Guide:Changelog (Meta, no ontology)

From Mazeworld

Revision as of 21:38, 4 May 2015 by SU Tempest (Talk | contribs)

Latest released Mazeworld update: MazeWorld v3/CRU5 rev1 - January 1st 2015
Next planned update: MazeWorld v3/OP1 - Date unknown

Upcoming

Announcing a new series of updates: Opus Perfecta updates, which are codenamed v3/OP. When all Opus Perfecta updates will be implemented, then the game version will finally become v4.

Date unknown

Opus Perfecta part 1

For the first part of the Opus Perfecta update, the traditional bag of new weapons and weapon-related changes, two new features, and associated minor changes will be offered.

Bag of guns

New weapons

  • Heckler & Koch UCP ; Class 3, 4.6x30mm, pistol. The elusive 4.6mm pistol companion to the MP7.
  • IZHMASH Saiga SGL31-61 ; Class 1, 5.45x39mm, conventional rifle. Nothing more than a semi-auto only AK-74.
  • KBP GSh-18 ; Class 3, 9x19mm Parabellum, pistol. An incredibly reliable and lightweight 9x19mm pistol, perhaps one of the best in this caliber.
  • Mossberg MVP Patrol ; ; Class 1, 5.56x45mm NATO, conventional rifle. An economical 5.56mm bolt-action rifle, capable of accepting STANAG magazines and NATO-S optics.
  • Savage Arms Axis ; Class 1, 5.56x45mm NATO, conventional rifle. A 5.56mm bolt-action rifle, perfect for beginners as a step-up from .22 LR.
  • Savage Arms Axis XP ; Class 1, 5.56x45mm NATO, precision rifle. Same as above, but with an integrated optic, for those budding beginner snipers.
  • Springfield M1903A3 ; Class 1, .30-06 Springfield, conventional rifle. The non-sniper version of the M1903A4, for the veterans and the bolt-action lovers out there.
  • Suhl SSG-82 ; Class 1, 5.45x39mm, precision rifle. A curious 5.45 sniper rifle. Perhaps not the most powerful, but certainly a lightweight and economical choice.

Replaced weapons

  • The Nexter FAMAS F1 is replaced by the GIAT FAMAS G1. The G1 is slightly different from the F1:
    • The G1 no longer has an integrated bipod, but now possesses a threaded barrel (Standard threading).
    • All other statistics and features remain the same.

New accessories

  • A new magazine, the STANAG 10-round magazine, which comes standard with the new MVP Patrol rifle. Size tier: Medium. Weight: 0.5 units empty.

New Customs Minor services

  • Model conversion between the Axis and Axis XP rifles.
  • Full-auto conversion for the Beretta Cx4 Storm to the Mx4 Storm, which replaces Semi-auto only with a Semi/Full trigger group.
  • 2 new Tactical conversions:
    • Cx4/Mx4 Storm to Cx4/Mx4 Storm Enhanced. Adds 2 Small light mounts + 1 front mount compatible with foregrip.
    • FAMAS G1 to FAMAS G2. Adds an integrated bipod, and replaces the magazine well with a STANAG magazine compatible model.

Other changes

  • The Tavor X95 magazine is renamed AR 5.45 magazine.

Full-auto fire balance

Basic principles

  • Players will no longer be capable of choosing an exact amount of shots to fire when using firearms capable of full-auto fire.
  • Instead, players choosing to fire in full-auto must declare a trigger pull length.
  • All of these firearms will also receive a new statistic called AutoROF, which is a reflection of that firearm's rate of fire.
  • The combination of trigger pull length and rate of fire is what determines the actual amount of shots fired.

AutoROF is a numerical value which corresponds roughly to half the firearm's real-life rate of fire in rounds per second (RPS), rounded up.

  • The Kalashnikov AKM has a rate of fire of 600 RPM, or 10 RPS, which translates into an AutoROF stat of 5.
  • Conversely, the Colt M4A1's rate of fire is 900 RPM, or 15 RPS, which translates into an AutoROF stat of 8 (7.5 rounded up).

The trigger pull length system offers players the ability to fire bursts of variable lengths, informally called "pull speeds". There are four different speeds:

  • I - Short: Amount of shots fired is equal to 1dAutoROF. (Examples; AKM: 1d5 shots, M4A1: 1d8 shots)
  • II - Medium: Amount of shots fired: 2dAutoROF. (Examples; AKM: 2d5 shots, M4A1: 2d8 shots)
  • III - Long: Amount of shots fired: 5dAutoROF. (Examples; AKM: 5d5 shots, M4A1: 5d8 shots)
  • IV - Magdump: Amount of shots fired is always equal to the maximum possible result of 5dAutoROF (AKM: 25 shots ; M4A1: 40 shots)
    • Caveat of magdumping: If a Contestant chooses to magdump their weapons, and there is still ammunition left in the weapon after their turn is over, they will be forced to attack on the next turn, with the same weapon and fire mode, until the weapon is empty or malfunctions. Beware: if a magdump is performed, Recoil carries over from last turn, and so does any loss of accuracy due to Recoil!

Pull speeds allow players to have rough control over how many rounds they wish to fire. Whether the rate of fire of a player's ideal firearm is low or high depends on personal preferences and styles - some may prefer the higher degree of control of low ROFs, others may appreciate the volume of fire high ROFs offer.

The wiki will soon be updated to display the AutoROF value of each relevant firearm in the Lists of weapons.

Improved clothing and armor sets

An expanded selection of clothing and armor, to diversify the various outfits worn by the many types of personnel in the Mazes, and to offer a larger choice of wearables to the Contestant.

New clothing items

New citizen oriented-clothing:

  • Top - Formal workshirt
  • Top - Tank top
  • Bottom - Boxer briefs
  • Bottom - Cargo pants (forest camo)

New job-specific/personnel outfit clothing:

  • Top - Butler suit
  • Bottom - Butler trousers
  • Headgear - Chef hat
  • Top - Gi jacket
  • Bottom - Gi pants
  • Top - Pimp vest
  • Bottom - Pimp pants
  • Headgear - Pimp zebra hat
  • Footwear - Pimp zebra shoes
  • Top - Prison jacket
  • Bottom - Prison trousers
  • Footwear - Prison shoes
  • Top - Stealth jacket
  • Bottom - Stealth pants
  • Top - Student outfit vest
  • Bottom - Student outfit pants
  • Bottom - Student outfit skirt
  • Top - Technician jacket
  • Bottom - Technician trousers

New armor:

  • Arms addon - Elbow pads
  • Arms addon - Arm guards
  • Legs addon - Knee pads
  • Legs addon - Leg guards

Related changes

Renamed clothes:

  • Engineer's hard hat -> Hard hat
  • Medieval armor (arms) -> Medieval arm guards
  • Medieval armor (feet) -> Medieval sabatons
  • Medieval armor (legs) -> Medieval leggings
  • Medieval armor (top) -> Medieval cuirass
  • Medieval helmet -> Medieval helm
  • Semi-transparent dress -> Nightwear dress
  • Sportswear top -> Tracksuit jacket
  • Sportswear bottom -> Tracksuit pants

Scrapped clothes:

  • Scrapped tops: Seifuku top, Gakuran top, Russian Army t-shirt, US Army t-shirt
  • Scrapped bottoms: Seifuku skirt, Gakuran bottom, Fundoshi, Russian Army pants, US Army pants
  • Scrapped footwear: Galoshes, Pink slippers

Changes to clothing damage:

  • Bullet-type damage now deals variable damage, depending on limb damage dealt, according to the following formula:
    • 0.1 + (X / 10) = Total clothing damage, where X is the amount of limb damage dealt.
  • Example: 1 round of .45 ACP FMJ shot at a human torso wearing a Type-3 Kevlar vest would do the following damage:
    • Assuming the bullet deals 3 damage (1d6+2-3), the vest will then take 0.1 + (3 / 10) = 0.1 + 0.3 = 0.4 damage
  • Trauma plates can now negate incoming clothing damage on the Body armor carried by the plate. In other words, a vest with trauma plate inserted is impervious to being directly damaged.
    • EXCEPTION: If a bullet is sufficiently powerful to surpass the plate's Pass-Through Threshold (PTT) and cause the plate to fail, this means the bullet has managed to penetrate both plate and vest; and as such, both plate and vest take damage.

Encounter changes

  • Several encounters have new and/or modified standard clothing and armor, due to the new introduced clothing items.
  • Citizens are no longer separated into 6 distinct subtypes. There is now only one, and their clothing is procedurally generated (see below: Improved Citizen equipment generation)
    • Halflings now also benefit from Citizen procedurally generated equipment.
  • Scrapped encounters: Russian Army soldier, US Army soldier, Hostile scientist, Samurai warrior, Medieval knight, Armed prisoner
  • Miners no longer exist as a separate encounter; they become Engineers and form their own Engineering Team, the Mining ET. In turn, all Engineers assigned to mining duty have all the standard equipment an Engineer traditionally has, plus a pick-axe, 2x Small C4 charges, and a detonator.

Improved Citizen equipment generation

Maze Citizens and Halflings receive semi-random equipment based on the following rules:

  • Clothing kit (Top: 1d11, Bottom: 1d10, Footwear: 1d8, Headgear: 1d14, Body armor: 1d14)
    • See below for clothing kit generation
  • 1 random LBE
  • 1d2 random weapons, with 1d2-1 random accessory and random ammunition type each (if both weapons can't be equipped together, the second weapon is discarded)
  • 1d3 full mags or equivalent per weapon
  • Inventory kit (Food: 1d2, Valuables: 1d2, Money: 1d2, Meds: 1d2)
    • If 2 is rolled for Food, 1d3 different @food are generated in the inventory
    • If 2 is rolled for Valuables, 1d2 different @loot are generated in the inventory
    • If 2 is rolled for Money, 1d1000 P$ is generated in the inventory
    • If 2 is rolled for Meds, 1d2 different @meds are generated in the inventory

NOTE: Each item is rolled in the order described above, then checked to see if it fits; if it doesn't (due to exceeding maximum LBE capacity or LBE lacking specialized pouches to carry them), it is discarded.

Clothing kit generation

Numbers correspond to dice roll. Top: 1d11, Bottom: 1d10, Footwear: 1d8, Headgear: 1d14, Body armor: 1d14

Male clothing kit:

  • Tops: 1: (none), 2: T-Shirt, 3: PT T-Shirt, 4: Sweater, 5: Leather jacket, 6: Shirt with tie, 7: Parka, 8: Tracksuit jacket, 9: Trench-coat, 10: Tank top, 11: Camouflage T-shirt (blue camo)
  • Bottoms: 1: (none), 2: Jeans, 3: Shorts, 4: Mountain pants, 5: Tracksuit pants, 6: Leather pants, 7: Cargo pants (plain color), 8: Cargo pants (blue camo), 9: Cargo pants (forest camo), 10: Boxer briefs
  • Footwear: 1: (none), 2: Regular shoes, 3: Running shoes, 4: Leather shoes, 5: Cowboy boots, 6: Hiking shoes, 7: Flip-flops, 8: Motorcycle boots
  • Headgear: 1-7: (none), 8: Fedora, 9: Bandana, 10: M1 helmet, 11: Baseball cap, 12: Boonie hat, 13: Beret, 14: Twaron helmet
  • Body armor: 1-7: (none), 8: Flak jacket, 9: Light stab vest, 10: Heavy stab vest, 11: Type-2 Kevlar vest, 12: Type-3 Kevlar vest, 13: Twaron vest, 14: Light Dyneema vest

Female clothing kit:

  • Tops: 1: (none), 2: T-Shirt, 3: PT T-Shirt, 4: Sweater, 5: Tracksuit jacket, 6: Sundress, 7: Evening dress, 8: Bra, 9: Tank top, 10: Leather jacket, 11: Formal workshirt
  • Bottoms: 1: (none), 2: Jeans, 3: Shorts, 4: Tracksuit pants, 5: Skirt, 6: Formal skirt, 7: Panties, 8: Thong, 9: Cargo pants (plain color), 10: Cargo pants (forest camo)
  • Footwear: 1: (none), 2: Regular shoes, 3: Running shoes, 4: Hiking shoes, 5: Flip-flops, 6: Ballet sneakers, 7: High-heeled shoes, 8: Motorcycle boots
  • Headgear: 1-7: (none), 8: Fedora, 9: Bandana, 10: M1 helmet, 11: Baseball cap, 12: Boonie hat, 13: Beret, 14: Twaron helmet
  • Body armor: 1-7: (none), 8: Flak jacket, 9: Light stab vest, 10: Heavy stab vest, 11: Type-2 Kevlar vest, 12: Type-3 Kevlar vest, 13: Twaron vest, 14: Light Dyneema vest

Other minor changes

Lore-related modifications:

  • The in-universe term of Game Master, to refer to the character rather than the real-life game master, is replaced by the term Administrator (shortened to Admin), to avoid confusion with the real-life GMs.
  • The characters Sergey Kovrov and Elias Keiban are scrapped, leaving Hebizuka Jinkou as the sole Admin of the Mazes, and consequently, as the sole overarching leader/overseer of the entire Mazes.
    • In turn, this means that "Administrator" and "Admin" are the only terms left to refer to Hebizuka's role, that the Entity no longer requires at least 2 shells to sustain itself (it does still need at least one), and that Hebizuka now assumes all of the responsibilities of the other two scrapped characters.

All other minor adjustments that these changes are implying will be rolled out as well - the above explanations are non-exhaustive.

Latest

April 17th 2015

Various minor changes.

  • Crafting and related:
    • Removed the Pepper spray and the Piano wire.
    • Removed the Hitman blueprint, the High-carbon steel wire, and the Pair of grip handles as crafting ingredients.
    • Added a new crafting item, the Aerosol spray.
    • Modified the Werfer blueprint; the Pepper spray ingredient is replaced by the Aerosol spray.
  • Maze Customs:
    • Added a new minor service, the AA-12 Enhanced.
    • Modified the value of Surplus ammunition ; 1 round of Surp now costs 1/4 that of its FMJ equivalent, instead of 1/3 (lowering its value).

April 4th 2015

Minor changes to workshop costs.

  • Workshops now sell 6 random blueprints instead of 4.
  • Workshops now sell 6 different crafting ingredients instead of 4, and each item is available in 1d8 quantities.
  • Crafting ingredient items now have fixed prices, see this page for the list of values, instead of a random value between 100 and 800 P$.

March 10th 2015

A few gun related changes.

  • 7.62x54mm R now has a LDV of +4 instead of +5.
  • .30-06 Springfield now has a LDV of +5 instead of +4.
  • Trauma plate changes:
    • All plates received increased health.
      • Ceramic: 30 HP - Titanium/Steel: 50 HP - Light steel: 60 HP - Heavy steel: 75 HP - Composite: 80 HP
    • All plates received increased PTT.
      • Ceramic: 8+ dmg - Titanium/Steel: 9+ dmg - Light steel: 10+ dmg - Heavy steel: 11+ dmg - Composite: 11+ dmg
    • Plate pain reduction factor is now inverted - the weakest stops the most pain, and the strongest stops the least pain.
      • Ceramic: 0.10x - Titanium/Steel: 0.15x - Light steel: 0.20x - Heavy steel: 0.25x - Composite: 0.10x
    • Plate weights have also been modified.
      • Ceramic: 2 units - Titanium/Steel: 3 units - Light steel: 4 units - Heavy steel: 5 units - Composite: 3 units
    • Definition of a light steel plate changed; it is now defined as a 5/8 or 0.625 inch thick plate instead of 1/4 or 0.25 inch.

February 27th 2015

  • The IMI SMAW was renamed to Talley Mk153 SMAW.

February 24th 2015

Changes regarding the Maze Military.

  • Maze Snipers no longer exist as a separate encounter and have been scrapped
  • Members of the military now have a Role, implied by their primary weapon. (Assault rifle = Rifleman, Shotgun = Shotgunner, etc.)
    • See here for the list of Roles.
    • Roles do not add or remove anything, it is simply a marker which depends on the Soldier's generated or assigned primary weapon. Unidentified military personnel may also be referred to by their Role (e.g. "this rifleman").
  • Proxy Missions: "Fireball" Alkire is no longer a sniper, and her Role is modified to be a Machinegunner.
  • Main Barracks forces are reduced to three Companies instead of five - two Regular Forces, respectively nicknamed "Wight's First" and "Wight's Second", and one Death Faction, nicknamed "Wight's Elite". The Main Barracks forces as a whole are now referred to by a new nickname, "The Battalion".
  • Military structure doesn't change - one Squad remains composed of 10 Soldiers plus their leading Sergeant ; all Snipers are replaced by Soldiers of their respective branches.

February 18th 2015

The NSFW content removal Update

  • Removal of the Libido stat
  • Removal of libido-related secondary effects and aspects
  • Removed medical items: SSRIs, Yohimbine
  • The "Perverted creatures" encounter group no longer exists
    • Succubus, Incubus, Satyr are moved to the Demons group and received several modifications
    • Prostitute is renamed Escort and is moved to the Humans group
    • Deleted encounters: All Tentacle Monster variants, Pimp, Were-creatures, Slime monster, Perverted dragon, Satyress, Perverted gambler
  • @fooeffect is removed
  • Minor changes in certain missions (mostly naming changes)
  • Removed mushrooms: Mushroom of Libido (Magic), Phallus Impudicus (Unique)
  • Modified certain Gem Power Extractor effects

February 10th 2015

Happy 4th birthday, MazeWorld!

  • No birthday event this year due to activity related constraints.
  • STANAG 30-round magazines: Price reduced from 130 P$ to 100 P$.

January 30th 2015

  • The Trading Boards have been scrapped, due to lack of use.

January 24th 2015

  • The Dragunov SVU's integrated muzzle brake is correctly modified to an integrated muzzle brake + silencer (like the MP5SD's brake/suppressor).

January 23rd 2015

  • Three encounters have been scrapped: the Okami, the Yatagarasu and the Ryu - all three were non-wicked youkai.
  • In turn, a new youkai is being introduced: the Guhin, which is a sort of cousin to the avian tengu, albeit with a wolf-like appearance. Guhin are even fiercer martial arts enthusiasts and are capable fighters. As activists, they make ideal, fearless combatants.
  • Hiring bureau-related changes
    • Hirers now have a service weapon, the Smith & Wesson Model 29, as well as a new Twaron vest as part of their standard uniform.
    • Hiring bureaus no longer serve as a slave market and are now exclusively a job-finding agency.

January 17th 2015

  • Cardinal Amulets and Cardinal Gods received minor name changes, eliminating the references to real-world cardinal directions. "Amulet of the North" is now "Amulet of Genbu", and so on.

January 12th 2015

  • Maze Customs changes:
    • +P ammunition now deals 1.2x Pain instead of 1.15x. By extension, TPD and EAP initial Pain modifier is also 1.2x instead of 1.15x

January 10th 2015

  • Maze Customs changes:
    • The MP5 family now has a .460 Rowland conversion offering.
    • .45 ACP conversions for Blackhawk and L-Frame are now .45 ACP/.460 Rowland conversions.
  • Shooting .45 ACP in .460 Rowland guns is no longer possible thanks to comments from our advisor that said that while it is possible, it is unsafe to do (headspace issues) and would be pretty much the same thing as shooting .40 S&W in 10mm Auto pistols; not advised.

January 7th 2015

  • Modified score-projectile hit ratios for multi-projectile ammunition. See Buckshot for 9-projectile and Flechette for 20-projectile.
    • Note: This was something we actually planned to do since awhile alongside CRU5 rev1 but was apparently forgotten until now. Oops.

January 1st 2015

Happy new year!

Community Requested Updates part 5 revision 1 (CRU5 rev1)

New weapons and accessories

We couldn't just stand there and not offer new toys to play around with!

Standard weapons

22 new guns of all types, several of which are compatible with bayonets.

  • Beretta 96FS - Class 3 pistol, .40 S&W
  • Beretta 8045 Cougar - Class 3 pistol, .45 ACP
  • Bersa Thunder 40 PRO - Class 3 pistol, .40 S&W
  • Brügger & Thomet MP9 - Class 2 submachine gun, 9x19mm Parabellum
  • Česká Zbrojovka CZ 52 - Class 3 pistol, 7.62x25mm Tokarev
  • Česká Zbrojovka CZ 75B-9 - Class 3 pistol, 9x19mm Parabellum
    • The existing CZ 75-B in .40 S&W will be renamed CZ 75B-40 to differentiate them.
  • Enfield M1917 - Class 1 conventional rifle, .30-06 Springfield
  • FN Herstal FNP-45 - Class 3 pistol, .45 ACP
  • Kalashnikov AK-105 - Class 1 assault rifle, 5.45x39mm
  • Molot Plant Stechkin APS - Class 3 machine pistol, 9x18mm Makarov
  • Mossberg 590A1 - Class 1 shotgun, 12 gauge
  • Ohio Ordnance HCAR - Class 1 conventional rifle, .30-06 Springfield
  • SIG Sauer SG551 - Class 1 assault rifle, 5.56x45mm NATO
  • Springfield M21 - Class 1 sniper rifle, 7.62x51mm NATO
  • Taurus Raging Bull M454 - Class 3 revolver, .454 Casull
  • Tula Arms AS Val - Class 1 assault rifle, 9x39mm
  • Tula Arms Simonov SVT-40 - Class 1 conventional rifle, 7.62x54mm R
  • Tula Arms SR-3 Vikhr - Class 2 assault rifle, 9x39mm
  • Winchester Model 1912 Trench Gun - Class 1 shotgun, 12 gauge
  • ZiD AEK-971 - Class 1 assault rifle, 5.45x39mm
  • ZiD AEK-972 - Class 1 assault rifle, 5.56x45mm NATO
  • ZiD AEK-973 - Class 1 assault rifle, 7.62x39mm

New weapon types

In addition, we are introducing two new types of weapons.

  • Pistol carbines, which are more or less like semi-automatic only submachine guns intended to be companion firearms to sidearms using the same caliber or even, where applicable, the same magazines. All pistol carbines are considered to be conventional rifles.
  • Mini-grenades, which are explained in better detail below.
Pistol carbines

Six pistol carbines are introduced to the Mazes.

  • Al-Gi-Mec AGM-1 - Class 2 conventional rifle, 9x19mm Parabellum, compatible with Hi-Power magazines
  • Beretta Cx4 Storm - Class 2 conventional rifle, .40 S&W, compatible with Px4 Storm magazines
  • Marlin Model 1894 - Class 2 conventional rifle, .44 Magnum
  • Marlin Model 1894C - Class 2 conventional rifle, .357 Magnum (can also chamber .38 Special)
  • Sterling De Lisle Carbine - Class 2 conventional rifle, .45 ACP, compatible with M1911A1 magazines
  • Taurus Rossi M92 - Class 2 conventional rifle, .454 Casull (can also chamber .45 Colt)
Mini-grenades

A new type of Class 4 weapon, the mini-grenade contrasts with standard grenades on two major points: their weight (all mini-grenades weigh 1 unit regardless of the model), and the rules regarding their equipment. Generally speaking, a Contestant may only equip up to four Class 4 weapons on their body. Mini-grenades offer an exception to this rule; it is possible to carry up to 2 mini-grenades of the same model in the space of one Class 4 weapon.

  • Example: 2x V40 mini-grenades take up one Class 4 space (leaving three more), but 1x V40 and 1x RGN, both mini-grenades but of different models, would take up two Class 4 spaces (leaving only two more).

Four mini-grenade models are offered.

  • V40 - Class 4 fragmentation mini-grenade
  • RGN - Class 4 fragmentation mini-grenade
  • Type 86P - Class 4 fragmentation mini-grenade
  • LU-216 - Class 4 high-explosive mini-grenade

Accessories

On top of the proprietary magazines that will come with all of the new firearms described above, a slew of new magazines and other accessories will be introduced to expand the options with already available weapons.

New magazines and other feeding accessories:

  • .454 Casull/.45 Colt speedloader, 5 rounds
  • AEK-919K 20-round
  • Armalite AR-10 100-round C-MAG
  • AS Val 30-round
  • Beretta 96 15-round
  • Browning Hi-Power 20-round
  • Colt 9mm SMG 100-round C-MAG
  • Colt M1911A1 15-round
  • Colt M1918 BAR 30-round
  • CZ 75 9mm 30-round
  • CZ 75 .40 16-round
  • FN FAL 100-round C-MAG
  • H&K MP5 9mm 100-round C-MAG
  • M110 SASS 25-round
  • Mosin-Nagant 5-round stripper clip
  • S&W 1026 15-round
  • Springfield M14 10-round
  • Springfield M14 100-round C-MAG

Other new accessories:

  • Silencer, MP9 device - intended for use with the new B&T MP9 submachine gun, which has proprietary threading.
  • UGL, H&K HK79 - 40mm NATO grenade, compatible with G3 family rifles (G3A3, HK91A2, HK33, G41).

Related changes

  • The AEK-919K now comes by default with the new 20-round magazine, making the 30-round magazine the 'extended' one.
  • The KBP OTs-33 Pernach's maintenance stats become DV+0 and RV+0. The new Stechkin APS will have the old values (DV-2, RV+1).
  • The VSS Vintorez magazines are renamed "AS Val magazines" since they're the exact same.
  • Recoil values: 5.56x45mm NATO, 7.62x25mm Tokarev and .30 Carbine are now Recoil 2 instead of 3, and 4.73x33mm Caseless is now Recoil 1 instead of 2.

Rare calibers

Four new calibers are introduced to MazeWorld:

  • .300 AAC Blackout
  • .338 Norma Magnum
  • .460 Rowland
  • 9x25mm Dillon

All four of these calibers are dubbed "Rare calibers", because there will be no stock weapons chambered for these rounds. So why are these special? Why are they useful?

Simple: all four of these calibers are becoming offerings among the Maze Customs families. In other words, in order to have a weapon that shoots one of these four calibers, it must be a Customs family weapon suitably rechambered.

In addition, three new engineering specification documents are introduced. They contain unique blueprints and information that must be brought to a Workshop, which can create two unique weapons: the Honey Badger, a Class 2 assault rifle in .300 AAC Blackout with an integrated silencer, and the LWMMG, a Class 1 machine gun chambered in the beastly .338 Norma Magnum caliber...

Firearm maintenance changes

Firearm maintenance statistics are being updated; the condition and cleanliness thresholds are modified, and the way firearm degradation works is changed slightly to introduce a consequential change. Now, each of the weapon degradation modifiers (from, for example, certain ammunition types) become multipliers instead of additions, which may lead to much faster weapon degradation.

In turn, many of the various ammunition types' weapon degradation stats are modified to reflect the above changes.

Maze Customs changes

Outside of the new calibers introduced above, several new services will be introduced:

  • Rem 700: Titanium weight reduction program
  • Full auto conversions for Beretta 96FS, CZ 75B-9 (is NOT the same as the CZ 75 AUTO), CZ 75B-40, Ohio Ordnance HCAR
  • Tactical conversions for Mauser M03 (M03 Target Custom), Tsar-Pushka SVL Lobaev (TSVL Custom), and Mossberg 590A1 (590A1 Tactical Custom)

Damage table changes

All caliber damage tables will be remade. All explosive weapons are also getting new damage tables, along with re-made, better clarified and simplified Explosives rules. Certain explosives are getting scrapped for balance purposes as well.

Other minor changes

  • A new system to calculate weapon repair and cleaning costs is being introduced. When bringing a weapon for repair or cleaning in a Workshop, now not only the actual condition/cleanliness of the weapon matters, but also its ease of repair/cleaning, which is tied to DV/RV values. In other words, the higher the DV/RV, the higher the ease of repair/cleaning and thus, the lesser the repair/cleaning costs.
  • New ammunition types:
    • Surplus (Pistol, Rifle) - Essentially an older, dirtier variant of FMJ. Statistically it is no different than FMJ, but degrades cleanliness 2x faster while being 0.5x as expensive as FMJ.
    • Cold-loaded (Pistol, Rifle) - Available in FMJ, HP and AP variants, cold-loaded ammunition is more or less the inverse of overpressure ammunition; it has less powder charge, resulting in less power, but also less recoil and degrades condition and cleanliness 0.5x as fast as FMJ.
    • Rubber baton (Shotgun) - A less-lethal shotgun slug, with a 50% chance to stun for 1 turn per successful hit.
    • Rubber buckshot (Shotgun) - A less-lethal buckshot shell, with a 20% chance to stun for 1 turn per pellet that hits.
  • Gun shops and weapon shops have a 12.5% (1d8, success on a 8) chance to carry a full bulk can of ammunition per caliber they sell. If the caliber is a pistol or rifle caliber, ammo type is Surplus, otherwise it's random.
  • The Colt M16 is scrapped, as it no longer has any differences with the similar M16A1.

Older

See the Changelog Archive.