Guide:Changelog (Meta, no ontology)

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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$
* [[Bionic Implant 23]] - Encounter affinity identification scanner (EAIS): Scans encounters and informs the user of their hostility. Works with disguises. Cost: 1500 P$
* [[Bionic Implant 24]] - Item composition identification scanner (ICIS): Scans items and informs the user of their composition, nature, and proper use. Cost: 2750 P$
* [[Bionic Implant 24]] - Item composition identification scanner (ICIS): Scans items and informs the user of their composition, nature, and proper use. Cost: 2750 P$
-
* [[Bionic Implant 25]] - "Ninja Speed" evasiveness and mobility enhancement - 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$
+
* [[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$
=== New [[Weapon|non-firearm]] and related items ===
=== New [[Weapon|non-firearm]] and related items ===

Revision as of 01:59, 3 November 2012

Latest released Mazeworld update: November 2nd, 2012; MazeWorld 2.2
Next planned Mazeworld update: None planned for now

2.2 changes

Quick statistics

  • Increases the total event count to: 5886 (+335)
  • Adds 1 new services
  • Adds 1 new supply crate and 1 new medical aid
  • Adds 8 new bionic implants
  • Adds 2 new firearm calibers, 3 new non-firearm ammunition
  • Adds 37 new weapons, including...
    • 12 new Class 1 weapons
    • 7 new Class 2 weapons
    • 14 new Class 3 weapons
    • 3 new Class 4 weapons
    • 1 new Class 5 weapons (1 Long, 0 Short)

Maze Customs

The Maze Customs atelier is an extension to engineering workshops. Engineers, which are also by job and nature, gunsmiths, are now proposing a new service: firearm customization. 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 services.

This service offers:

  • Customization of pre-existing firearms that are part of a "family" to fit the user's needs
    • Those families are: 1911 Single Stack, 1911 Double Stack, Glock, L-Frame revolver, MP5, AR-15, Remington 700, Black Arrow
  • 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.
  • Barrel rechambering into other calibers, along with manufacture of custom magazines and speedloaders
  • For revolvers, various cylinders allowing varying capacities, typically between 5 and 8 shots
  • Rail and scope mount installation
  • Auto-sear conversions, select-fire switches, and trigger groups
  • Barrel length conversions
  • Barrel/stock configurations
  • Visual and cosmetic modifications, such as color schemes, engravings, and more

Miscellaneous new items

All items that weren't numerous enough to warrant their own category.

New bionic implants

Brand new bionic implants, many of which have been requested or suggested by players.

  • Bionic Implant 18 - "Orc Skin" body resiliency enhancer (O-BRE): Pain sensitivity -10%. Cost: 1000 P$
  • Bionic Implant 19 - "Hydra Skin" body resiliency enhancer (H-BRE): Pain sensitivity -30%. Cost: 1500 P$
  • Bionic Implant 20 - "Armored Dragon Skin" body resiliency enhancer (A-BRE): Pain sensitivity -50% + unbreakable ribs. Cost: 2750 P$
  • Bionic Implant 21 - "Akimbo Master" dual wielding mastery enhancement (DWME): Has the same effects as the regular Akimbo Mind, but also gives a Failure Threshold -1 bonus. Cost: 3000 P$
  • 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$
  • Bionic Implant 23 - Encounter affinity identification scanner (EAIS): Scans encounters and informs the user of their hostility. Works with disguises. Cost: 1500 P$
  • Bionic Implant 24 - Item composition identification scanner (ICIS): Scans items and informs the user of their composition, nature, and proper use. Cost: 2750 P$
  • 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$

New non-firearm and related items

A brand new Class 5 Long weapon, the Fukiya. A Japanese blowgun which can shoot special darts.

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.

New firearms in existing calibers

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.

New Class 1 weapons

New Class 2 weapons

New Class 3 weapons

New Class 4 weapons

  • (image) M26 "Lemon" grenade - Fragmentation grenade
  • (image) MkII "Pineapple" grenade - Fragmentation grenade
  • (image) RGD-5 grenade - Fragmentation grenade

New calibers

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 arrow type.

.454 Casull

(image) .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.

.454 Casull revolvers may also shoot .45 Colt.

Type Unarm Light Hardskin Kevlar-2 Kevlar-3 Kevlar-4 HEV
Bullet 100% 97% 95% 80% 62% 32% 16%

A selection of 4 firearms in .454 Casull:

7.92x57mm Mauser

(image) 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.

Type Unarm Light Hardskin Kevlar-2 Kevlar-3 Kevlar-4 HEV
Bullet 110% 106% 100% 89% 72% 52% 30%

A selection of 5 firearms in 7.92mm Mauser:

  • Class 1 - (image) Mauser Karabinker 98k - Bolt-action rifle, internal magazine (5 rounds, stripper clip)
  • Class 1 - (image) Mauser MG42 - Automatic light machine gun (50 round belt)
  • Class 1 - (image) Rheinmetall FG42 - Select-fire battle rifle, box magazine (20+1 rounds)
  • Class 1 - (image) Walther Gewehr 43(W) - Semi-automatic rifle, box magazine (10+1 rounds)
  • Class 1 - (image) Zastava M76 - Semi-automatic sniper rifle, box magazine (10+1 rounds)

New arrow type

Explosive arrows. Can only be obtained via crafting, using the XArrows blueprint.

  • Relevant crafting item required: Bottle of picric acid
  • Same damage as regular bow arrow, but turns damage type into EXPLOSIVE-type.
  • Explosive arrows, similarly to FRAG-12, only cause localized explosions that don't cause splash damage.

MazeWorld 2.1 changes

Event type reorganization

  • 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%).

Gameplay changes

Clothing and armor damage system modified

Updated article: Protection chart

  • Every piece of clothing now has a Damage counter, which begins at 4 points for all new and undamaged clothes (except in certain cases).
  • 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 for clothing repair.
  • A new Secondary effect is introduced: Bullet-proof; Bullet-proof clothing makes the affected piece of clothing to not suffer damage from Bullet-type attacks.

Amulets now have positive effects when worn

  • Amulet of the North: Maximum Pain threshold increased by +10%, Maximum Bleeding counter increased by +2, Maximum Poison counter increased by +2.
  • Amulet of the East: Strength increase x2, Pain sensitivity decrease x2.
  • 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

  • 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.
  • 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

  • Two players will now be able to roam the Mazes together ; double the firepower, double the fun!
  • A brand new co-op mission set introduced, specifically for co-op mode
  • While in co-op mode, there is no ally system to compensate.

Additions and new features

  • New gameplay feature: Temerity roll. Rolled at the 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.
  • 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.
  • 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:
    • Waves of 3 for WEAK-perk encounters
    • 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.
  • Workshops now sell the following key items, if availability allows: Flashlight bracelet, Lighter, Mobile phone and phone batteries. They may also sell the following items: Bottle of vinegar, Chlorine tablet, Titanium-plated jockstrap, Ceramic-plated jockstrap, Alumina fibers and Giant drill bit, all of which are relevant for brand new blueprints.
  • 10 new blueprints, four of which are used to craft brand new weapons, and the remaining six, exclusive new clothing and armor.
  • 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

  • Human allies will have the same full statistics as the contestant's. Humanoid youkai and other creatures keep the reduced stats format.
  • Rocket launchers (RPG-7, RPG-29, 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:
  • 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

Several new firearms, new calibers, 1 new grenade type and 5 new Class 5 weapons, as well as certain gameplay changes to accomodate the new weapons.

Fixes

Gameplay changes

  • 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 martial arts, at the first failed roll the combo stops.
  • 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...)

Natural and optional accessories for the listed weapons are in parentheses following their name.

New ammunition

New Class 1 weapons

In new calibers
In existing calibers

New Class 2 weapons

In new calibers
In existing calibers

New Class 3 weapons

In new calibers
In existing calibers

New Class 4 weapons

  • M7A3 tear gas grenade

New Class 5 weapons

2.0 rev7 changes

  • 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
  • Introduction of a new mission in the Contract missions category: Job F1, which can only be accessed after completing the entirety of Tier E missions.
New Trap rooms
New Food items
New encounters - Wizards and Magicians
Other than sharing gradual levels of expertise, they also share the same movesets. The difference is that wizards are hostile, and magicians are neutral.
New 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 students, and one with a 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 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 and two subordinate maids, the other with a chief butler and two subordinate 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

  • 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.
  • 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

  • Introduction of the new 12 gauge shell types, alongside Buckshot (shell color: red) and Slugs (shell color: green).
    • Incendiary 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.
    • Flechette 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.
    • FRAG-12 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 destructive potential as other explosives, but does NOT cause splash damage.
  • Official introduction of the new @shelltype command. @Shelltype rolls a random shell type between the now five available.
  • 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.
  • Gameplay changes: Handcuffs are introduced as an actual type of key item which is carried by all Guards and can be picked up by the player.

2.0 rev5 changes

  • 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 has been drastically improved.

2.0 rev4 changes

2.0 rev3 changes

  • Brand new 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.
  • In Contract Missions, all rooms meant to be mission rooms are now hiring bureaus.
  • The Startgame personality test will add the Contract Missions as one of the possible answers to Question 13.

2.0 rev2 changes

  • New startgame questions with a brand new "personality test" system. More questions and less obvious answers. The wiki also does not display anymore the results of each answer.
  • Increased power of slugshot.

2.0 rev1 changes

New roomstyles
  • 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 "chef" 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 EliasBot commands
  • @nyoukai and @wyoukai - respectively rolls non-wicked, and wicked youkai.

MazeWorld 2.0 changes

New weapons

Class 1

  • Heckler & Koch HK21E light machine gun - 7.62x51mm NATO belted - 50-round belt (Will use proprietary belt incompatible with the M60E3’s belt)
  • 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)
  • 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

Class 2

Class 3

Class 4

New weapon accessories

Silencers

  • AK-12 (Fits on all AK-12 models)
  • WA2000
  • Browning BDA
  • MP-443 ‘Grach’
  • AEK-919K ‘Kashtan’

Scopes/Reflex sights

  • Saiga-12K
  • AK-12 (Fits on all AK-12 models)
  • AEK-919K ‘Kashtan’

Extended magazines

  • 50-round drum for M1921 Thompson
  • 60-round casket magazine for AK-74 family

NEW ACCESSORY TYPE: Underslung grenade launchers (UGL)

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.

  • M203 grenade launcher - Adapts to AR-15, M16, M16A1, M16A2. Caliber: 40x46mm grenade
  • M203A1 grenade launcher - Adapts to M16A4, M4A1. Caliber: 40x46mm grenade
  • M203PI grenade launcher - Adapts to H&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&K AG36 grenade launcher - Adapts to H&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

  • VOG-25 caseless 40mm grenade
  • VGM-93 incendiary 43mm grenade

New clothing and armor

New Backpack types: 72 Pattern LBE, IIFS LBE, RM22SF LBE, PLCE LBE/Backpack, MOLLE LBE/Rucksack

New supply crates

  • MEDAID-5 crate, contains 2x Bandage, 1x Merbromin, 2x Blood Transfusion Kit, 1x Epinephrine
  • DEF-5 crate, contains Twaron helmet, Twaron vest, Twaron arm pads, Twaron leg pads.
  • DEF-6 crate, contains SSh-39 helmet, Flak jacket, Cargo pants.
  • DEF-7 crate, contains Dyneema helmet, Light Dyneema vest, Dyneema arm pads, Dyneema leg pads.

New blueprints

New encounters

Humans

Mercenaries

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.

Youkai

Other creatures

Gameplay changes

  • Weapon power re-balanced - Now base power does not cap at 100% Pain for powerful weapons
  • Youkai encounter rate doubled
  • Russian soldiers are now equipped with the STSh-81 Titanium helmet and AK-12 (74) [Replaces: SPECTRA helmet, AK-74]
  • Russian soldiers now get the MP-443 and American soldiers now get the M9
  • DF Soldiers now have the STSh-81 Titanium helmet as standard issue in lieu of the SPECTRA
  • Maze Snipers now wear Twaron vest and helmet [Replaces: SPECTRA helmet, Type-2 Kevlar]
  • Engineers now wear steel-toe safety boots [Replaces: Hiking shoes]
  • American and Russian soldiers now have distinctive military gear that differentiate them from the Maze Soldiers’ (respectively forest and snow camouflage)
  • American and Russian soldiers’ clothing is now possible to be equipped
  • American soldiers now carry the IIFS LBE
  • Russian soldiers now carry the RM22SF LBE
  • Standard Soldiers and DF Soldiers carry the 72 Pattern LBE and 1 extra mag or equivalent for their weapon.
  • Maze and DF Sergeants carry the IIFS LBE and 1 extra mag or equivalent for their weapons.
  • Maze and DF Lieutenants carry the RM22SF LBE and 1 extra mag or equivalent for their weapons.
  • Maze Snipers also carry the RM22SF LBE with 1 extra mag or equivalent for their weapons.
  • Maze and DF Captains carry the PLCE LBE/Backpack, and 1 extra mag or equivalent for their weapons.
  • Maze Guards and Guard Sergeants carry the 72 Pattern LBE and 1 extra mag or equivalent for their weapon.
  • Guard Chiefs carry the IIFS LBE and 1 extra mag or equivalent for their weapon.