Guide:Changelog (Meta, no ontology)

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Latest released Mazeworld update: MazeWorld v3/CRU4 - 31-10-2014
Next planned update: MazeWorld v3/CRU5 - Date unknown

Future

Date unknown

Community Requested Updates part 5 (CRU5)

  • The final part of the Community Requested Updates will be split in two; CRU5, and a later CRU5 revision 1.
  • The upcoming changes are all largely firearms and weapons-related!

Latest

October 31st 2014

Community Requested Updates part 4 (CRU4)

IMPORTANT NOTE: As this update promises the rest of the planned Valuables expansion, which had to be split in two due to the new augs not being all introduced, all players with a currently alive Contestant (including unaugmented ones) will be offered 1500 P$ in bionics workshop credit, and will immediately reappear in a bionics workshop in order to give these Contestants the possibility to remove any old-generation bionics they have, if any, as well as the chance to replace them with similar current-gen augmentations. This will give a chance to all Contestants to start over on the bionics side of things, maybe even return to an unaugmented state if they wish to.

ANOTHER IMPORTANT NOTE: LIST OF MODIFIED EVENT LINES DUE TO THIS UPDATE. Please update your inventory sheet accordingly.

The Pain system revamp

  • Essentially, this is a modification of the various Pain thresholds (Hurt/Agony/Blackout/Death), particularly an expansion of the Blackout window and its effects on a creature, meant to replicate the effects of shock.
  • The term "maximum Pain threshold" now refers to the amount of Pain needed until blackout instead of the one until death. Death always occurs 50% Pain
  • Hits in the LIMB or EXTREMITY body groups no longer lead to capped Pain. They CAN immediately kill once again, if the hit was sufficiently powerful.
  • The unmodified death threshold is pushed to 150% Pain instead of 100%. Blacking out now occurs between 100% and 149%, and means a complete inability to move or act until either death or waking up (Pain goes back under 100%) occurs, barring other extraneous means.
  • Other thresholds do not change, but have varying effects; for instance, being Hurt (40% to 69%) causes FT+1, and Agony (70% to 99%) causes FT+2, again to simulate shock, and incite not to receive too much Pain at once even if it doesn't means death or blackout.

Expanded Poison system

  • Poison now exists in two types; Venom-type and Cyanide-type. Nearly all current "Poison-type" attacks and effects are converted to Venom-type, while anything involving Cyanide syringes (see below for details) become Cyanide-type.
  • Cyanide-type poison works like the old Poison system - when poisoned, a turn countdown begins, and if an antidote isn't administered before the end, instant death occurs. Cyanide poisoning is now treated as a secondary effect rather than a statistic. The corresponding antidote is Hydroxocobalamin (syringe).
  • Venom-type poison, which replaces the Poison counter with a Venom counter. The new Venom counter now tracks the amount of venom in the sufferer's bloodstream, and is compared to the current amount of Blood. Depending on the quantity of Venom injected compared to the current amount of blood, various effects may be suffered.
    • Each successful Venom-type attack on a creature that is not naturally resistant to poison, results in that creature's Poison counter going up by 1. Venom-type poison isn't naturally eliminated, and must be treated with antivenom or at a Hospital room.
    • Venom counter superior to zero, but inferior to 25% Blood: Will damage 1 HP on a random body part, or damage 1 meat worth on non-human creatures, every turn.
    • Venom counter superior to 25% max blood but inferior to 50% Blood: Will damage 2 HP on a random body part, or damage 2 meat worth on non-human creatures, every turn.
    • Venom counter superior to 50% Blood: Will damage 4 HP on a random body part, or damage 4 meat worth on non-human creatures, every turn.
    • The corresponding antidote is the current Universal antidote, which is renamed Universal antivenom. Each vial of antivenom instantly cures 5 Venom.

Related changes:

  • Paracetamol is modified so that it only cures 15% Pain per use, and no longer causes poisoning from taking two under 10 turns of each other. Paracetamol can now be swallowed by the shovel and no ill effects will be suffered, and is intended to become the cheap, always-reliable painkiller. ("Pills here!")
  • The Amulet of the North is modified to provide protection against Cyanide-type poisoning: If the Amulet of the North is worn, Cyanide poisoning requires an extra 5 turns before causing death.
  • All blueprints detailing the creation of poison ammunition will now list both Cyanide and Venom as suitable ingredients, each with corresponding effects. Cyanide-tipped ammo is the successor to the old Poison ammo (they'll simply be renamed "Cyanide <ammo>"), and Venom-tipped ammo becomes craftable, and will work just like a natural Venom-type attack.
  • Cyanide-tipped and Venom-tipped ammunition will also both be findable at random as well as sold in shops. Shop prices will however be adjusted accordingly; cyanide-tipped is much more lethal, and thus more expensive.
  • All mushrooms with poisoning effects are updated to instead cause Venom-type poisoning, replacing the old system of having a percentile chance to poison.
  • Jorougumo penalty for giving a wrong answer to the riddle is now +2 Venom.

Introducing the Trading Boards

See Trading Boards.

Minor medical changes

  • Minor but important expansion of the Wound system: "Woundable" body parts can no longer have just one open wound, but can bear multiple, each of them contributing to Blood loss.
    • Mostly intended to increase realism, particularly to facilitate kills by blood loss on tougher creatures.
  • Certain meds will receive modifications as well:
    • Scrapped meds: Bandages and Merbromin vials, scrapped in favor of more realistic counterparts (see below:)
    • New medical item: Gauze roll; Weight 1 item which provides enough gauze bandage to treat up to 10 wounds.
    • New medical item: Individual Bandage (IB); Weight 0.1 item, which can only be used on a single wound.
    • New medical item: Hemostatic Agent Pack (HAP) (essentially QuikClot); Weight 0.1 item of great value and healing power; contains enough hemostatic agent powder to treat up to 5 wounds. HAPs are -very- valuable due to their healing power-weight ratio, and will be accordingly expensive.
    • Modified medical items: First Aid Kit (FAK) and Field Surgery Kit (FSK): On top of providing their usual limb-healing effect, they will work like Military Rations do, and will carry meds in a compact package until opened. FAKs will carry 2 IBs and 2 Paracetamol, while FSKs will carry 4 IBs, 1 HAP, 4 Paracetamol, 1 Epinephrine, 1 Hydroxocobalamin and 1 Universal antivenom.

New augmentations

Augmentations that could not be added until features above were introduced:

  • Chest Augmentation Platform augmentations:
    • ColdHeart XR fainting-resistant cardiac regulator. Shrinks the blackout window to 125-149%. PP cost: 20. Cost: 2200 P$.
    • Bionic Antidote bloodstream regulator. Affects poisoning, see below. PP cost: 15. Cost: 1650 P$
      • If Cyanide poisoned, the poison requires an extra 15 turns before causing death.
      • If Venom poisoned, the augmentation enables free, natural elimination of venom, at a rate of 0.1 per turn.
  • Extra augmentations:
    • Gem Power Extractor (GPE), the successor to the Gem Cannon. Extracts energy from gems, and provides various effects. PP cost: 20. Cost: 2200 P$.
      • The GPE extracts and draws power from gems the user inserts in a suitable compartment. The GPE can only hold one gem at a time.
      • The GPE requires energy to function. Every time a gem is inserted, 1 charge is consumed in order to break the gem down and discharge its effects on the user. When the GPE is first installed on the user, 20 charges come pre-installed. The GPE can hold a maximum of 40 charges, and charges can be replenished by inserting a HITB battery (1 battery = 20 charges).
      • For a list of effects, see here: List of Gem Power Extractor effects (page will be written on release date).
  • Bionic Arm augmentations:
    • Directional Beam Upgrade (DBU), which requires the GPE to function.
      • The DBU is connected to the GPE by means of a sort of retractable arm cannon, installed in one of the user's arms. The principle is simple: it channels the energy extracted by the GPE into a directional beam fired by the arm cannon, so that the effects can be delivered to another creature.
      • If the DBU is used to fire an effect beam, 2 GPE charges are consumed instead of just 1.
      • Using the DBU is like using a weapon - it needs to be aimed, but has a fixed FT of 5.

Valuables expansion part 2

  • Completely revamped list of gems, which will bump the total amount of valuable gems to 33 plus 11 glass variants in 11 different gem colors. The list of gems will be updated on the Valuables article in due time.

Other minor additions

  • All Missions are now optional, and when passing the single door leading to one, the player will be notified that a mission is coming, and given the choice to head to the mission room, or resume usual progress in the Mazes. This is done in an effort of increasing freedom of movement. Missions also sometimes "cancel out" other scripted events such as shops, which this change aims to correct and restore the possibility to get to shops or otherwise get more time to prepare for incoming missions.
  • New weapon, the Short stake, a Class 5 Short weapon made of wood, intended to be a smaller, one-handed version of the Stake.

Older

See the Changelog Archive.