity 7 weapon) or weapon accessory, and have it delivered to the Contestant when it arrives.
 +
 
 +
The completion of these sidequests now opens the road for work on the final Story Arc, which is one of the the last items on our roadmap. We are confident that the game is now nearing completion!
 +
 
 +
=== June 20th 2018 ===
 +
'''Post-v4 update #20''' - The MAIM update + More fixes and changes
 +
 
 +
'''New game feature: MAIM - Mercenary Agency In the Mazes'''
 +
* [[MAIM]] is a mercenary recruitment agency, which serves the purpose of offering the services of skilled NPC allies. Their services can be purchased temporarily and for a fee, with the option of buying signature equipment matching those skills.
 +
* MAIM fills the purpose of offering companions to the Contestant, and is now the "official" way of acquiring an [[ally]] (though that shouldn't be construed as a discouragement to roleplay your way into making friends of the NPCs you meet!)
 +
* In order to access the MAIM services, the Contestant must meet all of the following criteria:
 +
** Have a MAIM account
 +
** Find a suitable MAIM dispatch location
 +
** In certain cases, know the access password
 +
* Five types of generic mercenaries (each with 3 different equipment tiers) and 24 named, unique mercenaries (each with their own backgrounds and backstories) are available for hire.
 +
** Certain mercs are not immediately available for hire and conditions must be met first.
 +
** Many named mercenaries have preferences, likes and dislikes, and making sure to meet them may be necessary to keep them in the Contestant's employment.
 +
 
 +
'''How to obtain MAIM stuff:'''
 +
* '''Account:''' The Contestant earns a MAIM account after completing '''Sidequest S2-2'''.
 +
* '''Password:''' Rumors may speak of the password.
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* '''Dispatch locations:''' Either through rumors, or through calling a special phone number given to the Contestant when obtaining an account.
 +
 
 +
'''Bestiary clean-up''': Changes related to [[Encounters]]:
 +
* 33 creatures removed from the game (Giant centipede, all four blobs, Byangoma, Garuda, Raven, Wild duck, Dingo, Fox, Jackal, Cuegle, Tikbalang, Lynx, Black leopard, Cyclops, Rabbit, Naga, Binbougami, Datsue-ba, Fuujin, Goryou, Hainu, Mizuchi, Taimatsumaru, Ushi-oni, and all six types of mercenary)
 +
* 4 creatures renamed:
 +
** Bird of Ares -> Armored bird
 +
** Warhorse -> Armored horse
 +
** Nemean Lion -> Armored lion
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** Killer bee -> Giant killer bee
 +
* 5 creatures added:
 +
** 5 new generic mercenary types (Assault, Support, Sniper, Medic, Sapper). Only their Tier 1 variations can be found 'in the wild'.
 +
 
 +
Changes related to Uncivilized Area generation:
 +
* The [[room|studio room]] roomstyle has been removed.
 +
* Certain changes pertaining to the generation of special areas in the UA (UA shops, Explorable areas) have been made in consequence
 +
* Explorable areas: Three '''artifact weapons''' can now be found as a reward in certain Explorable Areas, as part of the loot for clearing them.
 +
** The artifact weapons are: '''Crescent Moon''' (longbow), '''Ryuukiri''' (yari spear), and '''Spear the Gungnir''' (spear).
 +
 
 +
Changes related to the [[Meds shop|Hospital]]:
 +
* When the Contestant purchases hospital bedroom usage, a '''nurse''' is now assigned to that hospital bedroom to assist the Contestant if needed.
 +
 
 +
Other changes:
 +
* Many new '''rumors''', '''graffiti''' and '''book titles''' for your enjoyment.
 +
* New [[chat bots|bot commands]]: '''@info''', '''@google''' and '''@wikipedia'''. All three are search commands, @info searches on this site, the other two should be self-explanatory.
 +
** When searching with @info, please replace any spaces with underscores.
 +
 
 +
=== June 6th 2018 ===
 +
'''Post-v4 update #19''' - Power Armor update!!
 +
 
 +
New [[Quests]]:
 +
* '''Sidequest S3-2 - Questionable Ethics''' and its follow-up: '''Sidequest SX-03 - Lambda Function''', the so-called "Power Armor quests", are finally available.
 +
** As S3-2 is a Tier 3 sidequest, it is available only to Contestants with at least one Amulet. S3-2 is also not started from the Hiring Bureau, instead starting from a special trigger. Contestants are advised to travel to a certain location. ;)
 +
 
 +
Changes related to [[Weapon|weapons]]
 +
* The SIG P250 is replaced by the '''SIG P320'''. No other changes - not even capacity or caliber.
 +
* The '''MAC-10''' and '''MAC-11''' are now considered to be FS (Folding Stock). These weapons are considered to be of different categories and subsequently ask for different weapon skills depending on whether the stock is open or folded; respectively submachine gun (rifle skills) and auto pistol (pistol skills).
 +
 
 +
Changes related to [[Weapon accessory|weapon accessories]]
 +
* The ''QBZ 5.8mm 75-round drum'', standard magazine of the Norinco QBB-95, has been modified - it now holds '''80 rounds''' instead of 75, following research confirming that the previous listed capacity of 75 rounds was, in fact, incorrect.
 +
** The event line of the drum and of the QBB-95 have been modified as a result.
 +
 
 +
Changes related to [[Ammunition]]
 +
* Adjustments were made to the [[5.8x42mm]] caliber - load data changes include switching away from the 77 grain bullet (DBP-88 based) to the newer '''71 grain bullet (DBP-10 based)'''. To compensate for the lighter bullet, a slightly heavier powder charge was applied, in an effort to increase the muzzle velocity, and in turn, be as close as possible to the previous damage tables and ensure the caliber keeps its place and value relative to other calibers.
 +
** Minor adjustments to the damage tables applied. (1% less base damage)
 +
** Relevant changes to handloading equipment applied: .263 diameter bullets changed from 77 grain to 71 grain.
 +
 
 +
Changes related to [[Hunting]]
 +
* Meat providing positive effects is now more valuable.
 +
** Meat with increased alertness effect is 1.25x more valuable.
 +
** Meat with Strength boosting effect is 1.5x more valuable if the boost is 10%, and 2x more valuable if 20%.
 +
 
 +
=== April 12th 2018 ===
 +
'''Post-v4 update #18''' - '''The Super Melee Update: Part 3 and finale (Everything else)'''
 +
 
 +
==== New standard weapons ====
 +
'''29''' new weapons! Including:
 +
* 17 new Class 5 Long weapons
 +
* 10 new Class 5 Short weapons
 +
* 2 previously existing Class 5 Long weapons replaced with new ones
 +
 
 +
The new weapons:
 +
* '''Barbed nine-tails''', Class 5 Short whip/lash weapon, capable of [[Secondary effect#Weapon|dealing multiple wounds per hit]]
 +
* '''BRR Light tactical crossbow''', Class 5 Long archery weapon
 +
* '''Compound bow''', Class 5 Long archery weapon
 +
* '''G420 Heavy tactical crossbow''', Class 5 Long archery weapon
 +
* '''Falchion''', Class 5 Short one-handed sword
 +
* '''Halberd''', Class 5 Long staff/pole weapon
 +
* '''Hatchet''', Class 5 Short axe
 +
* '''Heavy crossbow''', Class 5 Long archery weapon
 +
* '''Iron-shod staff''', Class 5 Long staff/pole weapon
 +
* '''Lambda magazine crossbow''', Class 5 Long archery weapon, which can only be obtained through [[Workshop#Engineering specifications documents|Specs docs crafting]].
 +
* '''Light crossbow''', Class 5 Long archery weapon, replacing the old crossbow
 +
* '''Longbow''', Class 5 Long archery weapon, replacing the old bow
 +
* '''Long spiked chain whip''', Class 5 Long whip/lash weapon, capable of [[Secondary effect#Weapon|dealing multiple wounds per hit]]
 +
* '''Mattock''', Class 5 Long axe
 +
* '''Meat tenderizer''', Class 5 Short one-handed club
 +
* '''Nine-tails''', Class 5 Short whip/lash weapon
 +
* '''One-handed warhammer''', Class 5 Short one-handed club
 +
* '''Otsuchi''', Class 5 Long two-handed club
 +
* '''Pistol crossbow''', Class 5 Short archery weapon
 +
* '''Riding crop''', Class 5 Short whip/lash weapon
 +
* '''Shortbow''', Class 5 Long archery weapon
 +
* '''Spiked chain whip''', Class 5 Short whip/lash weapon, capable of [[Secondary effect#Weapon|dealing multiple wounds per hit]]
 +
* '''Splitting maul''', Class 5 Long axe
 +
* '''Throwing axe''', Class 5 Short axe/thrown weapon
 +
* '''Training one-handed sword''', Class 5 Long one-handed sword
 +
* '''Training longsword''', Class 5 Long two-handed sword
 +
* '''Trident''', Class 5 Long staff/pole weapon, capable of [[Secondary effect#Weapon|dealing multiple wounds per hit]]
 +
* '''War fork''', Class 5 Long staff/pole weapon, capable of [[Secondary effect#Weapon|dealing multiple wounds per hit]]
 +
* '''Zweihander''', Class 5 Long two-handed sword
 +
 
 +
==== New Artifact weapons ====
 +
'''10''' new unique weapons with special properties, designated as "Artifact" weapons. All of these weapons are Class 5 Long.
 +
 
 +
* '''Barbed Lucille''' (Class 5 Long), an improved wood baseball bat
 +
* '''Casius Sword''' (Class 5 Long), an otherworldly bastard sword
 +
* '''Crescent Moon Longbow''' (Class 5 Long), a mystical longbow
 +
* '''Doomslayer''' (Class 5 Long), a combat chainsaw from Heaven
 +
* '''Golden Axe''' (Class 5 Long), an ultra-durable battle axe
 +
* '''Muramasa''' (Class 5 Long), a blood-thirsty katana
 +
* '''Ryuukiri''' (Class 5 Long), a yari spear that hates dragons
 +
* '''Spear the Gungnir''' (Class 5 Long), a legendary blood-red spear
 +
* '''Studded Negan''' (Class 5 Long), an improved iron baseball bat
 +
* '''The Bat out of Hell''' (Class 5 Long), a baseball bat from Hell
 +
 
 +
Additionally, '''Silver Brand''', which can be found during the final quest of Story Arc #1, is now considered to be an Artifact weapon.
 +
 
 +
How to obtain them:
 +
* '''Barbed Lucille''', '''Golden Axe''', '''Studded Negan''': These weapons can be acquired at a [[Forge]], using a brand new '''Special weapon conversion service'''. In exchange for a fee, a base weapon, and showing proof of proficiency, the blacksmith may convert your base weapon in one of these special, unique weapons.
 +
* '''Casius Sword''': This weapon will be part of the rewards for an upcoming sidequest. Stay tuned...
 +
* '''Crescent Moon Longbow''': This weapon will be part of the rewards for an upcoming sidequest. Stay tuned...
 +
* '''Doomslayer''': As an [[Achievements|achievement reward]] for obtaining the '''Heaven Ltd. Divine Service Medal'''. Any Contestant that obtains this achievement will immediately receive this weapon in the bank vault.
 +
* '''Muramasa''': As an [[Achievements|achievement reward]] for obtaining the '''Savior of Youkai Order'''. Any Contestant that obtains this achievement will immediately receive this weapon in the bank vault.
 +
* '''Ryuukiri''': This weapon will be part of the rewards for an upcoming sidequest. Stay tuned...
 +
* '''Spear the Gungnir''': This weapon will be part of the rewards for an upcoming sidequest. Stay tuned...
 +
* '''The Bat out of Hell''': As an [[Achievements|achievement reward]] for obtaining the '''Hell, Inc. Honorary Demon Badge'''. Any Contestant that obtains this achievement will immediately receive this weapon in the bank vault.
Related changes:
Related changes:
-
* The pre-existing ".44 Magnum 6-round speedloader" will be renamed '''.44 Magnum/Special 6-round speedloader'''.
+
* '''@ar-wpn''' was added to the [[Chat bots|list of chat bot commands]]. It rolls one random artifact weapon.
-
==== And more, coming soon... ====
+
==== Changes to [[Weapon|Weapons]] ====
 +
* Rules regarding [[Weapon#Dual wielding|dual wielding]] have been modified.
-
= Latest =
+
==== Changes to [[Ammunition]] ====
-
== August 26th 2015 ==
+
All ammunition and archery "calibers" have been completely revamped:
-
'''Testing Period #2 update 9'''
+
* The archery calibers are now as follows: Arrows (for bow), Small bolt and Large bolt (for crossbow). Each archery caliber now has new damage tables.
-
* The New [[Startgame]] has been tested and implemented. Now styled after a medical exam, players may now have their Contestants answer to questions in a manner that increases pre-game customization, using multiple choice questions and point-spend systems, and thus allowing the players to have more control over their Contestant's starting gear. The Startgame article no longer displays the questions, and now simply formally informs what Startgame is about.
+
* All archery calibers now share the same projectile types (with Small bolts not having access to BRD and XPL projectiles):
 +
** '''NRM - Normal (Bodkin)''': The "standard" arrowhead, which represents the base damage.
 +
** '''BRD - Broadhead''': An arrowhead designed for hunting. 1.2x Pain, 1.5x Limb Damage, Multiple wound weapon effect (1d3 wounds per hit)
 +
** '''FLD - Field''': An arrowhead designed for training. 0.8x Pain, 0.8x Limb Damage.
 +
** '''IMP - Improvised''' ([[Crafting]]-only): A makeshift, handmade arrowhead based on the field design. 0.6x Pain, 0.6x Limb Damage.
 +
** '''VNM - Venom''' ([[Crafting]]-only): A field arrowhead coated in venom. 0.8x Pain, 0.8x Limb Damage, venom poisoning effect
 +
** '''CYA - Cyanide''' ([[Crafting]]-only): A field arrowhead coated in cyanide. 0.8x Pain, 0.8x Limb Damage, cyanide poisoning effect
 +
** '''TNQ - Tranq''' ([[Crafting]]-only): A field arrowhead coated in tranquilizer. 0.8x Pain, 0.8x Limb Damage, induces forced sleep for (6d5)/2 turns with no addiction chance.
 +
** '''XPL - Explosive''' ([[Crafting]]-only): An explosive arrowhead, designed to blow stuff up! Explosive arrows and bolts have their own damagetables.
-
== August 22nd 2015 ==
+
Firearm ammunition changes:
-
'''Testing Period #2 update 8'''
+
* '''UHS''' no longer has a FT+1 penalty, replaced instead by a less harsh IR+1 penalty.
-
* A new weapon skill and associated [[achievements|combat badge]] is introduced: '''Non-gun ranged''', for weapons such as the bow or crossbow.
+
* '''Match''' no longer has a FT-1 bonus, replaced by a less overpowered IR-1 bonus. In addition, the cost multiplier of Match ammo has been reduced to 4x instead of 10x.
-
** The bow, crossbow, fukiya, nailgun, Taser X26c, and the ballistic knife's ranged mode become Non-gun ranged skill weapons.
+
-
== August 10th 2015 ==
+
==== Changes to [[Crafting]] ====
-
'''Testing Period #2 update 7'''
+
* All of the following recipes and corresponding blueprints were removed: PArrows, PBolts, PDarts, TDarts, WArrow, WBolt, WDart, XArrows
 +
* New recipes and blueprints introduced:
 +
** Crafting-only arrows: '''ImpArrow, TqArrow, VnArrow, CyArrow, ExArrow'''
 +
** Crafting-only large bolts: '''ImpLBolt, TqLBolt, VnLBolt, CyLBolt, ExLBolt'''
 +
** Crafting-only small bolts: '''ImpSBolt, TqSBolt, VnSBolt, CySBolt'''
 +
* New engineering specifications document: '''#GF019 - Prototype magazine device and feeding system for crossbow'''
-
* '''Melee weapons are now subject to [[weapon maintenance]]'''. This applies to bayonets as well.
+
=== April 11th 2018 ===
-
** [[Forge|Forges]] now have an used weapons bin, which will sell 6 used melee weapons.
+
'''Post-v4 update #17''' - '''The Super Melee Update: Part 2 (The Big Stuff)'''
-
** [[Weapon shop|Weapon shops]]' used weapons bin now includes melee weapons, and has been increased in size (8 -> 12 weapons).
+
-
== August 7th 2015 ==
+
==== Evading skill and Evasion abilities ====
-
'''Testing Period #2 update 6'''
+
* Introduction of a new non-combat skill: '''Evading skill'''
 +
* New abilities: [[Evasion abilities]]. The Evading skill governs their use each turn.
-
* Removed [[encounters]]: All "Aliens" creatures, Enenra, Ghost, Kubikajiri and Poltergeist. Any categories that would be empty as a result have been removed.
+
==== Revamped unarmed combat ====
 +
* All [[unarmed combat#Martial arts techniques|martial arts techniques]] have been rewritten and revamped completely, now geared towards being more generally useful and more powerful, as well as less restrictive to use.
-
* All creatures '''now have a full [[limb damage]] map''' and may sustain limb damage in the head, body, limbs and extremities just like humans, provided they possess the relevant body parts.
+
==== Revamped melee combat skills ====
-
** In turn, this means that all concerned creatures can now receive limb healing, and suffer from the effects of low limb health.
+
* Replacing the previous categories, melee combat skills now '''span across 14 skills''': Archery, Axe, One-handed club, Two-handed club, Crude weapon, Knife, One-handed sword, Two-handed sword, Staff/Pole, Whip/Lash, Exotic Melee, Exotic Ranged, Thrown weapon, and Martial Arts.
-
** The [[meat worth]] statistic is not removed - meat can still only be harvested if the butchered creature had limb health in the BODY group. If the creature has separate upper body and lower body counters (such as torso/hips), the sum of limb health in both is counter together as the meat worth.
+
* Replacing the previous, rigid rule that weapon class determined max attacks per turn, melee combat skill levels now not only affect accuracy with these weapons, '''but also maximum attacks per turn'''. The more skilled a melee fighter is, the more damage they can output.
 +
* An overview of the new melee skills and their effects can be found on [[Gameplay mechanics#Combat skills|this page]].
-
* [[Hunting]]: The Butchering skill no longer guarantees exactly (25% * Level) meat worth when butchering creatures. It is now calculated as such:
+
==== Changes related to [[Weapon|weapons]] ====
-
** Level 1: Can harvest 1d25% meat (between 1% and 25% of the total meat worth - always yields at least 1 meat if the result would be inferior to 1.)
+
* All melee weapon event lines '''now display the relevant melee combat skill''' needed to use it, in all of its modes, if applicable.
-
** Level 2: Can harvest 1d46+4% meat (between 5% and 50% meat worth)
+
* The weapons eligible for [[Charging]] have been modified: instead of "Class 5 Long weapons capable of Piercing-type damage", it is now '''"Staff / Pole weapons capable of Piercing-type damage". Bayonet charging was not affected.
-
** Level 3: Can harvest 1d61+14% meat (between 15% and 75% meat worth)
+
* 1 renamed weapon: Dwarven axe => '''Battle axe'''
-
** Level 4: Can harvest 1d76+24% meat (between 25% and 100% meat worth)
+
* 7 weapons have been scrapped from the game: Kusari-fundo, Ngombe throwing knife, Old book, Roman pilum, Sai, Tekko-kagi, Fukiya
 +
** Ammunition: Fukiya darts have been removed as well.
 +
** LBE: The Leg quiver can no longer carry fukiya darts as they no longer exist in the game.
 +
* '''Bows and crossbows''' have new special weapon rules, listed in [[Weapon#Special rules|this section]].
-
* Combat rules: Encounters with natural attacks '''may now attack up to 3 times per turn''' with them. Exceptions remain, which can be performed only once per turn:
+
==== Changes related to [[Weapon accessory|weapon accessories]] ====
-
** All natural techniques that aren't actually causing damage, such as the Angelic Shield or self-healing techniques.
+
* '''Bayonets''':
-
** Psychic blasts of any type
+
** All weapons with a [[Weapon accessory#Bayonets|bayonet]] affixed, when using the Bayonet mode, require the use of '''Staff / Pole weapon skill'''.
-
** Shinigami scythe attacks
+
** [[Weapon accessory#Bayonets|Knife-bayonets]] used as stand-alone weapons may require either '''Knife skill''' or '''One-handed sword skill'''.
-
** Many unique encounters' special techniques
+
-
== August 3rd 2015 ==
+
==== Other changes related to [[Skills]] ====
-
'''Testing Period #2 update 5'''
+
* '''Cross-training''': Certain combat skills may now be part of [[Gameplay mechanics#Skill subgroups|a subgroup]]. When training a combat skill that is part of a subgroup, the Contestant may gain half as many Training Points in all other skills of the same subgroup.
-
* The four gender system has been scrapped and fully replaced by a more traditional two gender system. X-females and x-males no longer exist and have been respectively converted into females and males, Contestants included.
+
==== Changes related to [[Startgame]] ====
 +
* Evading skill levels can now be purchased at Startgame.
 +
* It is now possible to purchase "packages" of combat skills which correspond to skill subgroups.
 +
** Available packages: Pistol (Semi + Auto), Revolver (DA + SA), Rifle (Semi + Auto), Shotgun (Semi + Auto), Clubs (1H + 2H), Swords (1H + 2H)
 +
** Two options are available when purchasing a package: Basic or Skilled. The Basic option costs 3 points and assigns 100 TP (Basic level) to all skills in the subgroup (as opposed to 4 points to level them individually). The Skilled option costs 8 points and assigns 250 TP (Skilled level) to all skills in the subgroup (as opposed to 10 points to level them individually).
-
== August 1st 2015 ==
+
==== Other changes ====
-
'''Testing Period #2 update 4'''
+
All inventory sheets have been updated to reflect the changes introduced during this update:
 +
* Evading skill has been added to the list of non-combat skills for everyone.
 +
* Certain Startgame-selectable species now have additional skills:
 +
** '''Guhin, Oni, Tengu''': All three of these species start with 50 SP in Evading skill (just enough to be '''Skilled''')
 +
* A select few encounters have been given levels in Evading skill.
 +
* '''All Contestants with melee combat skill levels:''' You will be prompted to respec your melee skills.
 +
** Contestants with pending re-spec: '''Pretty much everyone'''
 +
* '''All Contestants with either martial arts knowledge or pending free martial arts lessons:''' You will be prompted to re-spec your martial arts techniques.
 +
** Morrigan Edelman: 3 techniques
 +
** Yumiko Imagawa: 1 technique
 +
** Reina Miyako-Knight: 2 techniques
 +
** Adam Hiruman: 2 techniques
-
* '''Rag crafting''' has now been implemented.
+
=== April 6th 2018 ===
-
** Certain [[clothing and armor]] have been given a new effect, represented by the '''CR''' tag in the clothing lists, which allows them to be cut into rags.
+
'''Post-v4 update #16''' - '''The Super Melee Update: Part 1 (The Small Stuff First)'''
-
** Rag crafting is explained in detail [[secondary effect#clothing|here]].
+
-
* Weapon condition '''now affects the value of weapons'''. The condition percentage acts as a multiplier to the weapon's value (e.g. 78.56% condition = 0.7856x price modifier).
+
==== Changes to [[gameplay mechanics]] ====
-
** Shops selling firearms now offer an '''used weapons bin''', which sells random firearms (but never Class 4 weapons) in a condition ranging from 1% to 99%, priced accordingly, but with 100% Cleanliness. Gun shop used weapon bins carry 6 firearms, while the weapon shop version carry 8 firearms.
+
* [[Gameplay mechanics#Other useful ways to use 2d6s|Stealth cover check]] rules have been modified.
 +
** From now on, if other creatures on the same side as the Contestant intend to take cover stealthily, '''they must all make stealth checks as a group. The group's stealth checks are averaged (rounded up) and treated as one for the whole group.''' (Any scores less than 2 are treated as 2, any scores over 12 are treated as 12)
 +
** If the resulting score is 7 or more, then the group succeeds (all creatures that made a check take cover, maintain stealth, and may act again). If the resulting score is less than 7, then the group fails (all creatures that made a check take cover, but stealth is broken for them and their turn ends)
-
* Being [[Resting|asleep]], either from voluntary resting or being put to sleep through [[Lorazepam]] or Tranq ammo, now causes an extra effect: '''Hunger suppression'''. As a result, being asleep provides better healing than simply waiting around.
+
==== Changes to [[towns]] ====
 +
* '''Arnett:''' New facilities have been opened in the town of Arnett! You may now find a '''hotel''' (East Point Hotel) and a '''forge'''! Additionally, the weapon shop was turned into a '''gun shop''' instead.
-
* DNA changer machines in [[Hospital room|hospitals]] have been scrapped.
+
==== Changes related to [[encounters]] ====
 +
* Encounter natural attacks now have a set maximum amount of attacks per turn, instead of being always restricted to 1 attack per turn. This may make combat against creatures faster and more dangerous.
-
* Wishes have been scrapped from the game. Events which offered wishes as a reward now offer different rewards.
+
=== March 25th 2018 ===
 +
'''Post-v4 update #15''' - Startgame changes of March 2018
-
* '''Alcoholic beverage''' behavior has been modified:
+
==== Extra startgame choices ====
-
** The nutritional value of alcoholic drinks has been overall reduced by 75%.
+
* Combat skill point allocation is renamed '''Skill point allocation''', as it now allows for spending points into non-combat skills.
-
** Bottles of alcohol now clearly display that they can be consumed in 3 parts rather than whole, allowing the Contestant to moderate their consumption (and resulting impact on [[Inebriation]]).
+
* 12 points are now available, instead of 10.
-
** The inebriation effect of alcoholic drinks is now clearly displayed as being ''per part'', rather than ''per bottle''.
+
* Each non-combat skill has different point costs, and it is possible to unlock normally "locked" skills (skills that require completion of a sidequest or some other pre-requisite to obtain). Doing so will mark the corresponding sidequest or pre-requisite as already completed.
-
* Additional minor changes:
+
==== Difficulty modes ====
-
** Maze Slots may no longer offer Cardinal Amulets - the Amulet symbol was removed.
+
Introduction of a "difficulty mode" selector, selected during startgame, in order to appeal to the broadest range of players, from challenge-seekers to casual players.
-
** The Special Stage has been scrapped.
+
-
** The Golden Room has been scrapped.
+
-
** The Graveyard room has also been scrapped.
+
-
== July 25th 2015 ==
+
* ''Hard mode'' (Recommended)
-
'''Testing Period #2 update 3'''
+
** One life, that's it
-
* [[5.56x45mm NATO]] damage tables and information have been updated. The round has been slightly nerfed, though it is no longer based on incorrect information. MazeWorld 5.56 NATO is now based on 55 grain ball rather than 62 grain.
+
** Upon dying, the Contestant is sent to limbo.
-
** Old damage tables: 74/70/67 59/48/37/18/6 LDV+3. '''New damage tables now available on the [[5.56x45mm NATO|article]]'''. The round has lost 6% base Pain, but otherwise maintains its LDV and Recoil.
+
** If the Contestant is in limbo, the player has ONE CHANCE ONLY to purchase a backup body (effectively an extra life) for 50 000 RePoints.
 +
** When revived, the Contestant will wake up in the lobby of the special facility in Arnett without any equipment or augmentations (as all equipment upon death is lost), except for a set of basic clothes.
 +
*** If human/halfling: T-Shirt, Jeans, Running shoes
 +
*** If youkai: Traditional outfit matching species and gender
 +
** If the Contestant dies once more, or if the player doesn't want to purchase any, the game ends immediately.
 +
** Finishing the game alive in Hard mode grants either a '''4x or 2x multiplier to earned RePoints'''; 4x if no backup body has been purchased, 2x otherwise.
-
== July 21st 2015 ==
+
* ''Easy mode''
-
'''Testing Period #2 update 2'''
+
** The Contestant has access to 2 extra backup bodies from the beginning.
 +
** Upon dying, the Contestant is sent to limbo.
 +
** If the Contestant is in limbo, the player has the option to revive their Contestant by using a backup body.
 +
** The player has the possibility to purchase unlimited, additional backup bodies for 50 000 RePoints each.
 +
** When revived, the Contestant will wake up in the lobby of the special facility in Arnett without any equipment or augmentations (as all equipment upon death is lost), except for a set of basic clothes.
 +
*** If human/halfling: T-Shirt, Jeans, Running shoes
 +
*** If youkai: Traditional outfit matching species and gender
 +
** If the Contestant chooses to end the game, or runs out of backup bodies, and has no possibility to buy more, the game ends.
 +
** Finishing the game alive in Easy mode grants a '''1.5x multiplier to earned RePoints'''.
-
* The hard cotton headband has been scrapped.
+
* ''Messiah mode''
-
* The medieval cuirass has been improved (AC is now A2 instead of A1, and it now has the Half melee damage perk) in order to match the other medieval armor pieces.
+
** Same as in Easy, except the Contestant has an unlimited amount of backup bodies.
-
* The lab coat has been improved (AC is now C3 instead of C2, and it now has the Fire-retardant perk).
+
** This mode is intended for players that do not like permadeath or want a more casual experience. It is also useful for testing purposes.
-
* Three new [[List of headgear|headgear]]: '''Top hat, Bowler hat''', and '''Ushanka'''.
+
** Finishing the game in Messiah mode grants the same amount of RePoints as dying (1x multiplier).
-
* One new [[List of footwear|footwear]]: '''Martial arts slippers'''.
+
-
* Modified default encounter clothing:
+
-
** Butlers now wear a bowler hat.
+
-
** Martial artists no longer wear running shoes, instead they have the martial arts slippers.
+
-
* New [[encounter]] introduced, part of the Outlaw faction, the '''Pimp''' (female variant is known as a '''Madam'''.) Serves as an employer and direct superior to Escorts, and makes money by taking a tribute from the work of their employees. Often connected to other criminal groups or themselves paying tributes to a crime family..
+
-
** In addition, Escorts now exist in all genders, with the male/x-male variant having its own distinct default clothes to differentiate themselves from their female counterparts.
+
-
* The [[physio code]] for humans now determines whether the generated human is actually human or halfling ; this is the purpose of an 11th number.
+
-
** Previously separated, halfling physio code now rides on the human version by adding a 12th number, which should be ignored if the 11th determines the character is 'human', and checked depending on the species rolled if the 11th number rolls any one of the halfling species.
+
-
** In turn, halflings are removed from the event lines, being now part of the physio code. All predetermined physio codes in the game have also been updated.
+
-
== July 17th 2015 ==
+
=== February 20th 2018 ===
-
'''Testing Period #2 update 1'''
+
'''Post-v4 update #14''' - Currency Overhaul + Youkai Clothing update
-
* The 5x damage multiplier to hits on the head has been removed entirely. Attacks to the head cause 1x damage, like attacks to the torso.
+
==== '''Currency Overhaul''' ====
-
* Eyes are now formally classified as belonging to the WEAK POINT body group and can be separately targeted.
+
The Currency Overhaul part of the update introduces several changes related to money and valuables in the game:
-
* WEAK POINT hits no longer cause 3x Pain; they now cause 2x Pain and Limb Damage, and all limb damage is applied to the closest body part it's attached to.
+
-
** Common examples: Eyes and beaks generally transfer damage to the HEAD group. Genitals generally transfer damage to the LOWER BODY group (The hips, for humans), and so on.
+
-
* The ability to aim at the face as a separate target from the head is removed and replaced, in spirit and purpose, by the ability to aim at the eyes.
+
-
* The '''ballistic protective''' [[secondary effect]] has been redefined; it now allows relevant clothing to '''halve incoming Pain and Limb Damage from Bullet-type hits''' (and by proxy, halved limb damage also means halved clothing damage).
+
-
* The '''face concealment''' effect has been redefined; it now simply means '''that the wearer's eyes can not be aimed at''' as long as the piece of clothing is worn; therefore protecting the user from potentially lethal shots to a weak point.
+
-
* New [[List of headgear|headgear]] introduced, the '''Ceradyne helmet'''.
+
-
* Minor changes to other headgear
+
-
** Hard Hat is no longer Ballistic Protective nor A1 Armor Class. It is instead C3 and has Half melee damage.
+
-
** M1 Helmet and SSh-39 helmet both receive A1 AC instead of C3.
+
-
** STSh-81 Titanium helmet is now known as simply STSh-81 helmet.
+
-
** Balaclava no longer provides Face concealment since that effect was redefined.
+
-
== July 16th 2015 ==
+
* [[Money]] is no longer denominated only in 1 P$ coins - '''12 different coin types can now be found''', from 0.05 P$ Nickel coins to 500 P$ Platinum coins. More information on this article: [[Parallar]]
-
'''The youkai and shrine maidens mini-update'''
+
* [[LBE]]: Money pouches are now designated as being capable of carrying '''20 units of coins''', allowing Contestants to carry a variety of different coins in their money pouches.
 +
* Banks allow Contestants to withdraw money in any denomination desired. If none is specified, bankers will, by default, offer the most efficient possible amount of coins to match the desired amount.
 +
* [[Valuables]]: New ingots introduced: '''Gray copper''' (250, 500 and 1000 grams), '''Electrum''' (250, 500 and 1000 grams), '''White gold''' (250 and 500 grams)
 +
* [[Food]] and restaurant items: Virtually every food item has has its value reduced, with reductions ranging from 50% to over 80% from pre-update prices. Generally speaking, food is now drastically cheaper and it is now far easier to buy food without it being overly ruinous.
 +
* [[Weapon|Weapons]] and [[Ammunition]]: The cost per round of certain calibers has been adjusted. Many melee weapons have had their prices adjusted (generally down); in particular, many melee weapons that could be found in a hardware store have had their prices drastically cut down.
 +
* [[Ammunition]]: [[Coin shot]] and [[CAWS coin shot]] have been modified - slightly higher Pain damage overall, and the definition has been modified; to handload a coin shot shell, the Contestant now needs '''20 nickel (0.05 P$) coins''' instead of '''20 brass (1 P$) coins''', therefore making the value (and handloading cost) of these rounds significantly lower. (Retail values: 4 P$/round for the 12 gauge version, 5 P$/round for the CAWS version)
 +
* New [[chat bots|bot command]]: '''@coins''' - generates a random coin type.
-
* The inugami has been scrapped.
+
All inventory sheets have been updated to reflect these changes - all money currently carried by Contestants has been converted to '''1 P$ coins'''.
-
* The shinigami has been moved from Normal youkai to Wicked youkai.
+
-
* Kirin have been deeply modified, from quadruped dragon-like creatures to humanoids with dragon features. Kirin now have the '''ability to use weapons and equipment''', have had their '''AC increased''' (C3 -> A2), as well as some of their other stats (meat worth practically doubled, max blood went from 15 to 25, pain sensitivity went from 125% to 80%), and they '''gained two new natural attacks''' (Horn ramming and Fireblast). From nearly useless creatures, kirin turned into valuable, powerful fighters.
+
-
* Gohei now have a special effect; if it is used to attack a Demonic creature, it will '''deal double damage''' in case of a hit.
+
-
* Dark maidens no longer carry the gohei, instead carrying a new weapon and distinctive item, the '''Shaku'''. The Shaku is a Class 5 Short weapon, weighs 1 unit, costs the same as a gohei, and is used as a striking weapon (Blunt-type damage). Like its Angelic counterpart, the Gohei, it has a special effect. If used against an Angelic creature, it will '''set the creature on fire''' in case of a hit.
+
-
== July 11th 2015 ==
+
==== '''Youkai clothing update''' ====
-
'''Big mags, big pockets mini-udpate'''
+
The Youkai Clothing part of the update introduces changes related to [[clothing and armor]] in the game:
-
* Several magazines have been given new size ratings and corresponding weight values; particularly certain large antimateriel rifle magazines such as the Barrett M82A1, CheyTac M200 and M93 Black Arrow magazines; bumped up from V.Large (weight 2 empty) to X.Large (weight 3 empty).
+
* '''Certain non-wicked youkai species''' can now wear clothing and armor! However, clothing reserved to youkai are one-item 'outfits' rather than individual articles of clothing, as is the case for humans.
-
* C-MAGs and pan magazines have been redefined; they now properly count as drums, and cannot be carried by load-bearing gear ammo pouches which say, "No drums".
+
* Youkai clothing is divided in five body types, each type is compatible with the following species:
-
* The MK64 Marksman tactical vest (which has 6 ammo pouches for X.Large magazines) now no longer accepts drums.
+
** '''Type H - Huge size''': Oni, Kishin
-
* New magazine introduced, the '''Thompson 100-round drum''', an X.Large drum magazine (weight 3 empty). Designed for the sole purpose of making your "typewriter" even more fun to use.
+
** '''Type U - Uncanny body type''' (Upper body clothes only): Jorougumo, Kirin
 +
** '''Type S - Small size''': Kappa, Satori
 +
** '''Type T - Tailed''': Guhin, Hakutaku, Kasha, Kitsune, Nure-onna, Tanuki
 +
** '''Type W - Winged''': Doji, Tengu, Yousei
 +
* Youkai clothing can be found for sale at [[clothing shop|clothing shops]], under their own category.
 +
* All youkai clothing items have [[Protection chart|clothing resistances]], same as with their human counterparts.
 +
* Certain types of youkai clothing have effects, and may act as armor or protective equipment, allowing youkai to '''increase their own defensive capabilities with more ease''', and be generally '''less weak in combat'''.
 +
* New [[chat bots|bot command]]: '''@wear-y''' - generates a random youkai outfit.
-
== June 28th 2015 ==
+
Inventory sheets for youkai Contestants have been updated to reflect the changes. All youkai Contestants have been given a traditional outfit matching their species and gender.
-
'''The battlespace mini-update'''
+
-
* [[Gameplay mechanics#Battlespace|The combat battlespace]] has now been properly defined and explained, complete with movement rules, an explanation of range, and a minor tweaking of the [[Cover]] system. Rolling @cover is no longer required from players.
+
=== February 1st 2018 ===
-
* Redefined the [[Secondary effect#Body-affecting|Limping and Crippled]] secondary effects.
+
'''Post-v4 update #13''' - Community Gun Bag of 2018 + Maze Customs Party update (+ Flamethrowers!)
-
== June 12th 2015 ==
+
Firstly, we would like to thank the following players for their suggestions, as well as their rewards in RePoints:
-
'''Inaccurate Hit hotfix'''
+
-
* The effect of Inaccurate Hits for ranged weapons has been changed ; it no longer causes the hit to land in a random body part, but instead imposes a '''50% flat chance to hit modifier'''. This means that when an inaccurate hit with a ranged weapon is rolled, a 1d2 is rolled to determine whether it hits. 1 is a miss, 2 is a hit. In other words, "inaccurate hit" simply means the hit is not guaranteed and that it may still go either way, and thus affects mean accuracy.
+
-
* Inaccurate Hits now also affect explosives.
+
-
== June 5th 2015 ==
+
* Definta - '''1000 RP'''
-
=== Opus Perfecta part 2 ===
+
* Voltaire Jordans - '''950 RP'''
-
For the second part of the Opus Perfecta updates, we bring more much-needed changes on the table, working towards making MzW perfect!
+
* JadedPencil - '''200 RP'''
-
Please read [https://t.co/aO5y5KorzC this newspost] for more details on the purpose of this update.
+
'''ALL PLAYERS:''' Update your inventory sheets! The highlighted text are the sections you must add or edit: https://puu.sh/zehdw/79ec03863f.png
-
=== '''Melee weapon balance''' ===
+
New type of weapon: '''Flamethrowers!'''
-
* All melee weapons that previously had two weapon damage types listed (such as "Sharp/Piercing") will now have two modes, similar to firearm fire modes, which dictate in what way and what damage type this weapon is going to cause.
+
* Everything about flamethrowers is explained in [[Weapon#Flamethrowers|this section]].
-
** '''Example:''' A KA-BAR knife has both Sharp and Piercing - it will cause Sharp damage when used to '''slash''', and Piercing when used to '''stab'''.
+
* Introduction of a new combat skill: '''Flamethrowers''', necessary to use them. Because it is a new weapon skill, this means Flamethrowers can also be selected during [[Startgame]]; as such, new Startgame weapon packages have also been introduced.
-
** Bludgeoning with items and weapons remains possible as an unlisted, implied possibility - this causes '''Blunt-type damage'''.
+
* The existing crafting-only '''Flammenwerfer''' has been updated. It is now a Class 4 disposable flamethrower.
 +
* New weapons:
 +
** '''ION XM42-M''', Class 1 light flamethrower
 +
** '''M2-2''', Class 1 heavy flamethrower
 +
** '''No.2 Mk II''', Class 1 heavy flamethrower
 +
** '''Einstossflammenwerfer 46''', Class 2 disposable flamethrower
-
* All melee weapons damage tables have been balanced. New tendencies included higher Pain but lower Limb Damage for Blunt weapons, and lower Pain/higher Limb Damage for Sharp and Piercing ones (with more dramatic changes for Piercing only weapons, than for Sharp and Sharp/Piercing ones).
+
New [[Weapon|weapons]] in existing calibers:
 +
* 2 new Class 1 weapons
 +
** '''Kel-Tec KSG-25''', [[12 gauge]] shotgun. A longer version of the KSG-12 with two, ridiculously long 12-round magazine tubes, giving the weapon a total capacity of 25 shells.
 +
** '''Norinco M305A''', [[7.62x39mm]] conventional rifle. A strange cross between an M14 and an AK-47 magazine.
 +
* 2 new Class 2 weapons
 +
** '''IWI Tavor 7''', [[7.62x51mm NATO]] combat rifle. A very modern bullpup battle rifle.
 +
** '''Thales EF88 Austeyr''', [[5.56x45mm NATO]] combat rifle. A modernized variant of the Steyr AUG.
 +
* 3 new Class 3 weapons
 +
** '''KBP OTs-01 Kobalt''', [[9x18mm Makarov]] revolver.
 +
** '''SilencerCo Maxim 9''', [[9x19mm Parabellum]]. A very modern, integrally suppressed 9x19mm pistol using Glock magazines.
 +
** '''Smith & Wesson Model 625-2''', [[.45 ACP]] revolver.
 +
* New weapon accessories:
 +
** '''9x18mm 6-round moon clips''' are now available on the regular market, and are no longer exclusive to Maze Customs.
 +
** '''Insight LAM-1000''', dual module light/laser, compatible with the '''H&K USP-9, USP-40 and USP-45'''.
-
* Removed weapons:
+
New [[Maze Customs]] offerings for newly introduced weapons:
-
** Blunt knife, German keyboard, Spoon, Table, Wooden chopsticks
+
* [[Customs:Minor|Full-auto conversion]], Norinco M305A: '''M305FA'''
 +
* [[Customs:Minor|Tactical conversions]], Thales EF88 Austeyr: '''EF88 Austeyr FS''' and '''EF88 Austeyr GL'''
 +
* [[Customs:Minor|Tactical conversion]], IWI Tavor 7: '''Tavor 7 Enhanced'''
 +
* [[Customs:Minor|Tactical conversion]], S&W Model 625-2: '''PSDR-3''', a unique, integrally silenced revolver
-
* Modified weapons:
+
New [[Maze Customs]] offerings for existing weapons:
-
** Fukiya blowgun is no longer Class 5 Long, it is now Class 5 Short.
+
* [[Customs:Weapons|Main Customs families]]:
 +
** '''1911SS and 1911DS''' now offer an '''Inglis stock''' modification, in order to attach a stock on 1911SS and 1911DS pistols and transform it into a compact carbine.
 +
* [[Customs:Minor|Minor]]:
 +
** New category: '''"Other minor modifications"''', for anything that doesn't fit in another category.
 +
** Minor rechambering, H&K G3A3 / HK91: '''PTR-32''' / '''PTR-32S''' ; converts a G3A3 / HK91 to [[7.62x39mm]], compatible with AK-47 magazines.
 +
** Minor rechambering, H&K G3A3 / HK91: '''PTR-33''' / '''PTR-33S''' ; converts a G3A3 / HK91 to [[5.45x39mm]], compatible with AK-74 magazines.
 +
** Other minor: '''Trench magazine service''' - Modifies a range of bolt-action firearms to increase their capacity.
 +
** Other minor: '''H&K USP modifications''' - Modifications for the USP series of pistols.
 +
** Other minor: '''M1 Garand modifications''' - Modifications for the Springfield M1 Garand.
-
* 4 new melee weapons:
+
Modifications to existing [[Maze Customs]] offerings:
-
** The '''Stun baton''', a Class 5 Short weapon which uses Taser batteries and can be used either as a blunt baton, or to deliver stunning charges.
+
* '''Auto-5 RA''': Now also adds a NATO-S rail to the weapon, alongside the 8-round magazine tube.
-
** The '''Kukri''', a Class 5 Short weapon which is capable of surprisingly vicious damage.
+
* The '''M1 Garand EBR Custom''', '''T26 Garand''' and '''T26 Garand EBR Custom''' conversions have been removed from the ''Tactical conversions'' category; they are now part of the M1 Garand modifications introduced above.
-
** The '''Sai''', a Class 5 Short weapon capable only of Piercing damage, but which is capable of causing multiple wounds in a single hit (See below)
+
-
** The '''Morning star''', a Class 5 Long weapon designed to smash and crush bones easily.
+
-
* New [[secondary effect]]: '''Multiple wound weapons'''.
+
=== January 27th 2018 ===
-
** Basics: Certain weapons, when they successfully hit an opponent and cause enough damage to cause a wound, may cause multiple wounds instead of just one.
+
'''Post-v4 update #12''' - '''Story Arc #2: Corporate Chaos''' released!
-
** Concerned weapons: Broken bottle (1d3 wounds/hit), Meat fork (1d2), Ngombe throwing knife (1d3), Scissors (1d2), Shuriken (1d4), Tekko-kagi (2d2), and the new Sai (1d3).
+
-
* [[Protection chart]] changes
+
* The continuation of the main story of the MazeWorld campaign is now out
-
** The '''Resistant''' trait now requires weapons to cause '''3+ Limb Damage''' instead of 2+, in order to sustain an injury.
+
* 13 new main story [[Quests]] about the conflict between Angelics and Demonics, and their related independent interests
-
** The '''PROOF''' trait now requires weapons to cause '''5+ Limb Damage''' instead of 4+, in order to sustain an injury.
+
* 8 different Story Arc endings
 +
* The '''Soul Influence''' system is now fully implemented: The Contestant's influence to the Angelics and Demonics is symbolized by '''Soul Orbs''', which can now be acquired as part of the quest rewards during this Story Arc.
-
* Other changes
+
=== January 10th 2018 ===
-
** The concept of "Deadly critical" as an effect no longer exists, and limb loss is no longer a separate condition. Instead, limb loss becomes an effect of excessive limb damage, and as a result limb health can now fall into negative numbers. More info [[Limb damage#Severed limbs|in this section]].
+
'''Post-v4 update #11''' - New Year's mini-update
-
=== '''The leaderboards update''' ===
+
* [[Gun shop|Gun shops]] and [[Weapon shop|weapon shops]] may now now sell '''boxes of projectiles''' for handloading.
-
The leaderboards as we know them will be closed down. Contestants will no longer be ranked directly against one another using a point system.
+
* The '''Kamikaze''' encounter has been scrapped.
 +
* [[Handloading]]: '''SEG / Segmented''' has been renamed to '''SF / Sintered Frangible'''. Effects and function of this ammo type have not been changed.
 +
* [[4.73x33mm Caseless]]: A new ammunition line has been introduced: '''Improved''', which is equivalent to a +P load, making it the first (and so far the only) Rifle caliber to have +P ammunition. In addition, new bullet types have been introduced: '''AP''' and '''Match'''. All 4.73x33mm Caseless ammunition that can be found, now has a chance to be either Standard or Improved, with either FMJ, AP or Match projectile.
-
Instead, various performance categories will each have their own leaderboards, in order to have more of a fair comparison for every category.
+
=== November 27th 2017 ===
 +
'''Post-v4 update #10''' - Fatigue/Stress balance update (+ other changes!)
-
Contestants will now be ranked on the following performance:
+
Changes related to [[Fatigue]]:
 +
* Fatigue healing from [[Resting]] is doubled, from -0.2 to '''-0.4% per turn'''. Considering 1 turn of resting makes the clock go forward by 6 minutes, this allows the Contestant to recover 16.0% Fatigue in 4 hours of sleep, 48.0% Fatigue in 12 hours, and 96.0% in a full 24 hours.
 +
* The "Normal" Fatigue threshold (i.e. the state of not being tired, between "Energized" and "Tired") '''is expanded to 5.0-49.9%''', making Tired start at 50.0% Fatigue rather than 40.0%, effectively extending significantly the effective endurance of a Contestant.
 +
* New [[secondary effect]] introduced: '''Negated Natural Fatigue (NNF)'''. As long as this effect is active, natural fatigue (the effect which naturally always causes Fatigue to increase by +0.1%) '''is negated'''.
-
===== '''General statistics''' =====
+
Changes related to [[Stress]]:
-
* Total rooms visited
+
* Several stress-relieving activities now have the '''NNF secondary effect''' (described above), in order to promote their use and cut down on the "stat chasing" phenomenon between Fatigue and Stress. These are:
-
* Total creatures defeated (kills)
+
** Book reading
-
* Total wealth
+
** Using a computer for browsing MazeNet
-
* Missions passed in a single visit
+
** Radio listening
-
* Runs completed in a single visit
+
** Showering
 +
** Watching TV
 +
* [[Resting]] now also provides NNF.
 +
* Showering now heals '''-0.2% Stress per turn''' instead of -0.1%. However, please note that showering does not provide NNF.
-
===== '''Combat statistics''' =====
+
New [[medical item]]: '''Concentrated caffeine''' (White tablet)
-
* Combat leaderboards (total kills in each category - Precision Rifles, Combat Rifles, Shotguns, etc.)
+
* Effects: Fatigue -12.0%, Stress +1.2%, Agility +1, Increased alertness for 2d6*5 turns
-
* Special Tactics (total amount of (T) points, aka weak point kills)
+
* Cost: '''200 P$'''
-
* Headshot Gallery (total amount of /H\ points, aka headshot kills)
+
-
* Brutal Brothers (total amount of [B] points, aka brutal overkills)
+
-
===== '''Faction statistics''' =====
+
Changes to existing [[meds]]:
-
* Youkai's worst nightmares (total youkai kills)
+
* [[PCP]] is now [[Addictions|addictive]], and belongs to its own category (PCP withdrawal). 10% addiction chance per use.
-
* Bane of the Military (total military kills)
+
-
* Most Wanted Blacklist (total law enforcement kills)
+
-
* Holiest Warriors (total demonic kills)
+
-
* Honorary Hell Employees (total angelic kills)
+
-
===== '''Player statistics''' =====
+
Other changes:
-
Players themselves will be ranked on these statistics.
+
* [[Weapon accessory|Weapon accessories]]: The 4.6mm silencer and muzzle brake are renamed "4.6mm / 4.7mm", and are now also compatible with [[4.73x33mm Caseless]] firearms. (Weapons chambered in 4.73mm Caseless were technically allowed to receive threading but had no compatible accessories; this has now been fixed. However, using a muzzle brake on these weapons may be a little pointless, as Recoil is already 1. This might be addressed in a future update! ;) )
-
* Most Contestants with completed visits (total amount of visits which are not either ongoing or ended in death)
+
=== November 20th 2017 ===
-
* Player-wide stats (total rooms, kills, wealth, missions, runs across all Contestants of a given player, as well as averages)
+
'''Post-v4 update #9''' - The rocket launcher update
-
===== '''Death tolls''' =====
+
New [[weapon|weapons]]: Introduction of '''disposable rocket launchers''': Cheap, one-shot, disposable rocket launchers, which present several traits and advantages (and disadvantages) compared to their reloadable cousins.
-
Though not strictly related to performance, the Death tolls will still be part of the Leaderboards.
+
* Cheaper and lighter than their reloadable cousins.
 +
* One shot only per launcher ; they are to be disposed of after firing. They are better thought of as self-contained single rounds of ammunition rather than weapons.
 +
* No maintenance stats apply to disposable rocket launchers - because they're disposed of after one shot.
 +
* '''Multiple disposable launchers can be carried in a single equipment slot'''. (e.g. you can carry multiple disposable launchers in Primary 1, as long as all of them are of the same model)
 +
** Disposable launchers are separated in three subcategories: '''Light, Medium, Heavy'''
 +
** Light disposable launchers '''have an individual weight of 9 units, and up to 4 can be carried in a single equipment slot'''.
 +
** Medium disposable launchers '''have an individual weight of 14 units, and up to 3 can be carried in a single equipment slot'''.
 +
** Heavy disposable launchers '''have an individual weight of 18 units, and up to 2 can be carried in a single equipment slot'''.
-
* Death tolls: Total amount of dead contestants
+
'''7''' new weapons introduced with this new category, all of them are Class 1:
-
* Death tolls: Leading cause of death
+
* Light disposable rocket launchers
-
* Death tolls: Most Hated Enemy (creature that kills Contestants the most often)
+
** '''Bazalt RPG-18 Mukha''', 64mm HEAT (PG-18)
 +
** '''Bazalt RPG-26 Aglen''', 72.5mm HEAT (PG-26)
 +
** '''Talley M72A2 LAW''', 66mm HEAT (LAW)
 +
* Medium disposable rocket launchers
 +
** '''Armar Armblast-AP''', 73mm HE/Frag (Armblast-AP)
 +
* Heavy disposable rocket launchers
 +
** '''Hunting Engineering LAW-80''', 94mm HEAT (LAW-80)
 +
** '''KBP RPO-A Shmel''', 93mm Thermobaric (RPO-A)
 +
** '''Saab Bofors Dynamics AT4''', 84mm HEAT (AT4)
-
=== '''Encounter modifications''' ===
+
Changes related to the M202A1 FLASH and its ammunition
-
* Conducts will no longer be officially tracked and the article will be deleted. Any player wishing to restrain their own Contestant's behavior must do so on their own.
+
* It is no longer possible to reload individual rounds into an M202A1 FLASH. Instead, the weapon uses a system of 4-rocket clips, which are non-reloadable. In order to reload a M202A1 FLASH, the rocket clips must be entirely replaced. An empty rocket clip must be disposed of.
-
* Deleted creatures: Angel, Archangel, Fighter Angel, all Enlightened creatures, Horned devil, Hostile genie, Tesla trooper
+
* Rocket clips are available as a singular unit in weapon shops, for 480 P$ per clip.
-
* Changes to Divine Gifts: Now a 2/3 chance to spawn an Angelic creature (new category, see below) which will act as the Contestant's ally (if possible). The remaining 1/3 chance spawns the Divine Items as usual.
+
-
* Creatures that change categories:
+
-
** Warg, Hellhound, Black Hound and Cerberus become Demons instead of Canines.
+
-
** The entire Worms category is merged into Demons.
+
-
** While shrine maidens are humans, they are now considered to be Angelics (see below).
+
-
** All Undead/Zombies are considered to be Demonics as well, and zombie kills count as demonic kills.
+
-
* New creature category, '''the Angelics''', which serve as a counterpart to Demons, and become a new faction to serve as the Demons' antagonists.
+
-
* New roomstyle, the '''Dark sanctum''', which serves as a demon equivalent to shrines.
+
-
** Dark sanctums contain '''Demon altars''', and can be serviced by '''Dark maidens''' (see below).
+
-
* Komainu and Komatora no longer spawn to the help of a shrine maiden when attacked or when a Contestant rolls 2. Instead, 2 random Cardinal Beasts (see below) show up.
+
-
* It is no longer possible to '''disguise''' as a shrine maiden.
+
-
* Hitmen and Hitwomen no longer have an unremovable full body suit which gave them non-human AC. They now have new sets of standard equipment, including clothing and armor just like other human encounters. They are now also considered to be outlaws.
+
-
==== New encounters ====
+
Changes to the naming nomenclature of rocket launcher ammunition:
 +
* "Ammo box" -> "Crate"
 +
* "62mm BUR rocket" -> "BUR rocket, HE/Frag"
 +
* "66mm M74 rocket" -> "M202 4-rocket clip, M74 rockets, HE/Incendiary" (see above for details)
 +
* "83.5mm SMAW rocket" -> "SMAW rocket, Mk3 HE/Frag"
 +
* "85mm PG-7V rocket" -> "RPG-7 rocket, PG-7V HEAT"
 +
* "105mm TBG-29V rocket" -> "RPG-29 rocket, TBG-29V Thermobaric"
-
'''New angelics'''
+
Additional rocket types for existing reloadable rocket launchers:
-
* Angel
+
* Bazalt RPG-7: '''OG-7V HE/Frag''' and '''TBG-7V Thermobaric'''
-
* Guardian angel
+
* Bazalt RPG-29: '''PG-29V HEAT'''
-
* Auror
+
* Talley Mk153 SMAW: '''Mk6 HEAT'''
-
* Archauror
+
-
* Holy Turtle
+
-
* Holy Dragon
+
-
* Holy Tiger
+
-
* Holy Phoenix
+
-
The Holy prefixed creatures are referred to as the Cardinal Beasts, being animal incarnations of the Gods.
+
Changes related to mini-grenades:
 +
* Mini-grenades now count for '''0.5 item''' when placed in [[LBE|Class 4 pouches]], effectively allowing such load-bearing equipment to carry up to twice more mini-grenades when compared to full size grenades.
-
'''New demons'''
+
Introduction of '''training munitions''': Intended for training usage only, such weapons and ammunition have for sole purpose to help train their relevant combat skills (thrown weapons with hand grenades, grenade launcher, rocket launcher, planted explosives) using cheaper, less valuable platforms than live rounds.
-
* Dark maiden (considered as such, but is human)
+
* Weapon: '''M69 practice grenade''', for training thrown weapons skill.
-
* Imp
+
* Weapon: '''M190 LAW subcaliber practice device''', for training rocket launcher skill. Needs its own ammunition, '''35mm training rockets''', which have unique damage tables in case they are used in combat.
-
* Daemon
+
* Weapon: '''Practice C4 charge''', for training planted explosives skill.
-
* Fiend
+
* Ammo type for [[40mm NATO grenade]]: '''40mm NATO, M382 practice''', for training grenade launcher skill. Has unique damage tables in case they are used in combat.
-
* Archfiend
+
-
* Great Daemon
+
-
=== '''Inaccurate Hit system''' ===
+
Other minor changes:
-
The Inaccurate Hit system is a new feature which changes the default Failure Threshold system to account for a new level of accuracy between misses and hits.
+
* Name changes: The Bazalt RPG-29 is now known as the '''Bazalt RPG-29 Vampir'''.
-
Inaccurate Hits work on the principle of a hit being successful but not hitting the intended body part, instead hitting a random one using @bodyaim.
+
* New [[weapon accessory|scope type]] added: '''Rocket launcher optics''', which provide IR-1.
 +
** Certain existing rocket launchers are equipped with RL optics: Bazalt RPG-29 Vampir, KBP BUR, M202A1 FLASH, Talley Mk153 SMAW.
 +
** Some of the newly introduced disposable launchers also have RL optics: Armar Armblast-AP, Hunting Engineering LAW-80.
 +
* Shooting ranges now have an explosives training room.
-
An Inaccurate Hit occurs when the dice score is equal to (FT value) +1 or +2 pts. Assuming default FT of 6, Inaccurate Hits occur on 7 and 8.
+
=== November 7th 2017 ===
 +
'''Post-v4 update #8''' - Fixes, changes and balances
-
On the old system, accuracy under default conditions (FT 6) worked as such:
+
[[Rubber buckshot]] (R-Buck) and [[Rubber baton]] (R-Slug) balance fixes:
-
* 12: Critical hit
+
* R-Slug only: Limb damage multiplier is now '''0.15x''' instead of 0.25x
-
* 7-11: Hit
+
* R-Buck and R-Slug: Both ammo types no longer stun targets on a percentage chance. Instead, each hit causing 1+ damage now stuns the target for 1 turn, stackable with multiple successful hits.
-
* 3-6: Miss
+
* R-Buck and R-Slug: New effect added; if ammunition of these types manage to cause an injury to a target, the injury type is a [[broken limb|fracture]] instead of a [[wound]].
-
* 2: Critical failure
+
-
Using the new system of Inaccurate Hits, it will be as follows.
+
Naming changes:
-
* 12: Critical hit
+
* All relevant event lines for the '''SG510-3, SG510-4, SG550, SG550 Sniper, SG551 and SG552 Commando''' no longer display "SIG Sauer" as the manufacturer, but "SIG Arms".
-
* 9-11: Hit
+
-
* 7-8: Inaccurate Hit
+
-
* 3-6: Miss
+
-
* 2: Critical failure
+
-
The Inaccurate Hit range depends on FT, thus it moves as FT changes, increasing or reducing the window of accurate hits.
+
Changes related to [[Food]] and [[Medical aid|Meds]]:
 +
* Several meds now have greatly reduced shop price.
 +
** [[Amphetamines]]: 350 -> '''150 P$'''
 +
** [[Cocaine]]: 450 -> '''115 P$'''
 +
** [[Codeine]]: 150 -> '''100 P$'''
 +
** [[Desoxyn]]: 250 -> '''75 P$'''
 +
** [[Diazepam]]: 400 -> '''100 P$'''
 +
** [[Ecstasy]]: 250 -> '''75 P$'''
 +
** [[Epinephrine]]: 500 -> '''125 P$'''
 +
** [[FG-7142]]: 350 -> '''90 P$'''
 +
** [[Field Surgery Kit]]: 2500 -> '''2000 P$'''
 +
** [[Heroin]]: 550 -> '''150 P$'''
 +
** [[Morphine]]: 500 -> '''125 P$'''
 +
** [[Nitrous oxide inhaler]]: 250 -> '''200 P$'''
 +
** [[Oxycodone]]: 300 -> '''100 P$'''
 +
** [[PCP]]: 350 -> '''90 P$'''
 +
** [[Steroids]]: 300 -> '''75 P$'''
 +
* Certain food items have a new shop value in turn.
 +
** [[List of food items|Military Rations - Accuracy]]: 200 -> '''300 P$'''
 +
** [[List of food items|Military Rations - Endurance]]: 250 -> '''350 P$'''
-
==== Related changes ====
+
Shop changes:
-
* If FT were to raise to 9 or 10, Inaccurate Hits take precedence over Hits, but never over Critical Hits, meaning that 12 always means Critical Hit, but that if FT is sufficiently high, all potential Hits would become Inaccurate.
+
* [[Workshop|Workshops]]:
-
* [[Concentration]] overrides Inaccurate Hits, since it guarantees that all potential Hits into Critical Hits as long as the effect lasts.
+
** Workshops now sell '''1d5-1 extra mobile phones''' and '''1d6 extra mobile phone batteries''' on top of the usual 12 random crafting ingredients.
-
* '''Inaccuracy''' becomes a [[Secondary effect]], which causes all non-critical hits to become Inaccurate Hits as long as the effect lasts.
+
** Mobile phone batteries: 250 -> '''50 P$'''.
 +
** Gun cleaning kits for sale: 1d6 -> '''2d6'''
 +
** Weapon repair kits and Melee weapon repair kits for sale: 1d4-1 -> '''1d4'''
 +
* [[Gun shop|Gun shops]] and [[Weapon shop|Weapon shops]]:
 +
** Gun shops now offer '''1d3 gun cleaning kits''' and '''1d3-1 gun repair kits''' for sale.
 +
** Weapon shops now offer '''1d3 gun cleaning kits''', '''1d3-1 gun repair kits''' and '''1d3-1 melee weapon repair kits''' for sale.
-
* Multi-projectile weapons (Buckshot, Flechette, etc...): Dice score now only indicates hit or miss, just like with other weapons. FT modifiers now affect multiproj weapons the same way other weapons are affected.
+
=== October 29th 2017 ===
-
** Amount of projectiles that hit is now rolled separately and only in the event of a hit. It becomes a simple 1d9 for shotgun buckshot, and 1d20 for flechette and grenade buckshot.
+
'''Post-v4 update #7''' - Ammunition and handloading balance update
-
** '''Shotgun chokes''' will be reintroduced as weapon accessories which affect shotguns firing multiprojectile (and do nothing on singleprojectile shells). With a choke equipped, the projectile hit rolls become 1d6+1d3, and 1d14+1d6 respectively.
+
-
* Explosive weapons: Dice score now only indicates hit or miss, just like with other weapons. Explosion power is now subject to an independent roll: '''0.25+1d3*0.25'''. This guarantees that any explosive that does hit, hits at least at half of its listed power, with equal chances of rolling for half, 75%, and full power.
+
All pistol and rifle caliber data has been streamlined and standardized, using simulated handloading data and ballistics software. Damage tables for each caliber stems from load data - certain calibers have had their damage tables tweaked or modified to reflect these changes.
-
* Smoke grenades: Effect to users is modified - instead of causing FT+1 to users, it causes Inaccuracy.
+
* Calibers with minor changes to damage tables: [[.30-06 Springfield]], [[.32 ACP]], [[.357 SIG]], [[.500 Magnum]], [[5.8x42mm]], [[7.62x38mm R Nagant]], [[7.62x39mm]], [[7.62x51mm NATO]], [[9x18mm Makarov]], [[9x25mm Dillon]]
-
* Flashbangs: Effects to victims is modified - instead of FT+4, it causes Environmental Blindness.
+
* Calibers with significant changes to damage tables:
-
* Weaponlights: All weaponlight effects now only last 1 turn, repeated for as long as the weaponlight is aimed at the target. Soft light now causes Inaccuracy, Normal light now causes FT+1 and Inaccuracy, and Strong light now causes FT+2 and Inaccuracy.
+
** Nerfed: [[10mm Auto]] (lost 4% base power), [[.338 Lapua Magnum]] (lost 5% base power), [[.460 Rowland]] (lost 5% base power), [[.454 Casull]] (lost 7% base power), [[.300 Winchester Magnum]] (lost 11% base power), [[.50 BMG]] (lost 88% base power)
 +
** Buffed: [[9x19mm Parabellum]] (gained 2% base power), [[.45-70 Government]] (gained 5% base power), [[.30-30 Winchester]] (gained 6% base power), [[9x39mm]] (gained 6% base power), [[.475 Wildey Magnum]] (gained 7% base power), [[12.7x108mm]] (gained 14% base power), [[.338 Norma Magnum]] (gained 14% base power)
-
=== '''New combat skill system''' ===
+
[[Handloading]] changes:
-
Contestants may now have variable skills with the various weapon groups of the game. These weapon groups are the same as those defined in the [[Achievements]].
+
* [[7.62x38mm R Nagant]]: Bullet weight modified, from 100 to '''97 grains'''. All relevant handloading projectiles are also subsequently modified (''.308, 100 grain'' -> '''.308, 97 grain''')
 +
* [[12.7x108mm]]: Bullet weight modified, from 715 to '''744 grains'''. All relevant handloading projectiles are also subsequently modified (''.511, 715 grain'' -> '''.511, 744 grain''')
 +
* [[.30-06 Springfield]]: Bullet weight modified, from 152 to '''150 grains'''. All relevant handloading projectiles are also subsequently modified (''.308, 152 grain'' -> '''.308, 150 grain''')
 +
* [[.408 Chey Tac]]: Bullet weight modified, from 419 to '''400 grains'''. All relevant handloading projectiles are also subsequently modified (''.408, 419 grain'' -> '''.408, 400 grain''')
-
There exist five skill levels, which match the Achievement badges:
+
* [[7.62x51mm NATO]]: No longer uses a .308, 147 grain bullet. Instead, it may use the newly introduced '''.308, 150 grain''' bullets for [[.30-06 Springfield]], allowing both calibers to share the same projectiles.
-
* Unskilled (between 0 and 9 kills)
+
-
** Effects: FT+1, defaut Inaccuracy Range
+
-
* <span style="color: #CD7F32">Basic</span> (Bronze, 10-24 kills)
+
-
** Effects: Default accuracy, default Inaccuracy Range (FT 6, Inaccurate Hits occur on 7 and 8)
+
-
* <span style="color: #C0C0C0">Skilled</span> (Silver, 25-49 kills)
+
-
** Effects: Default accuracy, Inaccuracy Range reduced to FT score +1 (on FT 6, inaccurate hits now only happen on rolls of 7 instead of 7-8)
+
-
* <span style="color: #FFD700">Expert</span> (Gold, 50-99 kills)
+
-
** Effects: Default accuracy, Inaccuracy Range is deleted (no inaccurate hits ever, unless caused by secondary effects)
+
-
* <span style="color: #E5E4E2">Master</span> (Platinum, 100+ kills)
+
-
** Effects: FT-1, Inaccuracy Range is deleted (corresponds to the accuracy in the old pre-v3 MazeWorld eras)
+
-
In order to increase one's skill level with weapons, there exist many methods:
+
Other changes:
-
* The simplest and most common method is killing enemies. Kills are the meter used to gauge weapon skill.
+
* Wildey Hunter renamed to '''Wildey Survivor'''
-
* Training by going to a '''shooting range''' (firearms and explosives), and playing one of the many target shooting minigames.
+
* Fix: [[.338 Lapua Magnum]]: Missing barrel length group, '''Short rifle''', was added.
-
* Training by going to a '''dojo''' (melee and unarmed), and playing one of the many Wooden Man minigames.
+
-
* During Startgame, the Contestant will receive Basic skill along with every weapon group he/she received a weapon.
+
-
===== Training skills =====
+
=== September 20th 2017 ===
 +
'''Post-v4 update #6''' - The big little update of September 2017
-
Each training minigame works on the principle of Training Points. They serve as a substitute to field experience until a certain point.
+
==== New caliber: .410 bore ====
-
When completing training minigames, the Contestant may receive Training Points. 10 TPs substitute for 1 kill. A maximum of 250 TPs can be acquired per weapon category, which is just enough to go from totally unskilled to the Skilled (silver) level. Further experience must then be obtained on the field with actual kills.
+
MazeWorld's third shotgun caliber, [[.410 bore]], has finally been introduced. This small, lightweight shotgun caliber serves as a cheaper, less powerful, but less-recoiling alternative to 12 gauge. 7 different projectile types are available in this caliber (3 flavors of buckshot, 3 slugs, and flechette).
-
=== '''Ally-related changes''' ===
+
7 new firearms have been introduced - 5 "proper" .410 shotguns, and 2 new firearms which also introduce a new special weapon rule: [[.45 Colt]] and [[.454 Casull]] firearms with '''3" chambers''' - which are also capable of chambering .410 ammunition. Check [[Ammunition]] for more details.
-
Ally limits will be reinstated, under the following conditions:
+
 
-
* In normal conditions, '''1 creature of any type''' can be the Contestant's ally.
+
* '''Mossberg Silver Reserve II Field''', Class 1 double-barrel shotgun
-
* In addition to 1 other creature, maximum '''1 hired mercenary''' can follow the Contestant.
+
* '''Chiappa Triple Threat''', Class 1 triple-barrel shotgun
-
** Hiring '''two mercs''' is possible if the Contestant wishes to, as long as funds allow.
+
* '''Mossberg 183T''', Class 1 bolt-action shotgun
 +
* '''Mossberg 505''', Class 1 pump-action shotgun
 +
* '''IZHMASH Saiga-410K''', Class 2 semi-automatic shotgun
 +
** Comes standard with a 10-round magazine. Also available: 4-round, 15-round, 30-round drum.
 +
* '''Pedersoli Howdah 45/410''', Class 3 double-barrel pistol chambered in [[.45 Colt]] ('''3" chamber''')
 +
* '''Taurus Raging Judge Magnum M513''', Class 3 revolver chambered in [[.454 Casull]] ('''3" chamber''')
 +
** Special rule specific to the Raging Judge Magnum: It may also be loaded with [[.45 ACP]]/[[.460 Rowland]] through the use of moon clips. The Raging Judge Magnum may effectively accept 5 different calibers, although not at the same time. When loaded with rimless (moon clip) ammunition, it may not accept rimmed (.45/.454/.410) ammunition. Any combination of either compatible rimmed or rimless calibers is possible, but not both.
 +
 
 +
New caliber-specific accessories have also been introduced: .410 bore shotgun chokes (mod and full) and .410 bore silencers.
 +
 
 +
And as usual with a new caliber, the usual relevant [[Handloading]] items have also been introduced ; .410 hulls, .410 waddings, and new .410 slugs.
 +
 
 +
==== The Fragmentalizer ====
 +
* Special thanks to Voltaire Jordans, who had originally submitted this suggestion for the CWU. As it has been introduced, you will receive '''500 RP''' in thanks!
 +
 
 +
1 new melee weapon, the '''Breaching sledgehammer''' - a Class 5 Long short sledgehammer with a special profile and meat-tenderizer texture on the strike face. It has been introduced alongside a new [[Crafting|blueprint]], the '''FragHmr''' blueprint, and a new crafting ingredient, the '''infrared sensor'''.
 +
 
 +
The FragHmr blueprint lists the ingredients required to create a new Crafting-only melee weapon, the '''Fragmentalizer''', which is a modified breaching sledgehammer with a jury-rigged, single-shot, [[12 gauge]] shotgun grafted into it. Using infrared sensors and electronic components, the Fragmentalizer may be used in 'shotgun mode' - upon successfully striking an opponent, the Fragmentalizer's sensors will "detect" the successful hit and fire the shotgun, causing a "shotgun mode" hit to result in two strikes - one with the hammer, and one with the shotgun.
 +
 
 +
==== New RePoints Shop offerings ====
 +
 
 +
15 new packages have been added to the RePoints shop, including weapon packages, food packages, medical packages, and packages of other items.
 +
 
 +
==== Startgame changes ====
 +
 
 +
Effective immediately for any new Contestants after this update, all new Contestants will receive, '''free of charge, with 100% guarantee''', the following items:
 +
* 1x First Aid Kit
 +
* 2x Apple
 +
* 2x Bottle of mineral water
 +
* 2x Canned beef meatballs
 +
 
 +
==== New Town feature: Food and water production facilities ====
 +
* Huge thanks to JadedPencil, who has given me the inspiration to start writing the part of this update. As a thank-you gesture, you will receive '''1000 RP'''.
 +
 
 +
2 new types of town facility introduced to every town in the Mazes: the '''food production facility''' and the '''water production facility'''.
 +
 
 +
2 subtypes of water production facilities are introduced: '''UA water recycling unit''' and '''Natural water processing unit'''. They mostly fill the same role, the differences being largely lore-related.
 +
 
 +
12 types of food production facility are introduced:
 +
* The '''farms''', which also introduce the [[Farmer]], a new type of human encounter:
 +
** Artificial light farm (all-indoors)
 +
** Traditional land farm (outside area)
 +
** Traditional sea farm (outside area)
 +
* The '''scientific facilities''', also known as '''Sci-Farms''':
 +
** Hydroponics and cloning farm
 +
** Aquaponics farm
 +
* The '''food factories''':
 +
** Canning facility
 +
** Soft drink manufacturing plant
 +
** Brewing plant
 +
** Mass baking factory
 +
** Mass fast-food production facility
 +
* The '''magic facilities''':
 +
** Heaven Farm
 +
** Hell Horns of Plenty
 +
 
 +
Each of these facilities mostly fulfill lore- and worldbuilding-related purposes, intended to explain where food in the Mazes comes from, and what sorts of different technologies and challenges are involved with producing food and water.
 +
 
 +
Certain existing sidequests (S1-2, S2-1) and side activities (Trading Missions, Mercenary Contracts) have been slightly altered to account for these changes.
 +
 
 +
=== August 14th 2017 ===
 +
'''Post-v4 update #5''' - The Community Weapons Update of 2017
 +
 
 +
Firstly, we would like to thank the following players for their suggestions, as well as their rewards in RePoints:
 +
* C27 - '''450 RP'''
 +
* Definta - '''600 RP'''
 +
* JadedPencil - '''900 RP'''
 +
* Link - '''150 RP'''
 +
* Voltaire Jordans - '''1500 RP'''
 +
* Groovy_smoothy - '''750 RP'''
 +
 
 +
While not every suggestion that you have sent may have been implemented, they have all received serious consideration and research, and even if your suggestion didn't make it, you have been rewarded for at least making it on the consideration list. Thank you, guys!
 +
 
 +
'''Please check the "Name changes" and "Other changes" sections - certain items have been renamed, other items have been modified. If your current Contestant carries any of the items listed under these sections, please edit your sheets accordingly!'''
 +
 
 +
New [[Weapon|weapons]]:
 +
 
 +
A total of '''26''' new weapons have been introduced to the game.
 +
* 7 new Class 1 weapons
 +
** '''DIO KH2002 Sama''', [[5.56x45mm NATO]] combat rifle. A bullpup rifle which accepts STANAG magazines.
 +
** '''DISA Madsen M1924''', [[7.92x57mm Mauser]] machine gun. Box magazine fed.
 +
** '''FN Herstal FNAR Match''', [[7.62x51mm NATO]] precision rifle. Semi-automatic.
 +
** '''FN Herstal Model 1949''', [[7.62x51mm NATO]] conventional rifle. Semi-automatic.
 +
** '''Serbu BFG-50A''', [[.50 BMG]] precision rifle. Semi-automatic.
 +
*** Ghost gun ("Implemented" but actually absent from all game files) until December 12 2018, at which point it has been fixed.
 +
** '''Tikkakoski Suomi KP/-31''', [[9x19mm Parabellum]] submachine gun. Sold by default with a 71-round drum magazine, but smaller (36- and 50-round) magazines are also available.
 +
** '''Uberti Lightning Carbine''', [[.357 Magnum]] conventional rifle. A pump-action rifle, fed by an internal tube. Also accepts [[.38 Special]].
 +
* 7 new Class 2 weapons
 +
** '''Bergmann MP18''', [[9x19mm Parabellum]] submachine gun. The world's first true submachine gun. Accepts Luger magazines and is sold by default with a 32-round snail drum magazine.
 +
** '''Daewoo K7''', [[9x19mm Parabellum]] submachine gun. Integrally suppressed, accepts Uzi magazines.
 +
** '''KBP OTs-14 Groza-1''', [[7.62x39mm]] combat rifle. Bullpup rifle based on the AK platform. Accepts AK-47 magazines.
 +
** '''KBP OTs-14 Groza-4''', [[9x39mm]] combat rifle. Bullpup rifle based on the AK platform. Accepts AS Val magazines.
 +
** '''Kel-Tec SUB-2000-G9''', [[9x19mm Parabellum]] conventional rifle. A very compact pistol carbine capable of accepting Glock magazines. Has several modifications available at the [[Maze Customs]].
 +
** '''Steyr AUG Para''', [[9x19mm Parabellum]] submachine gun. A submachine gun based on the Steyr AUG platform.
 +
** '''Steyr MPi 81''', [[9x19mm Parabellum]] submachine gun. The AUG Para's predecessor. Both weapons share the same magazines.
 +
* 3 new Class 3 weapons
 +
** '''Chiappa Rhino 40DS-40''', [[.40 S&W]] revolver. An unique revolver with a 6 o'clock barrel. This variant can use 10mm/.40 moon clips.
 +
** '''Chiappa Rhino 50DS-357''', [[.357 Magnum]] revolver. An unique revolver with a 6 o'clock barrel.
 +
** '''Taiyuan Arsenal Shanxi Type 17''', [[.45 ACP]] pistol. An oversized variant of the Mauser C96, chambered in .45 ACP.
 +
* 5 new Class 5 Long weapons, including 1 new crafting-only
 +
** '''Arming sword''', a sword, slightly shorter than a longsword.
 +
** '''Bardiche''', a polearm, which can be considered to be the European counterpart to the naginata.
 +
** '''Greatsword''', a huge sword.
 +
** '''Nodachi''', a large Japanese sword, longer than a katana.
 +
** Crafting-only: '''Combat chainsaw''', an improved chainsaw.
 +
* 1 new Class 5 Short weapon
 +
** '''Entrenching tool''', a short metal shovel.
 +
* 2 new Handgear weapons, including 1 new crafting-only
 +
** '''Insulated gloves''', which serves as a crafting ingredient for the...
 +
** Crafting-only: '''Shock gloves'''. Pair of gloves meets Taser.
 +
* 1 new knife-bayonet:
 +
** '''SAFN 1949''', for the FN Herstal Model 1949
 +
* Magazines and stripper clips for the new weapons.
 +
* Several new [[Customs:Minor|Customs Minor]] offerings for the new weapons.
 +
 
 +
New [[Crafting]] items
 +
* New blueprints: '''CombatCS''' and '''SGloves''', respectively showing the ingredients required to build the Combat Chainsaw and the Shock gloves
 +
* New crafting ingredients: '''Titanium carbide chainsaw chains''' and '''TM-3C improved chainsaw engine'''.
 +
 
 +
Name changes (old name -> '''new name'''):
 +
* Motorcycle boots -> '''Harness boots'''
 +
* Smallsword -> '''Bastard sword'''
 +
* Medieval broadsword -> '''Longsword'''
 +
* Medieval spear -> '''Spear'''
 +
* Medieval warhammer -> '''Warhammer'''
 +
* Cavalry sabre -> '''Service saber'''
 +
 
 +
Other changes:
 +
* Dagger: No longer has Butchering capability, and becomes a Sharp-type only weapon (previously: Sharp/Piercing)
 +
* Wakizashi: Becomes Sharp-type only (previously: Sharp/Piercing)
 +
* Katana: Becomes Sharp-type only (previously: Sharp/Piercing)
 +
* Drill blueprint: The "HITB Battery" ingredient was replaced by the newly introduced "Improved chainsaw engine" item.
 +
 
 +
=== July 22nd 2017 ===
 +
'''Post-v4 update #4''' - The Fast Traveling mini-update
 +
 
 +
Changes related to [[Room|roomstyles]] and the [[Uncivilized Area]]:
 +
* Four new "empty rooms" roomstyles: Highway, Old byway, Passage, and Featureless room
 +
* All "Empty room" roomstyles now feature a 100% chance to have one door that acts as a '''shortcut''' or a '''detour'''. Passing a shortcut door further decreases the amount of rooms until the next destination by the amount indicated. Passing a detour door does the opposite - it increases the amount of rooms until next destination.
 +
* Four traditional roomstyles were given chances to feature shortcut and detour doors; '''Machine rooms''' and '''Sculleries''' may have shortcuts, '''Prison rooms''' and '''Studio rooms''' may have detours.
 +
 
 +
New [[Quests|sidequest]] and new associated gameplay mechanic:
 +
* '''S3-1 - A Light Shining in Darkness'''. Successfully completing this quest unlocks access to a new area in the generator room of select towns: an '''access to the Engineering Service Shaft Network'''.
 +
* The '''Engineering Service Shaft Network''' is a network of special service tunnels employed by the Engineering Corps to safely travel across the Mazes and reach different Geographical Zones faster than through the normal method of traveling in the UA. There is an ESSN access in one town in each geographical Zone, and each access is interlinked to each other, allowing ESSN users to travel from any one Zone to any other Zone easily.
 +
** The role of the ESSN is to serve as an advanced method of fast traveling - when using a service shaft, time spent traveling is quickly abridged.
 +
** Sidequest S3-1 belongs to '''Sidequest Tier 3''', which is available to Contestants with at least one Cardinal Amulet; therefore it is not immediately available, and a certain amount of progress is required to get access to this quest. Players are recommended to complete '''Quest M04''' in order to unlock this Tier and this sidequest.
 +
 
 +
Other changes:
 +
* The '''FN Herstal FNP-40 and FNP-45''' pistols have been replaced with the '''FNX-40''' and '''FNX-45''' respectively, from the same manufacturer. All necessary name changes have been done as well (renamed magazines and Maze Customs offerings related to these firearms)
 +
* The '''Tsar-Pushka SVL Lobaev''' was removed, alongside the '''TSVL Custom''' offering in the Maze Customs. The rifle was replaced by the more modern and more accurate '''Lobaev Arms DXL-4''', in .408 Chey Tac. It uses a proprietary 5-round box magazine (Lobaev DXL .408), is equipped by default with a PMII optic (NATO rail) and a bipod (Long underbarrel interface), uses an integrated/removable muzzle brake, and possesses two long Light rails. The new shop price for this rifle is 3000 P$. All relevant data was modified in consequence.
 +
 
 +
=== June 27th 2017 ===
 +
'''Post-v4 update #3''' - Caffeine and bags mini-update
 +
 
 +
Changes related to [[Food]]:
 +
* '''Black coffee''', '''Cappucinos''', '''green tea''', '''black tea''', '''cola drinks''', '''energy bars''' and '''energy drinks''' now give users a small amount of [[Stress]], equivalent to about 10% of the amount of [[Fatigue]] they removed. In addition, Black tea now reduces Fatigue by 1.0% (previously 0.5%), and Green tea by 2.0% (previously 1.0%).
 +
** This change has been introduced to provide a small, negative effect as an incentive to not abuse Fatigue decreasing drinks as a method of keeping Fatigue down, or as a replacement to [[Resting]].
 +
 
 +
Changes related to [[Load-bearing equipment]]:
 +
* [[LBE]] items now have an additional use: '''they can be folded and transported into the inventory''', under certain conditions:
 +
** Folded LBE items MUST be empty before they can be folded down.
 +
** Not all LBE items can be folded down. (mostly large capacity backpacks)
 +
** A folded LBE item cannot be worn or filled with items.
 +
** All tactical vests will fold down to Weight 5, all utility belts to Weight 3, and all leg rigs to Weight 2.
 +
** Backpacks: Courier bags fold down to Weight 5 ; Student backpacks fold down to Weight 7, Field packs fold down to Weight 10, ALICE Mark 2s fold down to Weight 12. All other backpacks are non-foldable.
 +
 
 +
Related changes:
 +
* '''Trading Missions''': Load-bearing equipment is now a type of Cold merchandise. Successfully delivering a shipment of LBE nets the courier the equivalent of 10% cargo value.
 +
 
 +
Special thanks to:
 +
* '''Groovy_smoothy''' for the ideas and suggestions regarding caffeine products in the Mazes, in particular for playing and demonstrating that it is possible to completely negate the need to sleep for Fatigue reduction by simply buying enough coffee. Sorry that I'm killing your dream of being a never-sleeping caffeine addict, Groovy. '''Groovy_smoothy was awarded with 250 RePoints for this suggestion.'''
 +
* '''Voltaire Jordans''' for making the brilliant suggestion of making LBE items foldable, as well as providing the general idea and mechanics. Your idea was amazing! '''Voltaire was awarded with 500 RePoints for this suggestion.'''
 +
 
 +
=== June 3rd 2017 ===
 +
'''Post-v4 update #2''' - Three new features!
 +
 
 +
Introduction of a '''new non-combat skill''': [[Gameplay mechanics#Healing skill|Healing skill]]
 +
* The purpose of healing skill is primarily to affect the effectiveness of Limb Healing effects (as used on first aid kits and field surgery kits).
 +
* A new [[crafting]]-only item, '''makeshift tourniquet''', has been introduced to complement the Healing skill - it functions like the basic tourniquet, but is made using very cheap materials, at the cost of only having a 40% chance to succeed when used.
 +
* Healing skill may also affect the effectiveness of Rags as bandages, and that of makeshift tourniquets.
 +
* A new [[abilities|ability]] has been introduced: [[Healing massage]]. Available to Contestants and creatures with at least Skilled (Lv3) skill level in Healing skill.
 +
 
 +
'''Encounter spawn rate balancing''' and the concept of '''Encounter strength groups'''.
 +
* Every encounter is now part of one of six categories called strength groups, which is meant to divide the various creatures of the Mazes based on how strong, tough, difficult, or generally valuable they are.
 +
* These six groups are WEAK, AVERAGE, STRONG, VERY STRONG, SUPERBEAST and MEGABEAST.
 +
* Criteria for classification is '''Kill Value''', introduced during the previous update. The higher the KV, the higher the strength group.
 +
** WEAK: KV 1-9
 +
** AVERAGE: KV 10-30
 +
** STRONG: KV 31-99
 +
** VERY STRONG: KV 100-399
 +
** SUPERBEAST: KV 400-999
 +
** MEGABEAST: KV 1000+
 +
* The lower the strength group, the more commonly creatures in this group may be generated. This way, '''stronger creatures may appear less often''', allowing early-game Contestants to have better survivability, as well as giving more value to stronger monsters, as they will be rarer and thus, more sought after.
 +
 
 +
A feature tied into the future Soul Influence statistic has been introduced ahead of time: '''Magic item shops'''.
 +
* These shops are part of a [[Shrine]]. Both Angelic and Demonic shrines have their own Magic Shops, each side selling different items.
 +
* Magic shops sell unique, expensive items which cannot be found anywhere else, often with extremely useful effects, which may be used to compliment food, meds, mushrooms, and other items.
 +
* Angelic shops primarily sell defensive or healing items.
 +
* Demonic shops primarily sell offensive, stat boosting, or destructive items.
 +
* Only the '''basic inventory''' is available - expanded inventories are available to Contestants with sufficient Soul Influence for one or the other side; the Soul Influence feature and system will be expanded upon in a future update, and with it, the expanded magic shop inventory will be introduced.
 +
 
 +
=== May 25th 2017 ===
 +
'''Post-v4 update #1''' - A player experience point system: '''Resurrection Points''' (or '''RePoints''', '''RP''')
 +
 
 +
A new meta statistic is introduced: '''Resurrection Points''', or '''RePoints''' or '''RP''' in short.
 +
 
 +
RePoints serve as score, and as currency. At the end of a [[Contestant]]'s run, an amount of RePoints is attributed, depending on the Contestant's performance. Rooms visited, creatures killed, wealth accumulated, and whether the run ended on death or ascension, all contribute towards RP obtained.
 +
 
 +
RePoints are also a currency, which can be spent during Startgame, in order to purchase better starting equipment, certain special services, or the ability to play as one of a set of extra, "bonus" species.
 +
 
 +
Kill Value point system:
 +
* To fairly judge the Contestant's performance for every killed creature, a new statistic is introduced on encounters, the '''Kill Value''' (KV)
 +
* Every type of encounter has a KV, calculated the following way:
 +
** '''Meat worth / 7 / Pain Sensitivity'''
 +
* When a creature is killed, the Contestant gains an amount of RP equal to that creature's KV.
 +
* The bigger, stronger and more resistant the creature, the more KV it is worth
 +
 
 +
Related changes:
 +
* [[Leaderboards]] updated to show the list of players, and their current RePoints balance.
 +
* As a thank-you gift to all players who have signed up since the reopening, all current players have been awarded with 500 RePoints.
 +
* Player C27 is awarded with an extra 50 RePoints, corresponding to the score that would have been obtained following the death of Tabitha Matsuyama (KIA on May 18th 2017)
-
=== '''Armor Class update''' ===
+
=== April 24th 2017 ===
 +
'''MazeWorld version 4''' - Grand reopening of the games!
-
* All AC names will be renamed.
+
* The grand replacement of the old Mission system, in favor of the new [[Quests]].
-
** Naked/Unarmored, Light, and Hardskin will be respectively renamed C1, C2 and C3.
+
** For now, only the first story arc out of a planned three will be available.
-
** Kevlar-2, Kevlar-3, Kevlar-4 and HEV will be respectively renamed A2, A3, A4 and A5.
+
** A total of 24 quests will be available:
 +
*** 4 early game quests to introduce the player to the basics.
 +
*** The first story arc, titled '''The Silverlight Legacy''', is composed of 10 main quests, and 2 possible related sidequests.
 +
*** 8 non-story sidequests will also be introduced, all intended to introduce the players to the Mazes, as well as introduce and activate [[Skills#Non-combat skills|non-combat skills]].
 +
*** 3 repeatable side-activities will be available as well, after the completion of their related introductory sidequests; Trading Missions (courier/delivery jobs), Mercenary Contracts (combat for money jobs) and Mining (self-explanatory).
-
* Armor Classes now follow standardized damage reduction models depending on the damage type they face. The damage charts for all relevant weapons, calibers and NPC attacks will also be modified. As a rough guideline:
+
* New '''sign-up form'''
-
** '''C1''' symbolizes ultralight clothing, or more accurately the absence of clothing. Offers zero protection and sustains full Pain damage, and as such remains the standard, synonymous with the term "Base damage")
+
** In order to join us, you may now use this [https://goo.gl/forms/oRe35bbgNsYCVU5M2 Contestant application form]. Fill it out completely and without missing information, and wait for a response from the GM on Discord to know if it's accepted or refused.
-
** '''C2''' is for most light clothing. Offers negligible protection (~5% Base damage reduction) and no LDV reduction.
+
** Players with accepted applications will be given the opportunity to set their Contestant's primary statistics and starting equipment. Once set, players receive a copy of their inventory sheet (see below) and are considered ready to play.
-
** '''C3''' is for tough clothing. Offers very light protection (~10% Base damage reduction), but no longer offers LDV reduction like it did in the past.
+
-
** '''A2''' succeeds to Kevlar-2 as the AC of light armor. Offers moderately light protection (~35% BD reduction, LDV-2) - making it more efficient than old Kevlar-2 used to be, while remaining just as cheap; thus improving its cost-effectiveness.
+
-
** '''A3''' succeeds to Kevlar-3 as the AC of medium armor. It remains virtually unchanged: medium protection (~50% BD reduction, LDV-3) and still the perfect compromise of cost and protection.
+
-
** '''A4''' succeeds to Kevlar-4 as the AC of heavy armor. Much like A3, not much changes: heavy protection (~75% BD reduction, LDV-4) for a heavy cost.
+
-
** Finally, '''A5''' succeeds to HEV as the AC of powered armor. It is slightly more efficient than it used to (~95% BD reduction, LDV-5), but is still rare, extremely expensive and difficult to find.
+
-
* New Armor Class: '''A1''', which is more or less equivalent to what would have been between Hardskin and Kevlar-2 (a sort of 'Kevlar-1').
+
* New and improved '''inventory sheet''':
-
** A1 represents a class of early and ultralight armors which do not quite protect like Type 2 Kevlar vests do, but are still significantly more protection than C3/formerly Hardskin would. A1 armor is usually cheap.
+
** Now Google Docs based!
-
** A1 armor offers light protection ; about ~20% Base damage reduction, as well as a LDV-1 bonus.
+
** Prettier!
-
** [[Clothing and armor]] that will be moved to the new A1 AC:
+
** Formatting, colors, and easier to read and edit!
-
*** Headgear: Full-face helmet, Hard hat, Kabuto-menpo
+
-
*** Top: Armored dress, Stealth jacket
+
-
*** Body armor: Dou-sode armor, Medieval cuirass, Flak jacket, Heavy stab vest
+
-
*** Bottom: Stealth pants
+
-
*** Arms addons: Armored elbow pads
+
-
*** Legs addons: Armored knee pads
+
-
*** Footwear: Shinobi tabi
+
-
** Many encounters will be moved to have A1 AC as well.
+
-
=== '''Other changes''' ===
+
* Simplified [[Leaderboards]] - Less stat tracking, for convenience's sake.
-
* Trap rooms have been entirely deleted. As such, the [[Secondary effect#Mind and psyche|Increased alertness]] secondary effect has been redefined.
+
= Older =
= Older =
''See [[Guide:Changelog Archive|the Changelog Archive]].''
''See [[Guide:Changelog Archive|the Changelog Archive]].''

Latest revision as of 22:12, 21 January 2019

New wiki

Past versions

November 27th 2018

Version 5 update - The Finished State update!!

Quests

  • Story Arc #3: The Human-Youkai War released! Features 33 quests, 1 sidequest, and 1 emergency quest.
  • Endgame content now available! The Contestant story may now come to an end as soon as all four Amulets are gathered

Content

Abilities:

  • Several special abilities were renamed to techniques, due to their similarity with martial arts techniques. Techniques are actions that can be performed instead of a regular combat action, and which, if the prerequisites are met, may allow their users to perform special moves that wouldn't otherwise be possible.
  • Introduction of several new combat techniques:
    • Techniques that are learned upon reaching Expert skill level with a corresponding combat skill:
      • Firearm techniques: Failure Drill (DA revolver, Semi-auto pistol/rifle/shotgun), Fanning (SA revolver), Mad Minute (Bolt-action), Recoil Control Stance (Automatic pistol/rifle/shotgun), Rifleman Trick (Lever-action), Zero's Trick (Pump-action)
      • Melee techniques: Any-Bash (One- and Two-handed clubs), Any-throw (Thrown weapons), Backlash (Whip/Lash weapons), Desperate Smash (Crude weapons), Double Cleave (Axes, One- and Two-handed swords), Stabbing Rush (Knives)
    • Techniques that can be purchased: Lightning Reload (available for 3000 P$ at any shooting range)

Maze Customs:

  • Customs:Minor - 1 new tactical conversion (Pecheneg Zenit), 4 new minor barrel configurations (SCAR-H STD, SCAR-L STD, SCAR-L LB, SG551-LB)

Startgame:

  • Tsuchinoko update: Rarity is finally weaved into the drop rates for the weapon commands (@wpn @wpnc1 @wpnc2 @wpnc3 @wpnc4 @wpnc5L @wpnc5S @wpncHG). The original commands (with equal chances for each weapon) have been given the -e suffix (@wpn-e, @wpnc1-e, etc...); e stands for "equivalent" (in the sense that each weapon has the same chance to be rolled as any other).
    • Four new Tsuchinoko commands, @wpn-firearm, @wpn-melee, @wpn-firearm-e and @wpn-melee-e. The first two respectively roll only firearms (Classes 1-4) and melee weapons (Classes 5L, 5S, HG), and the last two are the equivalent chances versions of the first two.
  • Kitsune and alligator halflings are now playable (discontinuation of the RePoints system)
  • Equipment points to allocate have been increased from 5 to 10.
  • Unspent equipment points are now worth 200 P$ each instead of 150 P$, and are now paid entirely in copper coins.
  • Starting weapons are no longer dependent on the combat skills selected at the start. All of the packages are now available, and extra packages now only cost 2 equipment points instead of 3.
  • Difficulty modes are no longer tied to RePoints. The starting amount of lives (Hard: 1, Easy: 3, Messiah: Infinite) is fixed.

Meta

  • GM side changes: Planned migration away from Excel and fully towards Google Docs - from now on GMs and players should be using the same files; any changes and updates should be done through direct edition of the player's GDocs sheet. Any information that is hidden from the player should be kept on a separate, GM-only file (preferably also on GDocs) which lists only the hidden information and nothing else.
  • Migration to the new wiki will begin shortly after the release of this update.
  • The RePoints system is discontinued (please check the corresponding Patreon post for more information).

September 5th 2018

Post-v4 update #22 - The Final Stretch content update

Weapons

New weapons, new caliber, new weapon types
  • 1 new caliber: 20 gauge, an intermediate shotgun caliber, with performance in between .410 bore and 12 gauge.
    • Plus all new relevant handloading items (cases, projectiles)
  • 2 new weapon types: Combination long gun and Combination handgun.
    • The Super LeMat is reclassified to "Combination handgun"
    • Combination guns introduce their own special rules and mechanics, as well as their own event line nomenclature.
  • 22 new weapons:
    • Browning Citori 725, 20 gauge double barrel shotgun
    • Charles Lancaster Four Barrel, 20 gauge quadruple barrel shotgun
    • Chiappa Triple Threat 20, 20 gauge triple barrel shotgun
    • Heckler & Koch P7M13, 9x19mm pistol
    • Iver Johnson Super Enforcer, .30 Carbine stockless combat rifle
    • IZHMASH Saiga-20K, 20 gauge semi-auto shotgun
    • Merkel 2010D, Combination long gun (7.62x51mm NATO / 12 gauge)
    • Merkel B4, Combination long gun (7.62x51mm NATO / 5.56x45mm NATO)
    • Merkel Drilling 96KS, Combination long gun (Double 20 gauge / 5.56x45mm NATO)
    • Merkel Drilling 961L, Combination long gun (Double .30-06 Springfield / 20 gauge)
    • Mossberg Maverick 88, 20 gauge pump-action shotgun
    • Mossberg 500 Tactical, 20 gauge pump-action shotgun
    • Mossberg SA-20 Tactical, 20 gauge semi-auto shotgun
    • Remington 11-87 Sportsman, 20 gauge semi-auto shotgun
    • Remington-Keene Navy Repeating, .45-70 bolt-action conventional rifle
    • Savage Arms Model 42, Combination long gun (.22 Long Rifle / .410 bore)
    • Smith & Wesson Model 547, 9x19mm DA/SA revolver, no moon clips required
    • Smith & Wesson Model 986, 9x19mm DA/SA revolver
    • Tula Arms Tokarev Model 1927, 7.62x38mm R Nagant submachine gun
    • Tula Arms TOZ-106, 20 gauge bolt-action shotgun
    • Uzkon UNG12, 12 gauge semi-auto shotgun
    • Xmatter XL18, heavy flamethrower

Total weapon count is now 740.

New weapon mechanic: Disintegrating belts and belt links

See this for more information.

  • Gun shops and weapon shops now have a chance to sell belt links.
  • The Gunner LRAK tactical vest was clarified to be able to carry 4 ammo belt boxes.
  • Many other relevant event line changes
Weapon fixes
  • Caliber name fixes: 10mm Auto -> 10x25mm Auto, .50 AE -> .50 Action Express
  • The event line for the AKMSU does not display a manufacturer name anymore (IZHMASH), in honor of the unknown Khyber Pass gunsmith who has made this weapon, which has fooled the world into making us believe it was actually of Russian manufacture.
  • The shaku now deals double damage to Angelic creatures, replacing the previous effect ("sets Angelic creatures on fire").

Other additions

  • New repeatable activity: R4: Bounty Hunter, unlocked when starting M31 (still a work in progress).
  • More items added to @stuff

Fixes and changes

  • Amulets: The Amulets no longer offer effects.
  • Hacking: The Hacking minigame is now based on a minigame introduced in Sidequest S3-2. It is a word unscrambling minigame, using randomly generated words from the command @loginwords.
  • Containers: Brute force against containers: The chance to damage an object inside the container now varies depending on the location of the attack. A damaging hit on the frame has a 25% chance to destroy an object; a damaging hit on the lock has a 10% chance instead.
  • Medical aids: Fixes related to syringes and syringe usage:
    • Injection into food or meat is no longer possible.
    • Direct injection into other creatures is no longer possible, unless the target is stunned, blinded, blacked out, restrained, surrendering/coerced into compliance, or otherwise incapacitated.
    • Steroids now boost Strength by 40% instead of 30%.
  • Skills: Combat skill training has been totally revamped and completely simplified so that it's easy to understand, easier to process, and less of a hassle.
  • Hunting fixes and changes:
    • Butchering nerfs:
      • In order to butcher a creature, the Contestant must now first spend 1 turn to inspect the meat (which will inform the Contestant of the creature's meat worth).
      • Once a dead creature has been inspected, the amount of meat harvested per turn now depends on skill level; equal to 1 multiplied by skill level per turn.
      • Butchering creatures now also wears out butchering tools: -1 condition per turn spent butchering (meaning that tools sustain less wear with higher skill levels)
    • Butchering buffs:
      • 1 meat now has a weight of 0.5 instead of 1, allowing Contestants to carry double the amount of meat.
      • Nutritional value of meat is now 1d100+100 for raw meat, and 2d50+100 for cooked meat.
    • Poison fixes: Killing a creature with a poisonous weapon no longer turns the meat poisonous. Creatures dying from cyanide poisoning lose all of their meat worth, making them impossible to harvest for meat.
  • Gameplay mechanics: Critical hit effects simplified; all of them now guarantee extra damage (Pain and Limb Damage multipliers). Effects range from 1.5x to 4x damage, with certain variant effects offering an additional Stunning effect. Critical hits should now be guaranteed to be powerful and effective.
  • Secondary effects: The bowel pains and Vital HUD effects have been scrapped.
  • Addictions: The withdrawal system has been revamped once more. Now, substance withdrawal effects are gradual; the initial effects are mild, but if consumption or treatment does not occur after a certain amount of time has passed, then harsher effects are activated instead.
  • Encounters: Doji have been scrapped from the game.

July 23rd 2018

Post-v4 update #21 - Two new sidequests

Sidequests S3-3 and S3-4 have been added to the roster and are now playable.

  • S3-3: Factory Blues - The mayor of Ellen Sector contacts the Contestant and personally requests his/her help with an issue regarding the town's ammunition factory, which appears to be managed by the mayor's son, and suffering from several problems... It is up to the Contestant to find out what's up.
    • One of the rewards for this quest is a Factory Pass, which allows access to advanced handloading services (allowing the Contestant to transform raw materials into cases, hulls, and projectiles suitable for handloading), and a primer and propellant shop (allowing the Contestant to have a reliable, cheap source of powders and primers).
  • S3-4: Where's Waldo Wilco? - Willy Wilco, owner of Wilco Weapons in Calfair Sector, and head of the Wilco family (a brotherhood of 13), requests the Contestant's help to find his missing, youngest brother, Waldo Wilco. The Contestant learns about the Wilco family's secrets and deepest source of sadness, and is requested to embark on a detective story to try and find his whereabouts. On the way, the Contestant may find that the long and storied journey of a runaway with convictions is far from a dull one...
    • One of the possible rewards for this quest is to become a VIP client at Wilco Weapons, allowing the Contestant to purchase items from the shop's regular inventory at 20% off, and allowing access to the Special Order feature; provided the Contestant is willing to wait and pay extra for it, it becomes possible to special order any regular weapon (excluding uniques, artifacts, crafting-only, specs-docs only or any other Rarity 7 weapon) or weapon accessory, and have it delivered to the Contestant when it arrives.

The completion of these sidequests now opens the road for work on the final Story Arc, which is one of the the last items on our roadmap. We are confident that the game is now nearing completion!

June 20th 2018

Post-v4 update #20 - The MAIM update + More fixes and changes

New game feature: MAIM - Mercenary Agency In the Mazes

  • MAIM is a mercenary recruitment agency, which serves the purpose of offering the services of skilled NPC allies. Their services can be purchased temporarily and for a fee, with the option of buying signature equipment matching those skills.
  • MAIM fills the purpose of offering companions to the Contestant, and is now the "official" way of acquiring an ally (though that shouldn't be construed as a discouragement to roleplay your way into making friends of the NPCs you meet!)
  • In order to access the MAIM services, the Contestant must meet all of the following criteria:
    • Have a MAIM account
    • Find a suitable MAIM dispatch location
    • In certain cases, know the access password
  • Five types of generic mercenaries (each with 3 different equipment tiers) and 24 named, unique mercenaries (each with their own backgrounds and backstories) are available for hire.
    • Certain mercs are not immediately available for hire and conditions must be met first.
    • Many named mercenaries have preferences, likes and dislikes, and making sure to meet them may be necessary to keep them in the Contestant's employment.

How to obtain MAIM stuff:

  • Account: The Contestant earns a MAIM account after completing Sidequest S2-2.
  • Password: Rumors may speak of the password.
  • Dispatch locations: Either through rumors, or through calling a special phone number given to the Contestant when obtaining an account.

Bestiary clean-up: Changes related to Encounters:

  • 33 creatures removed from the game (Giant centipede, all four blobs, Byangoma, Garuda, Raven, Wild duck, Dingo, Fox, Jackal, Cuegle, Tikbalang, Lynx, Black leopard, Cyclops, Rabbit, Naga, Binbougami, Datsue-ba, Fuujin, Goryou, Hainu, Mizuchi, Taimatsumaru, Ushi-oni, and all six types of mercenary)
  • 4 creatures renamed:
    • Bird of Ares -> Armored bird
    • Warhorse -> Armored horse
    • Nemean Lion -> Armored lion
    • Killer bee -> Giant killer bee
  • 5 creatures added:
    • 5 new generic mercenary types (Assault, Support, Sniper, Medic, Sapper). Only their Tier 1 variations can be found 'in the wild'.

Changes related to Uncivilized Area generation:

  • The studio room roomstyle has been removed.
  • Certain changes pertaining to the generation of special areas in the UA (UA shops, Explorable areas) have been made in consequence
  • Explorable areas: Three artifact weapons can now be found as a reward in certain Explorable Areas, as part of the loot for clearing them.
    • The artifact weapons are: Crescent Moon (longbow), Ryuukiri (yari spear), and Spear the Gungnir (spear).

Changes related to the Hospital:

  • When the Contestant purchases hospital bedroom usage, a nurse is now assigned to that hospital bedroom to assist the Contestant if needed.

Other changes:

  • Many new rumors, graffiti and book titles for your enjoyment.
  • New bot commands: @info, @google and @wikipedia. All three are search commands, @info searches on this site, the other two should be self-explanatory.
    • When searching with @info, please replace any spaces with underscores.

June 6th 2018

Post-v4 update #19 - Power Armor update!!

New Quests:

  • Sidequest S3-2 - Questionable Ethics and its follow-up: Sidequest SX-03 - Lambda Function, the so-called "Power Armor quests", are finally available.
    • As S3-2 is a Tier 3 sidequest, it is available only to Contestants with at least one Amulet. S3-2 is also not started from the Hiring Bureau, instead starting from a special trigger. Contestants are advised to travel to a certain location. ;)

Changes related to weapons

  • The SIG P250 is replaced by the SIG P320. No other changes - not even capacity or caliber.
  • The MAC-10 and MAC-11 are now considered to be FS (Folding Stock). These weapons are considered to be of different categories and subsequently ask for different weapon skills depending on whether the stock is open or folded; respectively submachine gun (rifle skills) and auto pistol (pistol skills).

Changes related to weapon accessories

  • The QBZ 5.8mm 75-round drum, standard magazine of the Norinco QBB-95, has been modified - it now holds 80 rounds instead of 75, following research confirming that the previous listed capacity of 75 rounds was, in fact, incorrect.
    • The event line of the drum and of the QBB-95 have been modified as a result.

Changes related to Ammunition

  • Adjustments were made to the 5.8x42mm caliber - load data changes include switching away from the 77 grain bullet (DBP-88 based) to the newer 71 grain bullet (DBP-10 based). To compensate for the lighter bullet, a slightly heavier powder charge was applied, in an effort to increase the muzzle velocity, and in turn, be as close as possible to the previous damage tables and ensure the caliber keeps its place and value relative to other calibers.
    • Minor adjustments to the damage tables applied. (1% less base damage)
    • Relevant changes to handloading equipment applied: .263 diameter bullets changed from 77 grain to 71 grain.

Changes related to Hunting

  • Meat providing positive effects is now more valuable.
    • Meat with increased alertness effect is 1.25x more valuable.
    • Meat with Strength boosting effect is 1.5x more valuable if the boost is 10%, and 2x more valuable if 20%.

April 12th 2018

Post-v4 update #18 - The Super Melee Update: Part 3 and finale (Everything else)

New standard weapons

29 new weapons! Including:

  • 17 new Class 5 Long weapons
  • 10 new Class 5 Short weapons
  • 2 previously existing Class 5 Long weapons replaced with new ones

The new weapons:

  • Barbed nine-tails, Class 5 Short whip/lash weapon, capable of dealing multiple wounds per hit
  • BRR Light tactical crossbow, Class 5 Long archery weapon
  • Compound bow, Class 5 Long archery weapon
  • G420 Heavy tactical crossbow, Class 5 Long archery weapon
  • Falchion, Class 5 Short one-handed sword
  • Halberd, Class 5 Long staff/pole weapon
  • Hatchet, Class 5 Short axe
  • Heavy crossbow, Class 5 Long archery weapon
  • Iron-shod staff, Class 5 Long staff/pole weapon
  • Lambda magazine crossbow, Class 5 Long archery weapon, which can only be obtained through Specs docs crafting.
  • Light crossbow, Class 5 Long archery weapon, replacing the old crossbow
  • Longbow, Class 5 Long archery weapon, replacing the old bow
  • Long spiked chain whip, Class 5 Long whip/lash weapon, capable of dealing multiple wounds per hit
  • Mattock, Class 5 Long axe
  • Meat tenderizer, Class 5 Short one-handed club
  • Nine-tails, Class 5 Short whip/lash weapon
  • One-handed warhammer, Class 5 Short one-handed club
  • Otsuchi, Class 5 Long two-handed club
  • Pistol crossbow, Class 5 Short archery weapon
  • Riding crop, Class 5 Short whip/lash weapon
  • Shortbow, Class 5 Long archery weapon
  • Spiked chain whip, Class 5 Short whip/lash weapon, capable of dealing multiple wounds per hit
  • Splitting maul, Class 5 Long axe
  • Throwing axe, Class 5 Short axe/thrown weapon
  • Training one-handed sword, Class 5 Long one-handed sword
  • Training longsword, Class 5 Long two-handed sword
  • Trident, Class 5 Long staff/pole weapon, capable of dealing multiple wounds per hit
  • War fork, Class 5 Long staff/pole weapon, capable of dealing multiple wounds per hit
  • Zweihander, Class 5 Long two-handed sword

New Artifact weapons

10 new unique weapons with special properties, designated as "Artifact" weapons. All of these weapons are Class 5 Long.

  • Barbed Lucille (Class 5 Long), an improved wood baseball bat
  • Casius Sword (Class 5 Long), an otherworldly bastard sword
  • Crescent Moon Longbow (Class 5 Long), a mystical longbow
  • Doomslayer (Class 5 Long), a combat chainsaw from Heaven
  • Golden Axe (Class 5 Long), an ultra-durable battle axe
  • Muramasa (Class 5 Long), a blood-thirsty katana
  • Ryuukiri (Class 5 Long), a yari spear that hates dragons
  • Spear the Gungnir (Class 5 Long), a legendary blood-red spear
  • Studded Negan (Class 5 Long), an improved iron baseball bat
  • The Bat out of Hell (Class 5 Long), a baseball bat from Hell

Additionally, Silver Brand, which can be found during the final quest of Story Arc #1, is now considered to be an Artifact weapon.

How to obtain them:

  • Barbed Lucille, Golden Axe, Studded Negan: These weapons can be acquired at a Forge, using a brand new Special weapon conversion service. In exchange for a fee, a base weapon, and showing proof of proficiency, the blacksmith may convert your base weapon in one of these special, unique weapons.
  • Casius Sword: This weapon will be part of the rewards for an upcoming sidequest. Stay tuned...
  • Crescent Moon Longbow: This weapon will be part of the rewards for an upcoming sidequest. Stay tuned...
  • Doomslayer: As an achievement reward for obtaining the Heaven Ltd. Divine Service Medal. Any Contestant that obtains this achievement will immediately receive this weapon in the bank vault.
  • Muramasa: As an achievement reward for obtaining the Savior of Youkai Order. Any Contestant that obtains this achievement will immediately receive this weapon in the bank vault.
  • Ryuukiri: This weapon will be part of the rewards for an upcoming sidequest. Stay tuned...
  • Spear the Gungnir: This weapon will be part of the rewards for an upcoming sidequest. Stay tuned...
  • The Bat out of Hell: As an achievement reward for obtaining the Hell, Inc. Honorary Demon Badge. Any Contestant that obtains this achievement will immediately receive this weapon in the bank vault.

Related changes:

Changes to Weapons

Changes to Ammunition

All ammunition and archery "calibers" have been completely revamped:

  • The archery calibers are now as follows: Arrows (for bow), Small bolt and Large bolt (for crossbow). Each archery caliber now has new damage tables.
  • All archery calibers now share the same projectile types (with Small bolts not having access to BRD and XPL projectiles):
    • NRM - Normal (Bodkin): The "standard" arrowhead, which represents the base damage.
    • BRD - Broadhead: An arrowhead designed for hunting. 1.2x Pain, 1.5x Limb Damage, Multiple wound weapon effect (1d3 wounds per hit)
    • FLD - Field: An arrowhead designed for training. 0.8x Pain, 0.8x Limb Damage.
    • IMP - Improvised (Crafting-only): A makeshift, handmade arrowhead based on the field design. 0.6x Pain, 0.6x Limb Damage.
    • VNM - Venom (Crafting-only): A field arrowhead coated in venom. 0.8x Pain, 0.8x Limb Damage, venom poisoning effect
    • CYA - Cyanide (Crafting-only): A field arrowhead coated in cyanide. 0.8x Pain, 0.8x Limb Damage, cyanide poisoning effect
    • TNQ - Tranq (Crafting-only): A field arrowhead coated in tranquilizer. 0.8x Pain, 0.8x Limb Damage, induces forced sleep for (6d5)/2 turns with no addiction chance.
    • XPL - Explosive (Crafting-only): An explosive arrowhead, designed to blow stuff up! Explosive arrows and bolts have their own damagetables.

Firearm ammunition changes:

  • UHS no longer has a FT+1 penalty, replaced instead by a less harsh IR+1 penalty.
  • Match no longer has a FT-1 bonus, replaced by a less overpowered IR-1 bonus. In addition, the cost multiplier of Match ammo has been reduced to 4x instead of 10x.

Changes to Crafting

  • All of the following recipes and corresponding blueprints were removed: PArrows, PBolts, PDarts, TDarts, WArrow, WBolt, WDart, XArrows
  • New recipes and blueprints introduced:
    • Crafting-only arrows: ImpArrow, TqArrow, VnArrow, CyArrow, ExArrow
    • Crafting-only large bolts: ImpLBolt, TqLBolt, VnLBolt, CyLBolt, ExLBolt
    • Crafting-only small bolts: ImpSBolt, TqSBolt, VnSBolt, CySBolt
  • New engineering specifications document: #GF019 - Prototype magazine device and feeding system for crossbow

April 11th 2018

Post-v4 update #17 - The Super Melee Update: Part 2 (The Big Stuff)

Evading skill and Evasion abilities

  • Introduction of a new non-combat skill: Evading skill
  • New abilities: Evasion abilities. The Evading skill governs their use each turn.

Revamped unarmed combat

  • All martial arts techniques have been rewritten and revamped completely, now geared towards being more generally useful and more powerful, as well as less restrictive to use.

Revamped melee combat skills

  • Replacing the previous categories, melee combat skills now span across 14 skills: Archery, Axe, One-handed club, Two-handed club, Crude weapon, Knife, One-handed sword, Two-handed sword, Staff/Pole, Whip/Lash, Exotic Melee, Exotic Ranged, Thrown weapon, and Martial Arts.
  • Replacing the previous, rigid rule that weapon class determined max attacks per turn, melee combat skill levels now not only affect accuracy with these weapons, but also maximum attacks per turn. The more skilled a melee fighter is, the more damage they can output.
  • An overview of the new melee skills and their effects can be found on this page.

Changes related to weapons

  • All melee weapon event lines now display the relevant melee combat skill needed to use it, in all of its modes, if applicable.
  • The weapons eligible for Charging have been modified: instead of "Class 5 Long weapons capable of Piercing-type damage", it is now "Staff / Pole weapons capable of Piercing-type damage". Bayonet charging was not affected.
  • 1 renamed weapon: Dwarven axe => Battle axe
  • 7 weapons have been scrapped from the game: Kusari-fundo, Ngombe throwing knife, Old book, Roman pilum, Sai, Tekko-kagi, Fukiya
    • Ammunition: Fukiya darts have been removed as well.
    • LBE: The Leg quiver can no longer carry fukiya darts as they no longer exist in the game.
  • Bows and crossbows have new special weapon rules, listed in this section.

Changes related to weapon accessories

  • Bayonets:
    • All weapons with a bayonet affixed, when using the Bayonet mode, require the use of Staff / Pole weapon skill.
    • Knife-bayonets used as stand-alone weapons may require either Knife skill or One-handed sword skill.

Other changes related to Skills

  • Cross-training: Certain combat skills may now be part of a subgroup. When training a combat skill that is part of a subgroup, the Contestant may gain half as many Training Points in all other skills of the same subgroup.

Changes related to Startgame

  • Evading skill levels can now be purchased at Startgame.
  • It is now possible to purchase "packages" of combat skills which correspond to skill subgroups.
    • Available packages: Pistol (Semi + Auto), Revolver (DA + SA), Rifle (Semi + Auto), Shotgun (Semi + Auto), Clubs (1H + 2H), Swords (1H + 2H)
    • Two options are available when purchasing a package: Basic or Skilled. The Basic option costs 3 points and assigns 100 TP (Basic level) to all skills in the subgroup (as opposed to 4 points to level them individually). The Skilled option costs 8 points and assigns 250 TP (Skilled level) to all skills in the subgroup (as opposed to 10 points to level them individually).

Other changes

All inventory sheets have been updated to reflect the changes introduced during this update:

  • Evading skill has been added to the list of non-combat skills for everyone.
  • Certain Startgame-selectable species now have additional skills:
    • Guhin, Oni, Tengu: All three of these species start with 50 SP in Evading skill (just enough to be Skilled)
  • A select few encounters have been given levels in Evading skill.
  • All Contestants with melee combat skill levels: You will be prompted to respec your melee skills.
    • Contestants with pending re-spec: Pretty much everyone
  • All Contestants with either martial arts knowledge or pending free martial arts lessons: You will be prompted to re-spec your martial arts techniques.
    • Morrigan Edelman: 3 techniques
    • Yumiko Imagawa: 1 technique
    • Reina Miyako-Knight: 2 techniques
    • Adam Hiruman: 2 techniques

April 6th 2018

Post-v4 update #16 - The Super Melee Update: Part 1 (The Small Stuff First)

Changes to gameplay mechanics

  • Stealth cover check rules have been modified.
    • From now on, if other creatures on the same side as the Contestant intend to take cover stealthily, they must all make stealth checks as a group. The group's stealth checks are averaged (rounded up) and treated as one for the whole group. (Any scores less than 2 are treated as 2, any scores over 12 are treated as 12)
    • If the resulting score is 7 or more, then the group succeeds (all creatures that made a check take cover, maintain stealth, and may act again). If the resulting score is less than 7, then the group fails (all creatures that made a check take cover, but stealth is broken for them and their turn ends)

Changes to towns

  • Arnett: New facilities have been opened in the town of Arnett! You may now find a hotel (East Point Hotel) and a forge! Additionally, the weapon shop was turned into a gun shop instead.

Changes related to encounters

  • Encounter natural attacks now have a set maximum amount of attacks per turn, instead of being always restricted to 1 attack per turn. This may make combat against creatures faster and more dangerous.

March 25th 2018

Post-v4 update #15 - Startgame changes of March 2018

Extra startgame choices

  • Combat skill point allocation is renamed Skill point allocation, as it now allows for spending points into non-combat skills.
  • 12 points are now available, instead of 10.
  • Each non-combat skill has different point costs, and it is possible to unlock normally "locked" skills (skills that require completion of a sidequest or some other pre-requisite to obtain). Doing so will mark the corresponding sidequest or pre-requisite as already completed.

Difficulty modes

Introduction of a "difficulty mode" selector, selected during startgame, in order to appeal to the broadest range of players, from challenge-seekers to casual players.

  • Hard mode (Recommended)
    • One life, that's it
    • Upon dying, the Contestant is sent to limbo.
    • If the Contestant is in limbo, the player has ONE CHANCE ONLY to purchase a backup body (effectively an extra life) for 50 000 RePoints.
    • When revived, the Contestant will wake up in the lobby of the special facility in Arnett without any equipment or augmentations (as all equipment upon death is lost), except for a set of basic clothes.
      • If human/halfling: T-Shirt, Jeans, Running shoes
      • If youkai: Traditional outfit matching species and gender
    • If the Contestant dies once more, or if the player doesn't want to purchase any, the game ends immediately.
    • Finishing the game alive in Hard mode grants either a 4x or 2x multiplier to earned RePoints; 4x if no backup body has been purchased, 2x otherwise.
  • Easy mode
    • The Contestant has access to 2 extra backup bodies from the beginning.
    • Upon dying, the Contestant is sent to limbo.
    • If the Contestant is in limbo, the player has the option to revive their Contestant by using a backup body.
    • The player has the possibility to purchase unlimited, additional backup bodies for 50 000 RePoints each.
    • When revived, the Contestant will wake up in the lobby of the special facility in Arnett without any equipment or augmentations (as all equipment upon death is lost), except for a set of basic clothes.
      • If human/halfling: T-Shirt, Jeans, Running shoes
      • If youkai: Traditional outfit matching species and gender
    • If the Contestant chooses to end the game, or runs out of backup bodies, and has no possibility to buy more, the game ends.
    • Finishing the game alive in Easy mode grants a 1.5x multiplier to earned RePoints.
  • Messiah mode
    • Same as in Easy, except the Contestant has an unlimited amount of backup bodies.
    • This mode is intended for players that do not like permadeath or want a more casual experience. It is also useful for testing purposes.
    • Finishing the game in Messiah mode grants the same amount of RePoints as dying (1x multiplier).

February 20th 2018

Post-v4 update #14 - Currency Overhaul + Youkai Clothing update

Currency Overhaul

The Currency Overhaul part of the update introduces several changes related to money and valuables in the game:

  • Money is no longer denominated only in 1 P$ coins - 12 different coin types can now be found, from 0.05 P$ Nickel coins to 500 P$ Platinum coins. More information on this article: Parallar
  • LBE: Money pouches are now designated as being capable of carrying 20 units of coins, allowing Contestants to carry a variety of different coins in their money pouches.
  • Banks allow Contestants to withdraw money in any denomination desired. If none is specified, bankers will, by default, offer the most efficient possible amount of coins to match the desired amount.
  • Valuables: New ingots introduced: Gray copper (250, 500 and 1000 grams), Electrum (250, 500 and 1000 grams), White gold (250 and 500 grams)
  • Food and restaurant items: Virtually every food item has has its value reduced, with reductions ranging from 50% to over 80% from pre-update prices. Generally speaking, food is now drastically cheaper and it is now far easier to buy food without it being overly ruinous.
  • Weapons and Ammunition: The cost per round of certain calibers has been adjusted. Many melee weapons have had their prices adjusted (generally down); in particular, many melee weapons that could be found in a hardware store have had their prices drastically cut down.
  • Ammunition: Coin shot and CAWS coin shot have been modified - slightly higher Pain damage overall, and the definition has been modified; to handload a coin shot shell, the Contestant now needs 20 nickel (0.05 P$) coins instead of 20 brass (1 P$) coins, therefore making the value (and handloading cost) of these rounds significantly lower. (Retail values: 4 P$/round for the 12 gauge version, 5 P$/round for the CAWS version)
  • New bot command: @coins - generates a random coin type.

All inventory sheets have been updated to reflect these changes - all money currently carried by Contestants has been converted to 1 P$ coins.

Youkai clothing update

The Youkai Clothing part of the update introduces changes related to clothing and armor in the game:

  • Certain non-wicked youkai species can now wear clothing and armor! However, clothing reserved to youkai are one-item 'outfits' rather than individual articles of clothing, as is the case for humans.
  • Youkai clothing is divided in five body types, each type is compatible with the following species:
    • Type H - Huge size: Oni, Kishin
    • Type U - Uncanny body type (Upper body clothes only): Jorougumo, Kirin
    • Type S - Small size: Kappa, Satori
    • Type T - Tailed: Guhin, Hakutaku, Kasha, Kitsune, Nure-onna, Tanuki
    • Type W - Winged: Doji, Tengu, Yousei
  • Youkai clothing can be found for sale at clothing shops, under their own category.
  • All youkai clothing items have clothing resistances, same as with their human counterparts.
  • Certain types of youkai clothing have effects, and may act as armor or protective equipment, allowing youkai to increase their own defensive capabilities with more ease, and be generally less weak in combat.
  • New bot command: @wear-y - generates a random youkai outfit.

Inventory sheets for youkai Contestants have been updated to reflect the changes. All youkai Contestants have been given a traditional outfit matching their species and gender.

February 1st 2018

Post-v4 update #13 - Community Gun Bag of 2018 + Maze Customs Party update (+ Flamethrowers!)

Firstly, we would like to thank the following players for their suggestions, as well as their rewards in RePoints:

  • Definta - 1000 RP
  • Voltaire Jordans - 950 RP
  • JadedPencil - 200 RP

ALL PLAYERS: Update your inventory sheets! The highlighted text are the sections you must add or edit: https://puu.sh/zehdw/79ec03863f.png

New type of weapon: Flamethrowers!

  • Everything about flamethrowers is explained in this section.
  • Introduction of a new combat skill: Flamethrowers, necessary to use them. Because it is a new weapon skill, this means Flamethrowers can also be selected during Startgame; as such, new Startgame weapon packages have also been introduced.
  • The existing crafting-only Flammenwerfer has been updated. It is now a Class 4 disposable flamethrower.
  • New weapons:
    • ION XM42-M, Class 1 light flamethrower
    • M2-2, Class 1 heavy flamethrower
    • No.2 Mk II, Class 1 heavy flamethrower
    • Einstossflammenwerfer 46, Class 2 disposable flamethrower

New weapons in existing calibers:

  • 2 new Class 1 weapons
    • Kel-Tec KSG-25, 12 gauge shotgun. A longer version of the KSG-12 with two, ridiculously long 12-round magazine tubes, giving the weapon a total capacity of 25 shells.
    • Norinco M305A, 7.62x39mm conventional rifle. A strange cross between an M14 and an AK-47 magazine.
  • 2 new Class 2 weapons
    • IWI Tavor 7, 7.62x51mm NATO combat rifle. A very modern bullpup battle rifle.
    • Thales EF88 Austeyr, 5.56x45mm NATO combat rifle. A modernized variant of the Steyr AUG.
  • 3 new Class 3 weapons
    • KBP OTs-01 Kobalt, 9x18mm Makarov revolver.
    • SilencerCo Maxim 9, 9x19mm Parabellum. A very modern, integrally suppressed 9x19mm pistol using Glock magazines.
    • Smith & Wesson Model 625-2, .45 ACP revolver.
  • New weapon accessories:
    • 9x18mm 6-round moon clips are now available on the regular market, and are no longer exclusive to Maze Customs.
    • Insight LAM-1000, dual module light/laser, compatible with the H&K USP-9, USP-40 and USP-45.

New Maze Customs offerings for newly introduced weapons:

New Maze Customs offerings for existing weapons:

  • Main Customs families:
    • 1911SS and 1911DS now offer an Inglis stock modification, in order to attach a stock on 1911SS and 1911DS pistols and transform it into a compact carbine.
  • Minor:
    • New category: "Other minor modifications", for anything that doesn't fit in another category.
    • Minor rechambering, H&K G3A3 / HK91: PTR-32 / PTR-32S ; converts a G3A3 / HK91 to 7.62x39mm, compatible with AK-47 magazines.
    • Minor rechambering, H&K G3A3 / HK91: PTR-33 / PTR-33S ; converts a G3A3 / HK91 to 5.45x39mm, compatible with AK-74 magazines.
    • Other minor: Trench magazine service - Modifies a range of bolt-action firearms to increase their capacity.
    • Other minor: H&K USP modifications - Modifications for the USP series of pistols.
    • Other minor: M1 Garand modifications - Modifications for the Springfield M1 Garand.

Modifications to existing Maze Customs offerings:

  • Auto-5 RA: Now also adds a NATO-S rail to the weapon, alongside the 8-round magazine tube.
  • The M1 Garand EBR Custom, T26 Garand and T26 Garand EBR Custom conversions have been removed from the Tactical conversions category; they are now part of the M1 Garand modifications introduced above.

January 27th 2018

Post-v4 update #12 - Story Arc #2: Corporate Chaos released!

  • The continuation of the main story of the MazeWorld campaign is now out
  • 13 new main story Quests about the conflict between Angelics and Demonics, and their related independent interests
  • 8 different Story Arc endings
  • The Soul Influence system is now fully implemented: The Contestant's influence to the Angelics and Demonics is symbolized by Soul Orbs, which can now be acquired as part of the quest rewards during this Story Arc.

January 10th 2018

Post-v4 update #11 - New Year's mini-update

  • Gun shops and weapon shops may now now sell boxes of projectiles for handloading.
  • The Kamikaze encounter has been scrapped.
  • Handloading: SEG / Segmented has been renamed to SF / Sintered Frangible. Effects and function of this ammo type have not been changed.
  • 4.73x33mm Caseless: A new ammunition line has been introduced: Improved, which is equivalent to a +P load, making it the first (and so far the only) Rifle caliber to have +P ammunition. In addition, new bullet types have been introduced: AP and Match. All 4.73x33mm Caseless ammunition that can be found, now has a chance to be either Standard or Improved, with either FMJ, AP or Match projectile.

November 27th 2017

Post-v4 update #10 - Fatigue/Stress balance update (+ other changes!)

Changes related to Fatigue:

  • Fatigue healing from Resting is doubled, from -0.2 to -0.4% per turn. Considering 1 turn of resting makes the clock go forward by 6 minutes, this allows the Contestant to recover 16.0% Fatigue in 4 hours of sleep, 48.0% Fatigue in 12 hours, and 96.0% in a full 24 hours.
  • The "Normal" Fatigue threshold (i.e. the state of not being tired, between "Energized" and "Tired") is expanded to 5.0-49.9%, making Tired start at 50.0% Fatigue rather than 40.0%, effectively extending significantly the effective endurance of a Contestant.
  • New secondary effect introduced: Negated Natural Fatigue (NNF). As long as this effect is active, natural fatigue (the effect which naturally always causes Fatigue to increase by +0.1%) is negated.

Changes related to Stress:

  • Several stress-relieving activities now have the NNF secondary effect (described above), in order to promote their use and cut down on the "stat chasing" phenomenon between Fatigue and Stress. These are:
    • Book reading
    • Using a computer for browsing MazeNet
    • Radio listening
    • Showering
    • Watching TV
  • Resting now also provides NNF.
  • Showering now heals -0.2% Stress per turn instead of -0.1%. However, please note that showering does not provide NNF.

New medical item: Concentrated caffeine (White tablet)

  • Effects: Fatigue -12.0%, Stress +1.2%, Agility +1, Increased alertness for 2d6*5 turns
  • Cost: 200 P$

Changes to existing meds:

  • PCP is now addictive, and belongs to its own category (PCP withdrawal). 10% addiction chance per use.

Other changes:

  • Weapon accessories: The 4.6mm silencer and muzzle brake are renamed "4.6mm / 4.7mm", and are now also compatible with 4.73x33mm Caseless firearms. (Weapons chambered in 4.73mm Caseless were technically allowed to receive threading but had no compatible accessories; this has now been fixed. However, using a muzzle brake on these weapons may be a little pointless, as Recoil is already 1. This might be addressed in a future update! ;) )

November 20th 2017

Post-v4 update #9 - The rocket launcher update

New weapons: Introduction of disposable rocket launchers: Cheap, one-shot, disposable rocket launchers, which present several traits and advantages (and disadvantages) compared to their reloadable cousins.

  • Cheaper and lighter than their reloadable cousins.
  • One shot only per launcher ; they are to be disposed of after firing. They are better thought of as self-contained single rounds of ammunition rather than weapons.
  • No maintenance stats apply to disposable rocket launchers - because they're disposed of after one shot.
  • Multiple disposable launchers can be carried in a single equipment slot. (e.g. you can carry multiple disposable launchers in Primary 1, as long as all of them are of the same model)
    • Disposable launchers are separated in three subcategories: Light, Medium, Heavy
    • Light disposable launchers have an individual weight of 9 units, and up to 4 can be carried in a single equipment slot.
    • Medium disposable launchers have an individual weight of 14 units, and up to 3 can be carried in a single equipment slot.
    • Heavy disposable launchers have an individual weight of 18 units, and up to 2 can be carried in a single equipment slot.

7 new weapons introduced with this new category, all of them are Class 1:

  • Light disposable rocket launchers
    • Bazalt RPG-18 Mukha, 64mm HEAT (PG-18)
    • Bazalt RPG-26 Aglen, 72.5mm HEAT (PG-26)
    • Talley M72A2 LAW, 66mm HEAT (LAW)
  • Medium disposable rocket launchers
    • Armar Armblast-AP, 73mm HE/Frag (Armblast-AP)
  • Heavy disposable rocket launchers
    • Hunting Engineering LAW-80, 94mm HEAT (LAW-80)
    • KBP RPO-A Shmel, 93mm Thermobaric (RPO-A)
    • Saab Bofors Dynamics AT4, 84mm HEAT (AT4)

Changes related to the M202A1 FLASH and its ammunition

  • It is no longer possible to reload individual rounds into an M202A1 FLASH. Instead, the weapon uses a system of 4-rocket clips, which are non-reloadable. In order to reload a M202A1 FLASH, the rocket clips must be entirely replaced. An empty rocket clip must be disposed of.
  • Rocket clips are available as a singular unit in weapon shops, for 480 P$ per clip.

Changes to the naming nomenclature of rocket launcher ammunition:

  • "Ammo box" -> "Crate"
  • "62mm BUR rocket" -> "BUR rocket, HE/Frag"
  • "66mm M74 rocket" -> "M202 4-rocket clip, M74 rockets, HE/Incendiary" (see above for details)
  • "83.5mm SMAW rocket" -> "SMAW rocket, Mk3 HE/Frag"
  • "85mm PG-7V rocket" -> "RPG-7 rocket, PG-7V HEAT"
  • "105mm TBG-29V rocket" -> "RPG-29 rocket, TBG-29V Thermobaric"

Additional rocket types for existing reloadable rocket launchers:

  • Bazalt RPG-7: OG-7V HE/Frag and TBG-7V Thermobaric
  • Bazalt RPG-29: PG-29V HEAT
  • Talley Mk153 SMAW: Mk6 HEAT

Changes related to mini-grenades:

  • Mini-grenades now count for 0.5 item when placed in Class 4 pouches, effectively allowing such load-bearing equipment to carry up to twice more mini-grenades when compared to full size grenades.

Introduction of training munitions: Intended for training usage only, such weapons and ammunition have for sole purpose to help train their relevant combat skills (thrown weapons with hand grenades, grenade launcher, rocket launcher, planted explosives) using cheaper, less valuable platforms than live rounds.

  • Weapon: M69 practice grenade, for training thrown weapons skill.
  • Weapon: M190 LAW subcaliber practice device, for training rocket launcher skill. Needs its own ammunition, 35mm training rockets, which have unique damage tables in case they are used in combat.
  • Weapon: Practice C4 charge, for training planted explosives skill.
  • Ammo type for 40mm NATO grenade: 40mm NATO, M382 practice, for training grenade launcher skill. Has unique damage tables in case they are used in combat.

Other minor changes:

  • Name changes: The Bazalt RPG-29 is now known as the Bazalt RPG-29 Vampir.
  • New scope type added: Rocket launcher optics, which provide IR-1.
    • Certain existing rocket launchers are equipped with RL optics: Bazalt RPG-29 Vampir, KBP BUR, M202A1 FLASH, Talley Mk153 SMAW.
    • Some of the newly introduced disposable launchers also have RL optics: Armar Armblast-AP, Hunting Engineering LAW-80.
  • Shooting ranges now have an explosives training room.

November 7th 2017

Post-v4 update #8 - Fixes, changes and balances

Rubber buckshot (R-Buck) and Rubber baton (R-Slug) balance fixes:

  • R-Slug only: Limb damage multiplier is now 0.15x instead of 0.25x
  • R-Buck and R-Slug: Both ammo types no longer stun targets on a percentage chance. Instead, each hit causing 1+ damage now stuns the target for 1 turn, stackable with multiple successful hits.
  • R-Buck and R-Slug: New effect added; if ammunition of these types manage to cause an injury to a target, the injury type is a fracture instead of a wound.

Naming changes:

  • All relevant event lines for the SG510-3, SG510-4, SG550, SG550 Sniper, SG551 and SG552 Commando no longer display "SIG Sauer" as the manufacturer, but "SIG Arms".

Changes related to Food and Meds:

Shop changes:

  • Workshops:
    • Workshops now sell 1d5-1 extra mobile phones and 1d6 extra mobile phone batteries on top of the usual 12 random crafting ingredients.
    • Mobile phone batteries: 250 -> 50 P$.
    • Gun cleaning kits for sale: 1d6 -> 2d6
    • Weapon repair kits and Melee weapon repair kits for sale: 1d4-1 -> 1d4
  • Gun shops and Weapon shops:
    • Gun shops now offer 1d3 gun cleaning kits and 1d3-1 gun repair kits for sale.
    • Weapon shops now offer 1d3 gun cleaning kits, 1d3-1 gun repair kits and 1d3-1 melee weapon repair kits for sale.

October 29th 2017

Post-v4 update #7 - Ammunition and handloading balance update

All pistol and rifle caliber data has been streamlined and standardized, using simulated handloading data and ballistics software. Damage tables for each caliber stems from load data - certain calibers have had their damage tables tweaked or modified to reflect these changes.

Handloading changes:

  • 7.62x38mm R Nagant: Bullet weight modified, from 100 to 97 grains. All relevant handloading projectiles are also subsequently modified (.308, 100 grain -> .308, 97 grain)
  • 12.7x108mm: Bullet weight modified, from 715 to 744 grains. All relevant handloading projectiles are also subsequently modified (.511, 715 grain -> .511, 744 grain)
  • .30-06 Springfield: Bullet weight modified, from 152 to 150 grains. All relevant handloading projectiles are also subsequently modified (.308, 152 grain -> .308, 150 grain)
  • .408 Chey Tac: Bullet weight modified, from 419 to 400 grains. All relevant handloading projectiles are also subsequently modified (.408, 419 grain -> .408, 400 grain)
  • 7.62x51mm NATO: No longer uses a .308, 147 grain bullet. Instead, it may use the newly introduced .308, 150 grain bullets for .30-06 Springfield, allowing both calibers to share the same projectiles.

Other changes:

  • Wildey Hunter renamed to Wildey Survivor
  • Fix: .338 Lapua Magnum: Missing barrel length group, Short rifle, was added.

September 20th 2017

Post-v4 update #6 - The big little update of September 2017

New caliber: .410 bore

MazeWorld's third shotgun caliber, .410 bore, has finally been introduced. This small, lightweight shotgun caliber serves as a cheaper, less powerful, but less-recoiling alternative to 12 gauge. 7 different projectile types are available in this caliber (3 flavors of buckshot, 3 slugs, and flechette).

7 new firearms have been introduced - 5 "proper" .410 shotguns, and 2 new firearms which also introduce a new special weapon rule: .45 Colt and .454 Casull firearms with 3" chambers - which are also capable of chambering .410 ammunition. Check Ammunition for more details.

  • Mossberg Silver Reserve II Field, Class 1 double-barrel shotgun
  • Chiappa Triple Threat, Class 1 triple-barrel shotgun
  • Mossberg 183T, Class 1 bolt-action shotgun
  • Mossberg 505, Class 1 pump-action shotgun
  • IZHMASH Saiga-410K, Class 2 semi-automatic shotgun
    • Comes standard with a 10-round magazine. Also available: 4-round, 15-round, 30-round drum.
  • Pedersoli Howdah 45/410, Class 3 double-barrel pistol chambered in .45 Colt (3" chamber)
  • Taurus Raging Judge Magnum M513, Class 3 revolver chambered in .454 Casull (3" chamber)
    • Special rule specific to the Raging Judge Magnum: It may also be loaded with .45 ACP/.460 Rowland through the use of moon clips. The Raging Judge Magnum may effectively accept 5 different calibers, although not at the same time. When loaded with rimless (moon clip) ammunition, it may not accept rimmed (.45/.454/.410) ammunition. Any combination of either compatible rimmed or rimless calibers is possible, but not both.

New caliber-specific accessories have also been introduced: .410 bore shotgun chokes (mod and full) and .410 bore silencers.

And as usual with a new caliber, the usual relevant Handloading items have also been introduced ; .410 hulls, .410 waddings, and new .410 slugs.

The Fragmentalizer

  • Special thanks to Voltaire Jordans, who had originally submitted this suggestion for the CWU. As it has been introduced, you will receive 500 RP in thanks!

1 new melee weapon, the Breaching sledgehammer - a Class 5 Long short sledgehammer with a special profile and meat-tenderizer texture on the strike face. It has been introduced alongside a new blueprint, the FragHmr blueprint, and a new crafting ingredient, the infrared sensor.

The FragHmr blueprint lists the ingredients required to create a new Crafting-only melee weapon, the Fragmentalizer, which is a modified breaching sledgehammer with a jury-rigged, single-shot, 12 gauge shotgun grafted into it. Using infrared sensors and electronic components, the Fragmentalizer may be used in 'shotgun mode' - upon successfully striking an opponent, the Fragmentalizer's sensors will "detect" the successful hit and fire the shotgun, causing a "shotgun mode" hit to result in two strikes - one with the hammer, and one with the shotgun.

New RePoints Shop offerings

15 new packages have been added to the RePoints shop, including weapon packages, food packages, medical packages, and packages of other items.

Startgame changes

Effective immediately for any new Contestants after this update, all new Contestants will receive, free of charge, with 100% guarantee, the following items:

  • 1x First Aid Kit
  • 2x Apple
  • 2x Bottle of mineral water
  • 2x Canned beef meatballs

New Town feature: Food and water production facilities

  • Huge thanks to JadedPencil, who has given me the inspiration to start writing the part of this update. As a thank-you gesture, you will receive 1000 RP.

2 new types of town facility introduced to every town in the Mazes: the food production facility and the water production facility.

2 subtypes of water production facilities are introduced: UA water recycling unit and Natural water processing unit. They mostly fill the same role, the differences being largely lore-related.

12 types of food production facility are introduced:

  • The farms, which also introduce the Farmer, a new type of human encounter:
    • Artificial light farm (all-indoors)
    • Traditional land farm (outside area)
    • Traditional sea farm (outside area)
  • The scientific facilities, also known as Sci-Farms:
    • Hydroponics and cloning farm
    • Aquaponics farm
  • The food factories:
    • Canning facility
    • Soft drink manufacturing plant
    • Brewing plant
    • Mass baking factory
    • Mass fast-food production facility
  • The magic facilities:
    • Heaven Farm
    • Hell Horns of Plenty

Each of these facilities mostly fulfill lore- and worldbuilding-related purposes, intended to explain where food in the Mazes comes from, and what sorts of different technologies and challenges are involved with producing food and water.

Certain existing sidequests (S1-2, S2-1) and side activities (Trading Missions, Mercenary Contracts) have been slightly altered to account for these changes.

August 14th 2017

Post-v4 update #5 - The Community Weapons Update of 2017

Firstly, we would like to thank the following players for their suggestions, as well as their rewards in RePoints:

  • C27 - 450 RP
  • Definta - 600 RP
  • JadedPencil - 900 RP
  • Link - 150 RP
  • Voltaire Jordans - 1500 RP
  • Groovy_smoothy - 750 RP

While not every suggestion that you have sent may have been implemented, they have all received serious consideration and research, and even if your suggestion didn't make it, you have been rewarded for at least making it on the consideration list. Thank you, guys!

Please check the "Name changes" and "Other changes" sections - certain items have been renamed, other items have been modified. If your current Contestant carries any of the items listed under these sections, please edit your sheets accordingly!

New weapons:

A total of 26 new weapons have been introduced to the game.

  • 7 new Class 1 weapons
    • DIO KH2002 Sama, 5.56x45mm NATO combat rifle. A bullpup rifle which accepts STANAG magazines.
    • DISA Madsen M1924, 7.92x57mm Mauser machine gun. Box magazine fed.
    • FN Herstal FNAR Match, 7.62x51mm NATO precision rifle. Semi-automatic.
    • FN Herstal Model 1949, 7.62x51mm NATO conventional rifle. Semi-automatic.
    • Serbu BFG-50A, .50 BMG precision rifle. Semi-automatic.
      • Ghost gun ("Implemented" but actually absent from all game files) until December 12 2018, at which point it has been fixed.
    • Tikkakoski Suomi KP/-31, 9x19mm Parabellum submachine gun. Sold by default with a 71-round drum magazine, but smaller (36- and 50-round) magazines are also available.
    • Uberti Lightning Carbine, .357 Magnum conventional rifle. A pump-action rifle, fed by an internal tube. Also accepts .38 Special.
  • 7 new Class 2 weapons
    • Bergmann MP18, 9x19mm Parabellum submachine gun. The world's first true submachine gun. Accepts Luger magazines and is sold by default with a 32-round snail drum magazine.
    • Daewoo K7, 9x19mm Parabellum submachine gun. Integrally suppressed, accepts Uzi magazines.
    • KBP OTs-14 Groza-1, 7.62x39mm combat rifle. Bullpup rifle based on the AK platform. Accepts AK-47 magazines.
    • KBP OTs-14 Groza-4, 9x39mm combat rifle. Bullpup rifle based on the AK platform. Accepts AS Val magazines.
    • Kel-Tec SUB-2000-G9, 9x19mm Parabellum conventional rifle. A very compact pistol carbine capable of accepting Glock magazines. Has several modifications available at the Maze Customs.
    • Steyr AUG Para, 9x19mm Parabellum submachine gun. A submachine gun based on the Steyr AUG platform.
    • Steyr MPi 81, 9x19mm Parabellum submachine gun. The AUG Para's predecessor. Both weapons share the same magazines.
  • 3 new Class 3 weapons
    • Chiappa Rhino 40DS-40, .40 S&W revolver. An unique revolver with a 6 o'clock barrel. This variant can use 10mm/.40 moon clips.
    • Chiappa Rhino 50DS-357, .357 Magnum revolver. An unique revolver with a 6 o'clock barrel.
    • Taiyuan Arsenal Shanxi Type 17, .45 ACP pistol. An oversized variant of the Mauser C96, chambered in .45 ACP.
  • 5 new Class 5 Long weapons, including 1 new crafting-only
    • Arming sword, a sword, slightly shorter than a longsword.
    • Bardiche, a polearm, which can be considered to be the European counterpart to the naginata.
    • Greatsword, a huge sword.
    • Nodachi, a large Japanese sword, longer than a katana.
    • Crafting-only: Combat chainsaw, an improved chainsaw.
  • 1 new Class 5 Short weapon
    • Entrenching tool, a short metal shovel.
  • 2 new Handgear weapons, including 1 new crafting-only
    • Insulated gloves, which serves as a crafting ingredient for the...
    • Crafting-only: Shock gloves. Pair of gloves meets Taser.
  • 1 new knife-bayonet:
    • SAFN 1949, for the FN Herstal Model 1949
  • Magazines and stripper clips for the new weapons.
  • Several new Customs Minor offerings for the new weapons.

New Crafting items

  • New blueprints: CombatCS and SGloves, respectively showing the ingredients required to build the Combat Chainsaw and the Shock gloves
  • New crafting ingredients: Titanium carbide chainsaw chains and TM-3C improved chainsaw engine.

Name changes (old name -> new name):

  • Motorcycle boots -> Harness boots
  • Smallsword -> Bastard sword
  • Medieval broadsword -> Longsword
  • Medieval spear -> Spear
  • Medieval warhammer -> Warhammer
  • Cavalry sabre -> Service saber

Other changes:

  • Dagger: No longer has Butchering capability, and becomes a Sharp-type only weapon (previously: Sharp/Piercing)
  • Wakizashi: Becomes Sharp-type only (previously: Sharp/Piercing)
  • Katana: Becomes Sharp-type only (previously: Sharp/Piercing)
  • Drill blueprint: The "HITB Battery" ingredient was replaced by the newly introduced "Improved chainsaw engine" item.

July 22nd 2017

Post-v4 update #4 - The Fast Traveling mini-update

Changes related to roomstyles and the Uncivilized Area:

  • Four new "empty rooms" roomstyles: Highway, Old byway, Passage, and Featureless room
  • All "Empty room" roomstyles now feature a 100% chance to have one door that acts as a shortcut or a detour. Passing a shortcut door further decreases the amount of rooms until the next destination by the amount indicated. Passing a detour door does the opposite - it increases the amount of rooms until next destination.
  • Four traditional roomstyles were given chances to feature shortcut and detour doors; Machine rooms and Sculleries may have shortcuts, Prison rooms and Studio rooms may have detours.

New sidequest and new associated gameplay mechanic:

  • S3-1 - A Light Shining in Darkness. Successfully completing this quest unlocks access to a new area in the generator room of select towns: an access to the Engineering Service Shaft Network.
  • The Engineering Service Shaft Network is a network of special service tunnels employed by the Engineering Corps to safely travel across the Mazes and reach different Geographical Zones faster than through the normal method of traveling in the UA. There is an ESSN access in one town in each geographical Zone, and each access is interlinked to each other, allowing ESSN users to travel from any one Zone to any other Zone easily.
    • The role of the ESSN is to serve as an advanced method of fast traveling - when using a service shaft, time spent traveling is quickly abridged.
    • Sidequest S3-1 belongs to Sidequest Tier 3, which is available to Contestants with at least one Cardinal Amulet; therefore it is not immediately available, and a certain amount of progress is required to get access to this quest. Players are recommended to complete Quest M04 in order to unlock this Tier and this sidequest.

Other changes:

  • The FN Herstal FNP-40 and FNP-45 pistols have been replaced with the FNX-40 and FNX-45 respectively, from the same manufacturer. All necessary name changes have been done as well (renamed magazines and Maze Customs offerings related to these firearms)
  • The Tsar-Pushka SVL Lobaev was removed, alongside the TSVL Custom offering in the Maze Customs. The rifle was replaced by the more modern and more accurate Lobaev Arms DXL-4, in .408 Chey Tac. It uses a proprietary 5-round box magazine (Lobaev DXL .408), is equipped by default with a PMII optic (NATO rail) and a bipod (Long underbarrel interface), uses an integrated/removable muzzle brake, and possesses two long Light rails. The new shop price for this rifle is 3000 P$. All relevant data was modified in consequence.

June 27th 2017

Post-v4 update #3 - Caffeine and bags mini-update

Changes related to Food:

  • Black coffee, Cappucinos, green tea, black tea, cola drinks, energy bars and energy drinks now give users a small amount of Stress, equivalent to about 10% of the amount of Fatigue they removed. In addition, Black tea now reduces Fatigue by 1.0% (previously 0.5%), and Green tea by 2.0% (previously 1.0%).
    • This change has been introduced to provide a small, negative effect as an incentive to not abuse Fatigue decreasing drinks as a method of keeping Fatigue down, or as a replacement to Resting.

Changes related to Load-bearing equipment:

  • LBE items now have an additional use: they can be folded and transported into the inventory, under certain conditions:
    • Folded LBE items MUST be empty before they can be folded down.
    • Not all LBE items can be folded down. (mostly large capacity backpacks)
    • A folded LBE item cannot be worn or filled with items.
    • All tactical vests will fold down to Weight 5, all utility belts to Weight 3, and all leg rigs to Weight 2.
    • Backpacks: Courier bags fold down to Weight 5 ; Student backpacks fold down to Weight 7, Field packs fold down to Weight 10, ALICE Mark 2s fold down to Weight 12. All other backpacks are non-foldable.

Related changes:

  • Trading Missions: Load-bearing equipment is now a type of Cold merchandise. Successfully delivering a shipment of LBE nets the courier the equivalent of 10% cargo value.

Special thanks to:

  • Groovy_smoothy for the ideas and suggestions regarding caffeine products in the Mazes, in particular for playing and demonstrating that it is possible to completely negate the need to sleep for Fatigue reduction by simply buying enough coffee. Sorry that I'm killing your dream of being a never-sleeping caffeine addict, Groovy. Groovy_smoothy was awarded with 250 RePoints for this suggestion.
  • Voltaire Jordans for making the brilliant suggestion of making LBE items foldable, as well as providing the general idea and mechanics. Your idea was amazing! Voltaire was awarded with 500 RePoints for this suggestion.

June 3rd 2017

Post-v4 update #2 - Three new features!

Introduction of a new non-combat skill: Healing skill

  • The purpose of healing skill is primarily to affect the effectiveness of Limb Healing effects (as used on first aid kits and field surgery kits).
  • A new crafting-only item, makeshift tourniquet, has been introduced to complement the Healing skill - it functions like the basic tourniquet, but is made using very cheap materials, at the cost of only having a 40% chance to succeed when used.
  • Healing skill may also affect the effectiveness of Rags as bandages, and that of makeshift tourniquets.
  • A new ability has been introduced: Healing massage. Available to Contestants and creatures with at least Skilled (Lv3) skill level in Healing skill.

Encounter spawn rate balancing and the concept of Encounter strength groups.

  • Every encounter is now part of one of six categories called strength groups, which is meant to divide the various creatures of the Mazes based on how strong, tough, difficult, or generally valuable they are.
  • These six groups are WEAK, AVERAGE, STRONG, VERY STRONG, SUPERBEAST and MEGABEAST.
  • Criteria for classification is Kill Value, introduced during the previous update. The higher the KV, the higher the strength group.
    • WEAK: KV 1-9
    • AVERAGE: KV 10-30
    • STRONG: KV 31-99
    • VERY STRONG: KV 100-399
    • SUPERBEAST: KV 400-999
    • MEGABEAST: KV 1000+
  • The lower the strength group, the more commonly creatures in this group may be generated. This way, stronger creatures may appear less often, allowing early-game Contestants to have better survivability, as well as giving more value to stronger monsters, as they will be rarer and thus, more sought after.

A feature tied into the future Soul Influence statistic has been introduced ahead of time: Magic item shops.

  • These shops are part of a Shrine. Both Angelic and Demonic shrines have their own Magic Shops, each side selling different items.
  • Magic shops sell unique, expensive items which cannot be found anywhere else, often with extremely useful effects, which may be used to compliment food, meds, mushrooms, and other items.
  • Angelic shops primarily sell defensive or healing items.
  • Demonic shops primarily sell offensive, stat boosting, or destructive items.
  • Only the basic inventory is available - expanded inventories are available to Contestants with sufficient Soul Influence for one or the other side; the Soul Influence feature and system will be expanded upon in a future update, and with it, the expanded magic shop inventory will be introduced.

May 25th 2017

Post-v4 update #1 - A player experience point system: Resurrection Points (or RePoints, RP)

A new meta statistic is introduced: Resurrection Points, or RePoints or RP in short.

RePoints serve as score, and as currency. At the end of a Contestant's run, an amount of RePoints is attributed, depending on the Contestant's performance. Rooms visited, creatures killed, wealth accumulated, and whether the run ended on death or ascension, all contribute towards RP obtained.

RePoints are also a currency, which can be spent during Startgame, in order to purchase better starting equipment, certain special services, or the ability to play as one of a set of extra, "bonus" species.

Kill Value point system:

  • To fairly judge the Contestant's performance for every killed creature, a new statistic is introduced on encounters, the Kill Value (KV)
  • Every type of encounter has a KV, calculated the following way:
    • Meat worth / 7 / Pain Sensitivity
  • When a creature is killed, the Contestant gains an amount of RP equal to that creature's KV.
  • The bigger, stronger and more resistant the creature, the more KV it is worth

Related changes:

  • Leaderboards updated to show the list of players, and their current RePoints balance.
  • As a thank-you gift to all players who have signed up since the reopening, all current players have been awarded with 500 RePoints.
  • Player C27 is awarded with an extra 50 RePoints, corresponding to the score that would have been obtained following the death of Tabitha Matsuyama (KIA on May 18th 2017)

April 24th 2017

MazeWorld version 4 - Grand reopening of the games!

  • The grand replacement of the old Mission system, in favor of the new Quests.
    • For now, only the first story arc out of a planned three will be available.
    • A total of 24 quests will be available:
      • 4 early game quests to introduce the player to the basics.
      • The first story arc, titled The Silverlight Legacy, is composed of 10 main quests, and 2 possible related sidequests.
      • 8 non-story sidequests will also be introduced, all intended to introduce the players to the Mazes, as well as introduce and activate non-combat skills.
      • 3 repeatable side-activities will be available as well, after the completion of their related introductory sidequests; Trading Missions (courier/delivery jobs), Mercenary Contracts (combat for money jobs) and Mining (self-explanatory).
  • New sign-up form
    • In order to join us, you may now use this Contestant application form. Fill it out completely and without missing information, and wait for a response from the GM on Discord to know if it's accepted or refused.
    • Players with accepted applications will be given the opportunity to set their Contestant's primary statistics and starting equipment. Once set, players receive a copy of their inventory sheet (see below) and are considered ready to play.
  • New and improved inventory sheet:
    • Now Google Docs based!
    • Prettier!
    • Formatting, colors, and easier to read and edit!
  • Simplified Leaderboards - Less stat tracking, for convenience's sake.

Older

See the Changelog Archive.