Guide:Changelog (Meta, no ontology)

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Latest released Mazeworld update: MazeWorld v3/CRU5 - 12-12-2014
Next planned update: MazeWorld v3/CRU5rev1 - Date unknown

Future

December 12th 2014

Community Requested Updates part 5 (CRU5)

Finer weapon weight categories

  • Instead of 7 different weapon weights, a new weapon weight grading system introduces 11 different weights: 1 / 2 / 3 / 5 / 9 / 14 / 18 / 22 / 26 / 30 / Unsparable
  • In turn, this means a wider range of Initiative Speed tiers.
  • Every single weapon in the game has been individually re-classed into one of the new weight categories, according to real-life data such as length, weight, and bulkiness.
  • Every single creature attack has also been modified as a result, in order to fit in the new weight/speed categories.

Introduction of a new weapon accessory: Bayonets

  • Bayonets are Muzzle accessories which do not require threading, and which are integrated on some weapons. They are blades or spikes designed to offer a mounted, melee weapon alternative without the need to switch weapons or resort to blunt bludgeoning.
  • 26 bayonet models introduced, with compatibility across several dozens of firearms.
  • The possibility for most of these bayonets to be used as melee weapons (they are then treated as Class 5 Short weapons), or affixed to compatible firearms to be used as accessories (weapons with affixed bayonets act similarly to Class 5 Long weapons in that up to 2 attacks per turn are allowed)
  • Bayonets generally block underbarrel grenade launchers (UGL); the user cannot mount both a bayonet and an UGL as the former blocks or prevents the operation of the latter. There are exceptions, however; firearms that can mount both bayonet and UGL are referred to as Non-blocking
    • Non-blocking firearms: Beretta ARX-160, H&K G3A3, H&K HK33, H&K G41, H&K HK91A2, IZHMASH AN-94 Abakan.
  • Full list of bayonets and compatible firearms: http://pastebin.com/51GgurUy
    • IMPORTANT: Certain bayonets will NOT have yet any compatible firearms until CRU5 rev 1 comes out - THIS IS INTENTIONAL. The concerned firearms are written on the bayonet list. As a plus, that means you can get an idea of what new weapons await in CRU5 rev1...

Introduction of a new ability: Charging

See this article: Charging

Expansion of Cover mechanics: Exposure

  • When behind cover, two states are now possible: Exposed and Hidden.
  • When Hidden, the user's body is completely concealed by the cover; the user is hiding from sight and is using the cover purely as a defensive implement. However, while in this state, the user CANNOT attack, but consequently, cannot be targeted either, unless the enemies are within melee range.
  • When Exposed, the user's body is PARTIALLY revealed (Torso, Head, Arms, Hands) and is allowed to attack normally, but since the body is partially exposed, these exposed body parts may be aimed at and fired upon without the cover's protection.
  • When first taking cover, the default stance is Exposed.
  • Switching between Hidden and Exposed states takes a full turn. Being a non-combat action, it is always resolved first. The reason it takes a full turn is to avoid "turtling".
  • If enemies fire upon the user's side:
    • If the user was Hidden and is switching to Exposed, they will do so at the start of the turn, but may not be targeted; it is only possible to aim at targets that are already exposed when the turn begins.
    • If the user was Exposed and is switching to Hidden, it is possible that enemies may have targeted that user, but as the switch will occur at the start of the turn, it will always be resolved before most attacks, and as such will not be hit directly; cover will take the hits first.
  • Switching between the two states constantly turn after turn is possible but impractical, as the user constantly switching can never get to attack. Ultimately it is not an useful tactic to avoid getting hit, as the cover will eventually give out to the enemies' attacks, or the enemies will move within melee range.
  • Lastly, cover stance has no effect on Stealth. As long as stealth is maintained, the user will not be detected.

The weapon accessory reforms

Muzzle

  • Completely redone silencers and muzzle brakes - now their compatibility no longer depend on individual calibers, but on rough bore size and on whether the caliber is pistol or rifle. This means that a single silencer or muzzle brake can potentially be able to suppress firearms of multiple different calibers.
  • Firearms now need to be taken to the Maze Customs workshop and must receive a threaded barrel in order to mount silencers and muzzle brakes. Certain firearms may already be threaded.
  • Different threading types; Standard, which mounts most standard silencers and brakes, and the various proprietary mounts: MAC threading (for MAC machine pistols), MP5 3-lug (for MP5 family SMGs), and AK 24mm (for the majority of AK family rifles).
  • 5.7x28mm and 4.6x30mm, the two PDW calibers, will no longer be classified as pistol calibers but as rifle calibers instead; in order for them to no longer be tied to overpressure ammunition types. But in turn, SAP and API variants of those rounds will become available.
    • Any 5.7x28mm or 4.6x30mm ammunition in TPD, XPD, EAP, XAP, +P, +P+, or +P++ variants currently owned by Contestants will be turned into SAP ammunition.
    • New list of muzzle accessories: http://pastebin.com/NvpfL6QA
  • Shotgun chokes are scrapped.
    • Any shotgun choke owned by Contestants will be removed. Sorry folks. :(

Optics

  • Completely redone optic mounting systems - now, optics must be matched to the correct mount, instead of individual firearm models. Thus, the desired firearm must have a mount of the correct type in order to mount a given optic.
    • Five different optic mount types: NATO rail (refers to Weaver/1913/Picatinny/NATO rails), WP side mount (WP stands for Warsaw Pact as this mount type was introduced by AK rifles), HK claw mount (the special G3 family optic mount), QBZ mount (for Norinco QBZ family rifles), and the proprietary G43 mount, which concerns the Walther G43(W) only.
    • Certain mount types may be further subdivided into short variants, which cannot mount certain high-power optics.
  • Introduction of a new optic type, the red dot sight. See Effect changes for the effects of the new optic.
  • To go hand-in-hand with the new optic mounting system, a fully redone optic roster with 19 different optics (14 scopes, 2 reflex sights and 3 red dot sights)

Effect changes

Muzzle brakes:

  • When mounted on firearms not affected by Recoil rules (single-actions, bolt-actions, pump-actions, lever-actions), the brake increases the maximum amount of shots per turn by 2.

Front mounts:

  • Bipod: The bipod must be deployed in order to provide bonuses.
    • Deploying a bipod takes 1 turn and is supposed to rest either on the floor, on cover, or some sort of hard surface.
    • If the bipod user leaves their position (moving into enemy melee range, trying to flee, etc.), the bipod is automatically folded and must be re-deployed again to benefit from effects.
    • Effects while deployed: FT-1, Recoil -1, IS tier +1 (makes the weapon slower, but more accurate and easier to control)
  • Foregrip: The effect is now simply Recoil -1.

Optics:

  • Red dot sights: Reduced aiming penalties ; No aiming penalty when aiming at body groups HEAD, EXTREMITY, WEAK POINT, and penalty reduced to FT+1 when aiming at FACE.
  • Reflex sights: IS tier -1.
  • Scopes: Scope Mode is removed, and scope effects now depend on their power, determined by magnification rate.

Abilities:

  • Concentrating is a new ability which effectively replaces Scope Mode. When using a firearm equipped with a High-power or Extreme-power scope, the shooter can choose to perform Concentrate instead of shooting immediately in order to ensure a critical hit regardless of dice score.

Maze Customs changes

  • 1911SS/DS, Glock SF/LF: The scope rail mount service is no longer offered.
  • 1911SS/DS, Glock SF/LF: New service, Installing an integrated red dot sight/reflex sight, offered to replace the removed service above.
  • Blackhawk: The Super Blackhawk configuration is no longer offered.
  • L-Frame: The scope rail mount service is no longer offered.
  • Blackhawk, L-Frame: New service, Installing an integrated scope (2x), offered to replace the removed services mentioned above.
  • MP5: Receiver configurations are now distinguished between Original (HK-S optic mount) and Railed (NATO-S optic mount)
  • MP5: New service, Handguard configurations, which replace the standalone RIS quad rail foregrip option and offers:
    • Smooth handguards, RIS quad-rail handguards, and the new Surefire Forend handguard, which installs an unique, integrated weaponlight.
  • MP5: The MP5SD service is no longer incompatible with handguard modifications; it is now possible to have an MP5SD with RIS quad rails or a Surefire forend.
  • AR-15: No longer compatible with bipods by default. To mount a bipod on an AR-15 variant, RIS quad rails must be installed.
  • AK: The "Railed" receiver no longer modifies the handguards to install a tri-rail. All it does now is provide a NATO rail mount.
  • AK: New service, Handguard configurations, which replace the standalone 'integrated foregrip' option:
    • Smooth: Compatible with UGL only. Can be made of wood or synthetics. Default on most AKs.
    • Integrated foregrip: Installs an integrated foregrip at the expense of no compatibility with any front mounts. Can be made of wood or synthetics. Incompatible with Automatic/New Automatic configuration.
    • Railed: Offers a tri-rail with 2 light mounts, and a front mount compatible with UGLs, bipods and foregrips.
  • AK: No longer compatible with bipods by default. To obtain a bipod on an AK variant, various possibilities exist:
    • Installing a Railed foregrip, as detailed above ; it will be compatible with mountable bipods
    • Using an AK in Automatic/New Automatic configuration (RPKs...) ; it will provide the weapon with an integrated bipod, which blocks other Front mounts.
  • Rem700: New service, Optic mount configurations, which offers various options for optics on Rem700 family rifles:
    • Naked: Iron sights only with no provisions for optics.
    • Integrated: Offers to mount an integrated scope, with 4 different scope powers; 2x (Low), 4x (Medium), 6x (High), 10x (Extreme).
    • Railed: Installs a NATO rail mount, which allows the user to mount compatible optics of their choosing.
  • Rem700: No longer compatible with bipods by default. Instead, another new service offers to install an integrated bipod is introduced.

Minor changes and notes

  • Scrapped accessories: M84 scope, EOTech MRDS, CORSAK laser sight.
  • The venerable Kalashnikov AK-47 will become the Kalashnikov AKM. Very little changes that weren't already covered above will occur; the model replacement is done so that the AK bayonet can be mounted on the firearm it was designed for, as the AK-47 and the AKM do not mount the same bayonets. (The AK-47 bayonet pretty much only works on the 47, while the AKM bayonet is very widespread and can fit on a large amount of weapons.)
  • The Remington M40 will become the Remington M24 instead. The M24 rifle is virtually the same statistically as the M40, but it is done because the M40 is a short-action rifle (may not accept cartridges longer than 7.62x51mm NATO), while the M24 is a long action rifle (meaning it can be modified to chamber longer rounds) and several Rem700 rechamber offerings are longer indeed than 7.62 NATO.
  • The GP-25 grenade launcher will be replaced with the GP-30. No changes to existing compatibilities.

Other minor changes

  • The Broken PSP will be scrapped.
  • The Recoil tables will be slightly re-adjusted.
  • Equipment found in missions, supply crates and divine gifts will be reviewed and modified to reflect the new changes, where needed.

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.

Redeemed:

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.