Guide:Changelog Archive (Meta, no ontology)

From Mazeworld

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This page will list the changelogs for all previous versions of MazeWorld. To check the latest version's changes, and any upcoming changes in the future, please check the [[Guide:Changelog|Changelog]].
This page will list the changelogs for all previous versions of MazeWorld. To check the latest version's changes, and any upcoming changes in the future, please check the [[Guide:Changelog|Changelog]].
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== September 29th 2014 ==
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* Tiny fix related to multiple-barrel weapons; their fire mode is no longer treated as "semi-auto", but as "single shot", with a marker, such as "(x2)" or "(x3)" depending on the amount of barrels.
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== September 26th 2014 ==
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'''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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** A new human criminal, the [[Marauder]].
 +
** Four new [[dragons]], all elemental: the ice elemental '''Draken''', the '''Acidragon''', the '''Electragon''' and the '''Venedrac''', a poison elemental.
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** A new giant [[worms|worm]], the '''Death Worm''', with terrifying poison touch, acid spit and thunderball spit attacks.
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* Minor changes related to encounters:
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** The '''Vere Celen''' is renamed to the more generic '''Perverted Dragon'''.
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** Regular, non-elemental '''Dragons''' gain the '''Wyvern''''s old Fireblast attack, while Wyverns now gain a more powerful Firestorm attack.
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** '''Knuckers and Wyverns''' no longer have their own bite, instead using the standard Dragon's bite.
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** [[Gangster|Gangsters]] no longer carry pre-defined weapon. Now, they carry two random weapons, and 2 full magazines for each (or equivalent, if applicable). The default LBE also changes to a VersaForce tactical vest and a Default belt.
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** Gangsters now gain the ability to call for backup, as well as a mobile phone with full battery to do so.
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** Gangsters met at random may belong, randomly, to the Yatela family, the Loggia family, or another, lesser group.
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** Gangsters, Desperados and Marauders may, without desiring to actually engage in a fight, attempt to rob the Contestant - handing over money and/or valuables may avert a fight.
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* New [[room]]styles and changes to existing ones:
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** New: '''Studio room''', with recording equipment. Variants exist; two TV news sets with television crew (one human, one youkai), a studio for recording music, another for recording porn movies.
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** Modified: '''Radio room''', which are no longer simple rooms with a @radio but instead, are the actual recording rooms and emission areas for radio stations. In a way, they are the radio version of studio rooms. They are made rarer, and the corresponding radio station is chosen at random.
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** Modified: '''Armories'''. If empty, they may still contain a random free weapon, but they are no longer occupied by Maze Soldiers; instead, they may be occupied by gun shops. Armories become the default roomstyle for gun shops as well.
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** Modified: '''TV rooms''' are renamed '''Break rooms''', and now contain radios, tabletop games, may spawn gamblers, all this on top of the television and the couch. Certain variants can contain random stuff.
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** Removed: '''Prison room''', now only accessible if the Contestant is arrested and brought to prison.
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** Removed: '''Military bedrooms''', now only accessible if the Contestant accesses the relevant areas in a military barracks.
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* Rule changes:
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** [[Load-bearing equipment]]: Items located in the '''Backpack''' become inaccessible when combat is ongoing, unless 1 turn is spent to '''set it down''' in order to access its contents. Setting down a backpack for the purpose of accessing its contents is not considered the same as actually dropping it, which suggests it is to be thrown away or given to someone else. Another turn must be spent to re-wear a set down backpack, if desired.
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** [[Weapon|Weapons]]: When '''reloading''' weapons, magazines (and speedloaders, stripper clips, etc.) are now immediately dropped on the floor instead of swapped in the inventory. Again, don't forget not to leave them behind if you want them back.
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* [[Customs:Ammunition|Ammunition]] changes
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** Segmented ammunition will now have variable limb damage, which should match the variable Pain it provides.
== September 9th 2014 ==
== September 9th 2014 ==

Revision as of 23:58, 18 October 2014

This page will list the changelogs for all previous versions of MazeWorld. To check the latest version's changes, and any upcoming changes in the future, please check the Changelog.

September 29th 2014

  • Tiny fix related to multiple-barrel weapons; their fire mode is no longer treated as "semi-auto", but as "single shot", with a marker, such as "(x2)" or "(x3)" depending on the amount of barrels.

September 26th 2014

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

  • New encounters:
    • A new human criminal, the Marauder.
    • Four new dragons, all elemental: the ice elemental Draken, the Acidragon, the Electragon and the Venedrac, a poison elemental.
    • A new giant worm, the Death Worm, with terrifying poison touch, acid spit and thunderball spit attacks.
  • Minor changes related to encounters:
    • The Vere Celen is renamed to the more generic Perverted Dragon.
    • Regular, non-elemental Dragons gain the Wyvern's old Fireblast attack, while Wyverns now gain a more powerful Firestorm attack.
    • Knuckers and Wyverns no longer have their own bite, instead using the standard Dragon's bite.
    • Gangsters no longer carry pre-defined weapon. Now, they carry two random weapons, and 2 full magazines for each (or equivalent, if applicable). The default LBE also changes to a VersaForce tactical vest and a Default belt.
    • Gangsters now gain the ability to call for backup, as well as a mobile phone with full battery to do so.
    • Gangsters met at random may belong, randomly, to the Yatela family, the Loggia family, or another, lesser group.
    • Gangsters, Desperados and Marauders may, without desiring to actually engage in a fight, attempt to rob the Contestant - handing over money and/or valuables may avert a fight.
  • New roomstyles and changes to existing ones:
    • New: Studio room, with recording equipment. Variants exist; two TV news sets with television crew (one human, one youkai), a studio for recording music, another for recording porn movies.
    • Modified: Radio room, which are no longer simple rooms with a @radio but instead, are the actual recording rooms and emission areas for radio stations. In a way, they are the radio version of studio rooms. They are made rarer, and the corresponding radio station is chosen at random.
    • Modified: Armories. If empty, they may still contain a random free weapon, but they are no longer occupied by Maze Soldiers; instead, they may be occupied by gun shops. Armories become the default roomstyle for gun shops as well.
    • Modified: TV rooms are renamed Break rooms, and now contain radios, tabletop games, may spawn gamblers, all this on top of the television and the couch. Certain variants can contain random stuff.
    • Removed: Prison room, now only accessible if the Contestant is arrested and brought to prison.
    • Removed: Military bedrooms, now only accessible if the Contestant accesses the relevant areas in a military barracks.
  • Rule changes:
    • Load-bearing equipment: Items located in the Backpack become inaccessible when combat is ongoing, unless 1 turn is spent to set it down in order to access its contents. Setting down a backpack for the purpose of accessing its contents is not considered the same as actually dropping it, which suggests it is to be thrown away or given to someone else. Another turn must be spent to re-wear a set down backpack, if desired.
    • Weapons: When reloading weapons, magazines (and speedloaders, stripper clips, etc.) are now immediately dropped on the floor instead of swapped in the inventory. Again, don't forget not to leave them behind if you want them back.
  • Ammunition changes
    • Segmented ammunition will now have variable limb damage, which should match the variable Pain it provides.

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.
    • Bullet-type damage now deals 0.1 damage to clothing instead of 0.01.
    • Damage types meeting clothing that are Resistant to their type cause 0.5 damage per hit in lieu of 0.1.

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)

Post-v3 updates

May 20th 2014

  • Mobile phones can now be collected both as a key item and as regular items. The first mobile phone, if taken, is always treated as a key item; any additional phones found and collected afterwards are treated as regular items and weigh 1 unit each.
  • Mobile phone batteries now weigh 0.1 unit, in order to make it more advantageous to carry spare batteries rather than spare phones (though spare phones may still be useful to pass to allies, or for crafting)
  • Mobile phones have also been added to the list of crafting ingredients sold by workshops - as they technically ARE a crafting ingredient, namely in the PhoneB blueprint.

May 17th 2014

  • Mini update: Cartridge holders are renamed Speed strips, in order to correctly refer to what they were meant to be.

April 25th 2014

  • Martial arts reform - Unarmed combat is totally revamped with new, more realistic hand-to-hand fighting techniques.
  • The Shotgun update - Brand new multiple projectile system (now the amount of pellets that hit is variable instead of being a fixed number), and an updated shotgun shell selection (see 12 gauge and 12 gauge belted as well as updated damage and recoil tables), which includes the brand new Tactical buckshot.
  • Other minor changes:
    • The Taser M26 will become the Taser X26C, and is no longer infinite use; it now requires the use of ammunition; Taser cartridges, each of which allow for one "shot".
    • Change in the system of clothing proofs: Now, Pain is irrelevant to injuries. Like Bullet-type damage, all other damage types must now cause a certain amount of limb damage, depending on clothing protection level, in order to cause an injury. "Not resistant" clothing requires 1+ limb damage, "-Resistant" requires 2+, and "-PROOF" requires 4+.

April 19th 2014

  • Fixed the HK69's name; the full name is now Heckler & Koch HK69A1 instead of simply "HK69".
  • Fixed Franchi SPAS-15 behavior; was previously stated to be semi-automatic, but is now correctly pump-action/semi-automatic, like its cousin the SPAS-12.

April 12th 2014

  • Randomly found ammunition boxes and full weapons are no longer found with the full amount in the box or magazine. Instead the amount is random, between 0 and the maximum capacity of the weapon or the listed amount on the box.
    • This also applies to randomly found lone magazines (and equivalent ammo-holding accessories); they may also be found with a random amount of ammunition (of a random type) still inside.
  • Guards and their variants no longer automatically "self-report" their deaths when killed by the Contestant; instead their deaths must be reported by witnesses, which must also survive, just like other encounters protected by the law.

March 31st 2014

  • Minor tweaking of the Four genders system; namely when it comes to naming. Futanari is now officially "X-female", and Otoko is now officially "X-male". Check the article for clarifications (which has also been partially rewritten and cleaned up).

March 27th 2014

  • EXPERIMENT: The previously publicly known stats and rolls (Hunger rolls, Pain levels, Limb damage and full list of injuries sustained whenever damage is taken) is now hidden, replaced with more vague descriptions. Instead of "Pain +28%", for instance, it would be replaced by something like "<X is> seriously hurt by the hit," and similar analogues. This is an experiment to improve simulationism. Only Contestants with a HEV Suit can be given detailed, numbered statistics; the Vital HUD becomes a lot more valuable in turn.
    • Update April 18th: The experiment is successful.

March 25th 2014

  • Fixed an obsolete event line: Found the scrapped flashlight-bracelet to still be present on the wiki and on the event lines, despite this item was meant to be removed after the introduction of weaponlights and laser sights.

March 24th 2014

The LBE update part 2: The Fix: Electric Boogaloo

  • Several magazines received new empty weight values.
  • Introduction of magazine size tiers, which explicitly categorize magazines; size tiers corresponds to empty weight.
  • Size tiers are now relevant for Load-bearing gear, particularly ammo pouches; in lieu of a maximum weight limit, which spawned inconsistencies (such as a pouch's ability to fit a half-filled magazine because it was under max weight, but unable to once adding more rounds). Now ammo pouches will have mag size tier requirements instead of max weight requirements.
  • Unrelated to the LBE update fix; Now experimenting numbered and explicit room counting, so that people reading the logs can easily tell how many rooms the Contestant hasvisited.

March 23rd 2014

  • Officially codified the proper definition (and default equipment) of a youkai activist, which as you can see, now has its own article.
  • Codified the ability to call backup properly for many encounters. Now, a backup call is a proper ability something certain encounters can do if they have and can use a mobile phone. The caller is required to wait for a certain amount of turns until the backup arrives. Then, once they have arrived, a cooldown period starts during which another call will be fruitless - to avoid spamming backup. Certain of those encounters now have new equipment; usually a default belt and a mobile phone so that they can make the calls.
  • The Contestant is also able to make "backup calls" through the use of a new ability, the Contact call. The Contestant is also able to make a proper backup call during Proxy missions once reaching the sufficient rank, as a separate ability from Contact call, but this is only due to the fact the Contestant becomes a member of the military and enjoys all of the aspects associated to the status.
  • Minor fixes pertaining to roomstyles (mostly typos).

March 21st 2014

Insomnia update: All of the fixes below were fixed in the middle of the night, because Tempest couldn't sleep.

  • Elemental attacks: Certain effects have been modified.
    • Spec-Ice frost attacks can no longer shatter weapon accessories. Frost now encases the weapon for a given amount of time (unless a source of fire is applied to the weapon, in which case it melts immediately), rendering the weapon unusable, until the ice melts away. These attacks also reduce Durability.
    • Spec-Aqua attacks; the water-fill effect was entirely reworked. The water-fill effect is now the following: For a period of 1d4 turns, majorly increased overpressure occurs due to the presence of water inside the firearm; DV/RV lost per shot are multiplied by 8 (may stack with other multipliers, such as those of overpressure ammunition, so beware!).
    • All durability and reliability point losses from secondary effects are divided by 2 when applied to UGLs or USGs.
  • Minor changes related to chefs and bartenders; mostly minor meal cost tweaks.
  • Hakutaku behavior modified: they can now identify all ID-able items instead of just mushrooms, but will typically ask for a fee (50 P$/item).
  • Fixed a missing event line: Smith & Wesson M&P357 magazine.
  • Fixed a missing event line: 5-round .45/.454 cartridge holder. Also fixed a typo on the ACL. (Said "6-round" instead of "5-round"...)

March 13th 2014

Introduction of several fixes and features which may cause changes to your inventory. All relevant inventory-changing modifications are marked with a [!]. NEW INVENTORY SHEETS WILL BE GIVEN.

The LBE update

"Backpacks" are no longer called as such, they are now broadly referred to as Load-bearing equipment (LBE).

Load-bearing equipment is now separated into four categories.

  • Load-bearing vests: Already implied to exist with the items referred to as "LBE" or "vests", they are now separated from the backpacks proper (see below). They will primarily specialize in allowing the 'pouches' to exist in the Contestant's inventory; primarily magazines, but also spare weapons (handgun holsters, sometimes extra grenades). The majority of those vests do not allow for a lot of general carrying capacity, however.
  • Backpacks: Back-worn items made to allow general carrying capacity, some of them may exceptionally allow extra specialized pouches (grenade rings, ammo belt carriers, medical items...). Most importantly, it enables the money pouch which can carry up to 2000 P$ without ; no other load-bearing item class enables it.
  • Leg rigs (new): Though a "default" holster is assumed to exist for every handgun, it is now possible to carry additional gear on the legs, such as extra pistol mag holsters, or more generic leg pouches to carry extra things.
  • Belts (new): A 'default' utility belt will be introduced as normal gear and will allow carrying key items only (at the exception of Amulets which can be carried by even a naked person), though extra ones will be introduced as well. These may allow for minimal extension of carrying capacity.

The full list of load-bearing equipment will appear on the relevant wiki page. Additionally, a few extra changes were brought in:

  • Startgame load-bearing gear has changed: No longer a free RM22SF vest, the new free equipment is a Default belt and a Field pack.
  • If a Contestant or a creature capable of carrying LBE has none (or only a Default belt), depending on their clothing they may still benefit from a carrying capacity of 1.5 units in an assumed "pants pockets".
    • This isn't valid if the concerned creature wears no Bottom, or wears one of the following: Fundoshi, Panties, Thong, Bottom piece of bikini, as they won't have pockets.
  • The Pants with belt were renamed Regular pants.
  • Many encounters receive new standard equipment, in line with the new LBE items.
  • Clothes shops now sell 8 random types of load-bearing gear instead of just 3.

To all players: Your contestants will be given new load-bearing gear to replace your old ones.

Other minor fixes

  • Fixed a missing behavior of scientists; they are now correctly capable of identifying unknown mushrooms.
  • Several magazines now have an empty weight of 0.25 units instead of 0.5 units. [!]
  • New offerings at the Maze Customs:
  • Amount of empty rooms increased, both empty events and empty roomstyles.
  • Bleeding system modified, now the Bleeding counter is called the Blood counter. Bleeding rate is now a fixed loss of 0.1 unit per turn and per open wound, instead of a chance to bleed every turn. The blood counter now goes from a maximum to 0 instead of the contrary; made more sense to track the "amount of blood remaining" rather than "the amount of times bled". [!]
  • Engineers and shrine maidens received service weapons. Now, engineers all carry an H&K MP7A1 with a 40-rd magazine, and shrine maidens get a Glock 17.
  • New magazine for Glock 22 and Glock 31: Glock .40/.357 22-round extended magazine. Costs 80 P$.

March 8th 2014

  • Fixed many weapon event lines; the majority of weapons that had accessory rails were missing their "Rail" on their event lines.

February 19th 2014

  • The SMLE Sniper is no longer able to be reloaded using SMLE stripper clips, which is the intended and correct behavior.
  • Fixed missing text on the event line for the ZiD Fedorov Avtomat; the "+1" mention was missing.
  • New MazeBot command: @game-enc, for all butcherable, non-human non-youkai creatures. Serves as a way to spawn valid 'game' for Hunting more often.
  • Modified roomstyles.
    • All night versions of outside areas are now dark and cause environmental blindness.
    • Added new variants to roomstyles which spawn @game-enc.
    • New roomstyle: Outside area; Farmland.
  • Modified naming conventions of certain firearms.

February 15th 2014

MzW Version 3 changes

New features

Additions to the planned changes below have been made, and will be detailed in time. "Version 2.6" has been renamed "Version 3", to symbolize the end of the 2.0 era and further cementing the entrance of MazeWorld into a new era.

The new features are:

  • Inclusion of a long-requested Hunting system, which allows Contestants with the right tools and skills to eat freshly killed opponents.
  • A new weapon accessory reform, the introduction of weapon-mounted flashlights and laser sights, a reworking of optics, and many associated minor changes.

Deep changes to basic gameplay elements have been introduced, in order to enhance and recreate a better experience.

  • Base Failure Threshold has been raised to 6 instead of 5, which should dramatically change average accuracy, and emphasize the importance of FT modifiers even more.
    • Explosive damage tables have been modified; Direct hit on 12 or 11, Close-hit on 10 or 9, Far hit on 8 or 7, a new category called Negligible hit on 6 or 5, then Miss on 4 or 3 and Critfail on 2.
    • "Negligible hit" causes a 0.25x damage multiplier.
  • Bullet-type damage: Now, when hitting a target, a bullet, or projectile causing Bullet-type damage, will cause an open wound instead of only causing the loss of 1 unit of blood. This condition is no longer tied to Pain, but to Limb damage; it will only cause an open wound if it dealt at least 1 damage. 0 or less causes no open wound and no blood loss.
  • The Endgame has been remade.

Weapons and ammunition

As always, a bag of new weapons to celebrate the new version, as well as some changes pertaining to the existing ones.

New weapons

  • 28 new weapons total, the majority of which are firearms.

Class 1 weapons

17 new weapons.

Class 2 weapons

2 new weapons.

Class 3 weapons

5 new weapons.

Class 4 and Class 5 weapons

4 new weapons.

Other things

Outside of all of the magazines related to the above weapons, the following will also be added:

Weapons which will be removed

  • The brass knuckles will be scrapped.
  • The Legendary Weapons (alongside the midgame quest and the Legendary Shrine) will all be scrapped.

Other weapon-related changes

  • The FN Minimi's STANAG mag well will no longer be inaccessible. The weapon will now have the ability to switch between Belt-fed mode and Mag-fed mode. Belt-fed mode allows to use the weapon the usual way, with ammunition belts. Mag-fed mode allows the users to feed the weapon using STANAG magazines of any type. However, Mag-fed mode imposes a critical failure range of 2-4).
  • Like the Minimi above, the IMI Negev's mag well will be accessible as well. The weapon will now have the ability to switch between Belt-fed mode and Mag-fed mode. Belt-fed mode allows to use the weapon the usual way, with ammunition belts. Mag-fed mode allows the users to feed the weapon using Galil magazines. Just like for the Minimi, Mag-fed mode imposes a critical failure range of 2-4).
  • The .45 GAP caliber, all firearms, all accessories and all Customs offerings related to .45 GAP, will be scrapped entirely.
  • The Glock 22 and the Glock 31 will now correctly share the same magazine, which will be renamed "Glock .40/.357 15-round magazine". As such, their magazines become interchangeable. The changes will be reflected in the Customs as well. As always, be careful about using the wrong caliber - what matters isn't guns matching magazines but rounds matching barrels.
  • The Heckler & Koch Mark 23 will no longer use a proprietary magazine. They will now correctly use .45 ACP USP mags. In real life, there is no difference between a new production USP .45 mag and a Mark 23 mag, aside from the floorplate. In the Mazes, floorplate differences are largely cosmetic and won't be transcribed here. An USP .45 mag and a Mark 23 mag are the same, as far as we are concerned.
    • This will also make the Mark 23 compatible with the new extended USP .45 20-round mags.

Changes about Encounters

Plenty of changes pertaining to the game's Encounters! But first, new creatures.

New category: Halflings

Halflings are a group of species referring to beings which are mostly human physically, save for certain animal features. They are referred to collectively depending on their species (<species>-people, <species>-person), either suffix can be replaced by gender referrals such as -man, -woman, -futa, -otoko, and variations, when appropriate. The encounter name uses the <species>-person format.

For halfling description, an eleventh Physio code number is reserved to them, and a new bot command, !GenHalfling, has been created for convenience.

Golems

Youkai

  • Kanedama - A wicked youkai, and an animated pile of coins. Killer coins, if you will.
  • Hainu - A wicked youkai with the appearance of a white wolf with a pair of wings. Violent, reckless, but not that powerful.
  • Itsumaden - A wicked chimera youkai. Birdlike in general shape, but has the face of a human, and the tail of a snake.
  • Taimatsumaru - A wicked avian youkai. Resembles a humanoid hawk, with limbs and feathers seemingly made of fire. They share their knowledge of martial arts with tengu, with the added effect of fire.

Creatures which will be removed

  • The Prisoner variants, "Old prisoner" and "Rebellious prisoner", will be scrapped.

Other changes

  • A new Armor Class will be introduced: RawDmg (Raw Damage, or RD).
    • Encounters with RawDmg AC have no Pain meter and are unaffected by anything related to Pain - strength perks do not apply, pain sensitivity is unneeded, and so on.
    • In order to kill or destroy an encounter with RawDmg AC, they instead have a Limb damage HP counter with a single value for their entire body. When their HP is depleted to 0, the encounter dies. In lieu of a strength perk, RawDmg AC may instead have natural LDV reduction.
    • Zombies, Drones, Golems, the Mecha Tentacle Monster, and unique encounters will receive this new AC.
      • Golems, in particular, also receive a new special trait which stipulates they suffer triple limb damage if hit on their weak point, their forehead engraving, so as to mirror the way Weak Points cause triple Pain damage when struck.

Maze Customs expansion project

Yes, what wouldn't we do to make the Maze Customs ever more important. The expansion project is currently reviewing ideas and features for feasibility and usefulness. Primarily, these ideas are about customization offerings for firearms not belonging to Customs families, or available as a general service, regardless of family or not.

  • Full-auto conversions, primarily aimed at certain semi-auto only firearms.
  • Tactical conversions of older rifles, in order to make them lighter and compatible with more accessories via the addition of rails or accessory mounts.
  • Enhanced barrels will be made available to AR-15 and AK families, introducing rifle and shotgun caliber variants to the enhanced barrels.
    • The rifle- and shotgun-caliber versions obviously will not have the properties allowing them to withstand high-pressure ammunition (as there is no over-pressure rifle or shotgun ammunition type).
    • The enhanced barrels will also give a small reliability increase on top of a durability increase, though the bonus will be smaller. This new effect applies to both pistol-caliber and rifle-caliber barrels.

The Big Mission Reform

  • The Normal Missions and the Alternate Missions will be completely re-worked and rewritten. Each mission set is expanded to 15 missions. Accompanying the remade missions is a brand new mission set, the Proxy Missions, also 15 missions long.
  • The mission sets are now following specific themes.
    • Normal Missions are reworked to be both the 'true' recommended first set newcomers should take. It is primarily themed on the discovery of the Mazes as a realm, and the pursuit of wealth.
    • Alternate Missions and the new Proxy Missions are meant to be polar opposites. Centered around the Human-youkai rivalry, the former set leads the Contestant to fight for the cause of youkai activism, while the latter leads to allying themselves with the military, each mission set being parallel to each other and featuring similar characters while introducing each side of the battle properly.
    • Existing Contract Missions will be untouched, remaining as they are.
    • Co-Op Missions are being scrapped altogether.
  • It is still possible to choose from any mission set from the get-go, but we recommend newcomers to start with Normal Missions.

WARNING

  • Due to these reforms, anyone not on a Contract mission run will end up being reset to the Startgame with a new Visit. It will be treated as a death, and the cause of death will be listed as "Spontaneously ceased existing" to reflect its exceptional nature.
  • The Leaderboards has been reset, as we feel that it is no longer relevant to compare the performance of contestants from wildly different eras when so many things have changed, to the point that the performance of old contestants is no longer relevant to more recent ones, simply due to the game's evolution over time.
    • A new Leaderboards has been created rather than wiping the current one. The old one is now kept, alongside the list of all stats, records, and so on, to serve as legacy.
    • People attempting a Contracts run, and have NOT completed any other mission set than Contracts before, will NOT see their stats reset.

The Firearm Malfunction Reform

Tired of watching firearms perform malfunction after malfunction because of unfortunate critical failure rolls, despite supposedly being of good quality, brand new, and slicker than a freshly unwrapped onahole? So was I. Enter the firearm malfunction reform!

  • If a critical failure is rolled when using a firearm, then a 1d100 is rolled, then compared to the current Cleanliness percentage value of said firearm.
    • If the rolled value is lower or equal, then the critfail is treated as a normal failure and no malfunction occurs.
    • If the rolled value is higher, then the malfunction occurs.

This simple system is in place to prevent firearms in supposedly pristine quality from having an unnaturally high chance to suffer firearm malfunctions, but it also emphasizes the importance of keeping guns clean.

Other new items

  • Bottle of motor oil. Used in no particular crafting recipe, but can serve for anything that involves fire; this stuff is flammable, after all.
  • A new item, considered both a medical aid (due to its purpose) and a key item (due to its nature): the LifeVest wearable automatic defibrillator, which is powered by one HITB battery. Its purpose is to revive its wearer if its Pain level has attained or exceeded the maximum; thus preventing death from Pain. When revived, the wearer is instantly shocked back to life, Pain level returning instantaneously to 50%. It however depletes its HITB battery, requiring a new one in order to function again.

Gameplay changes

  • A new AC category is introduced; Raw Damage (Abbreviated as RawDmg or RD).
    • RD AC encounters do not have any Pain meter, nor are concerned by anything concerning Pain; they also do not have Strength Perks.
    • Instead, they have a hit point counter, and a LDV modifier, and must be killed or destroyed by reducing it to zero, making it functionally similar from how Cover works.
    • Existing encounters will be reworked to have an RD AC and LDV modifier, which will replace their AC and perk.
    • Regarding the enemy strength dice roll: Treated the same as SUPER-perked creatures, no more than 1 RD AC encounter can be randomly found.
  • Changes regarding the Cover system:
    • The chances of finding "No cover at all!" when rolling @cover have been reduced to roughly 5.17%, barring explicit prerogatives (such as missions) allowing to re-roll in the event no cover is found.
    • The chances of finding cover will be weighted towards those of medium health and resistance, with lowest chances for the weakest and the strongest.
    • More cover types, with various LDV and resistance combinations.
    • New system: Cover overpenetration. Certain Bullet-type attacks can over-penetrate pieces of cover and have a chance of hitting the creatures taking cover behind it.
      • In order for a pass-through to occur, covers now have a Pass-through Threshold, listed when typing @cover. It details the minimum amount of limb damage required for a given Bullet-type attack to overpenetrate and pass-through the piece of cover.
      • The amount of damage checked is the final amount, after all LDV modifiers have been applied including that of the piece of cover. A piece of cover needing at least 8 damage to be overpenetrated requires a bullet that will do 8 or more damage even after applying the cover's LDV malus.
      • Passing through still damages the piece of cover as normal.
      • Certain bullet types can NEVER pass through by nature: HP, XPD, TPD, Seg, and frag shrapnel such as from M67 grenades.
      • Each piece of cover has a listed Pain modifier which applies a multiplication (between x0.25 and x1) to the amount of Pain damage the bullet will deal after successfully overpenetrating.
      • In short: A bullet which successfully passes all of the requirements (can be passed through, correct bullet type, sufficient damage) will do the following: Hit one of the creatures behind the piece of cover at random (equal chances), on a random body part (@bodyaim), with Pain multiplied by the listed modifier, and LDV reduced by the same amount as the piece of cover's (if the cover hit had LDV-2, then the overpenetrating bullet will have a LDV-2 malus before hitting a victim).
  • Changes regarding Delicatessen:
    • Food prices drastically reduced.
    • Delicatessen now sell 8 different TYPES of food, but the actual quantities these shops sell are increased to 2d4 of each type, to make up for the individual prices being lowered and simultaneously allow food to seem less like an overly expensive investment when it should be a commodity.
    • Delictaessen become a scripted event, appearing once every 90 rooms and replacing Archaeologists which in turn, are no longer scripted events.
  • Changes regarding the Maze Customs:
    • The Glock family will be separated in two: Glock-SF and Glock-LF, respectively standing for "Small frame" and "Large frame". The difference is made primarily to reflect the difference in frame and slide size between the small-framed Glocks (G17, G18C, G22, G31) and the large-framed ones (G20, G21).
    • No difference between Glock-SF and Glock-LF statistically speaking. They all keep the same DV/RV values and the same accessory compatibility.
    • No differences in modification offerings, at the exception of rechambering:
      • Small-framed Glocks no longer offer 7.62x25mm Tokarev, .45 ACP or 10mm Auto barrels; these become available to Large-frames only.
  • Finding and taking the fourth Cardinal Amulet no longer results in an automatic end of the run; instead the Contestant will need to manually 'invoke' the Amulets if they wish to access the Endgame. This is introduced as a way for players to complete any pending tasks they may have, such as completing missions, without having to worry about leaving behind the last Amulet in order to continue their run. It also allows Contestants to benefit from the effects of all four Amulets effectively while continuing their progress.
  • The rate of randomly found Encounters may increase by either 2x or 3x.

Other changes

  • Changes related to Achievements
    • The Mazes Expeditionary Medal (singleplayer) requires four Campaign Medals instead of three.
  • Changes related to the Endgame
    • Brand new endings after completing the Right Door endgame, as well as their corresponding final outcomes.
    • The Commendations requirements have been changed to 1500, 2500 and 4000 points, respectively.
    • Medal name changes: "Original Missions Campaign Medal" changes its name to Maratuxa Campaign Medal. "Alternate Missions Campaign Medal" becomes Hero of Youkai Activism Medal. "Contracts Missions Campaign Medal" is now known as Most Valuable Contractor Medal.
    • New medal: the Distinguished Military Service Medal, for completing all Proxy missions (see The Big Mission Reform.)

Post 2.5cookie changes

  • The IZHMASH AN-94 Abakan now correctly has an integrated muzzle brake, and is no longer compatible with a silencer.
  • The Heckler & Koch HK53A3's magazine is renamed "HK33 magazine" and holds 25 rounds, and not 30.
  • Modified the rules regarding ammo types for balance purposes.
  • The optional Scope mode ability of performing surgical strikes has been removed, in anticipation of new Scope effects coming in version 2.6.
  • The Pernach machine pistol is now correctly listed as having an integrated muzzle brake, to reflect the unique sliding barrel/gas port system which serve as recoil reduction devices.
  • The Barrett M82A1 was replaced by the Barrett M82A1M; essentially the same rifle, but with a long picatinny rail.
  • The FN F2000 is now correctly listed as having an integrated scope in lieu of an integrated reflex sight. The F2000's optic is an 1.6x telescopic sight.
  • Maze Customs: AKs no longer have 12 gauge-related options - chambering and stock/barrel length offerings related to shotgun configuration have all been removed. Consequently, the IZHMASH Saiga-12K is no longer part of the AK family.
  • Fixed the following errors and missing data:
  • Both types of Barracks are removed from Kennels, in order to prepare for changes upcoming in 2.6 related to the actual composition of a Barracks. In turn, those who had already completed either or both types as part of the requirements for Completionist are awarded 1 or 2 random visit badges among any they didn't have before, if applicable.
  • The FN Minimi can now correctly only fire in full-auto.
  • New secondary effect: Half melee damage, which now affects the Stab-proof vest.
  • The Nekomusume, a wicked youkai, has been scrapped.
  • All Desert Eagle variants (.357, .44, .50) are now compatible with the EOTech 512 after I just discovered that it was possible.
  • Many explosives, primarily hand grenades and rocket launchers, no longer have their critical failure type listed as "Catastrophic" (which would affect the user as though they were themselves hit directly by those weapons). They are now "Dud round". This was done in order to make the use of those weapons less risky and more reliable in general.
  • The Howa Type 89 is no longer compatible with the M203A1 (conflicts with the integral bipod).
  • The way random firearm maintenance stats are rolled for firearms in the game now depends on where they have been found, instead of being the same roll for every situation.
    • The default roll is 2#1d100 and applies for all weapons found at random (on the floor, etc.) without an owner. These weapons may have condition (DV) and cleanliness (RV) stats anywhere between 1 and 100%.
    • Startgame weapons use the following roll: 2#2d50/2+49.
    • Weapons found in the inventory of an encounter: 2#1d100+24.
    • Weapons found in the hands of encounters during Missions and in Kennels: 2#1d100+49.
    • All weapons found in shops are always nearly brand new (99% in both stats).
    • Weapons carried by the Game Masters, Colonel Thomas Wight, and any secret event encounter, are also always near-brand new.

Version 2.5 "Extended cookie dough edition" changes

This is not MazeWorld 2.6 - Merely a big bag of additions to 2.5; that's because I did not want 2.5 to stop after 2 games. It would be sad, and I felt I didn't work as much on 2.5 as I wanted to.
So, I will call it 2.5 extended cookie dough edition (short form: v2.5+). To hell with it. (more seriously, treat it as post-2.5 additions.)

Gameplay mechanics change

Major gameplay change: 2d6 rolls to be tied per bullet fired rather than attack string

  • Using EliasBot, roll X#2d6 where X is the amount of bullets one wants to fire (EliasBot can support a maximum of 20, just roll multiple times for any amount higher than 20)
  • Valid for all fire modes, except Burst Mode - roll a 2d6 per burst instead
  • Recoil system is unchanged - roll strings will simply be grouped to make recoil checks
  • A 2 anywhere in the roll string cancels all subsequent rolls, as a malfunction occurs then.

Mushrooms

A new type of consumables: Mushrooms

  • Neither food nor medical aid, but have the properties of both, each weighing 0.1 unit per item.
  • Provide some nutrition, many of them provide medicinal(-like) effects, good or bad.
  • Require identification; when unidentified, they are differentiated by color and smell.
    • Exception: Unique-shaped mushrooms are always immediately recognized.
  • Will be found in the inventories of certain creatures, or at random, with increased chances in outside areas.

Reform of the Crafting system

  • Removal of many blueprints, reduction of the total amount of blueprints to 27
  • Abandonment of the metal/plastic/wood system - crafting shall now follow the "gather items, assemble them" model.
    • Certain existing blueprints will see their recipes changed to adapt to the new model.
    • New crafting-relevant items to serve as extra ingredients.
    • Check the updated List of blueprints for more information.
    • New crafting-only weapon: Pen gun, a Class 5 Short weapon.
    • Workshops will now sell 4 random blueprints and 4 random crafting-relevant items. They will no longer sell crafting materials nor any of the old blueprints since they will cease existing.
  • Now, all 27 blueprints are relevant for the Completionist conduct; all crafting items must be made once each at least.
  • The TURRETS crate no longer exists, it has been replaced with the COOKIES crate.
  • The CRAFT-1 crate, CRAFT-2 crate, CRAFT-3 crate have all had their contents replaced to suit the new system.

New weapons and calibers

23 new weapons, 2 new calibers, 1 new ammunition type for 40mm NATO grenade.

New calibers

New 40mm NATO grenade

Class 1 weapons

Class 2 weapons

Class 3 weapons

Other changes

  • 1 new encounter: the Emu
  • 1 new food item: the fortune cookie
  • Many brand new secret events have been designed.
  • Maze Customs: L-Frame revolvers no longer have .454 Casull chamberings offered (incorrect size).
  • Speedloader system to be reformed, will be similar in nature to the cartridge holder system
  • Hakutaku lose their ability to create a wound-curing potion, but instead gain a handbag as standard equipment, and 1d8 random mushrooms inside of it.
  • All variants of wizards and magicians now have a standard handbag, and a varying amount of mushrooms depending on their level:

Post-2.5 changes

Fixes

  • The Taurus Raging Bull M444 now correctly has an integrated muzzle brake instead of no standard accessory.
  • Lifted dual wielding restrictions on the Smith & Wesson Model 500 and the Hellsing Arms .454 Casull 'Joshua'; they can be dual wielded like other Class 3 weapons from now on.
  • .22 Long Rifle damage table was modified: 21/21/11 6/1/0/0 LDV-1.
  • .32 ACP damage table was modified: 23/22/16 8/1/0/0 LDV+0. It is no longer the weakest firearm cartridge of the game; that title now belongs to .22 Long Rifle.
  • Cartridge holders are no longer treated like magazines tied to a single weapon, and can now be used to reload other single-action revolvers (if the calibers match, of course) just as quickly, even if the size of the holder doesn't match the weapon's capacity.
  • Certain ammunition types (+P, +P+, +P++, TPD, XPD, EAP and XAP) now correctly cause accelerated durability and reliability loss to the firearms shooting them.
    • +P, TPD and EAP : -2 DV/RV points per shot
    • +P+, XPD and XAP: -4 DV/RV points per shot
    • +P++: -8 DV/RV points per shot
  • The Sodium nitrite antidote changed names, and became the Universal antidote, to reflect its ability to counter all forms of poisoning. Effects are unchanged.
  • The Springfield M14 can no longer mount the M84 scope, but it may now accept the Telescopic sight (5-15x) and the Aimpoint CompM2 reflex sight.

Additions

  • A new type of cover: the Sandbag nest. 64 HP, LDV-3.
  • The Scope mode ability received an extension, called Surgical strike, which works in the following way. See article for more details.
  • Steroid rage now has an additional effect. While the effect lasts, any melee attacks that successfully hit the target are treated as critical successes, with the according @critwin effects being applied.
  • The Startgame questions were modified:
    • Many of the answers now give out different rewards.
    • Several questions and their answers were modified, certain answers were re-written, and one question was removed.
  • Banks are now a scripted event, and will appear every 50 rooms.

2.5 changes

Total event count: 6321 (+158)

New feature: Limb damage system

The limb damage system introduces a new statistic, and a new way to hurt and be hurt during combat. Every limb of the body is given health points, and as the contestant (and his/her allies and enemies) progress and battle, they may get hurt, and will suffer ailments from their injuries if they aren't treated.

  • This system introduces new medical aids (the First Aid Kit (FAK) and the Field Surgery Kit (FSK)), a new vital statistic, the Limb Damage Value (or LDV) and its modifiers, which affect the Limb Damage Roll, conducted every time someone gets hurt.
  • The limb damage system only applies to humans. Humanoid youkai and other creatures are not concerned.
  • A new limb group has been added: Hips.
    • Alongside the new limb damage system, hips can also be broken and wounded. "Hips" is the 11th limb group.
    • NOTE: Despite there are now 11 limb groups, the Bleeding percentage cannot exceed 100%, for fairly obvious reasons.
  • Several existing bionic implants have been given additional effects, such as increasing the max HP of certain limbs.
  • New secondary effects have been designed to provide appropriate ailments, such as Limping, and Crippled.

New feature: Firearm maintenance

Another new feature in an effort of improving realism and inventory management, this new feature introduces two new concepts for the contestant's firearms: Durability and Reliability, which are the focal points of firearm maintenance.

  • Durability is a statistic representing the physical integrity of the firearm. The Durability Value, or DV, is a numerical notation which can be either a negative or a positive number - the higher it is, the more durable the weapon.
    • A damaged weapon is less accurate and more fragile. Repairs must be performed in a Workshop regularly to ensure weapons do not get worn.
  • Reliability is a statistic representing the capability of the firearm to function in adverse conditions; specifically, without cleaning. The Reliability Value, or RV, is just like DV; a negative or a positive number; the higher, the longer a weapon can go without being cleaned.
    • A new item is introduced: the Gun Cleaning Kit (GCK), a 1 unit item which allows contestants to clean their firearms and replenish Reliability points. A single GCK can be used up to 3 times before depletion.
    • Workshops may also naturally clean a firearm after it has been repaired.
  • A player may not know the precise Durability and Reliability scores of their firearms (they are only given a vague descriptor), unless they possess an ICIS. The ICIS can give information on a firearm's condition, and give accurate percentage readouts (2 decimal numbers).
    • The GM however, may not disclose the precise numerical values, which would reveal exactly how many shots are left until a firearm breaks or locks up in grime.
  • Speccing now includes firearm maintenance - weapons found randomly, or in the hands of other beings, may have variable Durability and Reliability.
  • More information, and full DV/RV tables for every weapon, on this article: Firearm maintenance

New feature: Initiative system

The Initiative System was designed out of a desire of changing the dynamics of a typical MazeWorld fight, which favored too unfairly the player, for the contestant would always start first, and what could slow him/her down was easily avoidable.

The Initiative system is based on a new statistic, the Initiative Score, or IS, which is pegged on the weight of weapons, or simply an attributed value for other attacks. The concept behind the Initiative system is simple: the order of passage of encounters every turn depends on how fast they are, and speed is tied to how heavy their weapons (or how slow their attacks) are. In other words, the fastest go first.
This system no longer rewards the simplistic and exclusive use of highly powerful, but also very heavy weapons, to win fights, but instead puts more emphasis on weapon management and speed, as well as tactics. To put it simply: one must find the right balance between a powerful weapon and a fast weapon, with weapons capable of both being highly sought for.

The way the Initiative system functions is explained in detail in this section.

New weapons

No update of a large size is complete without its bouquet of new weapons. More information about them coming soon.

.30 Carbine

  • Energy: 1311 joules. Velocity: 607 m/s. Bullet dia: .308 (7.82mm). Bullet weight: 110 grains (7.13 grams)
  • Damage table: 55/55/50 46/36/16/4
  • Recoil: 2 - Light
  • Weight: 0.01 unit per round
  • Accessories: Silencer

Class 1 weapons:

Class 2 weapons:

Class 3 weapons:

.380 ACP

  • Energy: 275 joules. Velocity: 299 m/s. Bullet dia: .355 (9.02mm). Bullet weight: 95 grains (6.16 grams)
  • Damage Table: 27/26/22 16/7/3/0
  • Recoil: 2 - Light
  • Weight: 0.01 unit per round
  • Accessories: Silencer

Class 2 weapons:

Class 3 weapons:

.303 British

  • Energy: 3132 joules. Velocity: 744 m/s. Bullet dia: .312 (7.90mm). Bullet weight: 174 grains (11.28 grams)
  • Damage Table: 103/102/96 86/68/38/18
  • Recoil: 4 - Heavy
  • Weight: 0.05 unit per round
  • Accessories: None

Class 1 weapons:

7.92x33mm Kurz

  • Energy: 1909 joules. Velocity: 685 m/s. Bullet dia: .320 (8.20mm). Bullet weight: 125 grains (8.10 grams)
  • Damage Table: 72/71/68 62/55/35/15
  • Recoil: 3 - Normal
  • Weight: 0.02 unit per round
  • Accessories: None

Class 1 weapons:

New weapons in existing calibers

9x19mm Parabellum:

.40 S&W:

.357 Magnum:

.44 Magnum:

7.62x51mm NATO:

Other additions

Maze Customs additions

  • Eight new types of custom ammunition.
  • New Customs family: Blackhawk (Single-action revolver family)
  • The barrel modifications are now available to all families shooting handgun calibers.
    • Barrel modifications provide a flat multiplier to the maximum Durability score of a firearm. A 4150 carbon steel barrel provides a 1.25x bonus, while a 4150CS + Titanium Nitride coated barrel provides a 2x bonus.
    • NOTE: One of the crafting ingredients of the Joshua is a long barrel coated in titanium nitride. The Joshua is considered to have a 4150CS+TiN barrel by default, and enjoy all of the advantages of one.

New secret events

  • I cannot reveal much about them. All I will say is that there are 3 new events, porting the total amount of active secret events to 21, with more being worked on.

New Bionics

  • Bionic Implant 26: "Armored Skull" cranial durability enhancer (CDE)
  • Bionic Implant 27: Combat Initiative Enhancing Platform (CIEP)

Gameplay changes

Post-2.4 additions

New stuff

  • Job C2 has been remade into an all-new mission, with new characters and objectives.
  • 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

  • Parallar coins are no longer made out of gold, but out of aircraft aluminium.
  • All belt-fed firearms are now managed similarly to non-belt-fed firearms; box and belt links are automatically collected after firing, and it is possible to refill a belt with loose ammunition as well as remove ammo from belts, just like one would with a normal magazine. As a way of balancing it, ammo belt weight system has been slightly modified, and belts are now slightly more expensive to compensate for their ease of use. The cost now includes the box itself and the belt links.
  • Ammunition belt size changed for the TsNIITochMash PKP Pecheneg, the Saco Defense M60 and the FN Minimi - they are now respectively 100, 100 and 200 rounds (instead of respectively 200, 200 and 100)
  • The TsNIITochMash PKP Pecheneg's spare weight is now 22 units instead of being unsparable.
  • Pump-action and lever-action firearms now allow 5 shots per turn max instead of 10.
  • Both the AKMSU's and the AKS-74U's spare weights have been changed to 9 units, in lieu of 14.
  • The AMC Auto Mag's magazine capacity is now correctly listed as 7+1.
  • The Benelli M4 Super 90 is now correctly described in the game files as a semi-automatic shotgun.
  • The Heckler & Koch G36C and the SIG Sauer SG552 have been moved to Class 2. All relevant changes have been made.
  • Dual-wielding and carrying a Class TW weapon are now possible without the Akimbo Mind or Akimbo Master bionic implants - without those implants however, dual-wielding now has a flat FT+2 malus and prevents the use of foregrips.
  • Added rules on dual-wielding and alternate weapon holding.
  • 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 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.

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.

MazeWorld 2.1 changes

Event type reorganization

  • Event types will be balanced and made fairer to each other. This will ensure variety as event types will be given roughly the same chances to appear behind every door the contestant will pass through. Stats showed that before 2.1, encounters and weapons (as of 2.0 rev8) dominated as the most common event types, respectively at 26% and 18%, while other items were made statistically rare and difficult to obtain (Bionics: 1%, Crafting items, 4%, Clothing and armor, 8%).

Gameplay changes

Clothing and armor damage system modified

Updated article: Protection chart

  • Every piece of clothing now has a Damage counter, which begins at 4 points for all new and undamaged clothes (except in certain cases).
  • A piece of clothing can be damaged at varying rates depending on the damage type and clothing proofs.
    • PROOF: No damage on clothing nor user
    • Resistant: User takes normal damage, clothing loses 0.1 unit per hit
    • Not resistant: User takes normal damage, clothing loses 1 unit per hit.
  • Bullet-type damage can now damage clothing properly, at a rate of 0.01 units
  • Fire-type and Special-type always damage at a rate of 1 unit per hit as there is no resistance available for those damage types.
    • NOTE: While it is not normally possible to have clothes repaired, it is possible to wish for clothing repair.
  • A new Secondary effect is introduced: Bullet-proof; Bullet-proof clothing makes the affected piece of clothing to not suffer damage from Bullet-type attacks.

Amulets now have positive effects when worn

  • Amulet of the North: Maximum Pain threshold increased by +10%, Maximum Bleeding counter increased by +2, Maximum Poison counter increased by +2.
  • Amulet of the East: Strength increase x2, Pain sensitivity decrease x2.
  • Amulet of the West: All shops and paid services propose a -10% buying discount and a +10% sell value. Is applied to the total checkout before transaction, not every individual item.
  • Amulet of the South: Max damage counter +1 on all clothing and armor worn/spared until leaving equipment or backpack of the contestant. (Clothes with less than 1 unit will be destroyed in this case)

Complete reform of the weapon accessory system

  • Introduction of a magazine management system; now players will be able to collect and store magazines for their firearms, and will have to keep track of ammunition in each. They are now separate items, and may be bought from relevant shops.
  • Replacement of the scopes and sights by a system similar to the UGLs: a selection of specific models, which are compatible each with their own selection of weapons.
  • Introduction of a new accessory type: reflex sights. Reflex sights offer two bonuses; either FT-1 against HEAD, FACE, EXTREMITY and WEAK POINT body groups, or the possibility to attack two different targets with the same weapon (but at normal accuracy instead of with a bonus).
  • Silencers are now made by caliber instead of specific weapons; a .45 ACP silencer will fit on any .45 ACP weapon

Introduction of a 2-player co-op system

  • Two players will now be able to roam the Mazes together ; double the firepower, double the fun!
  • A brand new co-op mission set introduced, specifically for co-op mode
  • While in co-op mode, there is no ally system to compensate.

Additions and new features

  • New gameplay feature: Temerity roll. Rolled at the author's discretion during games, it is rolled after an intelligent or otherwise sapient creature's Pain levels reaches a high amount (70+%). The purpose of this roll is to determine how the wounded target will react, from being knocked out of the fight early, to a burning wish of retaliating even harder.
  • New gameplay feature and EliasBot command: @wpnspec. This command basically randomizes the accessories found on armed encounters such as Soldiers, activist Youkai, and such, if the combination given is applicable. This command ensures that NPCs never carry always-vanilla weapons and allows for more colorful weapon combinations to be encountered.
  • New gameplay feature: Enemies no longer attack one at a time. Depending on their strength perk, if they appear in groups, they may attack in:
    • Waves of 3 for WEAK-perk encounters
    • Waves of 2 for normal encounters
    • 1 as usual for everything else.
  • New gameplay feature: Introduction of a telephone network inside the Mazes, as well as a full phone number assignation system, complete with emergency numbers. Of course, to be able to call, the contestant must first get a hold of the new items: the mobile phone and batteries for it.
    • Maze Citizens, Engineers, Guards, Soldiers, Students, Head maids and Chief butlers will be expected to carry those phones, with varying energy left in those batteries.
    • It is advised to collect batteries for the phone if one intends to call often, as a single battery has only enough energy for six calls.
  • Workshops now sell the following key items, if availability allows: Flashlight bracelet, Lighter, Mobile phone and phone batteries. They may also sell crafting relevant items.
  • 10 new blueprints, four of which are used to craft brand new weapons, and the remaining six, exclusive new clothing and armor.
  • 5 new backpack types:
    • Il Duce webbing ; Capacity 15 - 4 backup weapon pouches which can each hold 3 units + a 4-unit ammo pouch
    • RPG carrier vest ; Capacity 25 - A 12-unit ammo pouch which can only contain rocket launcher ammunition
    • Medic LBE/Pack ; Capacity 60 - A 4-unit Bandage only pouch + an 8-unit meds pouch.
    • Eagle Recon backpack ; Capacity 65 - A sling which can carry any Class 1 or 2 weapon (as long it's sparable) + a 6-unit ammo pouch
    • TIMS double pack ; Capacity 90 - An 8-unit ammo pouch + A 4-unit consumables pouch + A 9-unit backup weapon pouch.

Other changes

  • Human allies will have the same full statistics as the contestant's. Humanoid youkai and other creatures keep the reduced stats format.
  • Rocket launchers (RPG-7, RPG-29, SMAW), as well as the Milkor MGL grenade launcher, will be pre-equipped with proprietary, non-removable scopes, thus giving their users the ability to use Scope mode for increased accuracy.
  • Minor modifications on existing weapons:
  • Citizens now carry an extra full magazine (or equivalent) for their weapons, if applicable, ON TOP of their random equipment.
  • The Startgame questionnaire now gives slightly different rewards to reflect the new changes.

2.0 rev8 changes

Several new firearms, new calibers, 1 new grenade type and 5 new Class 5 weapons, as well as certain gameplay changes to accomodate the new weapons.

Fixes

Gameplay changes

  • Class 5 weapons can now be used to do combo attacks: Class 5 Short weapons can hit up to 3 times, and Class 5 long, up to 2 times. The player will simply have to roll a 2d6 as many times as he/she wants to hit. As with martial arts, at the first failed roll the combo stops.
  • DOYAPNK crate features a Model 29 revolver to replace the Taurus Raging Bull.
  • Revolvers chambered in .357 Magnum may also interchangeably load .38 Special ammunition.
  • Revolvers chambered in 10mm Auto may also interchangeably load .40 S&W ammunition.

Loading of multiple ammo types in a single weapon as implied above is similar to that of 12 gauge shotguns; any amount of compatible ammunition can be loaded in any order in the concerned weapon (for example, a .357 Magnum revolver with a 6-round cylinder could load 6x .357 Magnum, or 6x .38 Special, or a sequence of 2x .357 2x .38 2x .357, and so on...)

Natural and optional accessories for the listed weapons are in parentheses following their name.

New ammunition

New Class 1 weapons

In new calibers
In existing calibers

New Class 2 weapons

In new calibers
In existing calibers

New Class 3 weapons

In new calibers
In existing calibers

New Class 4 weapons

  • M7A3 tear gas grenade

New Class 5 weapons

2.0 rev7 changes

  • Introduction of a new Kennel type: the Police Station. Contains, each group in their own room, in that order: 2x Maze Guard, 3x Rebellious prisoners, 2x Maze Guard, 3 Hostile prisoners, 3x Maze Guard, 3x Guard Sergeant, 1x Guard Chief
  • Introduction of a new mission in the Contract missions category: Job F1, which can only be accessed after completing the entirety of Tier E missions.
New Trap rooms
New Food items
New encounters - Wizards and Magicians
Other than sharing gradual levels of expertise, they also share the same movesets. The difference is that wizards are hostile, and magicians are neutral.
New roomstyles
  • The dojo - A traditional Japanese-styled dojo with 5 variants total - One empty, one with lone martial artist, one with martial artist and a training Maze Citizen, one with martial artist and two training students, and one with a tengu and a konoha-tengu sparring.
New roomstyle variants
  • 8 new variants of the regular room in which non-wicked youkai (armed if possible with a random weapon) are fighting against Maze or DF Soldiers
  • 8 new variants of the grassy room, ditto from above
  • 4 new variants of the messy room, ditto from above
  • 4 new variants of the outside forest area (daytime), ditto from above
  • New roomstyle variants with non-wicked youkai (with or without weapons): 1 regular room, 1 grassy room, 1 mess hall, 1 shrine, 1 toilets, 4 washitsu
  • 2 new variants of the kitchen - one with a head maid and two subordinate maids, the other with a chief butler and two subordinate butlers
  • 2 new variants of the mess hall - ditto from above
  • 3 new variants of the bedroom - Maze Citizen with either an employed maid, butler or yousei servant
  • 4 new variants of the military bedroom - Maze Soldier or DF Soldier, each with either an employed maid or butler.
  • 6 new variants of the TV room - one accessed from stairs and empty, one with a Maze Citizen watching TV, one with a random non-wicked youkai watching TV, one with a random human watching TV, one with a head maid + maid, and one with a chief butler + butler.

Gameplay changes

  • Graveyard room reform: Now every graveyard room has, alongside the graves, a Duplica Bot. As the contestant enters the graveyard, a ghost contestant will rise from its grave, and possess the Bot. The result is that the living contestant will fight a Duplica version of a dead one, complete with its entire equipment (clothing and armor + weapons) at time of death. The Bot must be defeated twice (2x 100% Pain threshold) before it is destroyed - as it does in Mission A9, it only counts as 1 kill. Upon being destroyed, the Bot will drop 1 random weapon and 1 random piece of clothing and armor from what it was equipped with.
  • Failed buffing program: All Failed will have their AC increased to Kevlar-3, and their perk increased to SUPER STRONG.
  • The total amount of roomstyles will be increased, certain existing roomstyles will see their frequency increase.
  • New rules for single-action and bolt-action weapons: The limit of 1 shot maximum per turn, will be raised to 3.

2.0 rev6 changes

  • Introduction of the new 12 gauge shell types, alongside Buckshot (shell color: red) and Slugs (shell color: green).
    • Incendiary shells (shell color: yellow) - Similar technically to standard slugs, but are loaded with a highly flammable magnesium-based compound. Upon impact, the slug lights up violently and will set its target on fire. Causes FIRE-type damage.
    • Flechette shells (shell color: blue) - Similar technically to standard buckshot, but are loaded with 20 1-inch long flechettes. It offers better penetration and a flatter damage curve.
    • FRAG-12 shells (shell color: black) - Similar technically to standard slugs, FRAG-12 shells propel a miniature, fin-stabilized rocket which explodes violently upon impact. Causes EXPLOSIVE-type damage and has the same destructive potential as other explosives, but does NOT cause splash damage.
  • Official introduction of the new @shelltype command. @Shelltype rolls a random shell type between the now five available.
  • Gameplay changes: All shotguns found at random in the rooms, or found equipped by encounters, will be loaded with shells of a random type, rolled using @shelltype. This will also affect, if applicable, according ammunition found in backpacks/LBE.
  • Gameplay changes: Handcuffs are introduced as an actual type of key item which is carried by all Guards and can be picked up by the player.

2.0 rev5 changes

  • The Temperature rise trap and Temperature drop trap have been scrapped.
  • The Favor level system has been entirely scrapped.
  • The equipment carried by the Game Masters during the endgame has been drastically improved.

2.0 rev4 changes

2.0 rev3 changes

  • Brand new mission set: the Contract Missions. Meant as an alternative to the other two gameplay styles with set missions at set areas, the Contract Missions route proposes the contestant to be hired for certain jobs at a hiring bureau, as an optional service, with gradually harder and better paying missions becoming available as they are completed.
  • In Contract Missions, all rooms meant to be mission rooms are now hiring bureaus.
  • The Startgame personality test will add the Contract Missions as one of the possible answers to Question 13.

2.0 rev2 changes

  • New startgame questions with a brand new "personality test" system. More questions and less obvious answers. The wiki also does not display anymore the results of each answer.
  • Increased power of slugshot.

2.0 rev1 changes

New roomstyles
  • The bar, where a bartender can always be found and humans and/or youkai can be seen. Proposes 7 different unique drinks.
New type of chef
  • the bartender; instead of being specialized in a particular cuisine, the bartender is a special kind of "chef" specialized in cocktails and drinks. Bartenders can only be found in the new bar roomstyles, but their services function exactly the same as a normal chef.
New EliasBot commands
  • @nyoukai and @wyoukai - respectively rolls non-wicked, and wicked youkai.

MazeWorld 2.0 changes

New weapons

Class 1

  • Heckler & Koch HK21E light machine gun - 7.62x51mm NATO belted - 50-round belt (Will use proprietary belt incompatible with the M60E3’s belt)
  • Kalashnikov AK-12 assault rifle - Declined in four variants, each considered a separate weapon;
    • AK-12 (47) - 7.62x39mm - AK-47 family magazines (default: 30-round)
    • AK-12 (74) - 5.45x39mm - AK-74 family magazines (default: 30-round)
    • AK-12 (223) - 5.56x45mm NATO - 30-round magazine
    • AK-12 (308) - 7.62x51mm NATO - 20-round magazine
  • Walther WA2000 sniper rifle - .300 Winchester Magnum - 6-round magazine - Natural scope

Class 2

Class 3

Class 4

New weapon accessories

Silencers

  • AK-12 (Fits on all AK-12 models)
  • WA2000
  • Browning BDA
  • MP-443 ‘Grach’
  • AEK-919K ‘Kashtan’

Scopes/Reflex sights

  • Saiga-12K
  • AK-12 (Fits on all AK-12 models)
  • AEK-919K ‘Kashtan’

Extended magazines

  • 50-round drum for M1921 Thompson
  • 60-round casket magazine for AK-74 family

NEW ACCESSORY TYPE: Underslung grenade launchers (UGL)

Brand new accessory type, UGLs are separate, single-shot weapons mounted on other weapons such as assault rifles, allowing them to increase their modularity and effectiveness. Certain models may fit on different weapons.

  • M203 grenade launcher - Adapts to AR-15, M16, M16A1, M16A2. Caliber: 40x46mm grenade
  • M203A1 grenade launcher - Adapts to M16A4, M4A1. Caliber: 40x46mm grenade
  • M203PI grenade launcher - Adapts to H&K MP5A3, Steyr AUG A1, FAMAS. Caliber: 40x46mm grenade
  • GP-25 grenade launcher - Adapts to AK-47, AK-74, AK-101, AKMSU, AKS-74U, AK-12. Caliber: VOG-25
  • H&K AG36 grenade launcher - Adapts to H&K G36, G36C, L85A2, HK416, HK417. Caliber: 40x46mm grenade
  • FN FN40GL grenade launcher - Adapts to FN SCAR-L, SCAR-H. Caliber: 40x46mm grenade
  • FN GL1 grenade launcher - Adapts to FN F2000. Caliber: 40x46mm grenade
  • GLX-160 grenade launcher - Adapts to ARX-160. Caliber: 40x46mm grenade
  • SIG GL5040 grenade launcher - Adapts to SG550. Caliber: 40x46mm grenade

New ammunition

  • VOG-25 caseless 40mm grenade
  • VGM-93 incendiary 43mm grenade

New clothing and armor

New Backpack types: 72 Pattern LBE, IIFS LBE, RM22SF LBE, PLCE LBE/Backpack, MOLLE LBE/Rucksack

New supply crates

  • MEDAID-5 crate, contains 2x Bandage, 1x Merbromin, 2x Blood Transfusion Kit, 1x Epinephrine
  • DEF-5 crate, contains Twaron helmet, Twaron vest, Twaron arm pads, Twaron leg pads.
  • DEF-6 crate, contains SSh-39 helmet, Flak jacket, Cargo pants.
  • DEF-7 crate, contains Dyneema helmet, Light Dyneema vest, Dyneema arm pads, Dyneema leg pads.

New blueprints

New encounters

Humans

Mercenaries

Hired mercs as allies, must be paid for a (renewable) 40-room contract, in exchange they provide their services and equipment to aid the contestant. Available at random in the rooms or in hiring bureaus.

Youkai

Other creatures

Gameplay changes

  • Weapon power re-balanced - Now base power does not cap at 100% Pain for powerful weapons
  • Youkai encounter rate doubled
  • Russian soldiers are now equipped with the STSh-81 Titanium helmet and AK-12 (74) [Replaces: SPECTRA helmet, AK-74]
  • Russian soldiers now get the MP-443 and American soldiers now get the M9
  • DF Soldiers now have the STSh-81 Titanium helmet as standard issue in lieu of the SPECTRA
  • Maze Snipers now wear Twaron vest and helmet [Replaces: SPECTRA helmet, Type-2 Kevlar]
  • Engineers now wear steel-toe safety boots [Replaces: Hiking shoes]
  • American and Russian soldiers now have distinctive military gear that differentiate them from the Maze Soldiers’ (respectively forest and snow camouflage)
  • American and Russian soldiers’ clothing is now possible to be equipped
  • American soldiers now carry the IIFS LBE
  • Russian soldiers now carry the RM22SF LBE
  • Standard Soldiers and DF Soldiers carry the 72 Pattern LBE and 1 extra mag or equivalent for their weapon.
  • Maze and DF Sergeants carry the IIFS LBE and 1 extra mag or equivalent for their weapons.
  • Maze and DF Lieutenants carry the RM22SF LBE and 1 extra mag or equivalent for their weapons.
  • Maze Snipers also carry the RM22SF LBE with 1 extra mag or equivalent for their weapons.
  • Maze and DF Captains carry the PLCE LBE/Backpack, and 1 extra mag or equivalent for their weapons.
  • Maze Guards and Guard Sergeants carry the 72 Pattern LBE and 1 extra mag or equivalent for their weapon.
  • Guard Chiefs carry the IIFS LBE and 1 extra mag or equivalent for their weapon.