Guide:Changelog (Meta, no ontology)

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Latest released Mazeworld update: '''April 13th, 2013'''; MazeWorld 2.4<br/>
Latest released Mazeworld update: '''April 13th, 2013'''; MazeWorld 2.4<br/>
Next planned Mazeworld update: Unknown date; Unknown version
Next planned Mazeworld update: Unknown date; Unknown version
 +
 +
Changelog archive can be found here: [[Guide:Changelog Archive]]
= Post-2.4 additions =
= Post-2.4 additions =
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* Relevant [[crafting]] item required: Bottle of picric acid
* Relevant [[crafting]] item required: Bottle of picric acid
* Explosive arrows, similarly to [[FRAG-12]], only cause localized explosions that '''don't cause splash damage'''.
* 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|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.
 
-
** The [[HEV Suit]] and [[HEV Helmet]] will be given the bullet-proof trait.
 
-
 
-
* 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.
 
-
 
-
=== [[Cardinal Amulet|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: [[Secondary effect|Strength increase x2]], [[Secondary effect|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 [[Missions|mission set]] introduced, specifically for co-op mode
 
-
* While in co-op mode, there is no ally system to compensate.
 
-
 
-
=== Additions and new features ===
 
-
* 5 new [[encounters]] introducing a new encounter type: Ursines
 
-
** [[Black bear]]
 
-
** [[Grizzly bear]]
 
-
** [[Panda]]
 
-
** [[Armored grizzly]]
 
-
** [[Thunder Bear]]
 
-
 
-
* 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.
 
-
* 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.
 
-
* [[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 ===
 
-
* Human [[Ally Join|allies]] will have the same full [[statistics]] as the [[contestant]]'s. Humanoid youkai and other creatures keep the reduced stats format.
 
-
* 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 =
 
-
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.
 
-
 
-
=== Fixes ===
 
-
* Remington M24A1 SWS removed - this weapon does not exist in [[.300 Winchester Magnum]]. Replaced by the [[Remington Model 700 XCR II]].
 
-
 
-
=== 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 [[Unarmed combat|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]] ===
 
-
* [[.38 Special]]
 
-
* [[.40 S&W]]
 
-
* [[4.7x33mm Caseless]]
 
-
* [[10mm Auto]]
 
-
 
-
=== New Class 1 weapons ===
 
-
;In new calibers
 
-
* [[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 ===
 
-
;In new calibers
 
-
* [[Heckler & Koch MP5/10A3]] - [[10mm Auto]] submachine gun (Optional scope, optional silencer, compatible M203PI)
 
-
* [[Heckler & Koch MP5/40A2]] - [[.40 S&W]] submachine gun (Optional scope, optional silencer, compatible M203PI)
 
-
* [[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 ===
 
-
;In new calibers
 
-
* [[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 ===
 
-
* [[M7A3]] tear gas grenade
 
-
 
-
=== New Class 5 weapons ===
 
-
* [[Cavalry sabre]]
 
-
* [[Scimitar]]
 
-
* [[Smallsword]]
 
-
* [[Tantou]]
 
-
* [[Wakizashi]]
 
-
 
-
= 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 [[Missions|mission]] in the '''Contract missions''' category: [[Job F1]], which can only be accessed after completing the entirety of Tier E missions.
 
-
 
-
;New [[Trap]] rooms
 
-
*[[Alcohol vapors trap]]
 
-
*[[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 ===
 
-
*[[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 <span style="color: #ff0000">Buckshot</span> (shell color: red) and <span style="color: #00ff00">Slugs</span> (shell color: green).
 
-
**<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.
 
-
**<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.
 
-
**<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.
 
-
*Official introduction of the new [[IRC Bots|@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 [[Maze Guard|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|endgame]] has been drastically improved.
 
-
 
-
= 2.0 rev4 changes =
 
-
*The [[Bazalt RPG-7]]'s weight was changed from '''Unsparable''' to '''22 units'''.
 
-
*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 =
 
-
*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.
 
-
*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|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 =
 
-
;New [[Room|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 &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 =
 
-
 
-
=== New [[Weapon|weapons]] ===
 
-
==== Class 1 ====
 
-
*[[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)
 
-
*[[Kalashnikov 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 ====
 
-
*[[Armsel Protecta]] combat shotgun - 12 gauge - 12-round cylinder
 
-
*[[Colt M1921 Thompson]] submachine gun - .45 ACP - 20-round magazine
 
-
*[[FABARM SDASS Ultra-Short]] compact shotgun - 12 gauge - 7-round tube
 
-
*[[IZHMASH Saiga-12K]] compact shotgun - 12 gauge - 10-round magazine
 
-
*[[KBP 6G30]] grenade launcher - VOG-25 grenade - 6-round cylinder
 
-
*[[KBP GM-94]] pump-action grenade launcher - VGM-93 incendiary grenade - 3-round tube
 
-
*[[m3 grease gun|M3 'Grease Gun']] submachine gun - .45 ACP - 30-round magazine
 
-
 
-
==== Class 3 ====
 
-
*[[Browning BDA]] semi-auto pistol - 9x19mm - 14-round magazine
 
-
*[[izhmekh mp 443 grach|IZHMEKH MP-443 ‘Grach’]] semi-auto pistol - 9x19mm - 17-round magazine
 
-
*[[zid aek 919k kashtan|ZiD AEK-919K ‘Kashtan’]] machine pistol - 9x18mm Makarov - 30-round magazine
 
-
 
-
==== Class 4 ====
 
-
*[[HMX charge]]
 
-
*[[CL-20 charge]]
 
-
*[[ONC charge]]
 
-
 
-
*[[HMX bomb]] (Blueprint-only)
 
-
*[[HMX grenade]] (Blueprint-only)
 
-
*[[CL-20 grenade]] (Blueprint-only)
 
-
*[[ONC grenade]] (Blueprint-only)
 
-
*[[Cardinal Nuke]] (Blueprint-only)
 
-
 
-
=== New [[Weapon accessory|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&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]] ===
 
-
*[[VOG-25]] caseless 40mm grenade
 
-
*[[VGM-93]] incendiary 43mm grenade
 
-
 
-
=== New [[Clothing and armor|clothing and armor]] ===
 
-
*Headgear: [[SSh-39 Helmet]]
 
-
*Headgear: [[STSh-81 Titanium Helmet]]
 
-
*Headgear: [[MASKA Helmet]]
 
-
*Headgear: [[Twaron helmet]]
 
-
*Headgear: [[Dyneema Helmet|Dyneema helmet]]
 
-
*Headgear: [[EOD helmet]]
 
-
*Headgear: [[Bandana]]
 
-
*Headgear: [[Beret]]
 
-
*Headgear: [[Boonie hat]]
 
-
 
-
*Top: [[US Army T-shirt (UCP digital camo)]]
 
-
*Top: [[Russian Army T-shirt (Woodland camo)]]
 
-
*Top: [[Camo T-shirt (Marine camo)]]
 
-
*Top: [[PT T-shirt]]
 
-
*Top: [[Sweater]]
 
-
*Top: [[Leather jacket]]
 
-
*Top: [[Sundress]]
 
-
*Top: [[Duster coat]]
 
-
*Top: [[Trench-coat]]
 
-
 
-
*Body add-on: [[Flak jacket]]
 
-
*Body add-on: [[Twaron vest]]
 
-
*Body add-on: [[Light Dyneema vest]]
 
-
*Body add-on: [[Heavy Dyneema vest]]
 
-
*Body add-on: [[EOD suit]]
 
-
 
-
*Arms add-on: [[Twaron arm pads]]
 
-
*Arms add-on: [[Dyneema arm pads]]
 
-
 
-
*Bottom: [[US Army pants (UCP digital camo)]]
 
-
*Bottom: [[Russian Army pants (Woodland camo)]]
 
-
*Bottom: [[Cargo pants (plain)]]
 
-
*Bottom: [[Cargo pants (marine camo)]]
 
-
*Bottom: [[Leather pants]]
 
-
 
-
*Legs add-on: [[Twaron leg pads]]
 
-
*Legs add-on: [[Dyneema leg pads]]
 
-
 
-
*Footwear: [[Cowboy boots]]
 
-
*Footwear: [[Motorcycle boots]]
 
-
*Footwear: [[Steel-toe safety boots]]
 
-
 
-
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 ===
 
-
*[[HMXB blueprint]]
 
-
*[[GodB blueprint]]
 
-
*[[HMXnade blueprint]]
 
-
*[[CLnade blueprint]]
 
-
*[[ONCnade blueprint]]
 
-
 
-
=== New encounters ===
 
-
==== Humans ====
 
-
*[[Maze Citizen]] (Type D)
 
-
*Maze Citizen (Type E)
 
-
*Maze Citizen (Type F)
 
-
*[[Desperado]]
 
-
*[[Gangster]]
 
-
 
-
==== 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.
 
-
 
-
*[[Assault Merc]]
 
-
*[[Stealth Merc]]
 
-
*[[Sniper Merc]]
 
-
*[[CQB Merc]]
 
-
*[[Gunner Merc]]
 
-
*[[Bomber Merc]]
 
-
 
-
==== Youkai ====
 
-
*[[Amanozako]]
 
-
*[[Datsue-ba]]
 
-
*[[Kyonshi]]
 
-
*[[Mizuchi]]
 
-
*[[Onibaba]]
 
-
*[[Tsuchinoko]]
 
-
 
-
==== Other creatures ====
 
-
*[[Hell Knight]]
 
-
*[[Hell Baron]]
 
-
*[[Gorgon]]
 
-
*[[Manticore]]
 
-
*[[Gryphon]]
 
-
*[[Minotaur]]
 
-
*[[Cuegle]]
 
-
*[[Garuda]]
 
-
*[[Karkadann]]
 
-
*[[Ghoul]]
 
-
*[[Roc]]
 
-
 
-
=== 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.
 

Revision as of 22:47, 22 May 2013

Latest released Mazeworld update: April 13th, 2013; MazeWorld 2.4
Next planned Mazeworld update: Unknown date; Unknown version

Changelog archive can be found here: Guide:Changelog Archive

Post-2.4 additions

New stuff

  • New type of object in the Mazes: Containers. The Mazes' equivalent of treasure chests... MazeWorld style, of course.
    • New type of Key item, the description of which will be linked on the Containers page: Lockpicking kit, which enables the Lockpicking ability.
    • New type of Key item, the description of which will be linked on the Containers page: Keys.

The additions changed the total roomstyle count to 430, and the total event count to 6163.

Changes and fixes

  • The Colt 9mm SMG's weight has been increased, from 5 to 9. It is also now correctly listed as having the new style UGL mount, allowing it to mount the M203A1 UGL and the Masterkey USG.
  • The Colt AR-15A2's model was modified - previously it was a Government Carbine AR6520, it is now an HBAR R6550. As such, it now has a fixed stock and 20 inch barrel, and a weight of 22 units (previously 14). It is also correctly listed as having the OLD style UGL mount, allowing it to mount the M203 UGL.
  • Several explosives have been significantly buffed, to respond to complaints about their relative ineffectiveness.
  • The General Motors M3 'Grease Gun' and the MAT-49 are now correctly listed as capable of automatic fire only, instead of being select-fire (semi and auto).
  • Shrine gifts given by the gods is now controlled by a new EliasBot command: @Godgifts. They are pre-determined and randomly rolled.
  • Missing event in the event list fixed - the total event count is now correctly displayed as 6139.
  • Description of Heroin in the game files now correctly lists "FT+2" instead of the erroneous "FT+4".
  • The Winchester Model 1887 is now correctly listed as a sawn-off shotgun.
  • The TsNIITochMash PKP Pecheneg's bipod is now listed as integrated rather than standard.
  • The Browning BDA has been replaced by the famous and classic Hi-Power. All relevant changes have been made as well.
  • Beretta 93R now correctly feed Beretta 92 series mags instead of proprietary mags. As such, Beretta 93R magazines have been removed from the game.
  • To compensate and keep the amount of events the same, a new type of magazine has been introduced: the STANAG 60-round casket magazine, and will fit in all STANAG-compatible firearms.

MazeWorld version 2.4 changes

Quick statistics

  • Increases the total event count to: 6139 (+98)
    • 5 new Class 1 weapons
    • 1 new Class 2 weapon
    • 1 new Class 3 weapon
    • 2 new weapon accessories
    • 1 new caliber
    • 10 new variants to existing calibers
    • 1 new encounter
    • 2 new backpacks

Ammo weight balancing

Weight of ammunition for firearms will no longer be 0.01 unit per round for every caliber. Instead, all calibers will be grouped in 4 categories. Depending on the category, the individual weight of one round varies, according to their size and weight.

Weight Ammunition
Light: 0.01 unit .22 Long Rifle
.32 ACP
.357 SIG
.38 Special
4.6x30mm
4.7x33mm Caseless
5.45x39mm
5.56x45mm NATO
5.7x28mm
5.8x42mm
7.62x25mm Tokarev
9x18mm Makarov
9x19mm Parabellum
Medium: 0.02 unit .357 Magnum
.40 S&W
.44 AMP
.44 Magnum
.45 ACP
.45 Colt
.45 GAP
.454 Casull
7.62x51mm NATO
7.62x39mm
9x39mm
10mm Auto
Heavy: 0.05 unit .30-06 Springfield
.300 Winchester Magnum
.338 Lapua Magnum
.50 Action Express
.500 S&W
7.62x54mm R
7.92x57mm Mauser
12 gauge
12 gauge belted
Antimatériel: 0.1 unit .408 Chey Tac
.50 BMG
12.7x108mm

Backpack related changes

Two new backpacks, and many existing ones modified.

Existing models modified
  • Advanced backpack: Capacity changed to 90 units [+10]
  • Combat backpack: Capacity changed to 140 units [+20]
  • 72 Pattern LBE:
    • Capacity changed to 15 units [+15]
    • Ammo pouch capacity changed to 6 units [+2]
    • Consumabled pouch: Removed
  • IIFS LBE:
    • Capacity changed to 25 units [+10]
    • Ammo pouch capacity changed to 6 units [+2]
  • RM22SF LBE: Ammo pouch capacity changed to 10 units [+4]
  • PLCE LBE/Pack: Ammo pouch capacity changed to 10 units [+4]
  • MOLLE LBE/Pack: Ammo pouch capacity changed to 10 units [+4]
  • Il Duce webbing:
    • Capacity changed to 25 units [+10]
    • Ammo pouch capacity changed to 6 units [+2]
    • Spare weapon pouch capacity modified: It now accepts Class 3 weapons only, but of all weights.
  • Eagle Recon backpack: Ammo pouch capacity changed to 8 units [+2]
New models
  • Gunner LBE/pack: 60 units, Ammo pouch (Can hold ammo belts only, can hold 2, of any type)
  • Grenadier LBE/pack: 60 units, GL grenade pouch (12 units, only holds grenade launcher ammunition), Class 4 pouch (12 units, only holds Class 4 weapons)

Meta changes

Due to the inclusion of new variety of grenades for grenade launchers, caliber names for those grenades will change and include sub-variations, much like 12 gauge and its individual variants.

New weapons

As always, new weapons to add to the ever-growing list, in order to further refine variety.

New ammunition types

As noted above in the Meta changes, certain calibers will receive new types of ammunition, and existing ones will be renamed.

40mm NATO grenades

Existing 40x46mm grenade becomes M386 HE.

New types of ammunition introduced:

  • M576 buckshot - Fires 20 pellets of #3 buckshot, which is smaller than 12 gauge #00 buckshot. Although each pellet is individually less powerful than double-aught, there are far more pellets and a potential to cause more damage.
  • M651 tear gas - Similar to the M7A3 hand grenade, but in a 40mm NATO grenade.
  • M715 smoke - Similar to the M18 hand grenade, but in a 40mm NATO grenade.
40mm caseless grenades

Existing VOG-25 becomes VOG-25 HE

New types of ammunition introduced:

  • VOG-25P jumping grenade - Is similar to regular VOG-25, but has an additional, smaller charge which causes the grenade to bounce or seem to "jump" before exploding, resulting in an airburst explosion. This grenade has the ability to bypass cover and hit targets behind as if cover was never there.
  • Gvozd tear gas - Similar to the M7A3 hand grenade, but in a 40mm caseless grenade.
  • GRD-100 smoke - Similar to the M18 hand grenade, but in a 40mm caseless grenade.
43mm VGM-93 grenades

Existing VGM-93 becomes VGM-93.100 HEI.

New types of ammunition introduced:

12 gauge belted

Declined in two versions: the existing one is renamed CAWS buckshot. A second, new one, will be introduced as the CAWS saboted slug, and is the CAWS equivalent to the 12 gauge slug.

New encounters

  • The SRT Guard (Special Response Team), a type of Maze Guard with Maze Soldier style weaponry which would work as the Mazes' SWAT equivalent. It would be the hierarchic superior of Guard Sergeants, but still be under the Guard Chief.

Other new features

  • Vault rooms can now lead to a new shop type: the Bank. The vaults in vault rooms have also been made impenetrable and can no longer be opened by hacking a keypad; as said keypad has now disappeared. Vaults may only be operated by a banker, under the fingerprint/heartbeat sensor system already in use in hiring bureaus.
  • A new ability: Waiting in rooms in order to wait for possible encounters to come in the room the contestant is currently in. A standard 2d6 roll is prompted, and depending on the roll result, the roomstyle, and the contestant's Wanted Level, varying types of encounters can come in. The ability can be triggered only once per room, but has no cooldown period.
Banks
  • Banks are a brand new shop type, tied to the vault room roomstyle. They are not scripted.
  • A contestant can open a bank account in one.
  • A contestant can deposit and withdraw money from their account, as well as move money from and/or to shop credits, in the shop type of their choice, and even if they never previously had credit in the shop before. This allows for better flow of the contestant's money and increases the degree of management of their wealth.
  • A contestant can also deposit and withdraw objects and valuables, which are then taken to a vault and kept.
  • No withdrawal fees, no item keeping fees, and no taxes.
  • Bank services can be partially accessed over the phone using the appropriate phone number, so that a contestant can manage their money from anywhere. However, evidently, it doesn't make item management possible.
  • Contestants can use some of the money they have on their account to transfer it to another Mazes resident's account. This can be used, for example, to officially hire someone, and is now the preferred way over simply handing cash in person.

Changes in gameplay mechanics

  • Minor gameplay mechanic change: an expansion of the cover taking system, which allows a contestant to open fire WHILE taking cover, but with a FT+2 malus. Shooting while taking cover evidently nulls stealth shot as well. A possible further expansion of this mechanic may include the ability to shoot in the same way while trying to escape a room, also with the FT+2 malus. (Again this needs testing to see if the malus is adequate)
  • Silencers will lose their FT-1 ability, and will only be useful for stealth. (Author's note: "seriously guys stealth shot is awesome, take cover more often >:I" )

Post-2.3 fixes

  • Meta: Purged the "Real-life data" section of all firearm articles, and made it unnecessary to write one for any subsequent ones, in an effort of speeding article writing.
  • Right door Endgame has been rewritten. The right door choice now leads to a final, difficult adventure. The FinalN, FinalA and FinalT endings have been altered. (Pending modifications on the wiki!)
  • Certain weapons have now been made compatible with the Leupold DeltaPoint:
  • The Heckler & Koch MP5/40A2's weight is changed to 9 (previously: 5).
  • Maze Customs fixes and additions:
    • For balance reasons, there is now a cap on how many custom rounds can be ordered, which is either 60 rounds OR a full ammo belt.
    • Overpressure ammunition can now be ordered for handgun calibers only instead of all handgun and rifle calibers.
    • Three new ammo mods are now proposed: Segmented, Armor-Piercing (AP), and Hollow-Point (HP).
    • New modification type for 1911SS, 1911DS, L-Frame and Glock families: Barrel material upgrade. This service proposes upgrades in what material the barrel of those handguns are made of, which negates some of the negative effects of overpressure ammunition.
  • Slightly fixed the damage tables of 7.62x54mm R, 7.62x39mm .454 Casull and 7.62x51mm NATO.
    • 7.62x54mm R is now slightly more powerful against Light and Hardskin.
    • 7.62x39mm is now more powerful against Hardskin, and slightly more against Kevlar-2.
    • .454 Casull was made slightly more powerful against Naked and Light but slightly less against Hardskin.
    • 7.62 NATO is now slightly more powerful against all ACs except HEV.
  • Muzzle brakes now have a far different effect, replacing the old one as it was deemed inappropriate and out of place. The new effect is: Decreases Recoil level by 1.

MazeWorld 2.3 changes

Quick statistics

  • Increases the total event count to: 6040 (+250)
    • New feature: Recoil system
    • New features: 4 new weapon accessory types
    • 11 new Class 1 weapons
    • 5 new Class 2 weapons
    • 8 new Class 3 weapons
    • 42 new weapon accessories
    • 1 new caliber
    • 2 new food items
    • 1 new blueprint
    • 3 new crafting-relevant items

Meta changes

  • Weapon naming nomenclature ingame (Internal files and IRC channel) will change to adapt to the changes and additions

New gameplay mechanic: Recoil

Recoil is explained in detail in this article.

New Weapon accessory types

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:

  • Bipods
  • Foregrips
  • Muzzle brakes

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.

Obligatory bag of new weapons

New Class 1 weapons

New Class 2 weapons

New Class 3 weapons

And a brand new crafting-only exclusive weapon, built via the Kourin blueprint:

New caliber: 5.8x42mm

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.

  • 77 grain, 2003 Joule muzzle energy, 870 m/s muzzle velocity
  • Silencer available in this caliber
  • Recoil Level: Normal
  • Ammunition available in boxes of 30 and 150, for 4.50 P$/round
  • Power chart:
Type Unarm Light Hardskin Kevlar-2 Kevlar-3 Kevlar-4 HEV
Bullet 75% 74% 73% 66% 56% 37% 17%

Weapons planned in 5.8x42mm

Other planned additions

Extra magazines for existing firearms

New underbarrel weapon accessory

  • Masterkey 12 gauge pump-action shotgun attachment. Capacity 3+1.

New roomstyles

  • The 5-room Corridor
  • The versatile Office
  • The Shooting Range, return of an old feature, revamped for modern MzW

Additionally, existing roomstyles improved and expanded on, mostly in the appearance of large groups of encounters in certain areas.

New food items

Special thanks in advance to:

    • 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!
    • 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!
    • Mr. Bryan Lester of 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.
    • All of our players and supporters for being loyal since nearly 2 years. We wish you a Merry ChristMaze in advance! :p

Post-update fixes for version 2.2

MazeWorld 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)

New gameplay feature

We now have a system of Achievements.

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.

A selection of 4 firearms in .454 Casull:

  • Exclusive, crafting-only Class 3 weapons - (image) Hellsing Arms .454 Casull 'Joshua' - Semi-automatic pistol, box magazine (7+1 rounds)
    • Due to the very long barrel (pistol length is 36 cm), it has an innate FT-1 bonus.
    • Requires the Joshua blueprint
    • 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)

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.

A selection of 5 firearms in 7.92mm Mauser:

  • Class 1 - (image) Mauser Karabiner 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
  • Explosive arrows, similarly to FRAG-12, only cause localized explosions that don't cause splash damage.