Guide:Changelog (Meta, no ontology)

From Mazeworld

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Changelog archive can be found here: [[Guide:Changelog Archive]]
Changelog archive can be found here: [[Guide:Changelog Archive]]
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= Latest changes (''"Extended cookie dough edition"'') =
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= Further Post 2.5 changes (''"Extended cookie dough edition"'') =
'''This is not MazeWorld 2.6 - Merely a big bag of additions to 2.5'''; that's because I do not want 2.5 to stop after 2 games. It would be sad, and I felt I didn't work as much on 2.5 as I wanted to.<br/>
'''This is not MazeWorld 2.6 - Merely a big bag of additions to 2.5'''; that's because I do not want 2.5 to stop after 2 games. It would be sad, and I felt I didn't work as much on 2.5 as I wanted to.<br/>
So, I will call it '''2.5 extended cookie dough edition'''. To hell with it. (more seriously, treat it as post-2.5 additions.)
So, I will call it '''2.5 extended cookie dough edition'''. To hell with it. (more seriously, treat it as post-2.5 additions.)

Revision as of 14:30, 19 September 2013

Latest released Mazeworld update: September 19th, 2013; MazeWorld 2.5 (+extended cookie dough additions)
Next planned Mazeworld update: Unknown date;

Changelog archive can be found here: Guide:Changelog Archive

Further Post 2.5 changes ("Extended cookie dough edition")

This is not MazeWorld 2.6 - Merely a big bag of additions to 2.5; that's because I do not want 2.5 to stop after 2 games. It would be sad, and I felt I didn't work as much on 2.5 as I wanted to.
So, I will call it 2.5 extended cookie dough edition. To hell with it. (more seriously, treat it as post-2.5 additions.)

Gameplay mechanics change

Major gameplay change: 2d6 rolls to be tied per bullet fired rather than attack string

  • Using EliasBot, roll X#2d6 where X is the amount of bullets one wants to fire (EliasBot can support a maximum of 20, just roll multiple times for any amount higher than 20)
  • Valid for all fire modes, except Burst Mode - roll a 2d6 per burst instead
  • Recoil system is unchanged - roll strings will simply be grouped to make recoil checks
  • A 2 anywhere in the roll string cancels all subsequent rolls, as a malfunction occurs then.

Mushrooms

A new type of consumables: Mushrooms

  • Neither food nor medical aid, but have the properties of both, each weighing 0.1 unit per item.
  • Provide some nutrition, many of them provide medicinal(-like) effects, good or bad.
  • Require identification; when unidentified, they are differentiated by color and smell.
  • Will be found in the inventories of certain creatures, or at random, with increased chances in outside areas.

Reform of the Crafting system

  • Removal of many blueprints, reduction of the total amount of blueprints to 27
  • Abandonment of the metal/plastic/wood system - crafting shall now follow the "gather items, assemble them" model.
    • Certain existing blueprints will see their recipes changed to adapt to the new model.
    • New crafting-relevant items to serve as extra ingredients.
    • Check the updated List of blueprints for more information.
    • New crafting-only weapon: Pen gun, a Class 5 Short weapon.
    • Workshops will now sell 4 random blueprints and 4 random crafting-relevant items. They will no longer sell crafting materials nor any of the old blueprints since they will cease existing.
  • Now, all 27 blueprints are relevant for the Completionist conduct; all crafting items must be made once each at least.
  • The TURRETS crate no longer exists, it has been replaced with the COOKIES crate.
  • The CRAFT-1 crate, CRAFT-2 crate, CRAFT-3 crate have all had their contents replaced to suit the new system.

New weapons and calibers

23 new weapons, 2 new calibers, 1 new ammunition type for 40mm NATO grenade.

New calibers

New 40mm NATO grenade

Class 1 weapons

Class 2 weapons

Class 3 weapons

Other changes

  • 1 new encounter: the Emu
  • 1 new food item: the fortune cookie
  • Many brand new secret events have been designed.
  • Maze Customs: L-Frame revolvers no longer have .454 Casull chamberings offered (incorrect size).
  • Strength now affects Recoil.
    • If strength is 180% or more, the user has an innate Recoil -1 effect.
    • If strength is under 100%, the user has instead an innate Recoil +1 effect.
  • Speedloader system to be reformed, will be similar in nature to the cartridge holder system
  • Hakutaku lose their ability to create a wound-curing potion, but instead gain a handbag as standard equipment, and 1d8 random mushrooms inside of it.
  • All variants of wizards and magicians now have a standard handbag, and a varying amount of mushrooms depending on their level:

Post-2.5 changes

Fixes

  • The Taurus Raging Bull M444 now correctly has an integrated muzzle brake instead of no standard accessory.
  • Lifted dual wielding restrictions on the Smith & Wesson Model 500 and the Hellsing Arms .454 Casull 'Joshua'; they can be dual wielded like other Class 3 weapons from now on.
  • .22 Long Rifle damage table was modified: 21/21/11 6/1/0/0 LDV-1.
  • .32 ACP damage table was modified: 23/22/16 8/1/0/0 LDV+0. It is no longer the weakest firearm cartridge of the game; that title now belongs to .22 Long Rifle.
  • Cartridge holders are no longer treated like magazines tied to a single weapon, and can now be used to reload other single-action revolvers (if the calibers match, of course) just as quickly, even if the size of the holder doesn't match the weapon's capacity.
  • Certain ammunition types (+P, +P+, +P++, TPD, XPD, EAP and XAP) now correctly cause accelerated durability and reliability loss to the firearms shooting them.
    • +P, TPD and EAP : -2 DV/RV points per shot
    • +P+, XPD and XAP: -4 DV/RV points per shot
    • +P++: -8 DV/RV points per shot
  • The Sodium nitrite antidote changed names, and became the Universal antidote, to reflect its ability to counter all forms of poisoning. Effects are unchanged.
  • The Springfield M14 can no longer mount the M84 scope, but it may now accept the Telescopic sight (5-15x) and the Aimpoint CompM2 reflex sight.

Additions

  • A new type of cover: the Sandbag nest. 64 HP, LDV-3.
  • The Scope mode ability received an extension, called Surgical strike, which works in the following way. See article for more details.
  • Steroid rage now has an additional effect. While the effect lasts, any melee attacks that successfully hit the target are treated as critical successes, with the according @critwin effects being applied.
  • The Startgame questions were modified:
    • Many of the answers now give out different rewards.
    • Several questions and their answers were modified, certain answers were re-written, and one question was removed.
  • Banks are now a scripted event, and will appear every 50 rooms.

2.5 changes

Total event count: 6321 (+158)

New feature: Limb damage system

The limb damage system introduces a new statistic, and a new way to hurt and be hurt during combat. Every limb of the body is given health points, and as the contestant (and his/her allies and enemies) progress and battle, they may get hurt, and will suffer ailments from their injuries if they aren't treated.

  • This system introduces new medical aids (the First Aid Kit (FAK) and the Field Surgery Kit (FSK)), a new vital statistic, the Limb Damage Value (or LDV) and its modifiers, which affect the Limb Damage Roll, conducted every time someone gets hurt.
  • The limb damage system only applies to humans. Humanoid youkai and other creatures are not concerned.
  • A new limb group has been added: Hips.
    • Alongside the new limb damage system, hips can also be broken and wounded. "Hips" is the 11th limb group.
    • NOTE: Despite there are now 11 limb groups, the Bleeding percentage cannot exceed 100%, for fairly obvious reasons.
  • Several existing bionic implants have been given additional effects, such as increasing the max HP of certain limbs.
  • New secondary effects have been designed to provide appropriate ailments, such as Limping, and Crippled.

New feature: Firearm maintenance

Another new feature in an effort of improving realism and inventory management, this new feature introduces two new concepts for the contestant's firearms: Durability and Reliability, which are the focal points of firearm maintenance.

  • Durability is a statistic representing the physical integrity of the firearm. The Durability Value, or DV, is a numerical notation which can be either a negative or a positive number - the higher it is, the more durable the weapon.
    • A damaged weapon is less accurate and more fragile. Repairs must be performed in a Workshop regularly to ensure weapons do not get worn.
  • Reliability is a statistic representing the capability of the firearm to function in adverse conditions; specifically, without cleaning. The Reliability Value, or RV, is just like DV; a negative or a positive number; the higher, the longer a weapon can go without being cleaned.
    • A new item is introduced: the Gun Cleaning Kit (GCK), a 1 unit item which allows contestants to clean their firearms and replenish Reliability points. A single GCK can be used up to 3 times before depletion.
    • Workshops may also naturally clean a firearm after it has been repaired.
  • A player may not know the precise Durability and Reliability scores of their firearms (they are only given a vague descriptor), unless they possess an ICIS. The ICIS can give information on a firearm's condition, and give accurate percentage readouts (2 decimal numbers).
    • The GM however, may not disclose the precise numerical values, which would reveal exactly how many shots are left until a firearm breaks or locks up in grime.
  • Speccing now includes firearm maintenance - weapons found randomly, or in the hands of other beings, may have variable Durability and Reliability.
  • More information, and full DV/RV tables for every weapon, on this article: Firearm maintenance

New feature: Initiative system

The Initiative System was designed out of a desire of changing the dynamics of a typical MazeWorld fight, which favored too unfairly the player, for the contestant would always start first, and what could slow him/her down was easily avoidable.

The Initiative system is based on a new statistic, the Initiative Score, or IS, which is pegged on the weight of weapons, or simply an attributed value for other attacks. The concept behind the Initiative system is simple: the order of passage of encounters every turn depends on how fast they are, and speed is tied to how heavy their weapons (or how slow their attacks) are. In other words, the fastest go first.
This system no longer rewards the simplistic and exclusive use of highly powerful, but also very heavy weapons, to win fights, but instead puts more emphasis on weapon management and speed, as well as tactics. To put it simply: one must find the right balance between a powerful weapon and a fast weapon, with weapons capable of both being highly sought for.

The way the Initiative system functions is explained in detail in this section.

New weapons

No update of a large size is complete without its bouquet of new weapons. More information about them coming soon.

.30 Carbine

  • Energy: 1311 joules. Velocity: 607 m/s. Bullet dia: .308 (7.82mm). Bullet weight: 110 grains (7.13 grams)
  • Damage table: 55/55/50 46/36/16/4
  • Recoil: 2 - Light
  • Weight: 0.01 unit per round
  • Accessories: Silencer

Class 1 weapons:

Class 2 weapons:

Class 3 weapons:

.380 ACP

  • Energy: 275 joules. Velocity: 299 m/s. Bullet dia: .355 (9.02mm). Bullet weight: 95 grains (6.16 grams)
  • Damage Table: 27/26/22 16/7/3/0
  • Recoil: 2 - Light
  • Weight: 0.01 unit per round
  • Accessories: Silencer

Class 2 weapons:

Class 3 weapons:

.303 British

  • Energy: 3132 joules. Velocity: 744 m/s. Bullet dia: .312 (7.90mm). Bullet weight: 174 grains (11.28 grams)
  • Damage Table: 103/102/96 86/68/38/18
  • Recoil: 4 - Heavy
  • Weight: 0.05 unit per round
  • Accessories: None

Class 1 weapons:

7.92x33mm Kurz

  • Energy: 1909 joules. Velocity: 685 m/s. Bullet dia: .320 (8.20mm). Bullet weight: 125 grains (8.10 grams)
  • Damage Table: 72/71/68 62/55/35/15
  • Recoil: 3 - Normal
  • Weight: 0.02 unit per round
  • Accessories: None

Class 1 weapons:

New weapons in existing calibers

9x19mm Parabellum:

.40 S&W:

.357 Magnum:

.44 Magnum:

7.62x51mm NATO:

Other additions

Maze Customs additions

  • Eight new types of custom ammunition.
  • New Customs family: Blackhawk (Single-action revolver family)
  • The barrel modifications are now available to all families shooting handgun calibers.
    • Barrel modifications provide a flat multiplier to the maximum Durability score of a firearm. A 4150 carbon steel barrel provides a 1.25x bonus, while a 4150CS + Titanium Nitride coated barrel provides a 2x bonus.
    • NOTE: One of the crafting ingredients of the Joshua is a long barrel coated in titanium nitride. The Joshua is considered to have a 4150CS+TiN barrel by default, and enjoy all of the advantages of one.

New secret events

  • I cannot reveal much about them. All I will say is that there are 3 new events, porting the total amount of active secret events to 21, with more being worked on.

New Bionics

  • Bionic Implant 26: "Armored Skull" cranial durability enhancer (CDE)
  • Bionic Implant 27: Combat Initiative Enhancing Platform (CIEP)

Gameplay changes