Guide:Changelog (Meta, no ontology)

From Mazeworld

(Difference between revisions)
(September 20th 2014)
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'''CRU 2 revision 5''' - The "Next time I promise it's not a CRU2 revision" update
'''CRU 2 revision 5''' - The "Next time I promise it's not a CRU2 revision" update
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* New [[encounters]]
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* New [[encounters]], such as the Marauder, the Black Worm, new dragons, and more.
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** '''Marauder''' - a type of human criminal who is always hostile and will always attempt some sort of heinous crime, for profit, or for pure pleasure.
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** A few minor changes to existing encounters, related to the new arrivals.
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** '''Death Worm''' - an even stronger and scarier cousin of the Black Worm and Giant Worm.
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* New [[room]] styles, as well as changes to existing ones.
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** (More to come)
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== September 9th 2014 ==
== September 9th 2014 ==

Revision as of 05:58, 7 September 2014

Latest released Mazeworld update: MazeWorld v3/CRU2 revision 3 - 26-08-2014
Next planned update: MazeWorld v3/CRU2 revision 4 - 09-09-2014

Changelog archive can be found here: Guide:Changelog Archive

Future

  • More to come soon.

September 20th 2014

CRU 2 revision 5 - The "Next time I promise it's not a CRU2 revision" update

  • New encounters, such as the Marauder, the Black Worm, new dragons, and more.
    • A few minor changes to existing encounters, related to the new arrivals.
  • New room styles, as well as changes to existing ones.

September 9th 2014

CRU 2 revision 4 - Yet Another Minor CRU2 Update

  • Maze Customs will offer a new barrel material offering: 4150CS + NP3 coating. While the TiN coating renders the weapon far more durable, NP3 focuses on making it much more reliable and offers 1.25x max durability, but 1.5x max cleanliness, as well as an unique effect, 2x cleaning efficiency, which causes Gun Cleaning Kits to restore 2000 cleaniness points per use, in lieu of 1000.
  • Minor balancing of clothing damage; mainly modifications to the amount of damage done by certain damage types.

Released

August 31st 2014

  • The AN/PEQ-2A laser sight has been renamed AN/PEQ-5 after discovering the 2A designation referred to IR visible only lasers, and not visible red dots, which are what MazeWorld laser sights are intended to be.

August 26th 2014

CRU 2 revision 3 - The Scaled Pain Sensitivity update

  • Secret events are no longer directly accessed. Instead, new key items known as SecKeys may be found. SecKeys cannot be wished for, and must be brought to a teleporting keypad in order to reach their corresponding event.
  • Encounters underwent the following changes:
    • Strength perks have been deprecated and replaced with a Pain sensitivity value, which is set according to their meat worth.
    • As strength perks have been removed, so is the ability to wish for a perk increase.
    • Wiki: The nomenclature of encounter articles has changed - in lieu of one article per creature, there will be one article per creature category, with one section per creature, detailing basic statistics. An exception is made to pages detailing large amounts of important information, such as the articles talking about engineers, scientists, shop owners, Soldiers, Guards, and so on.

August 21st 2014

  • Tanuki now gain the ability to transform back and forth between transformed state, and regular Tanuki form. Tanuki still don't have the ability to choose -what- they turn into. They now can make multiple attempts until reaching a desirable shape, though, at the expense of transformation taking one turn every time.

August 14th 2014

  • Multiple projectile ammunition types have been slightly nerfed - projectile dispersion is now a little wider. This shouldn't decrease the lethality of shotguns by much, as all shell types are already quite powerful.
    • Explanation: Multi-projectile ammo (buckshot and flechette) is subjected to an extra roll which, depending on the dice score, determines how many projectiles will hit the target. (For example, rolling 7 results in xdy projectiles hitting). Those rolls have been nerfed.
    • For instance, prior to this update, rolling 7 when shooting 12 gauge buckshot (9 projectiles) resulted in 3d3 pellets hitting the target, which was deemed too generous as it guaranteed 3 pellets hitting the target. It had been reduced to 1d9, and the other rolls have been built around this new value.
    • The same has been applied to flechette (20 projectiles) - instead of 4d5 hits on a 7, the roll is now 2d10.
    • See Buckshot and Flechette to see the new tables.

August 13th 2014

  • The "Explosive ammunition" badge has been removed.

August 12th 2014

CRU 2 revision 2 - the "If it bleeds, we can kill it" update

"If it bleeds, we can kill it"

...or more seriously: Non-human creatures receive a blood counter, the ability to be wounded and to bleed, and thus to die by blood loss.

  • Introduction of Blood, the ability to receive wounds and thus to bleed, to non-human encounters.
    • All limbs on non-human encounters are valid woundable areas, and varies depending on species.
  • Blood is listed next to the meat worth on the List of creatures by meat worth.

Increased interactivity

  • A few more MazeBot commands have been introduced: @shower, @toilets, @sink, and @stuff - related to using furniture found in certain roomstyles, or simply searching for items where there might be some...
  • Gamblers now offer a five-hand poker variant.
  • Shooting range mini-games have now been codified and can be played at any time when inside a shooting range roomstyle.
  • Shrines now offer fortune reading vending machines. They have their own associated MazeBot command: @omikuji
  • New items: the Camera and Camera memory card. Their use is mostly tied to MazeNet (the ingame version of internet).
  • The hiring bureau now has an additional service: the announcement board - which Contestants can reply to, should they desire to.
  • Waiting has been upgraded - it is now possible to wait for longer durations of time than before.
  • Resting length has been upgraded to 12 turns by default, and 30 turns if resting in a bed.
  • Lorazepam now puts to forced sleep for 20 turns. If your contestant carries lorazepam, update your sheet accordingly!!

Soldier kits

  • Military personnel may now have a chance to be generated with special kits, reflecting a special role or need they need to undertake for their current mission. The kits add items to the soldier's inventory, which are the following:
    • Patrol kit: 1 Military Ration - Regular and 2 random food items
    • Medic kit: 2 bandages, 2 paracetamol, 2 First Aid Kits
    • Support kit: 3 extra full mags (or equivalent) for each service weapon, with matching ammunition type
    • Sapper kit: 3 instances of one Class 4 weapon, plus detonator if required

Addiction system

  • Most meds and certain other substance become capable of generating addictions. More info on this article.

Other minor changes

  • All types and ranks of Maze Soldier see their default combat load increase - they now carry 2 extra full mags (or equivalent) for their weapons, instead of just one.
  • Zombies have been made tougher.
  • BTKs now indicate by default that they contain human blood.
    • If your contestant carries BTKs, make sure to edit your sheet so that it clearly states it contains human blood.
    • Empty BTKs are introduced as an item. Full BTKs can be emptied to obtain empty BTKs. Empty BTKs have the ability to extract 5 units of blood from any blood-bearing creature, allowing transfusions to be possible on non-human creatures.
    • BTKs full of non-human blood may not, or very, very rarely, appear as generated items, and never as randomly generated items.

August 7th 2014

  • Fixed event lines which listed the "large backpack" - which has long been deprecated; replaced with the FS Albatross backpack.
  • The return of co-op! - Play MazeWorld as a team of two players! More details on this article: Co-op play.
  • Removed the sukumizu from the List of body armors
  • FAKs and FSKs now have the ability to heal damaged non-human creatures, by treating meat worth as limb health.

July 26th 2014

CRU 2 revision 1 - The Trauma Plate Update

Trauma Plate Update

  • Introduction of all new armor upgrades: Trauma plates, which provide upgraded resistance to damage while wearing certain types of body armor

Armor changes

Brand new pieces of armor:

  • Heavy stab vest - Body armor - Kevlar-2 AC - Blunt-, Sharp- and Piercing-PROOF, Half melee damage. Weight 9.
  • SRA Face-Shield Helmet - Headgear - Kevlar-3 AC, protects Head and Face, half melee damage, face concealing. Weight 9.
  • SRA Riot Vest - Body armor - Kevlar-3 AC, half melee damage, (compatible with Minor1's ballistic plates), covers upper body and shoulders. Weight 14.
  • SRA arm pads - Arms add-on - Kevlar-3 AC, half melee damage, covers arms. Weight 5.
  • SRA leg pads - Legs add-on - Kevlar-3 AC, half melee damage, covers legs and feet. Weight 9.
  • Related new crafting items:
    • New blueprint: SRALeg blueprint - Level 1 blueprint which requires SRA Leg pads + Padded butt protector to create SRA Leggings.
    • New crafting ingredients: Padded butt protector
    • New crafting-only armor: SRA full leggings - Legs add-on - Kevlar-3 AC, half melee damage, covers lower body, legs, crotch, feet. Weight 14.

Many existing pieces of clothing and armor received new effects:

  • The following existing clothes now have the Half melee damage perk:
    • Arms addons: Armored elbow pads, Composite arm pads, Kote sleeves, Medieval armor (arms)
    • Body armor: Composite body armor, Dou-sode armor, EOD suit, HEV suit, Medieval armor (top), Powered Combat Vest, Heavy Dyneema vest
    • Footwear: Steel-toe safety boots, Medieval armor (feet)
    • Headgear: EOD helmet, HEV helmet, MASKA helmet, Medieval helmet, Full-face helmet
    • Legs addons: Armored leg pads, Composite leg pads, Medieval armor (legs)
    • In addition, the Sap gloves and the Medieval gauntlets also bear this trait.
  • The following existing clothes have been modified:
    • Medieval armor (arms): Now protect arms and shoulders instead of just the arms.
    • MASKA helmet: AC upgraded to Kevlar-4. 450 P$ more expensive (1550 P$ instead of 1100 P$).
    • Full-face helmet: No longer ballistic protective. Now correctly covers head and face and provides with face concealment.
    • Stab-proof vest: Renamed Light stab vest.

Free Man's changes

The following relate to the HEV Suit, HEV Helmet and Powered Combat Vest.

  • The HEV Suit and Helmet are now even harder to obtain - so hard they are no longer wishable or findable randomly/in shops.
  • A new Secret Event has been written, in which HEV gear may be found.

Shop changes

The following changes apply to gun shops, weapon shops and forges.

  • Gun shops now sell 12 weapons instead of 16.
  • Forges now sell 12 weapons instead of 8.
  • Weapon shops still sell 24 weapons standard.
  • All shops which sell ammunition, now sell X#1d11-1 retail boxes of FMJ ammo (all shell types for shotguns) per different caliber displayed for sale.
  • All shops which sell firearms, now sell them unloaded for safety reasons. Loading a firearm in front of a shopkeeper is now frowned upon.
  • All shops which sell Class 4 weapons, now sell them in bundles of 1d6 units instead of 1 at a time.
  • All shops which sell firearm accessories now sell them according to the following rules:
    • 1d6 standard magazine per weapon for sale
    • 1d3-1 non-standard magazine, per type of magazine, per weapon for sale (separate roll for each different type of magazine)
    • All other types of accessories: 1d16 random non-magazine accessories for sale, regardless of the weapons for sale (no longer selling all compatible accessories for each weapon displayed).

Other changes

  • Certain bodily abilities, most notably tied to the bathroom, are no longer codified in the game, at least, with full consequences as these abilities had effects which, as such, will no longer be available. The reason as to why these abilities were in the game are explained here (as well as why it took so long to remove them)
  • Laxative foods now have a new purpose: a chance to trigger 'bowel pains', which, when suffered, cause an increase in pain sensitivity and a decrease of strength.
  • Perhaps one of the most important changes is a modification of recurrent events, particularly the frequency of missions, which will appear every 20 rooms, instead of every 40 rooms.
    • This is estimated to accelerate the flow of the game, and make progression of the various mission stories faster. As mission sets were reworked and made longer in a past update, and since it has been estimated that between 15 and 25 rooms are passed in average during every session, this is done to provide a better storytelling experience.

July 2nd 2014

Community Requested Updates part 2: Kcal hunger system + New meds

  • A brand new hunger system and totally remade food item lists, based on real-life kilocalorie values.
  • New hunger and natural healing rules - explained here
  • Brand new food item list ; 34 old items scrapped, 15 all-new food items, and many items renamed - see it there
  • Two medical items scrapped - Vitamins and Flunitrazepam.
  • Two new medical items:
    • Desoxyn, also known as Meth pill. Effects: Alertness increase, FT-1, Forced wakefulness for 3d6 turns, Libido +2d30.
    • Emergency tourniquet, which allows stopping the bleeding (formerly known as "permanent open wounds") caused by severed limbs, increasing survivability even after losing a limb or an extremity.
  • Existing meds effects have been modified: Cannabis, Heroin, Nitrous oxide inhaler, Pentobarbital
  • Several new secondary effects related to the new food and meds.
  • Many supply crate contents have been updated to reflect the changing items
  • Event lines have been repaired - many missing items, typos and inconsistencies detected in the event lines, which have now been fixed.

June 25th 2014

CRU1 revision 7

  • The Colt Mark 18 mod 0 no longer has the RIS quad rails by default, and is now sold with the standard handguards.

June 20th 2014

CRU1 revision 6

  • Daron Bryant, the DF Chef, went out of business - his restaurant may no longer be found in the Mazes.

June 7th 2014

CRU1 revision 5

  • Certain costs have been modified:

June 5th 2014

CRU1 revision 4

  • Scrapped the Beretta 92FS and the Heckler & Koch HK54.
  • All mushroom event lines now correctly show weight; which is 0.1 unit.
  • All weapon light and laser sight event lines now correctly show a battery indicator.
  • Event lines for butchering-capable weapons now show a "Butchering" tag to tell at a glance if the weapon is suitable for butchering or not.
  • The Wooden chopsticks' weight was lowered from 3 units to 1 unit.
  • Ammunition event lines have been overhauled.
    • Now, most ammunition in the Mazes can be found in three forms: loose rounds, retail boxes, and bulk cans (or ammo boxes), in increasing order of quantity.
    • Loose ammunition is most commonly found, while retail boxes and bulk cans are rarer.
    • Shops now only sell ammunition in the retail box form, and these boxes are naturally always full.

June 1st 2014

CRU1 revision 3

May 31st 2014

CRU1 revision 2

  • Lowered the price of Cigarette and Cannabis to 100 P$ for each, from the previous 200 P$

May 27th 2014

CRU1 revision 1

  • Fix: The CZ 75B was erroneously listed as having a 10-round magazine. Fixed to the correct 12-round mag. Thanks C27 for pointing it out!
  • Fix: The CZ 83 was... missing entirely from the game's event lines, along with its magazine. Whoops. Sincere apologies!

May 25th 2014

Community Requested Updates part 1: Remade R-18 aspect (+ minor changes)