Guide:Changelog (Meta, no ontology)

From Mazeworld

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Latest released Mazeworld update: '''December 31st, 2012'''; MazeWorld 2.3<br/>
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= New wiki =
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Next planned Mazeworld update: Unknown date; None for now
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= Post-2.3 fixes =
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* [http://mazeworld.net/wiki/Changelog New changelog]
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* Slightly fixed the damage tables of [[7.62x54mm R]], [[.454 Casull]] and [[7.62x51mm NATO]].
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** 7.62x54mm R is now slightly more powerful against Light and Hardskin.
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** .454 Casull was made slightly more powerful against Naked and Light but slightly less against Hardskin.
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** 7.62 NATO is now slightly more powerful against all ACs except HEV.
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= MazeWorld 2.3 changes =
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= Past versions =
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'''Quick statistics'''
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*Increases the total event count to: '''6040''' (+250)
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**New feature: Recoil system
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**New features: 4 new weapon accessory types
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**'''11''' new Class 1 weapons
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**'''5''' new Class 2 weapons
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**'''8''' new Class 3 weapons
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**'''42''' new weapon accessories
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**'''1''' new caliber
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**'''2''' new food items
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**'''1''' new blueprint
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**'''3''' new crafting-relevant items
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== Meta changes ==
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=== November 27th 2018 ===
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* Weapon naming nomenclature ingame (Internal files and IRC channel) will change to adapt to the changes and additions
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'''Version 5 update''' - The Finished State update!!
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== New [[Gameplay mechanics|gameplay mechanic]]: [[Recoil]] ==
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==== Quests ====
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[[Recoil]] is explained in detail in this article.
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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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* '''Endgame content''' now available! The Contestant story may now come to an end as soon as all four Amulets are gathered
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== New [[Weapon accessory]] types ==
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==== Content ====
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New types of weapon accessories are formally introduced to Mazeworld along with the recoil system, in order to help shooters control the newly-introduced recoil of their weapons in different ways. Those accessories are:
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[[Abilities]]:
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* '''Bipods'''
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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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* '''Foregrips'''
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* Introduction of several new combat techniques:
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* '''Muzzle brakes'''
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** Techniques that are learned upon reaching '''Expert skill level''' with a corresponding combat skill:
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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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*** 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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** Techniques that can be '''purchased''': Lightning Reload (available for 3000 P$ at any shooting range)
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The way they function will be both described in detail on the [[Recoil]] and [[Weapon accessory]] pages. Several weapons of the game will be made compatible, or even come standard with those accessories, retroactively, which will introduce a new dimension of loadout strategy.
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[[Maze Customs]]:
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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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== Obligatory bag of new [[Weapon|weapons]] ==
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[[Startgame]]:
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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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** 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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* Kitsune and alligator halflings are now playable (discontinuation of the RePoints system)
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* Equipment points to allocate have been increased from 5 to 10.
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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.
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* 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.
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* Difficulty modes are no longer tied to RePoints. The starting amount of lives (Hard: 1, Easy: 3, Messiah: Infinite) is fixed.
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==== New Class 1 weapons ====
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==== Meta ====
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*[[Armalite AR-18]], Assault rifle, [[5.56x45mm NATO]]
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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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*[[Franchi SPAS-15]], Semi-automatic shotgun, [[12 gauge]]
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* Migration to the new wiki will begin shortly after the release of this update.
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*[[KAC M110 SASS]], Sniper rifle, [[7.62x51mm NATO]]
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* The RePoints system is discontinued (please check the corresponding Patreon post for more information).
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*[[Končar-Arma APS-95]], Assault rifle, [[5.56x45mm NATO]]
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*[[MAS 49/56]], Semi-automatic rifle, [[7.62x51mm NATO]]
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*[[Noreen Bad News ULR]], Sniper rifle, [[.338 Lapua Magnum]]
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*[[ZiD Degtyarov RPD]], Light machine gun, [[7.62x39mm]] belted ('''No +1''')
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==== New Class 2 weapons ====
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=== September 5th 2018 ===
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*[[Calico M960A]], Submachine gun, [[9x19mm Parabellum]]
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'''Post-v4 update #22''' - The Final Stretch content update
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*[[Danuvia VD-01]], Submachine gun, [[9x19mm Parabellum]]
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*[[Enfield Sten Mk IIS]], Submachine gun, [[9x19mm Parabellum]] ('''No +1''')
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*[[IWI Tavor X95]], Compact assault rifle, [[5.45x39mm]]
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*[[KRISS Vector]], Submachine gun, [[.45 ACP]]
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==== New Class 3 weapons ====
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==== [[Weapon|Weapons]] ====
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*[[AMT Automag V]], Semi-automatic pistol, [[.50 Action Express]]
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*[[Coonan Model A]], Semi-automatic pistol, [[.357 Magnum]]
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*[[LAR Grizzly Mark V]], Semi-automatic pistol, [[.50 Action Express]]
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*[[Mateba MTR-8]], Revolver, [[.38 Special]] ('''No +1''')
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*[[Mauser C96 Red 9]], Semi-automatic pistol, [[9x19mm Parabellum]] ('''No +1''')
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*[[Para Ordnance Carry GAP]], Semi-automatic pistol, [[.45 GAP]]
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*[[Smith & Wesson Model 327]], Revolver, [[.357 Magnum]] ('''No +1''')
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And a brand new [[crafting]]-only exclusive weapon, built via the [[Kourin blueprint]]:
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===== New weapons, new caliber, new weapon types =====
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* [[Super LeMat]], Revolver, [[.44 Magnum]]/[[12 gauge]]
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** A special, 9-shot .44 Magnum revolver with a secondary 12 gauge single-shot barrel.
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=== New caliber: 5.8x42mm ===
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* 1 new caliber: [[20 gauge]], an intermediate shotgun caliber, with performance in between [[.410 bore]] and [[12 gauge]].
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'''5.8x42mm''', also known as '''5.8x42mm DBP87''' or '''5.8mm Chinese''', is the standard service caliber of the People's Liberation Army (People's Republic of China) in the real world. A single cartridge (with different loads) may be used for a variety of applications, ranging from standard service rifles, DMRs, light machine guns and even short-barreled rifles for CQC, all with a same, polyvalent and powerful cartridge.
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** Plus all new relevant handloading items (cases, projectiles)
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* 2 new weapon types: '''Combination long gun''' and '''Combination handgun'''.
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** The Super LeMat is reclassified to "Combination handgun"
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** '''Combination guns''' introduce their own special rules and mechanics, as well as their own event line nomenclature.
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* 77 grain, 2003 Joule muzzle energy, 870 m/s muzzle velocity
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* '''22''' new weapons:
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* Silencer available in this caliber
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** '''Browning Citori 725''', 20 gauge double barrel shotgun
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* [[Recoil]] Level: '''Normal'''
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** '''Charles Lancaster Four Barrel''', 20 gauge quadruple barrel shotgun
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* Ammunition available in boxes of 30 and 150, for '''4.50 P$'''/round
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** '''Chiappa Triple Threat 20''', 20 gauge triple barrel shotgun
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* Power chart:
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** '''Heckler & Koch P7M13''', 9x19mm pistol
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{|
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** '''Iver Johnson Super Enforcer''', .30 Carbine stockless combat rifle
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| '''Type'''
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** '''IZHMASH Saiga-20K''', 20 gauge semi-auto shotgun
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| Unarm
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** '''Merkel 2010D''', Combination long gun (7.62x51mm NATO / 12 gauge)
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| Light
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** '''Merkel B4''', Combination long gun (7.62x51mm NATO / 5.56x45mm NATO)
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| Hardskin
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** '''Merkel Drilling 96KS''', Combination long gun (Double 20 gauge / 5.56x45mm NATO)
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| Kevlar-2
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** '''Merkel Drilling 961L''', Combination long gun (Double .30-06 Springfield / 20 gauge)
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| Kevlar-3
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** '''Mossberg Maverick 88''', 20 gauge pump-action shotgun
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| Kevlar-4
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** '''Mossberg 500 Tactical''', 20 gauge pump-action shotgun
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| HEV
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** '''Mossberg SA-20 Tactical''', 20 gauge semi-auto shotgun
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|-
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** '''Remington 11-87 Sportsman''', 20 gauge semi-auto shotgun
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| '''Bullet'''
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** '''Remington-Keene Navy Repeating''', .45-70 bolt-action conventional rifle
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| <span style="color: yellow">75%</span>
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** '''Savage Arms Model 42''', Combination long gun (.22 Long Rifle / .410 bore)
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| <span style="color: yellow">74%</span>
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** '''Smith & Wesson Model 547''', 9x19mm DA/SA revolver, no moon clips required
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| <span style="color: yellow">73%</span>
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** '''Smith & Wesson Model 986''', 9x19mm DA/SA revolver
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| <span style="color: green">66%</span>
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** '''Tula Arms Tokarev Model 1927''', 7.62x38mm R Nagant submachine gun
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| <span style="color: green">56%</span>
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** '''Tula Arms TOZ-106''', 20 gauge bolt-action shotgun
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| 37%
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** '''Uzkon UNG12''', 12 gauge semi-auto shotgun
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| 17%
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** '''Xmatter XL18''', heavy flamethrower
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|}
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==== Weapons planned in 5.8x42mm ====
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Total weapon count is now '''740'''.
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* [[Norinco QBZ-95]], Class 1 assault rifle
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* [[Norinco QBB-95]], Class 1 light machine gun
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* [[Norinco QJY-88]], Class 1 light machine gun
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* [[Norinco QBU-88]], Class 1 sniper rifle
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* [[Norinco QBZ-95B]], Class 2 assault rifle
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== Other planned additions ==
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===== New weapon mechanic: Disintegrating belts and belt links =====
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==== Extra magazines for existing firearms ====
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* [[FN Five-seveN]] extended 30-round magazine
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* [[Heckler & Koch USP]] Jet Funnel extended 18-round magazine
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* [[IZHMASH Saiga-12K]] 20-round drum
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* [[Glock 21]]/[[KRISS Vector]] extended 30-round magazine
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==== New underbarrel [[weapon accessory]] ====
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See [[Weapon#Machine guns|this]] for more information.
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* '''Masterkey''' 12 gauge pump-action shotgun attachment. Capacity 3+1.
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==== New roomstyles ====
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* Gun shops and weapon shops now have a chance to sell belt links.
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* The 5-room '''Corridor'''
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* The Gunner LRAK tactical vest was clarified to be able to carry 4 ammo belt ''boxes''.
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* The versatile '''Office'''
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* Many other relevant event line changes
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* The '''Shooting Range''', return of an old feature, revamped for modern MzW
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Additionally, existing roomstyles improved and expanded on, mostly in the appearance of large groups of encounters in certain areas.
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===== Weapon fixes =====
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==== New [[food]] items ====
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* Caliber name fixes: 10mm Auto -> [[10x25mm Auto]], .50 AE -> [[.50 Action Express]]
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* [[Box of cookies (6)]] and [[Box of cookies (18)]], on popular request
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* 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.
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* The shaku now deals double damage to Angelic creatures, replacing the previous effect ("sets Angelic creatures on fire").
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== ''Special thanks in advance to: ==
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==== Other additions ====
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** Player '''Eris''' (famous for [[Kaguya Houraisan]] and [[Eris Lilium]]) for giving me info about the Bad News rifle. It truly came as a very Mazeworld-ish weapon to me and was missing from our weapon roster. Thanks, Eris!
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** Player '''Selisona''' ([[Snow Winters]], [[Aoi Kikuchi]]) for further weapon propositions and suggestions, some of which made it in the planned additions. Thansk to you too!
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** Mr. '''Bryan Lester''' of [http://matebafan.com Matebafan.com] for his very educational and informative website about the Mateba auto-revolvers and his very kind e-mail, which was helpful in helping me decide implementing the MTR-8 in the Mazes.
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** All of our players and supporters for being loyal since nearly 2 years. We wish you a [[Special events#ChristMaze|Merry ChristMaze]] in advance! :p
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= Post-update fixes for version 2.2 =
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* New repeatable activity: '''R4: Bounty Hunter''', unlocked when starting '''M31''' (still a work in progress).
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* Weight of the [[Barrett M98B]] changed from 22 to 14
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* More items added to '''@stuff'''
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* Weight of the [[Heckler & Koch MSG-90]] changed from 22 to 14
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* Changed to-eat bonus of food in [[Chef|restaurants]] due to a calculation error - nutrition dice roll remain the same
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* Planned bonus weapons for December
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* Changed the effects of [[Secondary effect#Elemental|water attacks]].
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* '''Saco Defense M60E3''' name changed to [[Saco Defense M60]] due to designation error.
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* Weight of the [[Smith & Wesson Model 29]] changed from 5 to 3
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* Power of [[Buckshot]], [[12 gauge belted]] and [[Flechette]] have been slightly buffed.
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* Smith & Wesson Model 10 scrapped and replaced by [[Smith & Wesson Model 242 Airlite]]
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* Techno Arms MAG-7 scrapped and replaced by [[Ithaca 37 Stakeout]]
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* [[Colt AR-15A2 R6520]] is now compatible with the [[Weapon accessory|M203A1]] UGL instead of the regular M203.
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* '''IMPORTANT:''' Full event list repaired after an event count mismatch was detected and various errors were found on the list; the amount of events is now 5790.
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= MazeWorld 2.2 changes =
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==== Fixes and changes ====
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'''Quick statistics'''
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*Increases the total event count to: '''5886''' (+335)
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*Adds '''1''' new services
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*Adds '''1''' new supply crate and '''1''' new medical aid
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*Adds '''8''' new bionic implants
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*Adds '''2''' new firearm calibers, '''3''' new non-firearm ammunition
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*Adds '''37''' new weapons, including...
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**'''12''' new Class 1 weapons
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**'''7''' new Class 2 weapons
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**'''14''' new Class 3 weapons
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**'''3''' new Class 4 weapons
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**'''1''' new Class 5 weapons (1 Long, 0 Short)
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=== New gameplay feature ===
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* [[Cardinal Amulet|Amulets]]: The Amulets no longer offer [[secondary effects|effects]].
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We now have a system of [[Achievements]].
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* [[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'''.
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* [[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.
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* [[Medical aids]]: Fixes related to syringes and syringe usage:
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** Injection into food or meat is no longer possible.
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** 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.
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** Steroids now boost Strength by 40% instead of 30%.
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* [[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.
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* [[Hunting]] fixes and changes:
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** '''Butchering nerfs:'''
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*** 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).
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*** 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'''.
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*** Butchering creatures now also '''wears out butchering tools''': '''-1 condition per turn spent butchering''' (meaning that tools sustain less wear with higher skill levels)
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** '''Butchering buffs:'''
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*** 1 meat now has a weight of '''0.5''' instead of 1, allowing Contestants to carry double the amount of meat.
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*** Nutritional value of meat is now 1d100+100 for raw meat, and 2d50+100 for cooked meat.
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** '''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.
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* [[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.
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* [[Secondary effect|Secondary effects]]: The '''bowel pains''' and '''Vital HUD''' effects have been scrapped.
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* [[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.
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* [[Encounters]]: Doji have been scrapped from the game.
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=== Maze Customs ===
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=== July 23rd 2018 ===
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The [[Maze Customs]] atelier is an extension to [[workshop|engineering workshops]]. Engineers, which are also by job and nature, gunsmiths, are now proposing a new service: '''firearm customization'''.
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'''Post-v4 update #21''' - Two new sidequests
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As it is an extension of engineering workshops and not a stand-alone shop, the Maze Customs service will be readily available in all workshops, on top of the usual [[Crafting|crafting]] services. <br/>
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This service offers:
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Sidequests '''S3-3''' and '''S3-4''' have been added to the roster and are now playable.
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* Customization of pre-existing firearms that are part of a "family" to fit the user's needs
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** Those families are: 1911 Single Stack, 1911 Double Stack, Glock, L-Frame revolver, MP5, AR-15, Remington 700, Black Arrow
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* Ammunition overpressure service, which will increase the power of firearm cartridges at the cost of reliability and increased risks. This service does not apply to the following weapons: Weapons firing [[12 gauge]], [[12 gauge belted]], [[Golden 4.2mm bullet]], any grenade launcher, any rocket launcher.
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* Barrel rechambering into other calibers, along with manufacture of custom magazines and speedloaders
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* For revolvers, various cylinders allowing varying capacities, typically between 5 and 8 shots
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* Rail and scope mount installation
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* Auto-sear conversions, select-fire switches, and trigger groups
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* Barrel length conversions
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* Barrel/stock configurations
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* Visual and cosmetic modifications, such as color schemes, engravings, and more
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=== Miscellaneous new items ===
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* '''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.
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All items that weren't numerous enough to warrant their own category.
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** 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).
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* '''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...
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** 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.
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* New supply crate; [[KAPPA crate]]: Contains 6x [[Cucumber]]
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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!
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* New medical aid; [[Lorazepam]]: Syringe, forces sleep for 10 turns.
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* New weapon accessory; [[Weapon accessory|Mauser ZF4]] scope (4x).
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=== New [[Bionics|bionic implants]] ===
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=== June 20th 2018 ===
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Brand new bionic implants, many of which have been requested or suggested by players.
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'''Post-v4 update #20''' - The MAIM update + More fixes and changes
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* [[Bionic Implant 18]] - "Orc Skin" body resiliency enhancer (O-BRE): Pain sensitivity -10%. Cost: 1000 P$
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'''New game feature: MAIM - Mercenary Agency In the Mazes'''
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* [[Bionic Implant 19]] - "Hydra Skin" body resiliency enhancer (H-BRE): Pain sensitivity -30%. Cost: 1500 P$
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* [[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.
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* [[Bionic Implant 20]] - "Armored Dragon Skin" body resiliency enhancer (A-BRE): Pain sensitivity -50% + [[Broken limb|unbreakable]] ribs. Cost: 2750 P$
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* 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!)
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* [[Bionic Implant 21]] - "Akimbo Master" dual wielding mastery enhancement (DWME): Has the same effects as the regular [[Bionic Implant 11|Akimbo Mind]], but also gives a Failure Threshold -1 bonus. Cost: 3000 P$
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* In order to access the MAIM services, the Contestant must meet all of the following criteria:
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* [[Bionic Implant 22]] - "Bionic Eyes" vision versatility enhancer (VVE): FT-1 + Eye become indestructible and immune to blindness, smoke and flashbangs, and may provide night vision in low-light areas. Cost: 3000 P$
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** Have a MAIM account
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* [[Bionic Implant 23]] - Encounter affinity identification scanner (EAIS): Scans encounters and informs the user of their hostility. Works with disguises. Cost: 1500 P$
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** Find a suitable MAIM dispatch location
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* [[Bionic Implant 24]] - Item composition identification scanner (ICIS): Scans items and informs the user of their composition, nature, and proper use. Cost: 2750 P$
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** In certain cases, know the access password
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* [[Bionic Implant 25]] - "Ninja Speed" evasiveness and mobility enhancement (EME) - If possible, escaping, taking cover, and passing encounters unnoticed always succeed. (Removes the need to roll a 2d6 to perform those actions) Cost: 2500 P$
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* 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.
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** Certain mercs are not immediately available for hire and conditions must be met first.
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** 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.
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=== New [[Weapon|non-firearm]] and related items ===
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'''How to obtain MAIM stuff:'''
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A brand new '''Class 5 Long''' weapon, the [[Fukiya]]. A Japanese blowgun which can shoot special darts.<br/>
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* '''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.
-
Darts come in three variants: '''Normal''', '''Poison''' and '''Tranq'''. Normal and Poison darts can be found at random, or bought in relevant shops. Poison darts can be crafted, and Tranq darts can only be obtained via crafting.
+
'''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'.
-
* New [[Crafting|blueprints]] involved:
+
Changes related to Uncivilized Area generation:
-
** [[PDarts blueprint]] - crafts Poison darts
+
* The [[room|studio room]] roomstyle has been removed.
-
** [[TDarts blueprint]] - crafts Tranq darts
+
* 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).
-
=== New [[Weapon|firearms]] in existing calibers ===
+
Changes related to the [[Meds shop|Hospital]]:
-
'''27 new weapons''' to fill niches that were previously not existing at all, or were hardly noticeable at all. WWII vintage weapons, strange and delicious Russian weaponry, mini sniper rifles, pistols with snazzy (and 100% legit) names, hand cannons, guns in under-represented calibers, new ways to say "hello" with shrapnel, and more. Seriously, there's something for everyone here.
+
* When the Contestant purchases hospital bedroom usage, a '''nurse''' is now assigned to that hospital bedroom to assist the Contestant if needed.
-
==== New Class 1 weapons ====
+
Other changes:
-
* <[#img [hash MHQD2FZVM9XXJZNMYAXKWNA91A]]> [[Benelli R1]] - [[.300 Winchester Magnum]] rifle - Semi-automatic, box magazine (3+1 rounds)
+
* Many new '''rumors''', '''graffiti''' and '''book titles''' for your enjoyment.
-
* <[#img [hash 83D2MF0R1HWREQRPKTCNYS4TZE]]> [[Browning BLR]] - .300 Winchester Magnum rifle - Lever-action, box magazine (4+1 rounds)
+
* 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.
-
* <[#img [hash SR7B8WWF6D4MM8JPEAEXJSSSC9]]> [[IZHMASH Saiga-100]] - [[.30-06 Springfield]] rifle - Semi-automatic, box magazine (3+1 rounds)
+
** When searching with @info, please replace any spaces with underscores.
-
* <[#img [hash SR7B8WWF6D4MM8JPEAEXJSSSC9]]> [[KBP OSV-96]] - [[12.7x108mm]] sniper rifle - Semi-automatic, box magazine (5+1 rounds)
+
-
* <[#img [hash SR7B8WWF6D4MM8JPEAEXJSSSC9]]> [[Mauser SR-93]] - .300 Winchester Magnum sniper rifle - Bolt-action, box magazine (6+1 rounds)
+
-
* <[#img [hash 83D2MF0R1HWREQRPKTCNYS4TZE]]> [[McMillan Tac-50]] - [[.50 BMG]] sniper rifle - Bolt-action, box magazine (5+1 rounds)
+
-
* <[#img [hash SR7B8WWF6D4MM8JPEAEXJSSSC9]]> [[Tsar-Pushka SVL Lobaev]] - [[.408 Chey Tac]] sniper rifle - Single-shot
+
-
==== New Class 2 weapons ====
+
=== June 6th 2018 ===
-
* <[#img [hash MR1FP1RNW9NPJQG34BR7RKXFBW]]> [[Česká Zbrojovka Sa vz. 26]] - [[7.62x25mm Tokarev]] submachine gun - Semi-auto/Full-auto, box magazine (32 rounds, no +1)
+
'''Post-v4 update #19''' - Power Armor update!!
-
* <[#img [hash XSGWAJ0AF7WXMX72029YRGKW9W]]> [[Erma Werke MP40]] - [[9x19mm Parabellum]] submachine gun - Semi-auto/Full-auto, box magazine (32 rounds, no +1)
+
-
* <[#img [hash CTV4GGNBJ41NC0XYHKS0M9Q3AD]]> [[IZHMASH PP-91 Kedr]] - [[9x18mm Makarov]] submachine gun - Semi-auto/Full-auto, box magazine (20+1 rounds)
+
-
* <[#img [hash CTV4GGNBJ41NC0XYHKS0M9Q3AD]]> [[KBP OTs-02 Kiparis]] - 9x18mm Makarov submachine gun - Semi-auto/Full-auto, box magazine (20+1 rounds)
+
-
* <[#img [hash 7BTFT2HCJQN7MKS6CHXVEW74VH]]> [[Łucznik Arms PM-63 RAK]] - 9x18mm Makarov submachine gun - Semi-auto/Full-auto, box magazine (15 rounds, no +1)
+
-
* <[#img [hash 83D2MF0R1HWREQRPKTCNYS4TZE]]> [[Nemesis Arms Vanquish]] - [[7.62x51mm NATO]] sniper rifle - Bolt-action, box magazine (5+1 rounds)
+
-
* <[#img [hash AD70W928ABAGYQKR68G94KS3P5]]> [[Norinco Type 85SD]] - 7.62x25mm Tokarev submachine gun - Semi-auto/Full-auto, box magazine (30 rounds; no +1)
+
-
==== New Class 3 weapons ====
+
New [[Quests]]:
-
* <[#img [hash MHQD2FZVM9XXJZNMYAXKWNA91A]]> [[Beretta 81FS Cheetah]] - [[.32 ACP]] pistol - Semi-auto, box magazine (12+1 rounds)
+
* '''Sidequest S3-2 - Questionable Ethics''' and its follow-up: '''Sidequest SX-03 - Lambda Function''', the so-called "Power Armor quests", are finally available.
-
* <[#img [hash G02AW54GVRX0J03RTHDQ8GM62Y]]> [[Heckler & Koch HK45]] - [[.45 ACP]] pistol - Semi-auto, box magazine (10+1 rounds)
+
** 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. ;)
-
* <[#img [hash CVAAG56MBKGAA3C9K5YRJQ8FBP]]> [[IMI Jericho 941R]] - [[.40 S&W]] pistol - Semi-auto, box magazine (12+1 rounds)
+
-
* <[#img [hash CTV4GGNBJ41NC0XYHKS0M9Q3AD]]> [[IZHMASH Mosin-Nagant "Obrez"]] - [[7.62x54mm R]] sawed-off rifle - Bolt-action, internal magazine (5 rounds)
+
-
* <[#img [hash CTV4GGNBJ41NC0XYHKS0M9Q3AD]]> [[KBP R-92]] - [[9x18mm Makarov]] revolver - Double-action, speedloader (5 rounds)
+
-
* <[#img [hash 23MMPYJPG6W62ZM8M533TN9H4Y]]> [[RPC Fort Fort-12]] - 9x18mm Makarov pistol - Semi-automatic, box magazine (12+1 rounds)
+
-
* <[#img [hash 83D2MF0R1HWREQRPKTCNYS4TZE]]> [[Ruger Redhawk]] - [[.45 Colt]] revolver - Double-action, speedloader (6 rounds)
+
-
* <[#img [hash 83D2MF0R1HWREQRPKTCNYS4TZE]]> [[Savage Arms Model 1907]] - .32 ACP pistol - Semi-auto, box magazine (10+1 rounds)
+
-
* <[#img [hash G02AW54GVRX0J03RTHDQ8GM62Y]]> [[SIG 1911 Fastback Nightmare]] - [[.357 SIG]] pistol - Semi-auto, box magazine (9+1 rounds)
+
-
* <[#img [hash G02AW54GVRX0J03RTHDQ8GM62Y]]> [[SIG P250]] - .357 SIG pistol - Semi-auto, box magazine (14+1 rounds)
+
-
==== New Class 4 weapons ====
+
Changes related to [[Weapon|weapons]]
-
* <[#img [hash 83D2MF0R1HWREQRPKTCNYS4TZE]]> [[M26]] "Lemon" grenade - Fragmentation grenade
+
* The SIG P250 is replaced by the '''SIG P320'''. No other changes - not even capacity or caliber.
-
* <[#img [hash 83D2MF0R1HWREQRPKTCNYS4TZE]]> [[MkII]] "Pineapple" grenade - Fragmentation grenade
+
* 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).
-
* <[#img [hash CTV4GGNBJ41NC0XYHKS0M9Q3AD]]> [[RGD-5]] grenade - Fragmentation grenade
+
-
=== New [[Ammunition|calibers]] ===
+
Changes related to [[Weapon accessory|weapon accessories]]
-
Two brand new firearm calibers, as well as a selection of weapons for each, to expand on Mazeworld's already extensive collection. There's also a new [[Bow|bow arrow]] type.
+
* 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.
-
==== .454 Casull ====
+
Changes related to [[Ammunition]]
-
<[#img [hash 83D2MF0R1HWREQRPKTCNYS4TZE]]> [[.454 Casull]] - Developed by Dick Casull and Jack Fulmer in 1957, from the [[.45 Colt]], of which it is a longer version capable of withstanding much greater pressures. It results in a far more powerful cartridge, suitable for defense against bears... among other things.<br/>
+
* 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.
-
'''.454 Casull revolvers may also shoot .45 Colt.'''
+
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 ===
-
| '''Type'''
+
'''Post-v4 update #18''' - '''The Super Melee Update: Part 3 and finale (Everything else)'''
-
| Unarm
+
-
| Light
+
-
| Hardskin
+
-
| Kevlar-2
+
-
| Kevlar-3
+
-
| Kevlar-4
+
-
| HEV
+
-
|-
+
-
| '''Bullet'''
+
-
| <span style="color: red">100%</span>
+
-
| <span style="color: yellow">97%</span>
+
-
| <span style="color: yellow">95%</span>
+
-
| <span style="color: yellow">80%</span>
+
-
| <span style="color: green">62%</span>
+
-
| 32%
+
-
| 16%
+
-
|}
+
-
A selection of '''4 firearms''' in .454 Casull:
+
==== New standard weapons ====
-
* Class 3 - <[#img [hash 83D2MF0R1HWREQRPKTCNYS4TZE]]> [[Freedom Arms Model 83]] - Single-action revolver, cartridge holder (5 rounds)
+
'''29''' new weapons! Including:
-
* Class 3 - <[#img [hash 83D2MF0R1HWREQRPKTCNYS4TZE]]> [[Ruger Super Redhawk]] - Double-action revolver, speedloader (6 rounds)
+
* 17 new Class 5 Long weapons
-
* Class 3 - <[#img [hash 83D2MF0R1HWREQRPKTCNYS4TZE]]> [[Ruger Super Redhawk Alaskan]] - Double-action revolver, speedloader (6 rounds)
+
* 10 new Class 5 Short weapons
 +
* 2 previously existing Class 5 Long weapons replaced with new ones
-
* Exclusive, crafting-only Class 3 weapons - <[#img [hash C9KKEAFK7FKVY2WXMYCGR6FM13]]> [[Hellsing Arms .454 Casull 'Joshua']] - Semi-automatic pistol, box magazine (7+1 rounds)
+
The new weapons:
-
** Due to the very long barrel (pistol length is 36 cm), it has an innate '''FT-1 bonus'''.
+
* '''Barbed nine-tails''', Class 5 Short whip/lash weapon, capable of [[Secondary effect#Weapon|dealing multiple wounds per hit]]
-
** Requires the [[Joshua blueprint]]
+
* '''BRR Light tactical crossbow''', Class 5 Long archery weapon
-
** New [[crafting]] items required for building it: Long TiN barrel, Long pistol slide, Long pistol frame, .454 Casull pistol magazine (and [[.454 Casull]] ammunition, though it can be built successfully without)
+
* '''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
-
==== 7.92x57mm Mauser ====
+
==== New Artifact weapons ====
-
<[#img [hash 3QRS24NT2TPQMCY833T5WB5JYX]]> [[7.92x57mm Mauser]] - Developed by the German Rifle Testing Commission in 1903, and adopted by the German Military in 1905, it is also sometimes called 8mm Mauser, or 8x57mm IS. It was Germany's main service cartridge during both World Wars, but still is today a popular military and hunting cartridge.  
+
'''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
-
| '''Type'''
+
* '''Casius Sword''' (Class 5 Long), an otherworldly bastard sword
-
| Unarm
+
* '''Crescent Moon Longbow''' (Class 5 Long), a mystical longbow
-
| Light
+
* '''Doomslayer''' (Class 5 Long), a combat chainsaw from Heaven
-
| Hardskin
+
* '''Golden Axe''' (Class 5 Long), an ultra-durable battle axe
-
| Kevlar-2
+
* '''Muramasa''' (Class 5 Long), a blood-thirsty katana
-
| Kevlar-3
+
* '''Ryuukiri''' (Class 5 Long), a yari spear that hates dragons
-
| Kevlar-4
+
* '''Spear the Gungnir''' (Class 5 Long), a legendary blood-red spear
-
| HEV
+
* '''Studded Negan''' (Class 5 Long), an improved iron baseball bat
-
|-
+
* '''The Bat out of Hell''' (Class 5 Long), a baseball bat from Hell
-
| '''Bullet'''
+
-
| <span style="color: red">110%</span>
+
-
| <span style="color: red">106%</span>
+
-
| <span style="color: red">100%</span>
+
-
| <span style="color: yellow">89%</span>
+
-
| <span style="color: yellow">72%</span>
+
-
| <span style="color: green">52%</span>
+
-
| 30%
+
-
|}
+
-
A selection of '''5 firearms''' in 7.92mm Mauser:
+
Additionally, '''Silver Brand''', which can be found during the final quest of Story Arc #1, is now considered to be an Artifact weapon.
-
* Class 1 - <[#img [hash XSGWAJ0AF7WXMX72029YRGKW9W]]> [[Mauser Karabiner 98k]] - Bolt-action rifle, internal magazine (5 rounds, stripper clip)
+
-
* Class 1 - <[#img [hash XSGWAJ0AF7WXMX72029YRGKW9W]]> [[Mauser MG42]] - Automatic light machine gun (50 round belt)
+
-
* Class 1 - <[#img [hash XSGWAJ0AF7WXMX72029YRGKW9W]]> [[Rheinmetall FG42]] - Select-fire battle rifle, box magazine (20+1 rounds)
+
-
* Class 1 - <[#img [hash XSGWAJ0AF7WXMX72029YRGKW9W]]> [[Walther Gewehr 43(W)]] - Semi-automatic rifle, box magazine (10+1 rounds)
+
-
* Class 1 - <[#img [hash 4F1QJBH9V0PJEJG3KGCNTE62X7]]> [[Zastava M76]] - Semi-automatic sniper rifle, box magazine (10+1 rounds)
+
-
==== New [[Bow|arrow type]] ====
+
How to obtain them:
-
'''Explosive arrows'''. Can only be obtained via crafting, using the [[XArrows blueprint]].
+
* '''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.
-
* Relevant [[crafting]] item required: Bottle of picric acid
+
* '''Casius Sword''': This weapon will be part of the rewards for an upcoming sidequest. Stay tuned...
-
* Same damage as regular bow arrow, but turns damage type into '''EXPLOSIVE-type'''.
+
* '''Crescent Moon Longbow''': This weapon will be part of the rewards for an upcoming sidequest. Stay tuned...
-
* Explosive arrows, similarly to [[FRAG-12]], only cause localized explosions that '''don't cause splash damage'''.
+
* '''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.
-
= MazeWorld 2.1 changes =
+
Related changes:
 +
* '''@ar-wpn''' was added to the [[Chat bots|list of chat bot commands]]. It rolls one random artifact weapon.
-
=== Event type reorganization ===
+
==== Changes to [[Weapon|Weapons]] ====
-
* Event types will be balanced and made fairer to each other. This will ensure variety as event types will be given roughly the same chances to appear behind every door the contestant will pass through. Stats showed that before 2.1, encounters and weapons (as of 2.0 rev8) dominated as the most common event types, respectively at 26% and 18%, while other items were made statistically rare and difficult to obtain (Bionics: 1%, Crafting items, 4%, Clothing and armor, 8%).
+
* Rules regarding [[Weapon#Dual wielding|dual wielding]] have been modified.
-
== Gameplay changes ==
+
==== 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.
-
=== [[Clothing and armor]] damage system modified ===
+
Firearm ammunition changes:
-
''Updated article: [[Protection chart]]''
+
* '''UHS''' no longer has a FT+1 penalty, replaced instead by a less harsh IR+1 penalty.
-
* Every piece of clothing now has a '''Damage counter''', which begins at 4 points for all new and undamaged clothes (except in certain cases).
+
* '''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.
-
* A piece of clothing can be damaged at varying rates depending on the '''damage type''' and '''clothing proofs'''.
+
-
** PROOF: No damage on clothing nor user
+
-
** Resistant: User takes normal damage, clothing loses '''0.1 unit''' per hit
+
-
** Not resistant: User takes normal damage, clothing loses '''1 unit''' per hit.
+
-
* Bullet-type damage can now damage clothing properly, at a rate of '''0.01 units'''
+
-
* Fire-type and Special-type always damage at a rate of '''1 unit''' per hit as there is no resistance available for those damage types.
+
-
** '''NOTE:''' While it is not normally possible to have clothes repaired, it is possible to [[Wish|wish]] for clothing repair.
+
-
* A new [[Secondary effect]] is introduced: <span style="color: #00ffff">Bullet-proof</span>; Bullet-proof clothing makes the affected piece of clothing to '''not suffer damage''' from Bullet-type attacks.
+
==== Changes to [[Crafting]] ====
-
** The [[HEV Suit]] and [[HEV Helmet]] will be given the bullet-proof trait.
+
* 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'''
-
* The [[Dark Energy force field trap]] repairs completely the [[HEV Suit]] and [[HEV Helmet]] if someone wearing either or both is affected by the trap.
+
=== April 11th 2018 ===
 +
'''Post-v4 update #17''' - '''The Super Melee Update: Part 2 (The Big Stuff)'''
-
=== [[Cardinal Amulet|Amulets]] now have positive effects when worn ===
+
==== Evading skill and Evasion abilities ====
-
*Amulet of the North: Maximum [[Pain]] threshold '''increased by +10%''', Maximum [[Bleeding]] counter '''increased by +2''', Maximum [[Poison]] counter '''increased by +2'''.
+
* Introduction of a new non-combat skill: '''Evading skill'''
-
*Amulet of the East: [[Secondary effect|Strength increase x2]], [[Secondary effect|Pain sensitivity decrease x2]].
+
* New abilities: [[Evasion abilities]]. The Evading skill governs their use each turn.
-
*Amulet of the West: All shops and paid services propose a '''-10% buying discount and a +10% sell value'''. Is applied to the total checkout before transaction, not every individual item.
+
-
*Amulet of the South: '''Max damage counter +1''' on '''all [[clothing and armor]] worn/spared''' until leaving equipment or backpack of the contestant. (Clothes with less than 1 unit will be destroyed in this case)
+
-
=== Complete reform of the [[weapon accessory]] system ===
+
==== Revamped unarmed combat ====
-
* Introduction of a magazine management system; now players will be able to collect and store magazines for their firearms, and will have to keep track of ammunition in each. They are now separate items, and may be bought from relevant shops.
+
* 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.
-
* Replacement of the scopes and sights by a system similar to the UGLs: a selection of specific models, which are compatible each with their own selection of weapons.
+
-
* Introduction of a new accessory type: reflex sights. Reflex sights offer two bonuses; either FT-1 against HEAD, FACE, EXTREMITY and WEAK POINT body groups, or the possibility to attack two different targets with the same weapon (but at normal accuracy instead of with a bonus).
+
-
* Silencers are now made by caliber instead of specific weapons; a [[.45 ACP]] silencer will fit on any .45 ACP weapon
+
-
=== Introduction of a [[2-player co-op]] system ===
+
==== Revamped melee combat skills ====
-
* Two players will now be able to roam the Mazes together ; double the firepower, double the fun!
+
* 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.
-
* A brand new co-op [[Missions|mission set]] introduced, specifically for co-op mode
+
* 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.
-
* While in co-op mode, there is no ally system to compensate.
+
* An overview of the new melee skills and their effects can be found on [[Gameplay mechanics#Combat skills|this page]].
-
=== Additions and new features ===
+
==== Changes related to [[Weapon|weapons]] ====
-
* 5 new [[encounters]] introducing a new encounter type: Ursines
+
* All melee weapon event lines '''now display the relevant melee combat skill''' needed to use it, in all of its modes, if applicable.
-
** [[Black bear]]
+
* 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.
-
** [[Grizzly bear]]
+
* 1 renamed weapon: Dwarven axe => '''Battle axe'''
-
** [[Panda]]
+
* 7 weapons have been scrapped from the game: Kusari-fundo, Ngombe throwing knife, Old book, Roman pilum, Sai, Tekko-kagi, Fukiya
-
** [[Armored grizzly]]
+
** Ammunition: Fukiya darts have been removed as well.
-
** [[Thunder Bear]]
+
** 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]].
-
* New gameplay feature: Temerity roll. Rolled at the [[Tempest|author]]'s discretion during games, it is rolled after an intelligent or otherwise sapient creature's Pain levels reaches a high amount (70+%). The purpose of this roll is to determine how the wounded target will react, from being knocked out of the fight early, to a burning wish of retaliating even harder.
+
==== Changes related to [[Weapon accessory|weapon accessories]] ====
-
* New gameplay feature and EliasBot command: '''@wpnspec'''. This command basically randomizes the accessories found on armed encounters such as Soldiers, activist Youkai, and such, if the combination given is applicable. This command ensures that NPCs never carry always-vanilla weapons and allows for more colorful weapon combinations to be encountered.
+
* '''Bayonets''':
-
* New gameplay feature: Enemies no longer attack one at a time. Depending on their strength perk, if they appear in groups, they may attack in:
+
** All weapons with a [[Weapon accessory#Bayonets|bayonet]] affixed, when using the Bayonet mode, require the use of '''Staff / Pole weapon skill'''.
-
** Waves of 3 for WEAK-perk encounters
+
** [[Weapon accessory#Bayonets|Knife-bayonets]] used as stand-alone weapons may require either '''Knife skill''' or '''One-handed sword skill'''.
-
** Waves of 2 for normal encounters
+
-
** 1 as usual for everything else.
+
-
* New gameplay feature: Introduction of a [[telephone network]] inside the Mazes, as well as a full phone number assignation system, complete with emergency numbers. Of course, to be able to call, the contestant must first get a hold of the new items: the [[mobile phone]] and batteries for it.
+
-
** Maze Citizens, Engineers, Guards, Soldiers, Students, Head maids and Chief butlers will be expected to carry those phones, with varying energy left in those batteries.
+
-
** It is advised to collect batteries for the phone if one intends to call often, as a single battery has only enough energy for six calls.
+
-
* [[Workshop|Workshops]] now sell the following [[key items]], if availability allows: [[Flashlight bracelet]], [[Lighter]], [[Mobile phone]] and phone batteries. They may also sell [[Crafting#Crafting-relevant items|crafting relevant items]].
+
-
* 10 new [[crafting|blueprints]], four of which are used to craft brand new weapons, and the remaining six, exclusive new clothing and armor.
+
-
** [[PhoneB blueprint]] (Level 2)
+
-
** [[Werfer blueprint]] (Level 3)
+
-
** [[ChlB blueprint]] (Level 2)
+
-
** [[Drill blueprint]] (Level 3)
+
-
** [[TwaLeg blueprint]] (Level 1)
+
-
** [[KevLeg blueprint]] (Level 1)
+
-
** [[DynLeg blueprint]] (Level 1)
+
-
** [[CompVest blueprint]] (Level 2)
+
-
** [[CompArms blueprint]] (Level 2)
+
-
** [[CompLegs blueprint]] (Level 2)
+
-
* 5 new [[backpack]] types:
+
-
** Il Duce webbing ; Capacity 15 - 4 backup weapon pouches which can each hold 3 units + a 4-unit ammo pouch
+
-
** RPG carrier vest ; Capacity 25 - A 12-unit ammo pouch which can only contain rocket launcher ammunition
+
-
** Medic LBE/Pack ; Capacity 60 - A 4-unit [[Bandage]] only pouch + an 8-unit meds pouch.
+
-
** Eagle Recon backpack ; Capacity 65 - A sling which can carry any Class 1 or 2 weapon (as long it's sparable) + a 6-unit ammo pouch
+
-
** TIMS double pack ; Capacity 90 - An 8-unit ammo pouch + A 4-unit consumables pouch + A 9-unit backup weapon pouch.
+
-
=== Other changes ===
+
==== Other changes related to [[Skills]] ====
-
* Human [[Ally Join|allies]] will have the same full [[statistics]] as the [[contestant]]'s. Humanoid youkai and other creatures keep the reduced stats format.
+
* '''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.
-
* Rocket launchers ([[Bazalt RPG-7|RPG-7]], [[Bazalt RPG-29|RPG-29]], [[IMI SMAW|SMAW]]), as well as the [[Milkor MGL]] grenade launcher, will be pre-equipped with proprietary, non-removable scopes, thus giving their users the ability to use [[Scope mode]] for increased accuracy.
+
-
* Minor modifications on existing weapons:
+
-
** The [[Colt M1911A1]] is given an extended magazine, which hold 10 rounds.
+
-
** The [[Heckler & Koch G36]] and [[Heckler & Koch G36C|G36C]] are given their very own 100-round C-MAGs.
+
-
** The [[Heckler & Koch MP5A3]] and [[Heckler & Koch MP5K]] are also given their own 100-round C-MAGs.
+
-
** The [[Arms Moravia CZ-G 2000]]'s standard magazine now holds 15 rounds, while the former 19-round magazine will become an extended mag for this weapon.
+
-
** The [[Heckler & Koch MP5K]] is moved to Class 3. (Previously: Class 2)
+
-
* [[Maze Citizen|Citizens]] now carry an extra full magazine (or equivalent) for their weapons, if applicable, ON TOP of their random equipment.
+
-
* The [[Startgame]] questionnaire now gives slightly different rewards to reflect the new changes.
+
-
= 2.0 rev8 changes =
+
==== Changes related to [[Startgame]] ====
-
Several new firearms, new calibers, 1 new [[List of Class 4 Weapons|grenade type]] and 5 new [[List of Class 5 Weapons|Class 5 weapons]], as well as certain gameplay changes to accomodate the new weapons.
+
* 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).
-
=== Fixes ===
+
==== Other changes ====
-
* Remington M24A1 SWS removed - this weapon does not exist in [[.300 Winchester Magnum]]. Replaced by the [[Remington Model 700 XCR II]].
+
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
-
=== Gameplay changes ===
+
=== April 6th 2018 ===
-
* Class 5 weapons can now be used to do combo attacks: Class 5 Short weapons can hit up to 3 times, and Class 5 long, up to 2 times. The player will simply have to roll a 2d6 as many times as he/she wants to hit. As with [[Unarmed combat|martial arts]], at the first failed roll the combo stops.
+
'''Post-v4 update #16''' - '''The Super Melee Update: Part 1 (The Small Stuff First)'''
-
* [[DOYAPNK crate]] features a Model 29 revolver to replace the Taurus Raging Bull.
+
-
* Revolvers chambered in '''.357 Magnum''' may also ''interchangeably'' load '''.38 Special''' ammunition.
+
-
* Revolvers chambered in '''10mm Auto''' may also ''interchangeably'' load '''.40 S&W''' ammunition.
+
-
Loading of multiple ammo types in a single weapon as implied above is similar to that of [[12 gauge]] shotguns; any amount of compatible ammunition can be loaded in any order in the concerned weapon (for example, a .357 Magnum revolver with a 6-round cylinder could load 6x .357 Magnum, or 6x .38 Special, or a sequence of 2x .357 2x .38 2x .357, and so on...)
+
==== Changes to [[gameplay mechanics]] ====
 +
* [[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)
-
Natural and optional accessories for the listed weapons are in parentheses following their name.
+
==== 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.
-
=== New [[ammunition]] ===
+
==== Changes related to [[encounters]] ====
-
* [[.38 Special]]
+
* 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.
-
* [[.40 S&W]]
+
-
* [[4.7x33mm Caseless]]
+
-
* [[10mm Auto]]
+
-
=== New Class 1 weapons ===
+
=== March 25th 2018 ===
-
;In new calibers
+
'''Post-v4 update #15''' - Startgame changes of March 2018
-
* [[Heckler & Koch G11K2]] - '''4.7x33mm Caseless''' assault rifle (Natural scope)
+
-
;In existing calibers
+
-
* [[Barrett M98B]] - [[.338 Lapua Magnum]] sniper rifle (Optional scope, optional silencer)
+
-
* [[Benelli Nova]] - [[12 gauge]] pump shotgun (Optional scope)
+
-
* [[Blaser R93 LRS2]] - [[.300 Winchester Magnum]] sniper rifle (Natural scope, optional silencer)
+
-
* [[Browning Auto-5]] - [[12 gauge]] semi-automatic shotgun
+
-
* [[FN FNC]] - [[5.56x45mm NATO]] assault rifle (Optional scope, STANAG)
+
-
* [[IMI Negev]] - [[5.56x45mm NATO]] belted light machine gun
+
-
* [[IZHMASH AN-94 Abakan]] - [[5.45x39mm]] assault rifle (Optional scope, optional silencer, compatible GP-25, AK-74 family)
+
-
* [[IZHMASH Baikal MP-153]] - [[12 gauge]] semi-automatic shotgun
+
-
* [[IZHMASH Baikal MP-27M]] - [[12 gauge]] double-barrel shotgun
+
-
* [[IZHMASH Simonov AVS-36]] - [[7.62x54mm R]] battle rifle
+
-
* [[IZHMASH SV-98]] - [[7.62x54mm R]] sniper rifle (Natural scope, optional silencer)
+
-
* [[IZHMASH SVU Dragunov]] - [[7.62x54mm R]] sniper rifle (Natural scope)
+
-
* [[Parker-Hale M82]] - [[7.62x51mm NATO]] sniper rifle (Natural scope)
+
-
* [[Remington M40]] - [[7.62x51mm NATO]] sniper rifle (Natural scope, optional silencer)
+
-
* [[Savage Arms 110BA]] - [[.300 Winchester Magnum]] sniper rifle (Natural scope)
+
-
* [[SIG Sauer SSG 3000]] - [[7.62x51mm NATO]] sniper rifle (Natural scope, optional silencer)
+
-
* [[Springfield M1903A4]] - [[.30-06 Springfield]] sniper rifle (Natural scope)
+
-
* [[Steyr Scout]] - [[7.62x51mm NATO]] sniper rifle (Natural scope, optional silencer)
+
-
=== New Class 2 weapons ===
+
==== Extra startgame choices ====
-
;In new calibers
+
* Combat skill point allocation is renamed '''Skill point allocation''', as it now allows for spending points into non-combat skills.
-
* [[Heckler & Koch MP5/10A3]] - [[10mm Auto]] submachine gun (Optional scope, optional silencer, compatible M203PI)
+
* 12 points are now available, instead of 10.
-
* [[Heckler & Koch MP5/40A2]] - [[.40 S&W]] submachine gun (Optional scope, optional silencer, compatible M203PI)
+
* 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.
-
* [[Heckler & Koch UMP-40]] - [[.40 S&W]] submachine gun (Optional scope, optional silencer)
+
-
* [[Taurus MT-40]] - [[.40 S&W]] submachine gun
+
-
;In existing calibers
+
-
* [[Kel-Tec KSG]] - [[12 gauge]] pump shotgun
+
-
* [[Voere American-180]] - [[.22 Long Rifle]] submachine gun
+
-
=== New Class 3 weapons ===
+
==== Difficulty modes ====
-
;In new calibers
+
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.
-
* [[Beretta Px4 Storm]] - [[.40 S&W]] semi-automatic pistol (Optional silencer)
+
-
* [[Česká Zbrojovka CZ 75B|Ceska Zbrojovka CZ 75B]] - [[.40 S&W]] semi-automatic pistol
+
-
* [[Charter Arms Undercover]] - [[.38 Special]] revolver
+
-
* [[Colt Delta Elite]] - [[10mm Auto]] semi-automatic pistol (Optional silencer)
+
-
* [[Colt Detective Special]] - [[.38 Special]] revolver
+
-
* [[Dornaus & Dixon Bren Ten]] - [[10mm Auto]] semi-automatic pistol
+
-
* [[FN FNP-40]] - [[.40 S&W]] semi-automatic pistol (Optional silencer)
+
-
* [[Glock 20]] - [[10mm Auto]] semi-automatic pistol (Optional silencer)
+
-
* [[Glock 22]] - [[.40 S&W]] semi-automatic pistol (Optional scope, optional silencer)
+
-
* [[Heckler & Koch P2000]] - [[.40 S&W]] semi-automatic pistol (Optional silencer)
+
-
* [[Para Ordnance P-16.40]] - [[.40 S&W]] semi-automatic pistol
+
-
* [[SIG Sauer P239]] - [[.40 S&W]] semi-automatic pistol (Optional silencer)
+
-
* [[Smith & Wesson Model 1026]] - [[10mm Auto]] semi-automatic pistol
+
-
* [[Smith & Wesson Model 4006]] - [[.40 S&W]] semi-automatic pistol (Optional silencer)
+
-
* [[Smith & Wesson Model 10]] - [[.38 Special]] revolver
+
-
* [[Smith & Wesson Model 610]] - [[10mm Auto]] revolver
+
-
* [[Springfield XDM]] - [[.40 S&W]] semi-automatic pistol (Optional silencer)
+
-
;In existing calibers
+
-
* [[DWM Luger P08]] - [[9x19mm Parabellum]] semi-automatic pistol
+
-
* [[IMI Desert Eagle MkI]] - [[.357 Magnum]] semi-automatic pistol
+
-
* [[IMI Desert Eagle MkVII]] - [[.44 Magnum]] semi-automatic pistol
+
-
* [[IZHMEKH Makarov PMM]] - [[9x18mm Makarov]] semi-automatic pistol (Optional silencer)
+
-
* [[Remington Spartan 220]] - [[12 gauge]] sawed-off double-barrel shotgun
+
-
* [[Smith & Wesson Model 29]] - [[.44 Magnum]] revolver
+
-
* [[Smith & Wesson Model 620]] - [[.357 Magnum]] revolver
+
-
=== New Class 4 weapons ===
+
* ''Hard mode'' (Recommended)
-
* [[M7A3]] tear gas grenade
+
** 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.
-
=== New Class 5 weapons ===
+
* ''Easy mode''
-
* [[Cavalry sabre]]
+
** The Contestant has access to 2 extra backup bodies from the beginning.
-
* [[Scimitar]]
+
** Upon dying, the Contestant is sent to limbo.
-
* [[Smallsword]]
+
** If the Contestant is in limbo, the player has the option to revive their Contestant by using a backup body.
-
* [[Tantou]]
+
** The player has the possibility to purchase unlimited, additional backup bodies for 50 000 RePoints each.
-
* [[Wakizashi]]
+
** 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'''.
-
= 2.0 rev7 changes =
+
* ''Messiah mode''
-
*Introduction of a new [[Kennel]] type: the '''Police Station'''. Contains, each group in their own room, in that order: 2x Maze Guard, 3x Rebellious prisoners, 2x Maze Guard, 3 Hostile prisoners, 3x Maze Guard, 3x Guard Sergeant, 1x Guard Chief
+
** Same as in Easy, except the Contestant has an unlimited amount of backup bodies.
-
*Introduction of a new [[Missions|mission]] in the '''Contract missions''' category: [[Job F1]], which can only be accessed after completing the entirety of Tier E missions.
+
** 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).
-
;New [[Trap]] rooms
+
=== February 20th 2018 ===
-
*[[Alcohol vapors trap]]
+
'''Post-v4 update #14''' - Currency Overhaul + Youkai Clothing update
-
*[[Hallucinogen gas trap]]
+
-
;New [[Food]] items
+
-
*[[Bottle of whisky]]
+
-
*[[Bottle of brandy]]
+
-
;New [[Encounters|encounters]] - Wizards and Magicians
+
-
*[[Apprentice wizard]], [[Wizard]], [[Magus Wizard]].
+
-
*[[Apprentice magician]], [[Magician]], [[Magus Magician]].
+
-
:Other than sharing gradual levels of expertise, they also share the same movesets. The difference is that wizards are <span style="color: red">hostile</span>, and magicians are <span style="color: white">neutral</span>.
+
-
;New [[Room|roomstyles]]
+
-
*The '''dojo''' - A traditional Japanese-styled dojo with 5 variants total - One empty, one with lone [[martial artist]], one with martial artist and a training [[Maze Citizen]], one with martial artist and two training [[student|students]], and one with a [[Tengu|tengu]] and a [[konoha-tengu]] sparring.
+
-
;New roomstyle variants
+
-
*8 new variants of the regular room in which '''non-wicked youkai''' (armed if possible with a random weapon) are fighting against [[Maze Soldier|Maze or DF Soldiers]]
+
-
*8 new variants of the grassy room, ditto from above
+
-
*4 new variants of the messy room, ditto from above
+
-
*4 new variants of the outside forest area (daytime), ditto from above
+
-
*New roomstyle variants with '''non-wicked youkai''' (with or without weapons): 1 regular room, 1 grassy room, 1 mess hall, 1 shrine, 1 toilets, 4 washitsu
+
-
*2 new variants of the kitchen - one with a [[Head maid|head maid]] and two subordinate [[Maid|maids]], the other with a [[Chief butler|chief butler]] and two subordinate [[Butler|butlers]]
+
-
*2 new variants of the mess hall - ditto from above
+
-
*3 new variants of the bedroom - Maze Citizen with either an employed maid, butler or [[yousei servant]]
+
-
*4 new variants of the military bedroom - Maze Soldier or DF Soldier, each with either an employed maid or butler.
+
-
*6 new variants of the TV room - one accessed from stairs and empty, one with a Maze Citizen watching TV, one with a random non-wicked youkai watching TV, one with a random human watching TV, one with a head maid + maid, and one with a chief butler + butler.
+
-
=== Gameplay changes ===
+
==== '''Currency Overhaul''' ====
-
*[[Graveyard]] room reform: Now every graveyard room has, alongside the graves, a [[Duplica Bot]]. As the contestant enters the graveyard, a ghost contestant will rise from its grave, and possess the Bot. The result is that the living contestant will fight a Duplica version of a dead one, complete with its entire equipment (clothing and armor + weapons) at time of death. The Bot must be defeated twice (2x 100% Pain threshold) before it is destroyed - as it does in [[Mission A9]], it only counts as 1 kill. Upon being destroyed, the Bot will drop 1 random weapon and 1 random piece of clothing and armor from what it was equipped with.
+
The Currency Overhaul part of the update introduces several changes related to money and valuables in the game:
-
*[[Failed]] buffing program: All Failed will have their AC increased to Kevlar-3, and their perk increased to SUPER STRONG.
+
-
*The total amount of roomstyles will be increased, certain existing roomstyles will see their frequency increase.
+
-
*New rules for single-action and bolt-action weapons: The limit of 1 shot maximum per turn, will be raised to 3.
+
-
= 2.0 rev6 changes =
+
* [[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]]
-
*Introduction of the new [[12 gauge]] shell types, alongside <span style="color: #ff0000">Buckshot</span> (shell color: red) and <span style="color: #00ff00">Slugs</span> (shell color: green).
+
* [[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.
-
**<span style="color: #ffff00">Incendiary</span> shells (shell color: yellow) - Similar technically to standard slugs, but are loaded with a highly flammable magnesium-based compound. Upon impact, the slug lights up violently and will set its target on fire. Causes '''FIRE-type''' damage.
+
* 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.
-
**<span style="color: #0000ff">Flechette</span> shells (shell color: blue) - Similar technically to standard buckshot, but are loaded with 20 1-inch long flechettes. It offers better penetration and a flatter damage curve, with the same maximum damage buckshot can deal.
+
* [[Valuables]]: New ingots introduced: '''Gray copper''' (250, 500 and 1000 grams), '''Electrum''' (250, 500 and 1000 grams), '''White gold''' (250 and 500 grams)
-
**<span style="color: #ffffff">FRAG-12</span> shells (shell color: black) - Similar technically to standard slugs, FRAG-12 shells propel a miniature, fin-stabilized rocket which explodes violently upon impact. Causes '''EXPLOSIVE-type''' damage and has the same [[Wound|destructive]] [[Severed limb|potential]] as other explosives, but does NOT cause splash damage.
+
* [[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.
-
*Official introduction of the new [[IRC Bots|@shelltype]] command. @Shelltype rolls a random shell type between the now five available.
+
* [[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.
-
*Gameplay changes: All shotguns found at random in the rooms, or found equipped by encounters, will be loaded with shells of a random type, rolled using @shelltype. This will also affect, if applicable, according ammunition found in backpacks/LBE.
+
* [[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)
-
*Gameplay changes: [[Handcuffs]] are introduced as an actual type of key item which is carried by all [[Maze Guard|Guards]] and can be picked up by the player.
+
* New [[chat bots|bot command]]: '''@coins''' - generates a random coin type.
-
= 2.0 rev5 changes =
+
All inventory sheets have been updated to reflect these changes - all money currently carried by Contestants has been converted to '''1 P$ coins'''.
-
*The '''Temperature rise trap''' and '''Temperature drop trap''' have been scrapped.
+
-
*The '''Favor level''' system has been entirely scrapped.
+
-
*The equipment carried by the Game Masters during the [[Endgame|endgame]] has been drastically improved.
+
-
= 2.0 rev4 changes =
+
==== '''Youkai clothing update''' ====
-
*The [[Bazalt RPG-7]]'s weight was changed from '''Unsparable''' to '''22 units'''.
+
The Youkai Clothing part of the update introduces changes related to [[clothing and armor]] in the game:
-
*The '''Raytheon FIM-92A Stinger''' has been removed and replaced by the [[Bazalt RPG-29]]. It fires [[105mm RPG]].
+
-
*Updated damage chart of [[85mm RPG]].
+
-
= 2.0 rev3 changes =
+
* '''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.
-
*Brand new [[Missions|mission set]]: the '''Contract Missions'''. Meant as an alternative to the other two gameplay styles with set missions at set areas, the Contract Missions route proposes the contestant to be hired for certain jobs at a [[hiring bureau]], as an optional service, with gradually harder and better paying missions becoming available as they are completed.
+
* Youkai clothing is divided in five body types, each type is compatible with the following species:
-
*In Contract Missions, all rooms meant to be mission rooms are now hiring bureaus.
+
** '''Type H - Huge size''': Oni, Kishin
-
*The [[Startgame]] personality test will add the Contract Missions as one of the possible answers to Question 13.
+
** '''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.
-
= 2.0 rev2 changes =
+
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.
-
*New [[Startgame|startgame]] questions with a brand new &quot;personality test&quot; system. More questions and less obvious answers. The wiki also does not display anymore the results of each answer.
+
-
*Increased power of [[Slugshot|slugshot]].
+
-
= 2.0 rev1 changes =
+
=== February 1st 2018 ===
-
;New [[Room|roomstyles]]
+
'''Post-v4 update #13''' - Community Gun Bag of 2018 + Maze Customs Party update (+ Flamethrowers!)
-
*The '''bar''', where a bartender can always be found and humans and/or youkai can be seen. Proposes 7 different unique drinks.
+
-
;New type of [[chef]]
+
-
*the '''bartender'''; instead of being specialized in a particular cuisine, the bartender is a special kind of &quot;chef&quot; specialized in cocktails and drinks. Bartenders can only be found in the new '''bar''' roomstyles, but their services function exactly the same as a normal chef.
+
-
;New [[IRC Bots|EliasBot]] commands
+
-
*@nyoukai and @wyoukai - respectively rolls non-wicked, and wicked youkai.
+
-
= MazeWorld 2.0 changes =
+
Firstly, we would like to thank the following players for their suggestions, as well as their rewards in RePoints:
-
=== New [[Weapon|weapons]] ===
+
* Definta - '''1000 RP'''
-
==== Class 1 ====
+
* Voltaire Jordans - '''950 RP'''
-
*[[heckler koch hk21e|Heckler &amp; Koch HK21E]] light machine gun - 7.62x51mm NATO belted - 50-round belt (Will use proprietary belt incompatible with the M60E3’s belt)
+
* JadedPencil - '''200 RP'''
-
*[[Kalahsnikov AK-12]] assault rifle - Declined in four variants with a different barrel, each considered a separate weapon;
+
-
*AK-12 (47) - 7.62x39mm - AK-47 family magazines (default: 30-round)
+
'''ALL PLAYERS:''' Update your inventory sheets! The highlighted text are the sections you must add or edit: https://puu.sh/zehdw/79ec03863f.png
-
*AK-12 (74) - 5.45x39mm - AK-74 family magazines (default: 30-round)
+
-
*AK-12 (223) - 5.56x45mm NATO - 30-round magazine
+
-
*AK-12 (308) - 7.62x51mm NATO - 20-round magazine
+
-
[[Walther WA2000]] sniper rifle - .300 Winchester Magnum - 6-round magazine - Natural scope
+
New type of weapon: '''Flamethrowers!'''
 +
* Everything about flamethrowers is explained in [[Weapon#Flamethrowers|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
-
==== Class 2 ====
+
New [[Weapon|weapons]] in existing calibers:
-
*[[Armsel Protecta]] combat shotgun - 12 gauge - 12-round cylinder
+
* 2 new Class 1 weapons
-
*[[Colt M1921 Thompson]] submachine gun - .45 ACP - 20-round magazine
+
** '''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.
-
*[[FABARM SDASS Ultra-Short]] compact shotgun - 12 gauge - 7-round tube
+
** '''Norinco M305A''', [[7.62x39mm]] conventional rifle. A strange cross between an M14 and an AK-47 magazine.
-
*[[IZHMASH Saiga-12K]] compact shotgun - 12 gauge - 10-round magazine
+
* 2 new Class 2 weapons
-
*[[KBP 6G30]] grenade launcher - VOG-25 grenade - 6-round cylinder
+
** '''IWI Tavor 7''', [[7.62x51mm NATO]] combat rifle. A very modern bullpup battle rifle.
-
*[[KBP GM-94]] pump-action grenade launcher - VGM-93 incendiary grenade - 3-round tube
+
** '''Thales EF88 Austeyr''', [[5.56x45mm NATO]] combat rifle. A modernized variant of the Steyr AUG.
-
*[[m3 grease gun|M3 'Grease Gun']] submachine gun - .45 ACP - 30-round magazine
+
* 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'''.
-
==== Class 3 ====
+
New [[Maze Customs]] offerings for newly introduced weapons:
-
*[[Browning BDA]] semi-auto pistol - 9x19mm - 14-round magazine
+
* [[Customs:Minor|Full-auto conversion]], Norinco M305A: '''M305FA'''
-
*[[izhmekh mp 443 grach|IZHMEKH MP-443 ‘Grach’]] semi-auto pistol - 9x19mm - 17-round magazine
+
* [[Customs:Minor|Tactical conversions]], Thales EF88 Austeyr: '''EF88 Austeyr FS''' and '''EF88 Austeyr GL'''
-
*[[zid aek 919k kashtan|ZiD AEK-919K ‘Kashtan’]] machine pistol - 9x18mm Makarov - 30-round magazine
+
* [[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
-
==== Class 4 ====
+
New [[Maze Customs]] offerings for existing weapons:
-
*[[HMX charge]]
+
* [[Customs:Weapons|Main Customs families]]:
-
*[[CL-20 charge]]
+
** '''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.
-
*[[ONC charge]]
+
* [[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.
-
*[[HMX bomb]] (Blueprint-only)
+
Modifications to existing [[Maze Customs]] offerings:
-
*[[HMX grenade]] (Blueprint-only)
+
* '''Auto-5 RA''': Now also adds a NATO-S rail to the weapon, alongside the 8-round magazine tube.
-
*[[CL-20 grenade]] (Blueprint-only)
+
* 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.
-
*[[ONC grenade]] (Blueprint-only)
+
-
*[[Cardinal Nuke]] (Blueprint-only)
+
-
=== New [[Weapon accessory|weapon accessories]] ===
+
=== January 27th 2018 ===
-
==== Silencers ====
+
'''Post-v4 update #12''' - '''Story Arc #2: Corporate Chaos''' released!
-
*AK-12 (Fits on all AK-12 models)
+
-
*WA2000
+
-
*Browning BDA
+
-
*MP-443 ‘Grach’
+
-
*AEK-919K ‘Kashtan’
+
-
==== Scopes/Reflex sights ====
+
* The continuation of the main story of the MazeWorld campaign is now out
-
*Saiga-12K
+
* 13 new main story [[Quests]] about the conflict between Angelics and Demonics, and their related independent interests
-
*AK-12 (Fits on all AK-12 models)
+
* 8 different Story Arc endings
-
*AEK-919K ‘Kashtan’
+
* 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.
-
==== Extended magazines ====
+
=== January 10th 2018 ===
-
*50-round drum for M1921 Thompson
+
'''Post-v4 update #11''' - New Year's mini-update
-
*60-round casket magazine for AK-74 family
+
-
=== '''NEW ACCESSORY TYPE: Underslung grenade launchers (UGL)''' ===
+
* [[Gun shop|Gun shops]] and [[Weapon shop|weapon shops]] may now now sell '''boxes of projectiles''' for handloading.
-
Brand new accessory type, UGLs are separate, single-shot weapons mounted on other weapons such as assault rifles, allowing them to increase their modularity and effectiveness. Certain models may fit on different weapons.
+
* 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.
-
*M203 grenade launcher - Adapts to AR-15, M16, M16A1, M16A2. Caliber: 40x46mm grenade
+
=== November 27th 2017 ===
-
*M203A1 grenade launcher - Adapts to M16A4, M4A1. Caliber: 40x46mm grenade
+
'''Post-v4 update #10''' - Fatigue/Stress balance update (+ other changes!)
-
*M203PI grenade launcher - Adapts to H&amp;K MP5A3, Steyr AUG A1, FAMAS. Caliber: 40x46mm grenade
+
-
*GP-25 grenade launcher - Adapts to AK-47, AK-74, AK-101, AKMSU, AKS-74U, AK-12. Caliber: VOG-25
+
-
*H&amp;K AG36 grenade launcher - Adapts to H&amp;K G36, G36C, L85A2, HK416, HK417. Caliber: 40x46mm grenade
+
-
*FN FN40GL grenade launcher - Adapts to FN SCAR-L, SCAR-H. Caliber: 40x46mm grenade
+
-
*FN GL1 grenade launcher - Adapts to FN F2000. Caliber: 40x46mm grenade
+
-
*GLX-160 grenade launcher - Adapts to ARX-160. Caliber: 40x46mm grenade
+
-
*SIG GL5040 grenade launcher - Adapts to SG550. Caliber: 40x46mm grenade
+
-
=== New [[Ammunition|ammunition]] ===
+
Changes related to [[Fatigue]]:
-
*[[VOG-25]] caseless 40mm grenade
+
* 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.
-
*[[VGM-93]] incendiary 43mm grenade
+
* 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'''.
-
=== New [[Clothing and armor|clothing and armor]] ===
+
Changes related to [[Stress]]:
-
*Headgear: [[SSh-39 Helmet]]
+
* 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:
-
*Headgear: [[STSh-81 Titanium Helmet]]
+
** Book reading
-
*Headgear: [[MASKA Helmet]]
+
** Using a computer for browsing MazeNet
-
*Headgear: [[Twaron helmet]]
+
** Radio listening
-
*Headgear: [[Dyneema Helmet|Dyneema helmet]]
+
** Showering
-
*Headgear: [[EOD helmet]]
+
** Watching TV
-
*Headgear: [[Bandana]]
+
* [[Resting]] now also provides NNF.
-
*Headgear: [[Beret]]
+
* Showering now heals '''-0.2% Stress per turn''' instead of -0.1%. However, please note that showering does not provide NNF.
-
*Headgear: [[Boonie hat]]
+
-
*Top: [[US Army T-shirt (UCP digital camo)]]
+
New [[medical item]]: '''Concentrated caffeine''' (White tablet)
-
*Top: [[Russian Army T-shirt (Woodland camo)]]
+
* Effects: Fatigue -12.0%, Stress +1.2%, Agility +1, Increased alertness for 2d6*5 turns
-
*Top: [[Camo T-shirt (Marine camo)]]
+
* Cost: '''200 P$'''
-
*Top: [[PT T-shirt]]
+
-
*Top: [[Sweater]]
+
-
*Top: [[Leather jacket]]
+
-
*Top: [[Sundress]]
+
-
*Top: [[Duster coat]]
+
-
*Top: [[Trench-coat]]
+
-
*Body add-on: [[Flak jacket]]
+
Changes to existing [[meds]]:
-
*Body add-on: [[Twaron vest]]
+
* [[PCP]] is now [[Addictions|addictive]], and belongs to its own category (PCP withdrawal). 10% addiction chance per use.
-
*Body add-on: [[Light Dyneema vest]]
+
-
*Body add-on: [[Heavy Dyneema vest]]
+
-
*Body add-on: [[EOD suit]]
+
-
*Arms add-on: [[Twaron arm pads]]
+
Other changes:
-
*Arms add-on: [[Dyneema arm pads]]
+
* [[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! ;) )
-
*Bottom: [[US Army pants (UCP digital camo)]]
+
=== November 20th 2017 ===
-
*Bottom: [[Russian Army pants (Woodland camo)]]
+
'''Post-v4 update #9''' - The rocket launcher update
-
*Bottom: [[Cargo pants (plain)]]
+
-
*Bottom: [[Cargo pants (marine camo)]]
+
-
*Bottom: [[Leather pants]]
+
-
*Legs add-on: [[Twaron leg pads]]
+
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.
-
*Legs add-on: [[Dyneema leg pads]]
+
* 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'''.
-
*Footwear: [[Cowboy boots]]
+
'''7''' new weapons introduced with this new category, all of them are Class 1:
-
*Footwear: [[Motorcycle boots]]
+
* Light disposable rocket launchers
-
*Footwear: [[Steel-toe safety boots]]
+
** '''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)
-
New [[Backpack]] types: 72 Pattern LBE, IIFS LBE, RM22SF LBE, PLCE LBE/Backpack, MOLLE LBE/Rucksack
+
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.
-
=== New supply crates ===
+
Changes to the naming nomenclature of rocket launcher ammunition:
-
*[[MEDAID-5 crate]], contains 2x Bandage, 1x Merbromin, 2x Blood Transfusion Kit, 1x Epinephrine
+
* "Ammo box" -> "Crate"
-
*[[DEF-5 crate]], contains Twaron helmet, Twaron vest, Twaron arm pads, Twaron leg pads.
+
* "62mm BUR rocket" -> "BUR rocket, HE/Frag"
-
*[[DEF-6 crate]], contains SSh-39 helmet, Flak jacket, Cargo pants.
+
* "66mm M74 rocket" -> "M202 4-rocket clip, M74 rockets, HE/Incendiary" (see above for details)
-
*[[DEF-7 crate]], contains Dyneema helmet, Light Dyneema vest, Dyneema arm pads, Dyneema leg pads.
+
* "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 blueprints ===
+
Additional rocket types for existing reloadable rocket launchers:
-
*[[HMXB blueprint]]
+
* Bazalt RPG-7: '''OG-7V HE/Frag''' and '''TBG-7V Thermobaric'''
-
*[[GodB blueprint]]
+
* Bazalt RPG-29: '''PG-29V HEAT'''
-
*[[HMXnade blueprint]]
+
* Talley Mk153 SMAW: '''Mk6 HEAT'''
-
*[[CLnade blueprint]]
+
-
*[[ONCnade blueprint]]
+
-
=== New encounters ===
+
Changes related to mini-grenades:
-
==== Humans ====
+
* 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.
-
*[[Maze Citizen]] (Type D)
+
-
*Maze Citizen (Type E)
+
-
*Maze Citizen (Type F)
+
-
*[[Desperado]]
+
-
*[[Gangster]]
+
-
==== Mercenaries ====
+
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.
-
Hired mercs as allies, must be paid for a (renewable) 40-room contract, in exchange they provide their services and equipment to aid the contestant. Available at random in the rooms or in hiring bureaus.
+
* 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.
-
*[[Assault Merc]]
+
Other minor changes:
-
*[[Stealth Merc]]
+
* Name changes: The Bazalt RPG-29 is now known as the '''Bazalt RPG-29 Vampir'''.
-
*[[Sniper Merc]]
+
* New [[weapon accessory|scope type]] added: '''Rocket launcher optics''', which provide IR-1.
-
*[[CQB Merc]]
+
** Certain existing rocket launchers are equipped with RL optics: Bazalt RPG-29 Vampir, KBP BUR, M202A1 FLASH, Talley Mk153 SMAW.
-
*[[Gunner Merc]]
+
** Some of the newly introduced disposable launchers also have RL optics: Armar Armblast-AP, Hunting Engineering LAW-80.
-
*[[Bomber Merc]]
+
* Shooting ranges now have an explosives training room.
-
==== Youkai ====
+
=== November 7th 2017 ===
-
*[[Amanozako]]
+
'''Post-v4 update #8''' - Fixes, changes and balances
-
*[[Datsue-ba]]
+
-
*[[Kyonshi]]
+
-
*[[Mizuchi]]
+
-
*[[Onibaba]]
+
-
*[[Tsuchinoko]]
+
-
==== Other creatures ====
+
[[Rubber buckshot]] (R-Buck) and [[Rubber baton]] (R-Slug) balance fixes:
-
*[[Hell Knight]]
+
* R-Slug only: Limb damage multiplier is now '''0.15x''' instead of 0.25x
-
*[[Hell Baron]]
+
* 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.
-
*[[Gorgon]]
+
* 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]].
-
*[[Manticore]]
+
-
*[[Gryphon]]
+
-
*[[Minotaur]]
+
-
*[[Cuegle]]
+
-
*[[Garuda]]
+
-
*[[Karkadann]]
+
-
*[[Ghoul]]
+
-
*[[Roc]]
+
-
=== Gameplay changes ===
+
Naming changes:
-
*Weapon power re-balanced - Now base power does not cap at 100% Pain for powerful weapons
+
* 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".
-
*Youkai encounter rate doubled
+
 
-
*Russian soldiers are now equipped with the STSh-81 Titanium helmet and AK-12 (74) [Replaces: SPECTRA helmet, AK-74]
+
Changes related to [[Food]] and [[Medical aid|Meds]]:
-
*Russian soldiers now get the MP-443 and American soldiers now get the M9
+
* Several meds now have greatly reduced shop price.
-
*DF Soldiers now have the STSh-81 Titanium helmet as standard issue in lieu of the SPECTRA
+
** [[Amphetamines]]: 350 -> '''150 P$'''
-
*Maze Snipers now wear Twaron vest and helmet [Replaces: SPECTRA helmet, Type-2 Kevlar]
+
** [[Cocaine]]: 450 -> '''115 P$'''
-
*Engineers now wear steel-toe safety boots [Replaces: Hiking shoes]
+
** [[Codeine]]: 150 -> '''100 P$'''
-
*American and Russian soldiers now have distinctive military gear that differentiate them from the Maze Soldiers’ (respectively forest and snow camouflage)
+
** [[Desoxyn]]: 250 -> '''75 P$'''
-
*American and Russian soldiers’ clothing is now possible to be equipped
+
** [[Diazepam]]: 400 -> '''100 P$'''
-
*American soldiers now carry the IIFS LBE
+
** [[Ecstasy]]: 250 -> '''75 P$'''
-
*Russian soldiers now carry the RM22SF LBE
+
** [[Epinephrine]]: 500 -> '''125 P$'''
-
*Standard Soldiers and DF Soldiers carry the 72 Pattern LBE and 1 extra mag or equivalent for their weapon.
+
** [[FG-7142]]: 350 -> '''90 P$'''
-
*Maze and DF Sergeants carry the IIFS LBE and 1 extra mag or equivalent for their weapons.
+
** [[Field Surgery Kit]]: 2500 -> '''2000 P$'''
-
*Maze and DF Lieutenants carry the RM22SF LBE and 1 extra mag or equivalent for their weapons.
+
** [[Heroin]]: 550 -> '''150 P$'''
-
*Maze Snipers also carry the RM22SF LBE with 1 extra mag or equivalent for their weapons.
+
** [[Morphine]]: 500 -> '''125 P$'''
-
*Maze and DF Captains carry the PLCE LBE/Backpack, and 1 extra mag or equivalent for their weapons.
+
** [[Nitrous oxide inhaler]]: 250 -> '''200 P$'''
-
*Maze Guards and Guard Sergeants carry the 72 Pattern LBE and 1 extra mag or equivalent for their weapon.
+
** [[Oxycodone]]: 300 -> '''100 P$'''
-
*Guard Chiefs carry the IIFS LBE and 1 extra mag or equivalent for their weapon.
+
** [[PCP]]: 350 -> '''90 P$'''
 +
** [[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$'''
 +
 
 +
Shop changes:
 +
* [[Workshop|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 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.
 +
 
 +
=== 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.
 +
 
 +
* 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]]
 +
* Calibers with significant changes to damage tables:
 +
** 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)
 +
 
 +
[[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 [[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)
 +
 
 +
=== 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 [[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).
 +
 
 +
* New '''sign-up form'''
 +
** 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.
 +
** 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 [[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.