Guide:Changelog (Meta, no ontology)

From Mazeworld

Revision as of 22:47, 22 May 2013 by SU Tempest (Talk | contribs)

Latest released Mazeworld update: April 13th, 2013; MazeWorld 2.4
Next planned Mazeworld update: Unknown date; Unknown version

Changelog archive can be found here: Guide:Changelog Archive

Post-2.4 additions

New stuff

  • New type of object in the Mazes: Containers. The Mazes' equivalent of treasure chests... MazeWorld style, of course.
    • New type of Key item, the description of which will be linked on the Containers page: Lockpicking kit, which enables the Lockpicking ability.
    • New type of Key item, the description of which will be linked on the Containers page: Keys.

The additions changed the total roomstyle count to 430, and the total event count to 6163.

Changes and fixes

  • The Colt 9mm SMG's weight has been increased, from 5 to 9. It is also now correctly listed as having the new style UGL mount, allowing it to mount the M203A1 UGL and the Masterkey USG.
  • The Colt AR-15A2's model was modified - previously it was a Government Carbine AR6520, it is now an HBAR R6550. As such, it now has a fixed stock and 20 inch barrel, and a weight of 22 units (previously 14). It is also correctly listed as having the OLD style UGL mount, allowing it to mount the M203 UGL.
  • Several explosives have been significantly buffed, to respond to complaints about their relative ineffectiveness.
  • The General Motors M3 'Grease Gun' and the MAT-49 are now correctly listed as capable of automatic fire only, instead of being select-fire (semi and auto).
  • Shrine gifts given by the gods is now controlled by a new EliasBot command: @Godgifts. They are pre-determined and randomly rolled.
  • Missing event in the event list fixed - the total event count is now correctly displayed as 6139.
  • Description of Heroin in the game files now correctly lists "FT+2" instead of the erroneous "FT+4".
  • The Winchester Model 1887 is now correctly listed as a sawn-off shotgun.
  • The TsNIITochMash PKP Pecheneg's bipod is now listed as integrated rather than standard.
  • The Browning BDA has been replaced by the famous and classic Hi-Power. All relevant changes have been made as well.
  • Beretta 93R now correctly feed Beretta 92 series mags instead of proprietary mags. As such, Beretta 93R magazines have been removed from the game.
  • To compensate and keep the amount of events the same, a new type of magazine has been introduced: the STANAG 60-round casket magazine, and will fit in all STANAG-compatible firearms.

MazeWorld version 2.4 changes

Quick statistics

  • Increases the total event count to: 6139 (+98)
    • 5 new Class 1 weapons
    • 1 new Class 2 weapon
    • 1 new Class 3 weapon
    • 2 new weapon accessories
    • 1 new caliber
    • 10 new variants to existing calibers
    • 1 new encounter
    • 2 new backpacks

Ammo weight balancing

Weight of ammunition for firearms will no longer be 0.01 unit per round for every caliber. Instead, all calibers will be grouped in 4 categories. Depending on the category, the individual weight of one round varies, according to their size and weight.

Weight Ammunition
Light: 0.01 unit .22 Long Rifle
.32 ACP
.357 SIG
.38 Special
4.6x30mm
4.7x33mm Caseless
5.45x39mm
5.56x45mm NATO
5.7x28mm
5.8x42mm
7.62x25mm Tokarev
9x18mm Makarov
9x19mm Parabellum
Medium: 0.02 unit .357 Magnum
.40 S&W
.44 AMP
.44 Magnum
.45 ACP
.45 Colt
.45 GAP
.454 Casull
7.62x51mm NATO
7.62x39mm
9x39mm
10mm Auto
Heavy: 0.05 unit .30-06 Springfield
.300 Winchester Magnum
.338 Lapua Magnum
.50 Action Express
.500 S&W
7.62x54mm R
7.92x57mm Mauser
12 gauge
12 gauge belted
Antimatériel: 0.1 unit .408 Chey Tac
.50 BMG
12.7x108mm

Backpack related changes

Two new backpacks, and many existing ones modified.

Existing models modified
  • Advanced backpack: Capacity changed to 90 units [+10]
  • Combat backpack: Capacity changed to 140 units [+20]
  • 72 Pattern LBE:
    • Capacity changed to 15 units [+15]
    • Ammo pouch capacity changed to 6 units [+2]
    • Consumabled pouch: Removed
  • IIFS LBE:
    • Capacity changed to 25 units [+10]
    • Ammo pouch capacity changed to 6 units [+2]
  • RM22SF LBE: Ammo pouch capacity changed to 10 units [+4]
  • PLCE LBE/Pack: Ammo pouch capacity changed to 10 units [+4]
  • MOLLE LBE/Pack: Ammo pouch capacity changed to 10 units [+4]
  • Il Duce webbing:
    • Capacity changed to 25 units [+10]
    • Ammo pouch capacity changed to 6 units [+2]
    • Spare weapon pouch capacity modified: It now accepts Class 3 weapons only, but of all weights.
  • Eagle Recon backpack: Ammo pouch capacity changed to 8 units [+2]
New models
  • Gunner LBE/pack: 60 units, Ammo pouch (Can hold ammo belts only, can hold 2, of any type)
  • Grenadier LBE/pack: 60 units, GL grenade pouch (12 units, only holds grenade launcher ammunition), Class 4 pouch (12 units, only holds Class 4 weapons)

Meta changes

Due to the inclusion of new variety of grenades for grenade launchers, caliber names for those grenades will change and include sub-variations, much like 12 gauge and its individual variants.

New weapons

As always, new weapons to add to the ever-growing list, in order to further refine variety.

New ammunition types

As noted above in the Meta changes, certain calibers will receive new types of ammunition, and existing ones will be renamed.

40mm NATO grenades

Existing 40x46mm grenade becomes M386 HE.

New types of ammunition introduced:

  • M576 buckshot - Fires 20 pellets of #3 buckshot, which is smaller than 12 gauge #00 buckshot. Although each pellet is individually less powerful than double-aught, there are far more pellets and a potential to cause more damage.
  • M651 tear gas - Similar to the M7A3 hand grenade, but in a 40mm NATO grenade.
  • M715 smoke - Similar to the M18 hand grenade, but in a 40mm NATO grenade.
40mm caseless grenades

Existing VOG-25 becomes VOG-25 HE

New types of ammunition introduced:

  • VOG-25P jumping grenade - Is similar to regular VOG-25, but has an additional, smaller charge which causes the grenade to bounce or seem to "jump" before exploding, resulting in an airburst explosion. This grenade has the ability to bypass cover and hit targets behind as if cover was never there.
  • Gvozd tear gas - Similar to the M7A3 hand grenade, but in a 40mm caseless grenade.
  • GRD-100 smoke - Similar to the M18 hand grenade, but in a 40mm caseless grenade.
43mm VGM-93 grenades

Existing VGM-93 becomes VGM-93.100 HEI.

New types of ammunition introduced:

12 gauge belted

Declined in two versions: the existing one is renamed CAWS buckshot. A second, new one, will be introduced as the CAWS saboted slug, and is the CAWS equivalent to the 12 gauge slug.

New encounters

  • The SRT Guard (Special Response Team), a type of Maze Guard with Maze Soldier style weaponry which would work as the Mazes' SWAT equivalent. It would be the hierarchic superior of Guard Sergeants, but still be under the Guard Chief.

Other new features

  • Vault rooms can now lead to a new shop type: the Bank. The vaults in vault rooms have also been made impenetrable and can no longer be opened by hacking a keypad; as said keypad has now disappeared. Vaults may only be operated by a banker, under the fingerprint/heartbeat sensor system already in use in hiring bureaus.
  • A new ability: Waiting in rooms in order to wait for possible encounters to come in the room the contestant is currently in. A standard 2d6 roll is prompted, and depending on the roll result, the roomstyle, and the contestant's Wanted Level, varying types of encounters can come in. The ability can be triggered only once per room, but has no cooldown period.
Banks
  • Banks are a brand new shop type, tied to the vault room roomstyle. They are not scripted.
  • A contestant can open a bank account in one.
  • A contestant can deposit and withdraw money from their account, as well as move money from and/or to shop credits, in the shop type of their choice, and even if they never previously had credit in the shop before. This allows for better flow of the contestant's money and increases the degree of management of their wealth.
  • A contestant can also deposit and withdraw objects and valuables, which are then taken to a vault and kept.
  • No withdrawal fees, no item keeping fees, and no taxes.
  • Bank services can be partially accessed over the phone using the appropriate phone number, so that a contestant can manage their money from anywhere. However, evidently, it doesn't make item management possible.
  • Contestants can use some of the money they have on their account to transfer it to another Mazes resident's account. This can be used, for example, to officially hire someone, and is now the preferred way over simply handing cash in person.

Changes in gameplay mechanics

  • Minor gameplay mechanic change: an expansion of the cover taking system, which allows a contestant to open fire WHILE taking cover, but with a FT+2 malus. Shooting while taking cover evidently nulls stealth shot as well. A possible further expansion of this mechanic may include the ability to shoot in the same way while trying to escape a room, also with the FT+2 malus. (Again this needs testing to see if the malus is adequate)
  • Silencers will lose their FT-1 ability, and will only be useful for stealth. (Author's note: "seriously guys stealth shot is awesome, take cover more often >:I" )

Post-2.3 fixes

  • Meta: Purged the "Real-life data" section of all firearm articles, and made it unnecessary to write one for any subsequent ones, in an effort of speeding article writing.
  • Right door Endgame has been rewritten. The right door choice now leads to a final, difficult adventure. The FinalN, FinalA and FinalT endings have been altered. (Pending modifications on the wiki!)
  • Certain weapons have now been made compatible with the Leupold DeltaPoint:
  • The Heckler & Koch MP5/40A2's weight is changed to 9 (previously: 5).
  • Maze Customs fixes and additions:
    • For balance reasons, there is now a cap on how many custom rounds can be ordered, which is either 60 rounds OR a full ammo belt.
    • Overpressure ammunition can now be ordered for handgun calibers only instead of all handgun and rifle calibers.
    • Three new ammo mods are now proposed: Segmented, Armor-Piercing (AP), and Hollow-Point (HP).
    • New modification type for 1911SS, 1911DS, L-Frame and Glock families: Barrel material upgrade. This service proposes upgrades in what material the barrel of those handguns are made of, which negates some of the negative effects of overpressure ammunition.
  • Slightly fixed the damage tables of 7.62x54mm R, 7.62x39mm .454 Casull and 7.62x51mm NATO.
    • 7.62x54mm R is now slightly more powerful against Light and Hardskin.
    • 7.62x39mm is now more powerful against Hardskin, and slightly more against Kevlar-2.
    • .454 Casull was made slightly more powerful against Naked and Light but slightly less against Hardskin.
    • 7.62 NATO is now slightly more powerful against all ACs except HEV.
  • Muzzle brakes now have a far different effect, replacing the old one as it was deemed inappropriate and out of place. The new effect is: Decreases Recoil level by 1.

MazeWorld 2.3 changes

Quick statistics

  • Increases the total event count to: 6040 (+250)
    • New feature: Recoil system
    • New features: 4 new weapon accessory types
    • 11 new Class 1 weapons
    • 5 new Class 2 weapons
    • 8 new Class 3 weapons
    • 42 new weapon accessories
    • 1 new caliber
    • 2 new food items
    • 1 new blueprint
    • 3 new crafting-relevant items

Meta changes

  • Weapon naming nomenclature ingame (Internal files and IRC channel) will change to adapt to the changes and additions

New gameplay mechanic: Recoil

Recoil is explained in detail in this article.

New Weapon accessory types

New types of weapon accessories are formally introduced to Mazeworld along with the recoil system, in order to help shooters control the newly-introduced recoil of their weapons in different ways. Those accessories are:

  • Bipods
  • Foregrips
  • Muzzle brakes

The way they function will be both described in detail on the Recoil and Weapon accessory pages. Several weapons of the game will be made compatible, or even come standard with those accessories, retroactively, which will introduce a new dimension of loadout strategy.

Obligatory bag of new weapons

New Class 1 weapons

New Class 2 weapons

New Class 3 weapons

And a brand new crafting-only exclusive weapon, built via the Kourin blueprint:

New caliber: 5.8x42mm

5.8x42mm, also known as 5.8x42mm DBP87 or 5.8mm Chinese, is the standard service caliber of the People's Liberation Army (People's Republic of China) in the real world. A single cartridge (with different loads) may be used for a variety of applications, ranging from standard service rifles, DMRs, light machine guns and even short-barreled rifles for CQC, all with a same, polyvalent and powerful cartridge.

  • 77 grain, 2003 Joule muzzle energy, 870 m/s muzzle velocity
  • Silencer available in this caliber
  • Recoil Level: Normal
  • Ammunition available in boxes of 30 and 150, for 4.50 P$/round
  • Power chart:
Type Unarm Light Hardskin Kevlar-2 Kevlar-3 Kevlar-4 HEV
Bullet 75% 74% 73% 66% 56% 37% 17%

Weapons planned in 5.8x42mm

Other planned additions

Extra magazines for existing firearms

New underbarrel weapon accessory

  • Masterkey 12 gauge pump-action shotgun attachment. Capacity 3+1.

New roomstyles

  • The 5-room Corridor
  • The versatile Office
  • The Shooting Range, return of an old feature, revamped for modern MzW

Additionally, existing roomstyles improved and expanded on, mostly in the appearance of large groups of encounters in certain areas.

New food items

Special thanks in advance to:

    • Player Eris (famous for Kaguya Houraisan and Eris Lilium) for giving me info about the Bad News rifle. It truly came as a very Mazeworld-ish weapon to me and was missing from our weapon roster. Thanks, Eris!
    • Player Selisona (Snow Winters, Aoi Kikuchi) for further weapon propositions and suggestions, some of which made it in the planned additions. Thansk to you too!
    • Mr. Bryan Lester of Matebafan.com for his very educational and informative website about the Mateba auto-revolvers and his very kind e-mail, which was helpful in helping me decide implementing the MTR-8 in the Mazes.
    • All of our players and supporters for being loyal since nearly 2 years. We wish you a Merry ChristMaze in advance! :p

Post-update fixes for version 2.2

MazeWorld 2.2 changes

Quick statistics

  • Increases the total event count to: 5886 (+335)
  • Adds 1 new services
  • Adds 1 new supply crate and 1 new medical aid
  • Adds 8 new bionic implants
  • Adds 2 new firearm calibers, 3 new non-firearm ammunition
  • Adds 37 new weapons, including...
    • 12 new Class 1 weapons
    • 7 new Class 2 weapons
    • 14 new Class 3 weapons
    • 3 new Class 4 weapons
    • 1 new Class 5 weapons (1 Long, 0 Short)

New gameplay feature

We now have a system of Achievements.

Maze Customs

The Maze Customs atelier is an extension to engineering workshops. Engineers, which are also by job and nature, gunsmiths, are now proposing a new service: firearm customization. As it is an extension of engineering workshops and not a stand-alone shop, the Maze Customs service will be readily available in all workshops, on top of the usual crafting services.

This service offers:

  • Customization of pre-existing firearms that are part of a "family" to fit the user's needs
    • Those families are: 1911 Single Stack, 1911 Double Stack, Glock, L-Frame revolver, MP5, AR-15, Remington 700, Black Arrow
  • Ammunition overpressure service, which will increase the power of firearm cartridges at the cost of reliability and increased risks. This service does not apply to the following weapons: Weapons firing 12 gauge, 12 gauge belted, Golden 4.2mm bullet, any grenade launcher, any rocket launcher.
  • Barrel rechambering into other calibers, along with manufacture of custom magazines and speedloaders
  • For revolvers, various cylinders allowing varying capacities, typically between 5 and 8 shots
  • Rail and scope mount installation
  • Auto-sear conversions, select-fire switches, and trigger groups
  • Barrel length conversions
  • Barrel/stock configurations
  • Visual and cosmetic modifications, such as color schemes, engravings, and more

Miscellaneous new items

All items that weren't numerous enough to warrant their own category.

New bionic implants

Brand new bionic implants, many of which have been requested or suggested by players.

  • Bionic Implant 18 - "Orc Skin" body resiliency enhancer (O-BRE): Pain sensitivity -10%. Cost: 1000 P$
  • Bionic Implant 19 - "Hydra Skin" body resiliency enhancer (H-BRE): Pain sensitivity -30%. Cost: 1500 P$
  • Bionic Implant 20 - "Armored Dragon Skin" body resiliency enhancer (A-BRE): Pain sensitivity -50% + unbreakable ribs. Cost: 2750 P$
  • Bionic Implant 21 - "Akimbo Master" dual wielding mastery enhancement (DWME): Has the same effects as the regular Akimbo Mind, but also gives a Failure Threshold -1 bonus. Cost: 3000 P$
  • Bionic Implant 22 - "Bionic Eyes" vision versatility enhancer (VVE): FT-1 + Eye become indestructible and immune to blindness, smoke and flashbangs, and may provide night vision in low-light areas. Cost: 3000 P$
  • Bionic Implant 23 - Encounter affinity identification scanner (EAIS): Scans encounters and informs the user of their hostility. Works with disguises. Cost: 1500 P$
  • Bionic Implant 24 - Item composition identification scanner (ICIS): Scans items and informs the user of their composition, nature, and proper use. Cost: 2750 P$
  • Bionic Implant 25 - "Ninja Speed" evasiveness and mobility enhancement (EME) - If possible, escaping, taking cover, and passing encounters unnoticed always succeed. (Removes the need to roll a 2d6 to perform those actions) Cost: 2500 P$

New non-firearm and related items

A brand new Class 5 Long weapon, the Fukiya. A Japanese blowgun which can shoot special darts.

Darts come in three variants: Normal, Poison and Tranq. Normal and Poison darts can be found at random, or bought in relevant shops. Poison darts can be crafted, and Tranq darts can only be obtained via crafting.

New firearms in existing calibers

27 new weapons to fill niches that were previously not existing at all, or were hardly noticeable at all. WWII vintage weapons, strange and delicious Russian weaponry, mini sniper rifles, pistols with snazzy (and 100% legit) names, hand cannons, guns in under-represented calibers, new ways to say "hello" with shrapnel, and more. Seriously, there's something for everyone here.

New Class 1 weapons

New Class 2 weapons

New Class 3 weapons

New Class 4 weapons

  • (image) M26 "Lemon" grenade - Fragmentation grenade
  • (image) MkII "Pineapple" grenade - Fragmentation grenade
  • (image) RGD-5 grenade - Fragmentation grenade

New calibers

Two brand new firearm calibers, as well as a selection of weapons for each, to expand on Mazeworld's already extensive collection. There's also a new bow arrow type.

.454 Casull

(image) .454 Casull - Developed by Dick Casull and Jack Fulmer in 1957, from the .45 Colt, of which it is a longer version capable of withstanding much greater pressures. It results in a far more powerful cartridge, suitable for defense against bears... among other things.

.454 Casull revolvers may also shoot .45 Colt.

A selection of 4 firearms in .454 Casull:

  • Exclusive, crafting-only Class 3 weapons - (image) Hellsing Arms .454 Casull 'Joshua' - Semi-automatic pistol, box magazine (7+1 rounds)
    • Due to the very long barrel (pistol length is 36 cm), it has an innate FT-1 bonus.
    • Requires the Joshua blueprint
    • New crafting items required for building it: Long TiN barrel, Long pistol slide, Long pistol frame, .454 Casull pistol magazine (and .454 Casull ammunition, though it can be built successfully without)

7.92x57mm Mauser

(image) 7.92x57mm Mauser - Developed by the German Rifle Testing Commission in 1903, and adopted by the German Military in 1905, it is also sometimes called 8mm Mauser, or 8x57mm IS. It was Germany's main service cartridge during both World Wars, but still is today a popular military and hunting cartridge.

A selection of 5 firearms in 7.92mm Mauser:

  • Class 1 - (image) Mauser Karabiner 98k - Bolt-action rifle, internal magazine (5 rounds, stripper clip)
  • Class 1 - (image) Mauser MG42 - Automatic light machine gun (50 round belt)
  • Class 1 - (image) Rheinmetall FG42 - Select-fire battle rifle, box magazine (20+1 rounds)
  • Class 1 - (image) Walther Gewehr 43(W) - Semi-automatic rifle, box magazine (10+1 rounds)
  • Class 1 - (image) Zastava M76 - Semi-automatic sniper rifle, box magazine (10+1 rounds)

New arrow type

Explosive arrows. Can only be obtained via crafting, using the XArrows blueprint.

  • Relevant crafting item required: Bottle of picric acid
  • Explosive arrows, similarly to FRAG-12, only cause localized explosions that don't cause splash damage.