Guide:Changelog Archive (Meta, no ontology)

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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 Changelog.

April 22nd 2017

Pre-v4 transitional period - Mini-update #10 - Great Buttstock Update

Introduced a new gameplay feature with firearms: Weapon stocks now have a gameplay effect. The new mechanics of weapon stocks are detailed in this article.

5 new weapons to compliment the update (total weapons now in the game: 623):

  • CZ Sa vz. 58V, folding stock variant of the vz. 58P
  • FN Herstal FAL 50.61 Paratrooper, folding stock variant of the FAL 50.00
  • IMI Galil MAR, a Class 2, short barreled version of the Galil AR.
  • IZHMASH Kalashnikov AKMS, folding stock variant of the AKM
  • IZHMASH Kalashnikov AKS-74U, folding stock variant of the AK-74

Weapon changes:

  • 192 firearms with (S) Fixed stocks.
  • 62 firearms with (FS) Folding stocks.
  • 28 firearms with (RS) Retracting stocks.
  • 10 firearms with (FRS) Folding/Retracting stocks.
  • 177 firearms with (N) No stocks.
    • This includes virtually every handgun. Due to the effects of stockless firearms, handguns are now harder to shoot accurately. Please keep this in mind.
  • All Class 4, Class 5 and Handgear weapons remained unaffected by this update, and can still be used normally.

Maze Customs changes:

  • Glock-SF, Glock-LF, MP5, AR-15, and AK families now have stock configuration offerings, which were previously strictly cosmetic.
    • New cosmetic stock variants for MP5, AR-15 and AKs have been added.
  • Minor services: Two new service categories were added: Minor barrel configurations and Minor stock configurations
    • Minor barrel configurations offer to swap out barrels for non-Family weapons, in order to have a firearm with a different barrel length.
    • Minor stock configurations offer to add, modify, or remove stocks from firearms.
  • Minor services: One new Tactical conversion: Desert Eagle Rifle Package.

April 18th 2017

Pre-v4 transitional period - Mini-update #9 - Weapon update, April 2017 edition

42 new weapons (including 33 firearms and 9 melee weapons), 4 new calibers introduced, plus a range of new weapon accessories and Customs services.

This update increases the weapon count of the game to 618.

New calibers:

  • .30-30 Winchester
    • Magnum Research BFR, revolver ; single-action
    • Marlin Model 338W, precision rifle
    • Winchester Model 1894, conventional rifle ; basic lever-action rifle
    • Winchester Model 1894 Trapper Carbine, conventional rifle ; Class 2 carbine version of the above rifle
    • Winchester Model 54, conventional rifle ; bolt-action
  • .45-70 Government
    • Century Model 100, revolver ; single-action
    • Koishikawa/Navy Arms "Siamese" Mauser Type 45 conventional rifle ; Mauser bolt-action rifle converted to .45-70
    • Marlin Model 1895 Classic conventional rifle ; basic lever-action rifle
    • Marlin Model 1895 GBL conventional rifle ; short lever-action rifle
    • Marlin Model 1895 LE conventional rifle ; long lever-action rifle
    • Marlin Model 1895 SBL conventional rifle ; lever-action rifle with optic rail
  • .577 Nitro Express
    • Holland & Holland Royal, conventional rifle ; double-barreled rifle
  • 7.62x38mm R Nagant
    • Tula Arms Nagant M1895, revolver ; DA/SA

New weapons in existing calibers:

New weapon accessories:

  • Magazines for all of the new magazine-fed firearms
  • .45 ACP 6-round moon clip
  • .22 Long Rifle 10-round speedloader
  • FN SCAR-H: 50-round drum and 100-round C-MAG
  • Crye Precision SIX12 underbarrel shotgun ; uses a 6-shot revolver cylinder, which is completely detachable and replaceable, allowing users to swap out cylinders as needed. These cylinders count as magazines.
  • Type 45 bayonet

New melee weapons:

  • Fire axe, Class 5 Long
  • Sledgehammer, Class 5 Long
  • Bowie knife, Class 5 Short
  • KM2000 combat knife, Class 5 Short
  • Mark I trench knife, Class 5 Short
  • Tactical folding knife, Class 5 Short
  • FR gloves, Handgear
  • Tactical fingerless gloves, Handgear
  • Breacher gloves, Handgear

New Maze Customs total conversion offering:

  • XM2XI X-Shotgun, a total conversion for the Benelli M2 Super 90 3-Gun, which fits the shotgun with accessory rails and a new, unique 25-round internal tube, more than tripling the original weapon's capacity.

April 11th 2017

Pre-v4 transitional period - Mini-update #8 - "Drink on the house" update

  • Inebriation was updated.
    • The statistic is now mechanically similar to Venom; the Inebriation statistic is a point counter, checked against the current amount of Blood in order to draw a percentage value. Inebriation points divided by Blood points equals Inebriation percentage.
    • New effect thresholds: "Buzzed", "Tipsy", "Smashed" and "Wasted.
    • Addiction: Alcohol withdrawal symptoms now occur if Inebriation falls under 20% (from the previous 40%)
    • List of food items: All alcoholic drinks now display the amount of Inebriation points gained by drinking one part, rather than a straight percentage. In turn, all alcoholic cocktails have also been updated similarly.
  • Bank services: Certain of these services are no longer free. Bankers have to get paid somehow.
    • Depositing money: Free of charge
    • Withdrawing money: Flat rate for withdrawals under 500 P$ (5 P$ fee), 1% rate debited from remainder of the bank account for withdrawals 500 P$ and above.
    • Depositing items in a vault: Flat rate for items of weight 1 or less (10 P$ fee), 10 times item weight for heavier items (weight 14 = 140 P$). Unsparable items are considered to be weight 40 and thus cost 400 P$ to deposit.
    • Withdrawing items in a vault: Free of charge

March 14th 2017

Pre-v4 transitional period - Mini-update #7 - Shotgun mini-update

Ammunition changes:

  • New shotgun projectile types, for 12 gauge and 12 gauge CAWS: Plated buckshot (P-Buck), Full metal jacketed slug (F-Slug), and Hollow point slug (HP-Slug)
  • Damage tables for shotguns have been streamlined - instead of one damage table per specific combination of shotgun caliber and projectile, the principle is now simplified and closer to the way pistol and rifle calibers work:
    • Buckshot and Slug each have a generic damage table, which is then influenced by projectile type, depending on the type of buckshot or slug used by a specific shell.
    • These generic damage tables are the equivalent of FMJ damage tables for pistol/rifle calibers.
    • Two of the newly introduced projectile types, P-Buck and F-Slug, serve as their respective categories' "FMJ" equivalents, with 1x damage multiplier across the board
    • Regular, bare lead buckshot and slugs now have damage multipliers in line with that of LEAD ammunition for pistol/rifle calibers - therefore, regular buckshot and regular slug are now less effective against armor than they used to be, but are now capable of slightly more limb damage and are cheaper.
  • 12 gauge: P-Buck, F-Slug and HP-Slug are now available in retail Standard, Tactical, and Magnum shells.
  • 12 gauge CAWS: F-Slug and Flechette are now available in retail Standard shells.

Handloading changes:

  • New projectiles (12 gauge FMJ slugs, 12 gauge JHP slugs, and copper-plated buckshot) have been introduced.

February 21st 2017

Pre-v4 transitional period - Mini-update #6 - Gameplay mechanics update

Updates to the Cover system:

  • Taking cover is no longer a special action and is now treated as a regular non-combat action, at the end of which the turn will end.
  • Taking cover is now an always-successful, non-combat action which does not require a check anymore.
  • In turn, successful Cover checks no longer result in priority over creatures that failed theirs or chose not to take cover.
  • Taking cover normally is now differentiated from stealth cover, which requires the Contestant to have stealth, and requires a check (Fixed FT 6, with Agility influencing the roll score) in order to preserve stealth. Alternatively, the Contestant may willingly choose to break stealth in order to take cover without having to roll for it.

Updates to general Gameplay mechanics:

  • Body group damage modifiers: Hits to the HEAD group now cause 1.5x Pain instead of 1.0x.
    • Reintroducing a special Pain modifier for hits to the head is motivated by the desire of making the head a sensitive target again, but not to the exaggerated point it once reached in past versions of the game. Depleting limb health remains the priority when going against limbs of the HEAD group (it is more likely to kill by depleting Head health than by causing sufficients amount of Pain, unless the weapon or attack employed was sufficiently powerful to begin with).
    • The ballistic protective effect is not modified; it will still halve incoming Pain and Limb Damage from Bullet-type damage. This means that effectively, firearms being employed against heads protected with ballistic protective headgear will deal 0.75x damage, barring any other modifiers.
  • The Ally mechanic has been tweaked in anticipation for Quests.
    • Allies must be formally hired in order to follow the Contestant, and formally dismissed (or killed) to leave the Contestant's side.
    • Return to the hard limit of 1 max ally. Mercenaries now count as allies.
    • Allies are now strictly defined as being subordinate to the Contestant ; they will follow orders, do as they're told, and their inventory can be managed by the Contestant as well.

Updates to Weapon maintenance:

  • Base Durability value for firearms (DV+0) is now 10000 points (previously: 20000)
  • DV points are now worth 1000 points instead of 2000.
  • RV points are now worth 500 points instead of 450.

Maze Customs updates:

  • New barrel improvement offering: 4150CS barrel + Titanium Carbonitride (TiCN) coating.
  • New offering for 1911SS and 1911DS pistols: Railed frame, which allows mounting of one Small light mount accessory.
  • Definition of the optics rail for 1911SS and 1911DS pistols was updated for better clarity. Effects were not modified.
  • Clarified names and descriptions of service categories in Customs:Minor
  • New Minor offering category: Railed Frame Enhancement (RFE), which offers to replace the frame of a listed firearm with a railed one, so that it may accept a Small light mount accessory.

Updates to weapon accessories:

  • Rail adapters were scrapped entirely (effectively replaced in role by the RFE service above)

December 26th 2016

Pre-v4 transitional period - Mini-update #5 - Post-Christmas Optics and Gear update

Changes related to weapon accessories

  • All optics, save for reflex sights, received new effects.
    • Red dot sights now once again allow for multiple targeting (aim at up to 2 targets per turn)
    • All scopes now let the shooter use the Concentrating ability, instead of only high-power and extreme-power optics.
    • Each scope power category effect has been modified slightly in order to provide more consistency - see article for the effects. Scopes now follow the general idea of "accurate first shots, inaccurate sustained fire"; boosting the accuracy of an initial few shots, but penalizing further shots. The more the optic is powerful, the more dramatic the effects, but also the shorter the window for the positive effects (more power = less shots benefit from the positive effects).

Renamed items:

  • M8 Scout scope renamed to Leupold FX-II Scout
  • PM II telescopic sight scope renamed to Schmidt & Bender PM II
  • Trijicon RX01 replaced by Aimpoint CompM4

New optic: Sight magnifier

  • The sight magnifier is a new type of optic. It is classed under the new special optics category, but it is better described as an add-on rather than an optic proper. The purpose of the sight magnifier is to provide magnification to an existing sight. See here for more details.

New Key item: Night vision goggles

  • The NVGs provide with night vision, a new secondary effect, allowing to see in dark environments without being seen. More details on the article.

Related changes:

  • The ICU smart vision implant is now correctly listed as providing permanent but togglable night vision.
  • The gas mask and the newly added Night vision goggles are part of a new subcategory of key items: face gear.
  • The headgear effect "Blocks gas masks" is renamed to "Blocks face gear", and does exactly what it says on the tin: relevant pieces of headgear may block the ability to wear face gear.

December 2nd 2016

Pre-v4 transitional period - Mini-update #4 - Recoil gets updated... again (but this time it's for good!)

Changes related to the Recoil system:

  • The definition of ADT was updated.
  • The effects of all existing recoil levels was updated.
  • Three new recoil levels, 6, 7 and 8, have been introduced, with their own effects in line with the changes to the existing levels.
    • The new effects introduce and call for a new type of secondary effect: Inaccuracy Range modifiers.

Changes related to weapon accessories:

  • Foregrips have a new effect: Inaccuracy Range -1.
  • Muzzle brakes have returned to their old Recoil -1 effect.

Changes related to Ammunition:

Changes related to Skills:

  • Wording relative to combat skills and Inaccuracy Range was clarified to make use of IR modifiers. The purpose of combat skills has otherwise not changed; high combat skill levels translate into decreased Inaccuracy Range.

Errors and mistakes fixed:

  • Event lines of weapons with Special underbarrel interfaces (URail-X) didn't display their URail-X tag.
  • Certain event lines of weapons with light mounts didn't display the light mount size.
  • The "Inaccuracy" secondary effect is not called by the effects of any item or statistics anymore. It was scrapped from the list, as it no longer has any reason to exist.

November 17th 2016

Pre-v4 transitional period - Mini-update #3 - The Playable Youkai update

Play as a youkai

It is now possible to play MazeWorld as a youkai - the option is now possible during Startgame. Players may select one of eleven playable youkai subspecies: Guhin, Hakutaku, Jorougumo, Kappa, Kasha, Kirin, Oni, Satori, Tanuki, Tengu, and Yousei. Each of these subspecies offer unique advantages, strengths, and weaknesses.

As a general rule of thumb, playing as a youkai is equivalent to playing in hard mode. Youkai have shared traits which render them unique to play, but also and generally more difficult from playing as a human or a halfling. Although certain youkai subspecies are noticeably stronger than others, this is generally true for all of them.

Changes to the game when playing as a youkai:

  • Startgame: Questions pertaining to constitution are skipped. Superficial questions now match options on Youkai physio codes.
    • Age limits: Between 60 (child) and 2500 (elder).
    • Height limits: Between 139cm (4'7") and 221cm (7'3")
  • Youkai activists may become friendly much more easily, due to racial bias. It is also now possible to become a youkai activist. (Membership is much more easily obtained and certain new possibilities may open)
  • Certain magical or otherwise esoteric items have different effects.
  • Impossibility to wear Clothing and armor as a youkai. This means that youkai Contestants have very few methods of improving their resistance to damage and must compensate with their other abilities.
  • The Maze Military is closed to youkai Contestants, and the faction may become hostile to youkai Contestants much more easily (which closes off certain possibilities)
  • Bionic augmentations cannot be installed into the bodies of youkai Contestants.

Other changes

Changes pertaining to Bionic augmentations:

  • Scrapped augs: Social interaction enhancer, Gem Power Extractor, Directional Beam Upgrade
  • The XND-1000 excess energy dissipator was moved from Extra to Bionic Arm.
  • The limit of 1 Extra aug per augmented person was removed.
  • XND-1000 changes: Firing a Charged Force Bolt no longer stuns for 3 turns. Instead, it disables the use of the XND-1000 for 1d3 turns.
  • New augmentations: Cranial skeletal toughness treatment, XAU-1001 Tesla Coil, XAU-1002 Heat Beam, XAU-1003 Corrosive Shot, XAU-1004 Super Charge

Changes pertaining to Secondary effects:

  • After-shock effect was modified. The new effect is Strength -20% and IS Tier +1 for 1d6 turns. (Previously: FT+2 for 1d6 turns.)
  • Frost damage no longer damages weapons and accessories.

Changes pertaining to Weapon maintenance:

  • Many aspects of Durability and Reliability for firearms have been modified.
    • Base Durability without modifiers (DV+0) now corresponds to 10000 points of max condition. (previously: 20000)
    • Durability points now affect max condition by 1000 points each. (previously: 2000)
    • Reliability points now affect max cleanliness by 500 points each. (previously: 450)

Rule changes and clarifications:

  • Restraints: Introduced rules regarding capturing and dragging restrained enemies.
  • Explosives rules: Clarified that the usage of a detonator is a free action and not a non-combat action ; meaning that using a detonator is completely free and can be followed by another attack.

November 1st 2016

Pre-v4 transitional period - Mini-update #2

APX projectile changes:

  • APX projectiles are no longer restricted to [R] (rifle calibers) only and can now also be found for pistol calibers.
  • The description of APX projectiles has been modified. They are now described as such:
    • "Armor piercing, extreme. A unique AP bullet, constructed out of hardened steel, with a screwdriver-shaped flat nose, a copper jacket and a tungsten carbide penetrator for maximum penetration."

APX projectile effects were also modified:

  • 0.5x Pain, 0.7x Limb Damage against Cx ACs. (previously: 0.6x Pain, 0.6x LD)
  • Damage against Ax ACs is variable. Base damage is 0.8x Pain, 0.8x LD. Add 0.3 points per Armor level.
    • vs A1: 1.1x damage ; vs A2: 1.4x damage ; vs A3: 1.7x damage ; vs A4: 2x damage ; vs A5: 2.3x damage (previously: damage against Ax ACs was lower by 0.3 points on average, across the board)
  • Wear rates: Cond x2 / Clns x1 (previously: x1 / x1)

September 7th 2016

Pre-v4 transitional period - Mini-update #1

Introduction of re-usable drinking containers: Empty plastic bottles, and Water canteens

  • Empty plastic bottles become a Crafting ingredient ; as with most items, they can be acquired in a Workshop, found in the wild, or obtained from consuming bottles of water and bottles of milk.
  • Canteens, or water canteens, are key items which can only contain water, but can carry up to 4 water bottles' worth of water. They can be carried as a key item to avoid impacting inventory, or as a regular item (weight: 2 units)
  • Certain Room features are now sources of water, for the purpose of refilling bottles and canteens.
  • Encounters: Bovine creatures (cows, water buffaloes, yaks and bisons) may have a randomly assigned gender when encountered. If females are encountered and if the Contestant possesses empty plastic bottles, these creatures can be milked to create bottles of milk. The creature does not need to be alive to be milked.

New Maze Customs services:

  • Minor service: Rechambering for Kalashnikov SVK-12 to convert the rifle to 7.62x54mm R and back. The 7.62x54mm R version is designated SVK-12R and accepts SVD magazines.

July 4th 2016

Announcement

As of July 4th 2016, the OP3 Testing Period #3 is over, however there is still one pending major update: the Quests update, which is intended to be the final major update to the game before it can be considered "complete".

As such, all logs starting from this date and onwards will be considered part of a period called the "pre-v4 transitional period". When the Quests update will be rolled out and implemented, the game will be officially jumping to version 4, a leaderboards and Contestant reset wil occur, and a new "era" will begin: the v4 games.

During v4 and in the future, no major updates will be planned, barring unexpected and unforeseen changes, as the game will be considered "complete". Any additions made will be hopefully minor; to the tune of fixing errors, clarifying rules, and whatnot.

Testing Period #3 mini-update 22: Independence Day Special Gun Update

New weapons:

New Maze Customs offerings:

  • Blackhawk, Redhawk: In "other modifications", new offering: Laser grips.
    • For 250 P$, the Customs workshop may add an integrated laser sight to the Blackhawk or Redhawk revolver. This integrated laser sight has a battery life of 100 turns.

New magazines:

  • STANAG magazines: Extended 40-round mag (Large, weight 1.2) and 50-round drum (V.Large, weight 2).
    • The new 40-round mag is notably compatible with the FN F2000, similarly to the original 30-round mags.
  • AK-47 magazines: 20-round mag (Medium, weight 1) and 60-round casket magazine (V.Large, weight 2).
  • AK-74 magazines: 20-round mag (Medium, weight 1)
  • AK-101 magazines: 20-round mag (Medium, weight 1) and 120-round drum magazine (X.Large, weight 3, weight tier +1 to equipped weapon).
  • New SVD magazine: 20-round mag (Large, weight 1.2)

June 27th 2016

Testing Period #3 mini-update 21

Changes made to certain weapons and weapon accessory-related information

  • Weapon accessories: "Front mount" is renamed to "Underbarrel".
  • The now aptly-named Underbarrel accessories have now been placed into three categories, related to the length of a weapon's underbarrel rail interface: "Short", "Long" and "Special". See Weapon accessory#Underbarrel accessories for more details.
  • All related weapons, Customs information and weapon accessories have been modified to reflect the changes.
  • Scopes: High-power and Extreme-power effects have been modified.
    • High-power optics now provide FT-2 on the first shot, and FT-1 on any subsequent shots. Extreme-power optics do the same, but provide a FT-3 bonus on the first shot.
  • Weapons renamed:
    • Tavor X95 -> Tavor X95R (clarification)
    • AK-12 (308) -> SVK-12 (clarification and further separation from the Customs-compatible AK-12s)
    • AK-12 (74) -> AK-12-1 (better nomenclature)
    • AK-12 (47) -> AK-12-2 (better nomenclature)
    • AK-12 (223) -> AK-12-3 (better nomenclature)

May 29th 2016

Testing Period #3 mini-update 20

Changes made to the standard equipment of certain NPCs:

  • Maze Citizens now carry 1 full retail box of ammunition per weapon equipped, if applicable.
  • Non-SRT Maze Guards of all ranks now carry 2 full magazines per weapon equipped, instead of 1.
  • Maze Soldiers of all ranks and branches now carry 1 full retail box of ammunition per weapon equipped, and the Support kit now includes 2 extra boxes.

The new boxes of ammunition match the caliber and ammunition type rolled for their corresponding weapon. The changes were made to allow NPCs to carry more ammunition and be able to last longer in a fight.

April 29th 2016

Testing Period #3 mini-update 19: The armor miniupdate

Armor and Trauma plate modifications

  • The Type-4 Kevlar vest was removed.
  • Many items were renamed to drop brand names.
    • Type-2 Kevlar vest -> Light K armor vest
    • Type-3 Kevlar vest -> Heavy K armor vest
    • Twaron vest -> Light T armor vest
    • Light Dyneema vest -> Light D armor vest
    • Heavy Dyneema vest -> Heavy D armor vest
    • Dyneema helmet -> D armor helmet
    • SPECTRA helmet -> K armor helmet
    • Twaron helmet -> T armor helmet
    • Kevlar arm pads/leg pads/full leggings -> K armor arm pads/leg pads/full leggings
    • Twaron arm pads/leg pads/full leggings -> D armor arm pads/leg pads/full leggings
    • Dyneema arm pads/leg pads/full leggings -> T armor arm pads/leg pads/full leggings
  • Other items were renamed for cosmetic reasons.
    • Ceradyne helmet -> Cerashield helmet
    • SSh-39 helmet -> Steel helmet
    • STSh-81 helmet -> Titanium/Steel armor helmet
    • HEV Suit -> Power Armor Suit
    • HEV Helmet -> Power Armor Helmet
  • Certain items were statistically modified
    • Light K armor vest: Weight 5 instead of 9, now costs 500 P$
    • Light T armor vest: Weight 5 instead of 9
    • Light D armor vest: AC is now A3 instead of A2, Weight 5 instead of 9, now costs 750 P$.
    • Heavy D armor vest: AC is now A4 instead of A3, now costs 1000 P$.
    • D armor arm pads, leg pads and full leggings: AC is now A4 instead of A3 on all counts.
  • New pieces of armor
    • Heavy T armor vest ; an AC A3, Weight 9 equivalent to the Light T armor vest
    • Composite full leggings ; the full leggings upgrade equivalent to the composite leg pads. Crafting-only (see below for details).
  • Changes related to trauma plates
    • 2 new plates: Fiberglass and Aramid fiber, intended to be soft, cheaper alternatives to the "hard" plates (Ceramic and up)
    • All other plates have been balanced ; pass-through threshold and maximum HP were buffed across the board for all pre-existing plates.
  • Crafting-related changes
    • The Box of alumina fibers have been removed.
    • Instead, two new crafting ingredients: the Box of carbon nanotube fiber sheets and the Box of super-aramid fiber sheets.
    • The CompVest, CompArms and CompLegs recipes have all been modified. See page for details.
    • Certain blueprints were renamed without changes to the recipe: DynLeg -> D-FL ; KevLeg -> K-FL ; TwaLeg -> T-FL ; SRALeg -> SRA-FL.
    • A new blueprint, CompFL, was introduced; which serves to craft the Composite full leggings.

Other changes

  • All concerned NPC standard equipment has been renamed accordingly to the changes above.
  • Certain supply crate contents were also renamed accordingly to the changes above.
  • The gas mask is no longer a piece of headgear ; it is now a Key item, considered to be automatically worn if equipped as a key item. Gas masks now protect for a given amount of turns until their filters fail, at which point a new one must be purchased. Extra gas masks can be carried in the inventory, and are considered to weigh 1 unit. Gas masks can still be purchased in a clothing shop; they have a 75% chance to have between 1 and 4 gas masks in stock.
  • The "Death Faction" was renamed Phantom Forces. All relevant names have been modified to reflect the changes.
  • A new ability is introduced: Point shooting
  • The Telephone network system was modified. Now, every mobile phone is allocated a random number.
  • Shrines and dark sanctums: Between 1 and 3 shrine maidens and dark maidens can now be found in their respective facilities, instead of a 50% chance to find one, in order to improve maiden survivability and defend shrines more easily.

April 27th 2016

Testing Period #3 mini-update 18

  • New Battlespace rules: Each door in a room is now tied to one of the Sides of the battlespace, and if a creature wishes to escape through a specific door during combat, they must first move to the corresponding Side, then attempt an escape.
  • New Explosives rules: Primed mines activate and maintain combat mode, for as long as there is at least one primed mine in the room. In order to leave combat mode with mines present but no enemies left, the mines must be set off, disposed of, or avoided by leaving the room.
    • This, combined with the new battlespace rules, results in the possibility of minefields that can deter access to certain rooms.
  • A new encounter tag was created: Can fly. Flying creatures have the ability to ignore primed mines on a given Side, by simply flying over them, so that they cannot be triggered.
  • Clarification of existing rules regarding battlespace, particularly regarding the UA ; every item, encounter and room furniture has a battlespace position ; meaning everything is on a given Side. In the Uncivilized Area, the positioning of every thing may be randomly selected. This means there is a small chance that encounters generated in the UA may be generated on the Contestant's side when they enter.
  • Clarification regarding stealth: If the Contestant enters the same side as an enemy encounter, they will always be noticed by the enemy, which breaks stealth.

April 21st 2016

Informational update

  • Co-op is disabled for the time being. Other avenues to play MazeWorld with multiple players will be explored in the future.
  • The Town Reputation system is clarified to only be used for Neutral towns ; faction-aligned towns call for Faction Rep instead.

April 4th 2016

Testing Period #3 mini-update 18: Pain tweaks

  • Max Pain Threshold (Max Pain until Death) has been redefined to be always equal to (Max Pain until Blackout + 50%).
    • Certain effects may still separately affect MPT, which in turn expand the length of the blackout window.
  • A few Augmentations have been redefined to account for this change.
  • The Cardinal Amulet effects have been modified.
    • Genbu (North): Maximum Pain until Blackout +10%, Maximum Blood counter +2.
    • Byakko (West): Strength +20%, Endurance (Max Fatigue) +20%
    • Seiryuu (East): All limbs max HP +5
    • Suzaku (South): Agility +1, Pain Regeneration Rate +1%/turn, Blood Regeneration Rate +0.1/turn
  • A set of failsafes were introduced for blacking out outside of combat, in case the Contestant finds themselves blacked out and unable to heal on their own or with immediate outside help.

This update affects your inventory sheet yet again. The fix is relatively simple: check your current Max Pain until Blackout stat on your sheet, and replace the Max Pain threshold (until death) value to something equal to MPuB + 50%.

  • Example: If your current MPuB is 115%, then your new MPT value is 165%.

March 30th 2016

OP3 features part 8: The Fatigue/Stress/Hydration update and the Meds Update part 2

Rolled up together into one big update are the introduction of the long-planned and long-awaited new statistics, which increase and deepen the survival aspect of the game, and its associated Meds Updates.

The new statistics

The new stats update the inventory sheet. Please send your inventory sheet to Tempest so that it can be updated.

The Meds Update part 2

Other changes

  • Clarified and expanded the possibilities with Restraints, added list of ways to free a restrained creature.
  • Revamped the Room page, now displays a list of UA roomstyles and useful room furniture, along with effects, or links to other articles where necessary.
  • The library's book and computer usage fees now have a practical purpose ; that of offering books, which are new items and which have the purpose of relieving Stress.
  • Many types of roomstyle furniture now find a new practical purpose as well, also as Stress relievers.
  • Strip clubs now also serve a similar practical purpose ; tipping and requesting private shows all allow Stress reduction as well.
  • Dark sanctums now offer a session of "demonic relaxation" as a service in exchange for a donation of 750 P$ or more. It also serves to relieve Stress. We'll leave it to your imagination as to what exactly happens in there.

March 24th 2016

Informational update

  • Assault waves revealed to be too much of a hassle on the GM during testing. As such, the feature itself has been scrapped. None of the new content (expanded backup calls, new weapons and items such as mines and MARCs, or the new cover pieces) has been removed, only the assault wave system itself.
  • As a result, the testing session on March 24th has been cut short.
  • A note from the author: "Assault waves are a good example of feature creep, and they would have deviated too much from the spirit of the game. While I do think that defensive combat still has a place in the Mazes and that ways to implement it should be explored, I also think it should be a matter of circumstances. In my opinion, it can be worked out with just expanded backup calls and the right setpieces. Those expand on an existing system which is simple enough and worked in the past; NPCs calling for more of their fellows into the battle, who then show up after an ETA once the call is made - this is a lot more natural and respects the feel of the game a lot more than a sort of strategy minigame of asset and personnel placement. As such, I absolutely do think that things like mines and tactical shields have their place in the Mazes, but circumstances call for context, and there is no better way to create context than to do it within quests. As such, we will see aspects of defensive combat with the quests update, which means this will not be until an undetermined time in the future. I'm sorry for the mess today, this is not a frequent occurrence for me to determine that a feature needs to be removed after testing."

March 15th 2016

OP3 features part 7: Expanded backup calls and assault waves

Expanded backup calls

Backup calling is a NPC ability - and under certain circumstances, a Contestant ability (as a future quest reward) - which, as the name implies, allows a caller to bring backup to their position, in case a present threat warrants more firepower.

When calling for backup in the UA, the backup will show up on a random Side of the Battlespace that is not occupied by an enemy. If, somehow, all sides are occupied by enemies when backup is about to arrive, they will appear on the caller's original side.

This ability is now expanded and clarified into multiple tiers, each one with distinct effects.

Three different types of backup calls now exist: Low alert calls, High alert calls, and gating.

Low alert

Low alert calls are for mundane backup calls. They are low-priority; their ETA is long, the backup sent isn't necessarily powerful, however the cooldown period is relatively short and is a handy way to increase firepower.

  • Military:
    • Can be performed by any Soldier with a rank of Sergeant or above. Backup size, ETA and cooldown improve if the caller is of a higher rank. Forces sent are of the same type (Regular Forces or Death Faction) as the caller's type.
    • Sergeant calls: 1d2 Soldiers, ETA 2d3+1d2 turns, Cooldown: 12 turns
    • Lieutenant calls: 1d3 Soldiers, ETA 1d3+2 turns, Cooldown: 10 turns
    • Captain/Colonel calls: 1d2+1 Soldiers, ETA 1d3+1 turns, Cooldown: 8 turns
  • Youkai:
    • Can be performed by virtually any youkai activist.
    • Backup sent: 2 Youkai activists, ETA 1d6+2 turns, Cooldown: 15 turns
  • LE/Police:
    • Can be performed by virtually any Maze Guard regardless of rank or type.
    • Backup sent: 1d3 Maze Guards, ETA 1d5+1 turns, Cooldown: 10 turns
High alert

High alert calls are when an immediate or powerful threat is in the room. They are high-priority, tend to have a shorter ETA, and sends more and/or better-equipped backup, however with a much longer cooldown period.

  • Military:
    • Can only be performed by Soldiers with a rank of Lieutenant or above. Backup size, ETA and cooldown improve if the caller is of a higher rank. Forces sent are of the same type (Regular Forces or Death Faction) as the caller's type.
    • Lieutenant calls: 1 Sergeant + 1d3 Soldiers, ETA 2d3 turns, Cooldown: 24 turns
    • Captain/Colonel calls: 1 Lieutenant + 1 Sergeant + 1d4 Soldiers, ETA 1d3+2 turns, Cooldown: 20 turns
  • Youkai:
    • Can be performed by virtually any youkai activist.
    • Backup sent: 2d2 Youkai activists, ETA 1d3+1 turns, Cooldown: 30 turns
  • LE/Police:
    • Can be performed only by Guard Sergeants, Guard Chiefs, the Maze Sheriff, and SRT Guards.
    • Backup sent: 1d3+1 SRT Guards, ETA 1d3+1 turns, Cooldown: 12 turns
Gating

Gating is a sort of backup call that is more of a natural ability. Gating can only be performed by certain species in the Angelic and Demonic factions. The point of gating is to summon nearly instantaneously powerful backup, with the caveat that they will invariably appear on the same Side as the caller and that gating imposes an extremely stiff cooldown period, to make up for the instant power that can be summoned. In addition, only high-ranking and powerful creatures can perform gating, which limits the instances.

Gating performed by Angelic creatures is called divine-gating, while the Demonic counterpart is called demon-gating.

  • Divine-gating:
    • Can only be performed by Aurors, Archaurors and shrine maidens.
    • Backup sent: 1d3+1 random Angelic creatures (except shrine maidens). ETA: 1 turn. Cooldown: 50 turns.
  • Demon-gating:
    • Can only be performed by Great Daemons, Succubi, Incubi, and dark maidens.
    • Backup sent: 1d3+1 random Demonic creatures (except dark maidens). ETA: 1 turn. Cooldown: 50 turns.

Assault Waves

Feature scrapped, see March 24th 2016

New items and assets

  • New clothing, the reinforced leather jacket.
  • Three new Cover types: Improved versions of the Guardian, Defender and Colossus Tactical Shields, respectively designated "Super Guardian", "Super Defender" and "Titan".
    • The particularity of these three new tactical shields, besides being designated "Improved Tactical Shield" and their increased resiliency, is their new attribute: Full protection, which designates cover types that have the ability to protect a full standing body, therefore protecting from harm even fully Exposed users. These cover types still benefit from the use of firing ports and gaps through which users may still retaliate and open fire, greatly improving their value.
  • New Supply crate crate series, the Mixed Ammunition Resupply Containers, or MARCs. The MARC-series crates is comprised of 6 crate types. See the Supply crate article for more details.
  • New Weapons - all of which are Class 4:
    • M18A1 Claymore and MM-1 Minimore; directional mines, which are a new subtype of planted explosives
    • TS-50 and PMN-2; pressure mines, another new subtype of planted explosives
    • SLAM and SUPER SLAM, multipurpose mines which can emulate the behavior of either an explosive charge (like C4), a grenade, a time bomb, a directional mine, or a pressure mine. The SUPER SLAM is crafting-only.
  • New crafting recipe:
    • SuperS recipe (Level 3): 1x SLAM + 1x E. circuit + 3x copper wire + either 3x Mini C4 charges or 1x Small C4 charge. Creates 1x SUPER SLAM.

Related changes

  • Hand grenades and certain planted explosives suffering a critical failure now become duds, which can be repaired by using a Gun Repair Kit. 1 use of a GRK on a dud explosive repairs the weapon, which can then be used again.
  • Explosives rules now clarify which Class 4 weapons have special rules regarding failure and critical failures.
  • All blueprint event lines now correctly display their new weight (0.01 units)

March 10th 2016

Testing Period #3 mini-update 17: The Town Rep update

This updates the inventory sheets with a new section. Please update your inventory sheet by adding the new "Town Reputation" section to your sheet.

  • Towns have a new essential feature: the Town Hall, as well as new encounter roles - subsets of the Maze Citizen as they do not have standard equipment or uniform, but are nevertheless important:
    • The Mayor, leader and supervisor of the town, whose role is to run the town, assign personnel, allocate residents, manage a local police force/security team called TownSec, and represent the town and its affiliations, as well as the laws enforced.
    • Towns may now enforce either Standard Law (the Maze Guard-enforced law described in this article), Standard Modified (same, but with extra, local ordinances), Independent (does not enforce Standard Law - only local laws and rules, and does not receive protection from the police), or no law system at all, meaning it is the same anarchy state as the Uncivilized Area.
    • Alongside the Mayor are several sub-roles relevant to the Town Hall, most important of which is TownSec - they are a force of volunteer, non-uniformed Maze Citizens with a special TownSec badge, and their role is to serve as a local police force and security team. TownSec citizens are now in charge of town entrance defense, patrolling in the social square, doing administrative work at the town hall's TownSec HQ, and responding to emergency calls relevant to their town.
  • Additions to the Reputation system: Town Reputation. Alongside Faction Rep, reputation of the Contestant towards a specific town is now tracked, including Neutral towns.
    • Town Reputation is essentially there to allow towns (non-Faction aligned) some semblance of independent behavior towards the Contestant, particularly Neutral towns. Faction-aligned towns may still deny access based on overall Faction Rep, but specific wrongdoings or good deeds towards a specific town may allow for some wiggle room.

March 6th 2016

Testing Period #3 mini-update 16: The non-combat skills update

This updates the inventory sheets with a new section. Please update your inventory sheet by adding the new "Noncombat skill group" section to your sheet.

Weapon accessory changes:

  • Muzzle brakes and foregrips get a new effect, replacing the old one: After an attack roll, one of the lowest dice score gains 1 point to a maximum of 11. Does not affect critical failures, replacing "+2 max shots per turn for weapons not affected by Recoil" in both caseS.
  • The effects of both accessories stack: Two such effects means two of the lowest scores gain 1 point.
  • New bayonets: The SA80 bayonet, a non-blocking knife-bayonet compatible with the Enfield L85A2, and the Type 30 sword-bayonet, a knife-bayonet compatible with both the Type 38 Arisaka and Type 97 Arisaka rifles.

Gameplay mechanics changes:

  • Introduction of seven noncombat skills which affect the performance of the Contestant when performing distinct activities: Hunting, Crafting, Mining, Handloading, Barter, Repair, and Lockpicking. Of these noncombat skills, the five are based on already existing activities and features, while two ; Repair and Barter, are completely new. See here for more details.
    • Hunting is essentially a renamed and improved version of the prior system of butchering skill.
    • Crafting is overhauled - there is now only one crafting kit instead of 3, crafting kits become consumable items which need to be replenished (a crafting kit has up to 20 uses), successfully crafting an item now depends on success chances (the higher the item level, the lower the initial chances). Failure to craft an item merely burns 1 use on the crafting kit and must be re-attempted until success is achieved.
      • Blueprints are no longer mandatory to craft items, however having one increases the success chances. Blueprint weight is decreased - 0.1 unit per blueprint instead of 1, in order to facilitate carrying them. Lastly, a large amount of blueprints and corresponding crafting recipes have been added, and many existing ones were modified (adjustments to crafting level.
      • Plenty of new crafting recipes and associated items.
    • Handloading sees no fundamental changes to the way it functions, the skill however affects what load types can be made (only experienced handloaders can do hot loads such as +P/MAG and +P+), as well as how many rounds can be manipulated every turn.
    • Mining also sees little changes, the skill largely governs amount of nutrition burned per turn spent mining, and chances to extract ore bundles per successful hit.
    • Barter and Repair are new Abilities, described here: Bartering, Repairing.
    • Lockpicking is vastly improved upon - it is now more difficult to pick locks overall, but the skill levels can alleviate the difficulty, and there are new ways to tackle locks; notably, the ability to attempt picking the trap trigger itself (if there is any trap), and attempting to force the lock for a high risk-high reward, faster alternative to picking the lock conventionally.

Other changes:

  • Clarification: All random encounters have at least Basic in the combat skills corresponding to the weapons they were generated with. Only under specific circumstances (named characters, for examples) will different skill levels be assigned. Skill level of NPCs also does not change, again barring certain exceptions.
  • Kappa now naturally have Master skill level in Crafting and Repair.
  • Oni and Kishin now naturally have Master skill level in Mining.
  • Kitsune now naturally have Master skill level in Bartering.
  • All engineers naturally have Expert skill level in Crafting. Workshop ET engineers additionally have Expert level in Repair and Handloading, while Mining ET engineers additionally have Expert level in Mining.
  • All chefs, including Kitsune chefs but excluding bartenders, now naturally have Expert level in Hunting.

February 25th 2016

Testing Period #3 mini-update 15: The Barrel Lengths Update

Barrel length damage modifier

Introduction of a new feature, barrel lengths and damage modifiers tied to barrel length.

As most weapons in the game are firearms, not all calibers and not all firearms are created equal. Thus, weapons may have an overall damage multiplier, applying to both Pain and Limb Damage, depending on the length of their barrel. Every caliber may have one or more barrel length groups, which represent a range of barrel lengths for which the multiplier applies.

Examples, with .357 Magnum firearms. We are assuming all of the firearms below are loaded with .357 Magnum rounds.

  • A Smith & Wesson Model 686 features a 6 inch (6") barrel. Thus, it is in the Medium handgun barrel length group for this caliber, and enjoys the normal 1x damage multiplier.
  • However, a Ruger LCT has a much shorter 1.875" barrel, thus placing it into the Short handgun group for this caliber - thus it has a 0.65x damage multiplier.
  • On the other hand, a Marlin Model 1894C, which is a rifle with a 18.5" barrel, will be in the Rifle group - thus it has a 1.5x damage multiplier.

Different calibers have different barrel length groups. Your particular firearm's barrel damage multiplier depends not only on its barrel length, but also on the caliber of the ammunition it is about to fire ; not necessarily what it is chambered for. This is important for firearms that can chamber multiple calibers, such as the aforementioned .357 Magnum firearms, for example.

Certain calibers may have only one barrel length group - this is intentional. Sometimes, the difference across the available firearms' barrel lengths is not sufficient to need more than one group.

Other changes

  • All caliber pages referenced on the Ammunition article have been updated to display all the barrel length groups.
  • .38 Special LDV is now +2 instead of +1.
  • Every firearm event line now displays barrel length in inches, next to the caliber and fire modes.

February 17th 2016

Not really a game update but more of an announcement that the wiki is no longer dark, and invites are no longer required to read it. Wiki invites will still be provided to players as a sort of 'proof of membership'. If you're reaching us from Google or another website, then hello! Please direct yourself to MazeWorld to get a quick idea of what the game is all about!

And just because I'm nice like that, here's a new weapon:

  • IZHMASH Mosin-Nagant M44, a 7.62x54mm R bolt-action rifle and shorter cousin to the M1891 and 91/30 PU rifles. Class 1, Weight 22.

February 9th 2016

Testing Period #3 mini-update 14

WARNING: This update updates inventory sheets (again!). Active sheets made prior to this update are "broken" and will be updated on your next session.

  • Many shops now offer a delivery service, which transfers all of the Contestant's purchases to their bank vault, instead of being given in person, similar to having store credit transferred to the bank account. The service costs 200 P$ for shops located in a town, and 800 P$ for shops operating in the Uncivilized Area.
  • Weapon skills have been updated. Firearm skills no longer call for skills based on weapon type, but on a new set of skills based on weapon action, such as bolt-action, pump-action, automatic rifle, semi-automatic pistol, and so on. The full list of new skills, alongside a list of important notes regarding certain weapons and the skills they are covered by, can be seen here: Gameplay mechanics#Skill types
    • Startgame weapon offerings have been updated to match the new skill types. In addition, as there are now more skills than before, the total amount of points to allocate to starting weapon skills was bumped from 5 to 10.

February 7th 2016

Testing Period #3 mini-update 13 ; The Grenade Spam mini-update

WARNING: This update updates inventory sheets. Active sheets made prior to this update are "broken" and will be updated on your next session.

Gameplay changes

  • Inventory sheets have been modified.
    • Sheets no longer feature a Class 4 weapon slot ; it is no longer possible to directly equip a Class 4 weapon.
    • Other equipped weapon slots have been modified - the blank inventory sheet now clearly shows how many weapons of each different Class a Contestant can equip at any given time. The sheet now also lists the position of equipped weapons on the Contestant's body. For more info, see the Weapon page.
  • Items and weapons that are considered "immediately accessible" can now be equipped and used as a free action during combat. This includes Class 4 weapons - from now on, the only limit to how many Class 4 weapons that can be carried depends on your carrying space. While it is still possible to equip weapons of other Classes via the use of implied slings and holsters, the amount of weapons a Contestant has at their immediate disposal has now been increased.
  • To clarify, "Immediately accessible" implies any one of the following conditions:
    • When in combat, the desired item in an immediately accessible piece of LBE (tactical vest, utility belt, leg rig, set-down only backpack)
    • When in combat, the desired item is on the floor, but only if the item is on the same side as the Contestant. See Gameplay mechanics#Battlespace for an explanation.
  • Clothes shops now have separate aisles for clothing, armor and trauma plates. They now also sell 12 random pieces of LBE instead of 8.

Load-bearing equipment

  • The available LBE have been completely remade with many items renamed or replaced by equivalents, and several new LBE items overall. Very few items were kept as-is. See the LBE lists for more info.
  • Corresponding items in the standard equipment of encounters have been replaced as well, with certain changes to match:
    • As the Mk64 Marksman vest no longer exists, Sniper mercenaries now wear a TT-1A Assault vest and an AMR mag rig instead.
    • As the Grenadier chest rig no longer exists, Bomber mercenaries now wear an AK/VOG chest rig instead.
    • As the Ocelot rig no longer exists, Type 1 Desperados now wear a Gunfighter belt.
    • Military Lieutenants and Captains now wear a Dump belt instead of a Basic belt.
    • Scientists (except nurses) now carry a Courier bag and a Pistol mag rig for their PP2000 magazines.
    • Weapon shop owners now carry an Armalite AR-10 instead of their old Springfield M14, with 3 magazines.
    • Several encounters received a Basic belt and Condor utility rigs.
    • Bankers and Hirers now carry a Ceramic plate inside of their Kevlar vests.
  • Supply crates: All of the LBE series of crates have been modified, both with new names and new contents.

February 2nd 2016

Testing Period #3 mini-update 12

Roomstyle related changes

  • New roomstyles have been introduced: the Empty Armory and the Vault room.
  • Roomstyles in advanced states of disrepair (the "forsaken" and "overgrown" flavors) now have a chance to spawn mushrooms from the moss and moldy deposits that form in such rooms, to compensate for the low chance of roomstyle-related items.
  • Roomstyles have been generally overhauled and improved - proper descriptions, proper definition of the available furniture and interactable items, and improved roomstyle stocks (items tied to the roomstyles rather than random events)

Other changes

Containers and lockpicking in general:

  • Computer locks have been properly defined as a lock type, though not strictly related to containers, it is listed alongside the other types for the purposes of completeness.
  • A new type of key is introduced, the keycard, which separates from the existing mechanical keys. Keycard serial number range is 1-FFFF (Hexadecimal for 65535, as opposed to 9999 for mechanical keys). Keycards are now required to unlock electronic locks on containers.

Towns:

  • Bugfix: All rooms and facilities which use computer locks and FL/HS locks have been reviewed and correctly defined. Computer and FL/HS locks are now said to be 'slaved' to a control computer, which must be hacked into (or any other creative methods a Contestant can come up with) in order to tamper with the locks.
  • Bugfix: The police station map was missing a room, the evidence vault. It has been rectified ; the evidence vault now contains a bunch of random items (weapons, magazines, ammunition and armor) that are explained to have been seized from criminals and outlaws. The evidence vault will also play a role in future quests.

Other:

  • The @stuff command can now spawn keys and keycards, so that Contestants have more chances to find valid serial numbers.

January 3rd 2016

OP3 features part 6: The Handloading Update

New feature: Handloading

An all-new feature is introduced to the Mazes: Handloading. Handloading (also known as reloading) is the activity of manufacturing ammunition from separate components, rather than purchasing complete ammunition on the retail market. These components are typically purchased, scavenged loose, salvaged from other rounds of unwanted ammunition, and if certain conditions are met, certain of these components can even be manufactured by the Contestant.

In the Mazes, ammunition for all firearm calibers except for .22 Long Rifle and 4.73x33mm Caseless can be disassembled (broken down into their basic components) and/or handloaded (assembled to form complete rounds).

In order to handload ammunition, the following components will be needed:

  • A Handloading kit, for either (P)istol, [R]ifle or {S}hotgun calibers.
  • Primers, Cases/hulls, Wads (for shotgun shells only), Powder and Projectiles.

When firing ammunition with salvageable cases, there is a 20% chance per round fired that this shot will produce an usable case. This introduces an element of scavenging, allowing the Contestant to potentially reuse previously-fired cases if they so choose to. After firefights, it is wise to look on the floor for spent cases and hulls - they can be salvaged for later use.

Retail ammunition only sells common projectile and load combinations - handloading allows a Contestant who acquires the right components to create their own specialized loads.

Advanced ammunition crafting

With access to primary materials and a suitable production facility (an ammunition factory), the Contestant can even produce his/her own handloading components, expanding the possibilities even more. Here is the list of related changes and new features:

  • Lead, iron, zinc and tungsten are no longer "quick cash" materials (to be sold only for money) - such ore can now be traded at the Mining Lobby for ingots.
    • The value of lead ingots is fixed at 150 P$ per kilogram.
    • Lead ingots can only be found in 500g (75 P$) and 1kg (150 P$) variants.
    • Lead ingots: 500g of lead ore is required at the minimum to obtain a lead ingot - any less will be traded for cash.
  • It is also possible to acquire advanced metal ingots: Brass, Steel and Tungsten, by exchanging suitable ore at the mining lobby for relevant ingots and paying a manufacturing fee (which covers the costs of alloying or blast furnace use).
    • Brass ingots: 167g of copper ore and 83g of zinc ore plus a 25 P$ fee for one 250 gram brass ingot. Extrapolate as needed for 500g and 1kg ingots.
    • Steel ingots: 250g of iron ore plus a 70 P$ fee for one 250 gram steel ingot. Extrapolate as needed for 500g and 1kg ingots.
    • Tungsten carbide ingots: 250g of tungsten ore plus a 50 P$ fee for one 250 gram tungsten carbide ingot. Extrapolate as needed for 500g and 1kg ingots.
      • It must be noted that brass, steel and tungsten can be used as base metals for creating jewels - but lead can't, for evident reasons.
  • Various components (predominantly metal ingots; lead, copper, steel, brass) can be brought to an ammunition factory for producing various components such as projectiles, cases and hulls. Powders, primers, rubber products and explosive ammunition components require special equipment not normally available in a standard ammo factory, and are as such not available to the Contestant.
    • LEAD, LSWC, LSWCHP, lead buckshot, slug: 100% lead
    • FMJ, JSP, JHP: 90% lead, 10% copper
    • HPX, SEG, UHS: 100% copper
    • AP: 40% lead, 50% steel, 10% copper
    • API: 40% lead, 50% steel, 10% copper + 1 MgX charge
    • APX: 40% steel, 50% tungsten carbide, 10% copper
    • Flechette: 100% steel
    • Incendiary slug: 100% lead + 2 MgX charges
    • Brass cases (all pistol and rifle calibers, 12 gauge CAWS hulls): 100% brass
    • 12 gauge hulls: 100% brass + Box of plastic sheets

Related changes

Along with the introduction of handloading as a new feature, several important changes are introduced:

Shops

  • Workshops have a 50% chance to have 1 handloading kit (of a random type) for sale.
  • Ammunition found in gun shops and weapon shops now belong to specific "brand names", which offer a limited selection of projectile/powder type/load combinations - the most common. The majority of possible combinations of projectiles, powder types and powder loads can only be acquired through handloading. Players are encouraged to experiment and create loads that are otherwise impossible to find elsewhere.
  • Gun shops and weapon shops have a 50% chance to sell primers, cases/hulls and powders, each.
    • If primer boxes are in stock, 3 random types will be found, 1d3 boxes for sale per type.
    • If case boxes are in stock, 12 random calibers will be found, 1d3 boxes for sale per type.
    • If powder jars are in stock, 1d4-1 powder jars per type will be found (including empty jars)
  • Bulk cans, when found, now contain ammunition of a random type ; not just Surplus FMJ ammunition as before.
  • Workshops no longer offer ammunition customization services (ammo type conversions) - the role of that service has been rendered obsolete by handloading.
  • New crafting ingredients:
    • Box of Magnesium explosive (MgX) charges, for use in the production of incendiary ammunition. One box costs 100 P$.
    • Box of plastic sheets, which are used in the manufacture of plastic shotgun shells (all 12 gauge shells). One box costs 10 P$.
  • Modified existing crafting ingredients:
    • Rags are now sold in workshops in batches of 1d20 when available.

Ammunition and ammo/projectile types

  • Randomly found ammunition now matches the new "brand name" system in the majority of cases - only in rare instances may randomly found ammunition have truly random combinations of powder type, load, and projectile type.
  • The third level of overpressure (+P++, or "Nuclear") is scrapped and becomes no longer available (and thus not craftable).
  • Shotgun shells no longer have separate damage tables for "tactical" and "full-power" shells ; load power is now subject to powder load (and thus subject to a damage multiplier).
  • 12 gauge CAWS: Buckshot shells now contain 15 pellets. 12 gauge CAWS now has new ammo types to match their regular 12 gauge counterparts: CAWS Rubber buckshot, CAWS rubber baton, CAWS incendiary slug, and CAWS FRAG.
  • New unique 12 gauge/CAWS shell, available only by handloading: the Coin shot. The projectiles are twenty Parallar coins (for both 12 gauge and CAWS). Now you can defeat your enemies with money!
  • Virtually all pistol, rifle and shotgun calibers received new prices per round.
  • Many new projectile types for pistol, rifle and shotgun ammunition have been introduced:
    • New solid projectiles: LEAD and LSWC, two types of cast lead, unjacketed bullets which are inexpensive, readily available, easy to manufacture. Ammunition with these projectiles may foul firearms a little faster (increased Cleanliness wear rate). They are effective against unarmored targets (particularly regarding to limb damage), but are not recommended for use against armored targets. LEAD projectiles are available for both pistol and rifle calibers, while LSWC is available only for pistol calibers.
    • New expanding projectiles: JSP, LSCWHP and HPX. JSP is Jacketed Soft Point, and acts as a middle ground between FMJ and JHP. LSWCHP is similar to LSWC (described above), but with a hollow point and for pistol calibers only, allowing it to perform dramatically better than any other type of expanding bullet against unarmored targets, but is even more useless against armored targets. HPX is Hollow Point eXtreme, an all-copper, wide-cavity projectile for rifle calibers only and essentially is the rifle equivalent of LSWCHP.
    • Changes and corrections: HP is renamed to JHP to clarify that it is indeed jacketed hollow points. SAP is renamed to APX for Armor Piercing, eXtreme. Neither projectile type is otherwise modified in role or modifiers.
  • Flechette is now considered an armor-piercing projectile type - meaning it will damage bullet-resistant armor.
  • Expanding projectile types is no longer guaranteed to fail against Cover - if sufficiently powerful after limb damage calculation, such ammunition may still overpenetrate barriers.

Damage tables

  • .338 Lapua Magnum: Damage tables modified due to switching from a 250 grain to a 300 grain bullet.
  • .40 S&W: Damage tables modified due to switching from a 180 grain to a 200 grain bullet.
  • .454 Casull: Damage tables modified due to switching from a 360 grain to a 250 grain bullet.
  • 40mm NATO grenade: M576 buckshot damage tables modified - switching from #3 buckshot to #00 buckshot.
  • 12 gauge: Slug damage tables modified ; previous ones were incorrect due to erroneous projectile dimensions.
  • 12 gauge CAWS: Buckshot, slug and flechette all receive new damage tables as well thanks to new, more accurate load data.
  • New damage tables created: CAWS rubber buckshot, CAWS rubber baton, CAWS incendiary slug, CAWS FRAG, 12 gauge coin shot, CAWS coin shot

Advanced ammunition crafting

  • Access to an ammunition factory is required to access the advanced ammunition crafting services (detailed above). A placeholder factory will be made available and accessible during the Testing Period so that Contestants can try it for themselves, however it must be noted that normally, such a factory is off-limits to the Contestant.
  • A sidequest will be completed in the future to give the Contestant a chance to legally access to such a facility, and benefit from advanced ammunition crafting during normal play.

December 31st 2015

Testing Period #3 mini-update 11

  • 1 new caliber: .260 Remington. A cartridge with dimensions similar to 7.62x51mm NATO, which trades a small amount of base power for one level of Recoil less. It is a Rare Caliber (no stock firearms chambered for this round, and no ammo sold in stores) intended to be much more power-recoil effective in combat rifles than 7.62 NATO.
  • 4 new weapons:
    • Česká Zbrojovka CZ-805 BREN A1 - Class 1 combat rifle, 5.56x45mm NATO, with a 2-round burst mode.
    • MKEK MPT-76 - Class 1 combat rifle, 7.62x51mm NATO, a modern battle rifle.
    • Beretta BM59 - Class 1 combat rifle, 7.62x51mm NATO, a classic battle rifle with integrated bipod, and the Italian take on a successor to the M1 Garand.
    • SIG Sauer P220 - Class 3 pistol, .45 ACP, a classic handgun and predecessor to the P226.
  • Maze Customs: New Minor services category: Minor Rechambering conversions.
    • 30 firearms not belonging to the Customs families can now benefit from caliber conversion services, with more to possibly come in the future. Among those weapons, 17 are 7.62x51mm NATO rifles now eligible for the new Light Battle Rifle (LBR) conversion kit, which is nothing more than a service that rechambers those firearms to the newly-introduced, lower-recoiling .260 Remington cartridge.
  • Related changes
    • A226 rail adapter renamed to ASIG rail adapter, now compatible with SIG P220.
    • A92 rail adapter now compatible with Beretta 96FS.
    • The 6.5mm rifle silencer is renamed .260 / 6.7mm and is now also compatible with .260 Remington
    • 1 new muzzle brake: Rifle, .260 / 6.7mm, compatible with .260 Remington and 6.5x50mmSR Arisaka. The new brake is priced at 400 P$.

December 17th 2015 part 2

Testing Period #3 mini-update 10

Two new weapons:

  • Big Horn Armory Model 89 Carbine, a .500 Magnum lever-action conventional rifle, with a capacity of 7+1 rounds.
  • Smith & Wesson Model 500ES, a short barreled Weight 3 variant of the Model 500, also in .500 Magnum, although it has no integrated brake.

December 17th 2015

OP3 features part 5: The Meds Update, part 1

Alongside the introduction of Agility, medical aid in the Mazes have undergone a much needed balancing update. Now, all meds, including the "hard" drugs, are properly balanced to offer interesting and attractive effects. But beware of Addiction!

Changes introduced

Meds effect changes:

  • Cannabis: Strength-10% effect removed. Added Increased Pain Regeneration Rate +1%/turn, a new effect in the Healing category which affects the natural Pain regen rate.
  • Codeine: Pain reduction effect is now -35% instead of -40%.
  • Heroin: Pain reduction effect is now -85% instead of -70%. Strength reduction effect is now -10% instead of -20%. FT+1 effect removed.
  • Lorazepam: Forced sleep effect duration is now 6d5 turns instead of 1d3*10 turns.
  • Morphine: Pain reduction effect is now -70% instead of -75%.
  • Nitrous oxide inhaler: Pain Sensitivity negated and Strength -10% effects removed. Replaced with Pain Sensitivity -50% and Nausea. Effect duration is now 1d6+2 turns instead of 1d6 turns.
  • Oxycodone: Item shape is now a red pill instead of a white tablet. Pain reduction effect is now -55% instead of -50%.
  • Steroids: Rage and FT+2 effects removed. Strength boost is now +30% instead of +20, added Accelerated hunger.
  • Universal antivenom: Item shape is now a syringe instead of the now deleted vial.

Secondary effect changes:

Addiction - Withdrawal effect changes:

  • Amphetamine withdrawal: No longer causes forgetfulness (effect no longer exists).
  • Anabolic steroid withdrawal: No longer causes Strength-20%. Now causes Rage instead.
  • Cannabis withdrawal: No longer causes forgetfulness (effect no longer exists). Replaced with Strength -10%.
  • Opioid addiction: FT+1 effect becomes FT+2.
  • Sick Hakutaku syndrome: No longer causes forgetfulness (effect no longer exists).

Removed medical items:

  • Ketamine: Probably the game's worst painkiller as it had many negative effects for a lukewarm single positive (Pain -50%).
  • LSD: Had nothing but negative effects. Other substances already fill the hallucinogen niche.
  • Pentobarbital: The 'suicide pill' was deemed unnecessary.
  • Concept of placebo items: Now all medical items are useful.

December 4th 2015

Testing Period #3 mini-update 9 - Wuxia'd in the face mini-update (Player-suggested!)

  • Gameplay mechanics: Initiative has been updated to introduce a new mechanic and a new IS tier.
    • All non-combat actions are now treated as having a IS 0 (Reminder: Lowest number = Fastest), a speed normally impossible to reach with weapons or attacks naturally, so that they remain naturally faster than combat actions.
    • However, because non-combat actions are now formally part of the Initiative system, through the use of IS tier modifiers, sufficiently light weapons or fast attacks can eventually reach a practical IS 0 as well, making such attacks potentially as fast as non-combat actions. The direct consequence is a chance to resolve such fast attacks before non-combat actions can even be resolved.
    • For example, it now becomes possible, in the right conditions, to attack a creature before they have a chance to take cover, or flee, among other things.
    • The position of Concentration in the IS tier system has been clarified ; a Concentrated fighter (IS tier 99) is now considered to have an IS that is impossibly slower than Unsparable (IS tier 12), in order to make it clear that it is impossible to reach the Concentrated IS tier by other means than Concentrating. (for example, using an Unsparable weapon with an IS Tier +1 effect will not make it as fast as a Concentrated attacker ; the Concentrated attacker is still going last.)

December 1st 2015

Testing Period #3 mini-update 8 - Improved Startgame mini-update

  • Several "fluff" questions were grouped together in order to complete Startgame more quickly.
  • Constitution becomes an important question, the choice now affects natural stat modifiers.
    • Average: No advantage, no disadvantage.
    • Slender: Agility +1, Limb HP mod -10%
    • Thin: Agility +2, Limb HP mod -20%
    • Athletic: Strength +10%, permanent "Athletic" effect: natural hunger becomes 2 kcal/turn instead of 1.
    • Muscular: Strength +20%, permanent "Muscular" effect: natural hunger becomes 4 kcal/turn instead of 1.
    • Overweight: Limb HP mod +10%, Agility-1
    • Obese: Limb HP mod +20%, Agility-2
  • Species selection also becomes an important question ; the various different halfling species now offer natural stat modifiers as well. Humans remain the default, well-balanced option with no advantage or disadvantages.
    • Human: No advantage, no disadvantage.
    • Feline halfling: Agility +1, Strength-10%
    • Canine halfling: No stat advantage, Pain Sens +10%, but gains a natural bite attack (Sharp-type).
    • Lagomorph (Rabbit) halfling: Agility +1, Pain Sens +10%
    • Muridae (Mouse/Rat) halfling: Max Blood +1, Strength -10%
    • Squamata (Snake) halfling: No stat advantage, Limb HP mod -20%, but gains a natural snakebite attack (Sharp-type, poisonous)
    • Salientia (Frog) halfling: Strength+10%, Pain Sens +10%
    • Equine halfling: Limb HP mod +10%, Max Blood -1
  • NPC halflings now have corresponding natural statistics - however, NPC constitution (governed by Physio code) does not grant natural statistics for the sake of simplicity

November 29th 2015

Testing Period #3 mini-update 7 - The Agility mini-update

A new statistic is introduced: Agility. Its primary purpose is to offer a way of influencing cover rolls and escape rolls. (Agility modifiers may be referred to as Agi for shortening purposes.)

  • All creatures have been given a natural Agility statistic.
  • Several substances have received modified effects to account Agility modifiers:
    • Food: Cola drink, Lemonade, Black tea, Green tea and Black coffee: All of them lost their Strength+10% effect, replaced by an Agility +1 effect. Energy drink kept its Strength+10% effect, but also gained Agility +1.
    • Meds:
      • Amphetamines gained Agi+2.
      • Cannabis now grants Strength-10% instead of -20%, and also gains Agi-1.
      • Cigarette loses its Inaccuracy effect, replaced by Agi+1 and FT-1 and the effect duration is now 1d6+2 turns instead of 2d6 turns. (Cigarettes now make you MORE accurate - everything negative is in nicotine withdrawal now.)
      • Codeine loses its Strength-10% effect, replaced by Agi-1.
      • Desoxyn gained Agi+2.
      • Diazepam now grants FT-2 instead of FT-1, loses its Pain Sensitivity+10% effect, replaced by Agi-2.
      • Epinephrine now grants Agi+3.
      • Heroin loses its Inaccuracy effect, replaced by Agi-1.
      • Morphine now grants Strength-20% instead of -30%, and also gains Agi-2 and Pain Sensitivity -20%.
      • Oxycodone loses its Nausea effect, replaced by Agi-1.
      • PCP loses its Strength-10% and Inaccuracy effects, replaced by Rage and Pain Sensitivity -15%.
  • Certain withdrawal symptoms now have Agility modifiers:
    • Benzo withdrawal now has Agility -2 as one of its potential symptoms.
    • Amphetamine withdrawal no longer has FT+2 as a symptom, now replaced by Agility -2.
    • Sick Hakutaku Syndrome now has Agility -1 as one of its potential symptoms
  • Augmentations changes:
    • Existing augs modified: Ninja Speed lv1 and lv2 now respectively offer Agility +1 and +2. PP costs and values do not change.
    • New augs: Ninja Speed lv3 and Ninja Speed lv4, respectively offering Agility +3 and +4.
  • Inebriation: Being drunk (40-69%) now causes an additional Agility-1 effect. Being blurred (70-99%) now causes an additional Agility-2 effect. Drink responsibly! (Or not.)
  • New Mushrooms: Velocitas - Mushroom of Speed (Agility +1) and Extra Velocitas - Mushroom of Extra Speed (Agility +2). Both mushrooms' effects last 10 turns.

Other changes:

  • Effect of the cola drink now lasts 6 turns instead of 3.
  • Cover roll remains at FT 6, but Escape rolls are now FT 5 instead of FT 6, in order to make fleeing easier.
  • Addictions: Benzo addiction rate increased from 25% to 30%. Amphetamine addiction rate increased from 25% to 30%. Cocaine addiction rate increased from 20% to 25%.

November 25th 2015

Testing Period #3 mini-update 6 - The .22 Long Rifle mini-update

  • Weapons: Ten new .22 Long Rifle weapons and one new .32 ACP pistol. Many of these weapons introduce .22 LR for the first time in weapon categories that didn't have any stock weapons in that caliber before. These weapons are ideal for inexpensive combat skill training.

Class 1 additions:

  • Anschütz 1416D HB Luxus, .22 LR precision rifle, with integrated 6x optic and bipod
  • Anschütz MSR RX22, .22 LR conventional rifle, made to look like a modern fighting rifle (specifically, the SCAR-L), complete with threaded barrel and accessory rails (and, amusingly enough, UGL compatibility!!)
  • Armi Jager AK-22, .22 LR combat rifle, which is a select-fire AK lookalike.
  • IZHMASH SV-99, .22 LR precision rifle, with integrated 4x optic, bipod, and silencer
  • Lakeside Machine Vindicator BF1, .22 LR belt-fed machine gun
  • PWS T3 Summit conventional rifle, .22 LR bolt-action conventional rifle with threaded barrel and NATO optic rail, capable of accepting Ruger 10/22 magazines
  • Savage Arms Mark II FV-SR conventional rifle, .22 LR bolt-action conventional rifle with threaded barrel and NATO-S optic rail

Class 3 additions:

  • High Standard HDM, .22 LR pistol with integrated silencer
  • Llama Ruby Plus Ultra, .32 ACP pistol with peculiar 22-round magazine
  • Trejo Modelo 1, .22 LR auto pistol
  • Walther SP22 M2, .22 LR pistol with NATO-S optic rail and light mount

New Customs services

  • Full auto conversion, Anschütz MSR RX22 -> RX22 FA (Combat rifle, Semi/Full, AutoROF 5)
  • Full auto conversion, Llama Ruby Plus Ultra -> Ruby Plus Ultra FA (Auto pistol, Semi/Full, AutoROF 6)

November 8th 2015

Testing Period #3 mini-update 5

  • Equine-people (horse, pony) have been added as a new Halfling variant.
  • Inebriation: Being drunk now progressively decreases Pain sensitivity (-10%, then -20%) to counter the decreased accuracy effects.

October 26th 2015

OP3 features part 4: The Reputation system (Basic version)

The Reputation system (basic version)

Formal introduction of a formerly implied system of Factions, and introduction of two brand new statistics, which compose the Reputation system:

  • Faction Reputation, which tracks the Contestant's record with each one of the six major Factions of the Mazes: the Military, the Youkai Activists, the Law Enforcers, the Outlaws, the Angelics and the Demonics.
  • Renown, which tracks the Contestant's overall fame; how easily recognizable and famous he/she is.

The Reputation system is introduced in a so-called "basic" version because the feature is not considered complete, despite being technically functional.

Faction Reputation becomes an important meter to gauge how respected or shunned the Contestant is by these Factions, and Faction Rep is influenced by the Contestant's actions. Currently, the list of actions that can influence Faction Rep and the subsequent effects are limited:

Influencing Faction Rep (basic)

  • Contributing to the victory or the defeat of Faction members in a fight
  • Killing Faction members
  • Attacking a town controlled by a Faction (a town is considered attacked if one of its inhabitants is killed)

Effects of Reputation

  • Being in the good graces of a Faction brings many advantages; shops and services in towns that Faction controls will start offering discounts, and certain Factions will offer bonuses or favors in relation to that Faction's trade (e.g. high Angelic rep can grant boosts to prayers at a Shrine.)
  • Conversely, being disliked by a Faction will mean members and towns of that Faction grow increasingly hostile to the Contestant's presence. A sufficiently low Faction Rep can lock the Contestant out of Faction-specific missions and sidequests, losing access to towns they control, and even start attacking him/her on sight.
  • Factions are in conflict with each other ; Military vs Youkai, Law enforcers vs Outlaws, Angelics vs Demonics. Oftentimes, what's good for a Faction will mean bad news for the other ; the right choices must be made.
    • The higher the Reputation with one Faction, the harder it will be for the corresponding rival Faction to consider the Contestant trustworthy ; being well-liked by the Military may mean that the Contestant's efforts to be in the Youkai's good graces will be less effective.
    • Conversely, having sufficiently low Reputation with one Faction means that they will trust the Contestant less and less; which in turn, divides the effectivenss of positive actions towards that Faction - to atone for one's mistakes, one must often work harder and pay more than what was lost in the first place.
    • Reaching maximum Reputation (+1000 Rep) with a Faction grants the Legendary status, which also boosts Renown (see below), and grants undying trust and affection for the Contestant. As a Legendary figure, any negative actions committed towards that Faction have a chance to be entirely ignored. Towns controlled by a Faction that considers the Contestant a Legend may start erecting statues in his/her honor.
    • Conversely, reaching a sufficiently extremely low Reputation (-900 Rep) grants the Unforgivable status, which cancels out the effects of any positive actions towards that Faction completely ; they consider the Contestant to be exempt of all redemption ; an enemy to be destroyed at all costs. Reaching minimum Reputation (-1000 Rep) grants the Demonized status, where the Contestant becomes so infamous, all members of the Faction treat the Contestant as their literal devil, or the personal incarnation of every single of their problems. Towns controlled by a Faction that demonizes the Contestant will start plastering WANTED posters, offering a fat reward for the Contestant dead or alive, but preferably dead.

In the future, the Mission Overhaul update will bring the "Full" version of the Reputation system ; Faction Rep and Renown are meant to play a primary role with mission and sidequest finding. Faction Rep is most notably going to be the requirement to trigger the faction-specific mission sets ; the Mishap 4th and the DeadEyes arcs.

Renown currently has little purpose in the Basic version other than flavor ; inhabitants of the Mazes will react to the Contestant in accordance with his/her current Renown level. Renown will not be meant to play a major role in the future, other than to unlock certain sidequests, nor will it have many special positive or negative effects.

Other changes

On request from one of our weapons advisors, new weapons.

  • Alexander Arms Ulfberht, a semi-automatic .338 Lapua Magnum precision rifle and one of the very rare few weapons rated at DV+6.
    • 10- and 20-round magazines exist for this weapon.
    • A new Customs Minor service is introduced, which allows turning the Ulfberht into a select-fire rifle (Semi/Full).
  • The so-called "Baby Glocks" ; a collection of 6 subcompact Glock pistols, all of which are Class 3, Weight 2, DV+3 RV+4 weapons with no accessory mounts and generous magazine capacities for weapons of their class.
    • Respectively: Glock 26, 27, 28, 29, 30, 33 in respective calibers: 9x19mm Parabellum, .40 S&W, .380 ACP, 10mm Auto, .45 ACP and .357 SIG.
    • Each weapon brings new magazines in the Glock magazines for each of their respective calibers, e.g. the Glock 26 comes with a Glock 9mm 10-round magazine.
    • Magazines designed to fit in a subcompact Glock are not compatible with full size Glock pistols or Custom Glock-SF/LF pistols, as they are too short to fit.
    • Conversely, magazines designed to fit in a full size Glock will work in a subcompact, however they impart a weight tier +1 malus when equipped to a subcompact.
      • Example: A Glock 26 equipped with a Glock 9mm 17-rd magazine designed for a Glock 17, will make the G26 become a Weight 3 weapon instead of a Weight 2.)

New rules for certain weapon accessories.

  • Underbarrel grenade launchers, underbarrel shotguns, and Weight 3 drum/pan mags/C-MAGs now impart a weight tier +1 malus to their equipped weapon, in order to balance out the substantial advantages that they provide.

New magazines for existing weapons.

  • FN SCAR-H: New 10-round and 30-round magazines.
  • IMI UZI: New 20-round and 40-round box magazines, and a new 72-round drum.

Other changes.

  • Wanted Level is now known as Police Attention. Criteria to attract Police Attention have been simplified and streamlined.

October 21st 2015

Testing Period #3 mini-update 4

Some more new Maze Customs changes:

  • The Glock-SF family now has new rechambering options: .32 ACP and .380 ACP.
    • The custom Glock .380 magazines that come with the .380 ACP option are compatible with Glock 25 pistols, however the original G25 15-round magazines will not fit in custom .380 ACP Glock-SF pistols, as they are too short to fit inside (Glock 25s are compacts, Glock-SFs are full size).

October 17th 2015

Testing Period #3 mini-update 3

Gameplay mechanics:

  • The cover, escape and stealth escape rolls have been better reworded, and their names properly defined.

Bionics:

  • Several implants have had their effects reworded for clarity.
  • Ninja Speed lv3 has been removed. The numbering system of implants has been changed to a letter-number system, where each letter corresponds to one of the Bases, and each number to one of the Augs for that base.

Weapons: Four new weapons and one new magazine have been implemented.

  • JianShe CS/LR3, a 5.8x42mm bolt-action precision rifle, along with its proprietary 10-round magazine.
  • McMillan ALIAS CS5-T, a 7.62x51mm NATO bolt-action precision rifle with three major characteristics: it is Class 2, feeds from AR-10 mags, and possesses an integral silencer.
  • CMMG Mk47-T Mutant and CMMG Mk47-K Mutant, respectively Class 1 and Class 2, are two rifles derived from the same basic system: a semi-automatic 7.62x39mm conventional rifle with AR-15-like ergonomics, yet it has the ability to use AK-47 magazines.
    • A new Customs Minor service has also been introduced to offer the Mk47 Mutant rifles a conversion to select-fire.

Maze Customs:

  • The L-Frame Customs family has been completely phased out. It was replaced by the Redhawk family, with similar customization offerings. The Rechambering lineup is the only aspect that differs from the L-Frame family, in that it offers more options than its predecessors.

Other minor changes:

  • The WPN-SWLF supply crate is removed, replaced by the WPN-RHWK crate. It contains the following: Ruger Super Redhawk + 3x .454 Casull/.45 Colt 6-round speedloader + 50x .454 Casull FMJ

October 6th 2015

Testing Period #3 mini-update 2

  • The firearm rarity values have been modified to put less weight on Rarity 1 firearms, and thus improve the chances of finding a higher-quality item.
    • Old values: Rarity 6: 0.45% / Rarity 5: 2.45% / Rarity 4: 5.65% / Rarity 3: 9.50% / Rarity 2: 22.45% / Rarity 1: 59.50%
    • New values: Rarity 6: 0.50% / Rarity 5: 2.50% / Rarity 4: 6.00% / Rarity 3: 10.00% / Rarity 2: 33.00% / Rarity 1: 48.00%

September 22nd 2015

Testing Period #3 mini-update 1

  • The CZ 75 9mm models no longer come with a 15-round magazine; it is instead replaced with a more modern 16-round magazine.
  • All weapon event lines now display rarity level.
  • The bot command @wpnc5 no longer exists ; separate commands have been made for all melee weapon classes instead: @wpnC5L, @wpnC5S and @wpnCHG.

September 14th 2015

OP3 features part 3: The Big One ; New Roomgen update

The biggest part of the OP3 features is now ready for preliminary testing!

The new room generation system

After many months of work in the making, the new random room generation system is now ready for testing. There are two major components to this update, which relate to the way the Mazes now function: a new civilized area / town system, and a redesigned random room generation system for what is now known as the Uncivilized Area, also referred to as the UA or simply the Mazes.

Civilized areas

Civilized areas, or towns, are hubs with a fixed layout and a semi-random selection of features. They are protected settlements, usually either Neutral or under the influence of a faction. All towns possess an entrance point, a generator, a hospital, between 1 and 5 residential areas, a social square with many shops and facilities, and they may also have either extra shops or a mall, as well as a specific facility which defines the reason the town exists (a military base, a factory, a laboratory, an office facility, etc.)

Towns are an incomplete feature ; the relation between a town's faction and the Contestant is meant to be explored in a future update (the Reputation system).

Towns are meant to be randomly generated for the most part ; random name, faction, facilities and inhabitants may all be randomly generated. There are a few exceptions - certain towns are fixed in nature and are meant to have special, recurring facilities. For example, this is the case of the town in which the Startgame is now initiated; this town is called Arnett, and it is the home of a special facility: a biotech laboratory, where the Contestant now wakes up.

The Uncivilized Area (UA)

MazeWorld's bread and butter, procedurally generated environments and events, still exists in the form of the Uncivilized Area (UA, or just The Mazes).

The main activity of the game will be to go from town to town ; leaving the initial town of Arnett to search for other towns. Between each town is the Uncivilized Area ; the classic MazeWorld experience with its random rooms, events, and encounters.

As before, a system of roomstyles and random events still exists, but with major changes:

  • A random amount of events per room is generated, instead of just one in the old system.
  • Each door may lead to a different roomstyle or to special areas, which are announced in advance, in order to give the player the ability a more meaningful choice.
  • The next town is not the only destination ; independent shops that have settled in the UA to service travelers, and new, explorable areas, filled with dangers but also potentially valuable loot. There is also a small chance that the trip leads to a dead end ; an abandoned city, ruins, or an otherwise dead zone which will prompt the Contestant to keep traveling - meaning that no two trips in the UA are the same, and that there is always a sense of risk associated to long periods outside of a town.
  • The player may now indirectly choose a Traveling Style: Safe, Fast or Deep route, all of which affect their trip in the UA.
    • Three major factors are at play when traveling in the UA: Speed (the distance remaining until the next destination), Danger (the chance to find encounters on the way), and Explorables (the chance to find explorable areas on the way).
      • Fast route increases Speed, at the cost of increased Danger and decreased Explorables. Recommended when the priority is reaching the next destination as fast as possible.
      • Safe route decreases Danger, but decreases Speed and sharply decreases Explorables. Recommended when trying to stay away from fights, as long as supplies allow a potentially longer trips.
      • Deep route sharply decreases Speed, and sharply increases Danger and Explorables. Recommended when looking for a fight and loot, as long as the equipment is suited for a danger-filled, lengthy trip.

The Cardinal Amulets are now only findable in the UA, with a very small chance to be randomly generated as an event each room.

Objectives of this testing period
  • Randomly generated towns and the UA are ready to be tested, but at the exception of Arnett, no special, fixed towns will be found while testing the various aspects of this feature. This is because fixed towns only have any real meaningful existence with the Reputation system (coming soon).
    • The routine for this testing period will be Arnett -> UA -> Random town 1 -> UA -> Random town 2. Trips in the UA will include at least one explorable, one independent shop, and one dead end. All three traveling styles (Fast, Safe and Deep) are to be tried out as well.
  • As stated in the "Upcoming" section above, missions are now completely disabled, pending an overhaul.
Other changes

Changes in the structure of the Maze Military and Police.

Military

  • Three new RF Companies (from 9 to 12) and one new DF Company (from 5 to 6), for a total of 900 extra men.

Police

  • Introduction of a new character position, the Maze Sheriff. Equivalent in rank to the Colonel in the military, the Sheriff's role is to serve as the chief of all police in the entirety of the Mazes.
    • The Sheriff, just like the Colonel, is an unique character ; Sheriff Len Hargrave. For now, he is only referenced, there are no planned ways to meet or find him yet.
  • New police role, the Call Operator. No different from standard Maze Guards regarding standard equipment and appearance, their role is to monitor and take emergency calls, directing patrol and SRT teams to the location as necessary. They are found in police stations.
  • New future special facility: the Police Headquarters. It will be featured in the future as the special facility of a fixed town. The Police HQ is the law enforcer equivalent of the Main Barracks: it is the residence of the Maze Sheriff. Similarly to Colonel Wight's own Elite forces (the Battalion), the Sheriff leads his own special unit, the Emergency Support Group (ESG), a group of 8 SRT teams specially trained for crisis and extreme law enforcement situations.
    • Currently, it is impossible to trigger the apperance of the Sheriff or the ESG units or to find the Police HQ ; they will be formally introduced in the future.

Both

  • New Key Item, the Tactical Radio. It is an attachment for the mobile phone and allows squads and groups to communicate with each other (provided they all have a tactical radio as well). Communication with their superiors on base ensured by using the phone and tac-radio to call the radio operator, a new role within a Barracks. The radio operator's job is to allow communication between squads and their barracks.
    • Both military and police receive a tactical radio as part of their default equipment.
    • Tactical radios do not require separate power or batteries, running as an extension to the mobile phone. Multiple tac-radios can communicate with each other from a certain distance without drain on battery power ; phone battery is only drained when calling and communicating with a central.
    • Tactical radios can be found for sale in a Workshop.
    • While Contestants can purchase and equip a tactical radio, they currently serve no specific purpose ; in the future they will be an integral part of the equipment through the Mishap 4th missions, and may be used at will to call for reinforcements (provided the Contestant's rank allows it).

September 12th 2015

OP3 features part 2: The weapon rarity system

Weapon rarity

Weapons are now generated using a new rarity system, which regulates rarity according to shop value (which itself is a representation of how 'good' the weapon is).

Firearms and melee weapons are graded on two separate rarity scales:

Firearms:

  • Rarity 1: Common - Chance to generate: 59.5%
  • Rarity 2: Regular - Chance to generate: 22.45%
  • Rarity 3: Premium - Chance to generate: 9.5%
  • Rarity 4: Superior - Chance to generate: 5.65%
  • Rarity 5: Rare - Chance to generate: 2.45%
  • Rarity 6: Extraordinary - Chance to generate: 0.45%
  • Rarity 7: Unique - Never generated randomly, is applied to custom weapons, crafting-only weapons, and specs docs weapons.

Melee weapons:

  • Rarity 1: Common - Chance to generate: 55%
  • Rarity 2: Regular - Chance to generate: 26.5%
  • Rarity 3: Premium - Chance to generate: 12.5%
  • Rarity 4: Superior - Chance to generate: 6%
  • Rarity 7: Unique - Never generated randomly, is applied to custom weapons, crafting-only weapons, and specs docs weapons.

New MazeBot commands have been created (for GM use only):

  • @rarity-gun ; Generates a random combination of weapon Class (C1-C4) and Rarity (R1-R6).
  • @rarity-melee ; Generates a random combination of weapon Class (C5L, C5S, Handgear) and Rarity (R1-R4).

Related changes:

  • Black Markets now exist again, as weapon shops specialized in weapons of Rarity 4 and above only... with a caveat: they are overpriced. All ammunition and accessories are priced at 200% of their value. Rarity 4 weapons are sold at 200% value, Rarity 5 at 250%, and Rarity 6 at 300%. In a pinch and with a lot of disposable cash, these shops may come in useful...

The criteria given by the commands are entered in the GM's weapon database, and a random weapon, if any exists, is selected then specced among the possibilities. If the combination of weapon class and rarity returns no results, then a random weapon from that class (with no regard for rarity) is generated instead.

August 28th 2015

OP3 features part 1: The "Wildey's Here!" update: The OP3 weapons pack

It's almost a tradition by now: here's even more weapons for your ballistic pleasure. 23 new stock firearms, 2 new calibers, one new underbarrel shotgun, 2 new specs docs-only weapons, associated new accessories, and more.

New calibers:

  • .44 Special, the older and shorter variant of .44 Magnum. Compatible in all .44 Magnum revolvers + the Marlin Model 1894 lever-action rifle.
  • .475 Wildey Magnum, a high-powered, rimless magnum cartridge. Wildey's Here at last!

New stock firearms:

New specs-docs only weapons + their associated documents:

  • DP-12 (affectionately called the Super Shotgun), Class 2 shotgun, 12 gauge
    • Specs docs required: #DP008: Prototype hybrid double barrel/pump-action shotgun blueprints
    • Has the particularity of being the first pump-action double barreled shotgun, and as such, will benefit from unique rules regarding shooting and reloading.
  • LMG11, Class 1 light machine gun, 4.73x33mm Caseless
    • Specs docs required: #ON504: Prototype caseless light machine gun blueprints + #KM991: Technical guides for conversion of G11 action into other weapon systems
    • The LMG11 has a 300-round capacity, fed from a special ammunition cassette which essentially acts as a very large capacity magazine.

New magazines and accessories:

  • C-More M26 MASS, magazine-fed underbarrel shotgun, 12 gauge. The M26 MASS comes standard with a 5-round magazine, and is capable of +1.
  • 200-round PK belt, suitable for use in the PKM and PKP Pecheneg
  • FN FAL 10-round magazine, suitable for all firearms using FAL mags, and standard on the SA58 FAL SPR.
  • The M26 MASS's 5-round magazine and an extended 10-round magazine.
  • New speedloader: .44 Magnum/Special 5-round.

New Customs services

  • .44 Special being naturally compatible with all .44 Magnum revolvers, it is now explicitly listed as compatible in all .44 Magnum cylinders of custom Blackhawk and L-Frame revolvers.
  • New minor services: H&K CAWS to CAWS Modernized, H&K G11K2 to G11K2 Modernized, LMG11 to LMG11 Modernized, and LWMMG to LWMMG Enhanced.
    • The CAWS Modernized will add a NATO-S optic rail, 2 large Light mounts, a front mount compatible with bipod, foregrip and M203PI, and a threaded barrel.
    • The G11K2 Modernized and LMG11 Modernized both add the same modifications: NATO-S optic rail, 2 large Light mounts, and a front mount compatible with bipod, foregrip and M203PI.
    • The LWMMG Enhanced simply allows the weapon to fire .338 Lapua Magnum, for greater damage but increased recoil. Everything else about the weapon remains unchanged ; even the ammo belts required are the same!

Related changes:

  • The pre-existing ".44 Magnum 6-round speedloader" will be renamed .44 Magnum/Special 6-round speedloader.
  • The M203A1 was scrapped, and the M203 is now compatible with all AR-15s in Rifle or Carbine configuration.

August 26th 2015

Testing Period #2 update 9

  • The New Startgame has been tested and implemented. Now styled after a medical exam, players may now have their Contestants answer to questions in a manner that increases pre-game customization, using multiple choice questions and point-spend systems, and thus allowing the players to have more control over their Contestant's starting gear. The Startgame article no longer displays the questions, and now simply formally informs what Startgame is about.

August 22nd 2015

Testing Period #2 update 8

  • A new weapon skill and associated combat badge is introduced: Non-gun ranged, for weapons such as the bow or crossbow.
    • The bow, crossbow, fukiya, nailgun, Taser X26c, and the ballistic knife's ranged mode become Non-gun ranged skill weapons.

August 10th 2015

Testing Period #2 update 7

  • Melee weapons are now subject to weapon maintenance. This applies to bayonets as well.
    • Forges now have an used weapons bin, which will sell 6 used melee weapons.
    • Weapon shops' used weapons bin now includes melee weapons, and has been increased in size (8 -> 12 weapons).

August 7th 2015

Testing Period #2 update 6

  • Removed encounters: All "Aliens" creatures, Enenra, Ghost, Kubikajiri and Poltergeist. Any categories that would be empty as a result have been removed.
  • All creatures now have a full limb damage map and may sustain limb damage in the head, body, limbs and extremities just like humans, provided they possess the relevant body parts.
    • In turn, this means that all concerned creatures can now receive limb healing, and suffer from the effects of low limb health.
    • The meat worth statistic is not removed - meat can still only be harvested if the butchered creature had limb health in the BODY group. If the creature has separate upper body and lower body counters (such as torso/hips), the sum of limb health in both is counter together as the meat worth.
  • Hunting: The Butchering skill no longer guarantees exactly (25% * Level) meat worth when butchering creatures. It is now calculated as such:
    • Level 1: Can harvest 1d25% meat (between 1% and 25% of the total meat worth - always yields at least 1 meat if the result would be inferior to 1.)
    • Level 2: Can harvest 1d46+4% meat (between 5% and 50% meat worth)
    • Level 3: Can harvest 1d61+14% meat (between 15% and 75% meat worth)
    • Level 4: Can harvest 1d76+24% meat (between 25% and 100% meat worth)

August 3rd 2015

Testing Period #2 update 5

  • Deprecation of old features.

August 1st 2015

Testing Period #2 update 4

  • Rag crafting has now been implemented.
    • Certain clothing and armor have been given a new effect, represented by the CR tag in the clothing lists, which allows them to be cut into rags.
    • Rag crafting is explained in detail here.
  • Weapon condition now affects the value of weapons. The condition percentage acts as a multiplier to the weapon's value (e.g. 78.56% condition = 0.7856x price modifier).
    • Shops selling firearms now offer an used weapons bin, which sells random firearms (but never Class 4 weapons) in a condition ranging from 1% to 99%, priced accordingly, but with 100% Cleanliness. Gun shop used weapon bins carry 6 firearms, while the weapon shop version carry 8 firearms.
  • Being asleep, either from voluntary resting or being put to sleep through Lorazepam or Tranq ammo, now causes an extra effect: Hunger suppression. As a result, being asleep provides better healing than simply waiting around.
  • DNA changer machines in hospitals have been scrapped.
  • Wishes have been scrapped from the game. Events which offered wishes as a reward now offer different rewards.
  • Alcoholic beverage behavior has been modified:
    • The nutritional value of alcoholic drinks has been overall reduced by 75%.
    • Bottles of alcohol now clearly display that they can be consumed in 3 parts rather than whole, allowing the Contestant to moderate their consumption (and resulting impact on Inebriation).
    • The inebriation effect of alcoholic drinks is now clearly displayed as being per part, rather than per bottle.
  • Additional minor changes:
    • Maze Slots may no longer offer Cardinal Amulets - the Amulet symbol was removed.
    • The Special Stage has been scrapped.
    • The Golden Room has been scrapped.
    • The Graveyard room has also been scrapped.

July 25th 2015

Testing Period #2 update 3

  • 5.56x45mm NATO damage tables and information have been updated. The round has been slightly nerfed, though it is no longer based on incorrect information. MazeWorld 5.56 NATO is now based on 55 grain ball rather than 62 grain.
    • Old damage tables: 74/70/67 59/48/37/18/6 LDV+3. New damage tables now available on the article. The round has lost 6% base Pain, but otherwise maintains its LDV and Recoil.

July 21st 2015

Testing Period #2 update 2

  • The hard cotton headband has been scrapped.
  • The medieval cuirass has been improved (AC is now A2 instead of A1, and it now has the Half melee damage perk) in order to match the other medieval armor pieces.
  • The lab coat has been improved (AC is now C3 instead of C2, and it now has the Fire-retardant perk).
  • Three new headgear: Top hat, Bowler hat, and Ushanka.
  • One new footwear: Martial arts slippers.
  • Modified default encounter clothing:
    • Butlers now wear a bowler hat.
    • Martial artists no longer wear running shoes, instead they have the martial arts slippers.
  • New encounter introduced, part of the Outlaw faction, the Pimp (female variant is known as a Madam.) Serves as an employer and direct superior to Escorts, and makes money by taking a tribute from the work of their employees. Often connected to other criminal groups or themselves paying tributes to a crime family..
    • In addition, Escorts now exist in all genders, with the male/x-male variant having its own distinct default clothes to differentiate themselves from their female counterparts.
  • The physio code for humans now determines whether the generated human is actually human or halfling ; this is the purpose of an 11th number.
    • Previously separated, halfling physio code now rides on the human version by adding a 12th number, which should be ignored if the 11th determines the character is 'human', and checked depending on the species rolled if the 11th number rolls any one of the halfling species.
    • In turn, halflings are removed from the event lines, being now part of the physio code. All predetermined physio codes in the game have also been updated.

July 17th 2015

Testing Period #2 update 1

  • The 5x damage multiplier to hits on the head has been removed entirely. Attacks to the head cause 1x damage, like attacks to the torso.
  • Eyes are now formally classified as belonging to the WEAK POINT body group and can be separately targeted.
  • WEAK POINT hits no longer cause 3x Pain; they now cause 2x Pain and Limb Damage, and all limb damage is applied to the closest body part it's attached to.
    • Common examples: Eyes and beaks generally transfer damage to the HEAD group. Genitals generally transfer damage to the LOWER BODY group (The hips, for humans), and so on.
  • The ability to aim at the face as a separate target from the head is removed and replaced, in spirit and purpose, by the ability to aim at the eyes.
  • The ballistic protective secondary effect has been redefined; it now allows relevant clothing to halve incoming Pain and Limb Damage from Bullet-type hits (and by proxy, halved limb damage also means halved clothing damage).
  • The face concealment effect has been redefined; it now simply means that the wearer's eyes can not be aimed at as long as the piece of clothing is worn; therefore protecting the user from potentially lethal shots to a weak point.
  • New headgear introduced, the Ceradyne helmet.
  • Minor changes to other headgear
    • Hard Hat is no longer Ballistic Protective nor A1 Armor Class. It is instead C3 and has Half melee damage.
    • M1 Helmet and SSh-39 helmet both receive A1 AC instead of C3.
    • STSh-81 Titanium helmet is now known as simply STSh-81 helmet.
    • Balaclava no longer provides Face concealment since that effect was redefined.

July 16th 2015

The youkai and shrine maidens mini-update

  • The inugami has been scrapped.
  • The shinigami has been moved from Normal youkai to Wicked youkai.
  • Kirin have been deeply modified, from quadruped dragon-like creatures to humanoids with dragon features. Kirin now have the ability to use weapons and equipment, have had their AC increased (C3 -> A2), as well as some of their other stats (meat worth practically doubled, max blood went from 15 to 25, pain sensitivity went from 125% to 80%), and they gained two new natural attacks (Horn ramming and Fireblast). From nearly useless creatures, kirin turned into valuable, powerful fighters.
  • Gohei now have a special effect; if it is used to attack a Demonic creature, it will deal double damage in case of a hit.
  • Dark maidens no longer carry the gohei, instead carrying a new weapon and distinctive item, the Shaku. The Shaku is a Class 5 Short weapon, weighs 1 unit, costs the same as a gohei, and is used as a striking weapon (Blunt-type damage). Like its Angelic counterpart, the Gohei, it has a special effect. If used against an Angelic creature, it will set the creature on fire in case of a hit.

July 11th 2015

Big mags, big pockets mini-udpate

  • Several magazines have been given new size ratings and corresponding weight values; particularly certain large antimateriel rifle magazines such as the Barrett M82A1, CheyTac M200 and M93 Black Arrow magazines; bumped up from V.Large (weight 2 empty) to X.Large (weight 3 empty).
  • C-MAGs and pan magazines have been redefined; they now properly count as drums, and cannot be carried by load-bearing gear ammo pouches which say, "No drums".
  • The MK64 Marksman tactical vest (which has 6 ammo pouches for X.Large magazines) now no longer accepts drums.
  • New magazine introduced, the Thompson 100-round drum, an X.Large drum magazine (weight 3 empty). Designed for the sole purpose of making your "typewriter" even more fun to use.

June 28th 2015

The battlespace mini-update

  • The combat battlespace has now been properly defined and explained, complete with movement rules, an explanation of range, and a minor tweaking of the Cover system. Rolling @cover is no longer required from players.
  • Redefined the Limping and Crippled secondary effects.

June 12th 2015

Inaccurate Hit hotfix

  • The effect of Inaccurate Hits for ranged weapons has been changed ; it no longer causes the hit to land in a random body part, but instead imposes a 50% flat chance to hit modifier. This means that when an inaccurate hit with a ranged weapon is rolled, a 1d2 is rolled to determine whether it hits. 1 is a miss, 2 is a hit. In other words, "inaccurate hit" simply means the hit is not guaranteed and that it may still go either way, and thus affects mean accuracy.
  • Inaccurate Hits now also affect explosives.

June 5th 2015

Opus Perfecta part 2

For the second part of the Opus Perfecta updates, we bring more much-needed changes on the table, working towards making MzW perfect!

Melee weapon balance

  • All melee weapons that previously had two weapon damage types listed (such as "Sharp/Piercing") will now have two modes, similar to firearm fire modes, which dictate in what way and what damage type this weapon is going to cause.
    • Example: A KA-BAR knife has both Sharp and Piercing - it will cause Sharp damage when used to slash, and Piercing when used to stab.
    • Bludgeoning with items and weapons remains possible as an unlisted, implied possibility - this causes Blunt-type damage.
  • All melee weapons damage tables have been balanced. New tendencies included higher Pain but lower Limb Damage for Blunt weapons, and lower Pain/higher Limb Damage for Sharp and Piercing ones (with more dramatic changes for Piercing only weapons, than for Sharp and Sharp/Piercing ones).
  • Removed weapons:
    • Blunt knife, German keyboard, Spoon, Table, Wooden chopsticks
  • Modified weapons:
    • Fukiya blowgun is no longer Class 5 Long, it is now Class 5 Short.
  • 4 new melee weapons:
    • The Stun baton, a Class 5 Short weapon which uses Taser batteries and can be used either as a blunt baton, or to deliver stunning charges.
    • The Kukri, a Class 5 Short weapon which is capable of surprisingly vicious damage.
    • The Sai, a Class 5 Short weapon capable only of Piercing damage, but which is capable of causing multiple wounds in a single hit (See below)
    • The Morning star, a Class 5 Long weapon designed to smash and crush bones easily.
  • New secondary effect: Multiple wound weapons.
    • Basics: Certain weapons, when they successfully hit an opponent and cause enough damage to cause a wound, may cause multiple wounds instead of just one.
    • Concerned weapons: Broken bottle (1d3 wounds/hit), Meat fork (1d2), Ngombe throwing knife (1d3), Scissors (1d2), Shuriken (1d4), Tekko-kagi (2d2), and the new Sai (1d3).
  • Protection chart changes
    • The Resistant trait now requires weapons to cause 3+ Limb Damage instead of 2+, in order to sustain an injury.
    • The PROOF trait now requires weapons to cause 5+ Limb Damage instead of 4+, in order to sustain an injury.
  • Other changes
    • The concept of "Deadly critical" as an effect no longer exists, and limb loss is no longer a separate condition. Instead, limb loss becomes an effect of excessive limb damage, and as a result limb health can now fall into negative numbers. More info in this section.

The leaderboards update

The leaderboards as we know them will be closed down. Contestants will no longer be ranked directly against one another using a point system.

Instead, various performance categories will each have their own leaderboards, in order to have more of a fair comparison for every category.

Contestants will now be ranked on the following performance:

General statistics
  • Total rooms visited
  • Total creatures defeated (kills)
  • Total wealth
  • Missions passed in a single visit
  • Runs completed in a single visit
Combat statistics
  • Combat leaderboards (total kills in each category - Precision Rifles, Combat Rifles, Shotguns, etc.)
  • Special Tactics (total amount of (T) points, aka weak point kills)
  • Headshot Gallery (total amount of /H\ points, aka headshot kills)
  • Brutal Brothers (total amount of [B] points, aka brutal overkills)
Faction statistics
  • Youkai's worst nightmares (total youkai kills)
  • Bane of the Military (total military kills)
  • Most Wanted Blacklist (total law enforcement kills)
  • Holiest Warriors (total demonic kills)
  • Honorary Hell Employees (total angelic kills)
Player statistics

Players themselves will be ranked on these statistics.

  • Most Contestants with completed visits (total amount of visits which are not either ongoing or ended in death)
  • Player-wide stats (total rooms, kills, wealth, missions, runs across all Contestants of a given player, as well as averages)
Death tolls

Though not strictly related to performance, the Death tolls will still be part of the Leaderboards.

  • Death tolls: Total amount of dead contestants
  • Death tolls: Leading cause of death
  • Death tolls: Most Hated Enemy (creature that kills Contestants the most often)

Encounter modifications

  • Conducts will no longer be officially tracked and the article will be deleted. Any player wishing to restrain their own Contestant's behavior must do so on their own.
  • Deleted creatures: Angel, Archangel, Fighter Angel, all Enlightened creatures, Horned devil, Hostile genie, Tesla trooper
  • Changes to Divine Gifts: Now a 2/3 chance to spawn an Angelic creature (new category, see below) which will act as the Contestant's ally (if possible). The remaining 1/3 chance spawns the Divine Items as usual.
  • Creatures that change categories:
    • Warg, Hellhound, Black Hound and Cerberus become Demons instead of Canines.
    • The entire Worms category is merged into Demons.
    • While shrine maidens are humans, they are now considered to be Angelics (see below).
    • All Undead/Zombies are considered to be Demonics as well, and zombie kills count as demonic kills.
  • New creature category, the Angelics, which serve as a counterpart to Demons, and become a new faction to serve as the Demons' antagonists.
  • New roomstyle, the Dark sanctum, which serves as a demon equivalent to shrines.
    • Dark sanctums contain Demon altars, and can be serviced by Dark maidens (see below).
  • Komainu and Komatora no longer spawn to the help of a shrine maiden when attacked or when a Contestant rolls 2. Instead, 2 random Cardinal Beasts (see below) show up.
  • It is no longer possible to disguise as a shrine maiden.
  • Hitmen and Hitwomen no longer have an unremovable full body suit which gave them non-human AC. They now have new sets of standard equipment, including clothing and armor just like other human encounters. They are now also considered to be outlaws.

New encounters

New angelics

  • Angel
  • Guardian angel
  • Auror
  • Archauror
  • Holy Turtle
  • Holy Dragon
  • Holy Tiger
  • Holy Phoenix

The Holy prefixed creatures are referred to as the Cardinal Beasts, being animal incarnations of the Gods.

New demons

  • Dark maiden (considered as such, but is human)
  • Imp
  • Daemon
  • Fiend
  • Archfiend
  • Great Daemon

Inaccurate Hit system

The Inaccurate Hit system is a new feature which changes the default Failure Threshold system to account for a new level of accuracy between misses and hits. Inaccurate Hits work on the principle of a hit being successful but not hitting the intended body part, instead hitting a random one using @bodyaim.

An Inaccurate Hit occurs when the dice score is equal to (FT value) +1 or +2 pts. Assuming default FT of 6, Inaccurate Hits occur on 7 and 8.

On the old system, accuracy under default conditions (FT 6) worked as such:

  • 12: Critical hit
  • 7-11: Hit
  • 3-6: Miss
  • 2: Critical failure

Using the new system of Inaccurate Hits, it will be as follows.

  • 12: Critical hit
  • 9-11: Hit
  • 7-8: Inaccurate Hit
  • 3-6: Miss
  • 2: Critical failure

The Inaccurate Hit range depends on FT, thus it moves as FT changes, increasing or reducing the window of accurate hits.

Related changes

  • If FT were to raise to 9 or 10, Inaccurate Hits take precedence over Hits, but never over Critical Hits, meaning that 12 always means Critical Hit, but that if FT is sufficiently high, all potential Hits would become Inaccurate.
  • Concentration overrides Inaccurate Hits, since it guarantees that all potential Hits into Critical Hits as long as the effect lasts.
  • Inaccuracy becomes a Secondary effect, which causes all non-critical hits to become Inaccurate Hits as long as the effect lasts.
  • Multi-projectile weapons (Buckshot, Flechette, etc...): Dice score now only indicates hit or miss, just like with other weapons. FT modifiers now affect multiproj weapons the same way other weapons are affected.
    • Amount of projectiles that hit is now rolled separately and only in the event of a hit. It becomes a simple 1d9 for shotgun buckshot, and 1d20 for flechette and grenade buckshot.
    • Shotgun chokes will be reintroduced as weapon accessories which affect shotguns firing multiprojectile (and do nothing on singleprojectile shells). With a choke equipped, the projectile hit rolls become 1d6+1d3, and 1d14+1d6 respectively.
  • Explosive weapons: Dice score now only indicates hit or miss, just like with other weapons. Explosion power is now subject to an independent roll: 0.25+1d3*0.25. This guarantees that any explosive that does hit, hits at least at half of its listed power, with equal chances of rolling for half, 75%, and full power.
  • Smoke grenades: Effect to users is modified - instead of causing FT+1 to users, it causes Inaccuracy.
  • Flashbangs: Effects to victims is modified - instead of FT+4, it causes Environmental Blindness.
  • Weaponlights: All weaponlight effects now only last 1 turn, repeated for as long as the weaponlight is aimed at the target. Soft light now causes Inaccuracy, Normal light now causes FT+1 and Inaccuracy, and Strong light now causes FT+2 and Inaccuracy.

New combat skill system

Contestants may now have variable skills with the various weapon groups of the game. These weapon groups are the same as those defined in the Achievements.

There exist five skill levels, which match the Achievement badges:

  • Unskilled (between 0 and 9 kills)
    • Effects: FT+1, defaut Inaccuracy Range
  • Basic (Bronze, 10-24 kills)
    • Effects: Default accuracy, default Inaccuracy Range (FT 6, Inaccurate Hits occur on 7 and 8)
  • Skilled (Silver, 25-49 kills)
    • Effects: Default accuracy, Inaccuracy Range reduced to FT score +1 (on FT 6, inaccurate hits now only happen on rolls of 7 instead of 7-8)
  • Expert (Gold, 50-99 kills)
    • Effects: Default accuracy, Inaccuracy Range is deleted (no inaccurate hits ever, unless caused by secondary effects)
  • Master (Platinum, 100+ kills)
    • Effects: FT-1, Inaccuracy Range is deleted (corresponds to the accuracy in the old pre-v3 MazeWorld eras)

In order to increase one's skill level with weapons, there exist many methods:

  • The simplest and most common method is killing enemies. Kills are the meter used to gauge weapon skill.
  • Training by going to a shooting range (firearms and explosives), and playing one of the many target shooting minigames.
  • Training by going to a dojo (melee and unarmed), and playing one of the many Wooden Man minigames.
  • During Startgame, the Contestant will receive Basic skill along with every weapon group he/she received a weapon.
Training skills

Each training minigame works on the principle of Training Points. They serve as a substitute to field experience until a certain point. When completing training minigames, the Contestant may receive Training Points. 10 TPs substitute for 1 kill. A maximum of 250 TPs can be acquired per weapon category, which is just enough to go from totally unskilled to the Skilled (silver) level. Further experience must then be obtained on the field with actual kills.

Ally-related changes

Ally limits will be reinstated, under the following conditions:

  • In normal conditions, 1 creature of any type can be the Contestant's ally.
  • In addition to 1 other creature, maximum 1 hired mercenary can follow the Contestant.
    • Hiring two mercs is possible if the Contestant wishes to, as long as funds allow.

Armor Class update

  • All AC names will be renamed.
    • Naked/Unarmored, Light, and Hardskin will be respectively renamed C1, C2 and C3.
    • Kevlar-2, Kevlar-3, Kevlar-4 and HEV will be respectively renamed A2, A3, A4 and A5.
  • Armor Classes now follow standardized damage reduction models depending on the damage type they face. The damage charts for all relevant weapons, calibers and NPC attacks will also be modified. As a rough guideline:
    • C1 symbolizes ultralight clothing, or more accurately the absence of clothing. Offers zero protection and sustains full Pain damage, and as such remains the standard, synonymous with the term "Base damage")
    • C2 is for most light clothing. Offers negligible protection (~5% Base damage reduction) and no LDV reduction.
    • C3 is for tough clothing. Offers very light protection (~10% Base damage reduction), but no longer offers LDV reduction like it did in the past.
    • A2 succeeds to Kevlar-2 as the AC of light armor. Offers moderately light protection (~35% BD reduction, LDV-2) - making it more efficient than old Kevlar-2 used to be, while remaining just as cheap; thus improving its cost-effectiveness.
    • A3 succeeds to Kevlar-3 as the AC of medium armor. It remains virtually unchanged: medium protection (~50% BD reduction, LDV-3) and still the perfect compromise of cost and protection.
    • A4 succeeds to Kevlar-4 as the AC of heavy armor. Much like A3, not much changes: heavy protection (~75% BD reduction, LDV-4) for a heavy cost.
    • Finally, A5 succeeds to HEV as the AC of powered armor. It is slightly more efficient than it used to (~95% BD reduction, LDV-5), but is still rare, extremely expensive and difficult to find.
  • New Armor Class: A1, which is more or less equivalent to what would have been between Hardskin and Kevlar-2 (a sort of 'Kevlar-1').
    • A1 represents a class of early and ultralight armors which do not quite protect like Type 2 Kevlar vests do, but are still significantly more protection than C3/formerly Hardskin would. A1 armor is usually cheap.
    • A1 armor offers light protection ; about ~20% Base damage reduction, as well as a LDV-1 bonus.
    • Clothing and armor that will be moved to the new A1 AC:
      • Headgear: Full-face helmet, Hard hat, Kabuto-menpo
      • Top: Armored dress, Stealth jacket
      • Body armor: Dou-sode armor, Medieval cuirass, Flak jacket, Heavy stab vest
      • Bottom: Stealth pants
      • Arms addons: Armored elbow pads
      • Legs addons: Armored knee pads
      • Footwear: Shinobi tabi
    • Many encounters will be moved to have A1 AC as well.

Other changes

  • Trap rooms have been entirely deleted. As such, the Increased alertness secondary effect has been redefined.

May 9th 2015

Opus Perfecta part 1

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

Bag of guns

New weapons

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

Replaced weapons

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

New accessories

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

New Customs Minor services

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

Other changes

  • The Tavor X95 magazine is renamed AR 5.45 magazine.

Full-auto fire balance

Basic principles

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

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

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

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

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

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

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

Improved clothing and armor sets

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

New clothing items

New citizen oriented-clothing:

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

New job-specific/personnel outfit clothing:

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

New armor:

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

Related changes

Renamed clothes:

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

Scrapped clothes:

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

Changes to clothing damage:

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

Encounter changes

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

Improved Citizen equipment generation

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

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

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

Clothing kit generation

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

Male clothing kit:

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

Female clothing kit:

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

Other minor changes

Lore-related modifications:

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

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


April 17th 2015

Various minor changes.

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

April 4th 2015

Minor changes to workshop costs.

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

March 10th 2015

A few gun related changes.

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

February 27th 2015

  • The IMI SMAW was renamed to Talley Mk153 SMAW.

February 24th 2015

Changes regarding the Maze Military.

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

February 18th 2015

All features introduced by the CRU1 update have been deprecated.

February 10th 2015

Happy 4th birthday, MazeWorld!

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

January 30th 2015

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

January 24th 2015

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

January 23rd 2015

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

January 17th 2015

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

January 12th 2015

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

January 10th 2015

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

January 7th 2015

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

January 1st 2015

Happy new year!

Community Requested Updates part 5 revision 1 (CRU5 rev1)

New weapons and accessories

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

Standard weapons

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

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

New weapon types

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

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

Six pistol carbines are introduced to the Mazes.

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

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

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

Four mini-grenade models are offered.

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

Accessories

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

New magazines and other feeding accessories:

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

Other new accessories:

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

Related changes

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

Rare calibers

Four new calibers are introduced to MazeWorld:

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

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

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

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

Firearm maintenance changes

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

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

Maze Customs changes

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

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

Damage table changes

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

Other minor changes

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

December 12th 2014

Community Requested Updates part 5 (CRU5)

Finer weapon weight categories

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

Introduction of a new weapon accessory: Bayonets

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

Introduction of a new ability: Charging

See this article: Charging

Expansion of Cover mechanics: Exposure

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

The weapon accessory reforms

Muzzle

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

Optics

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

Effect changes

Muzzle brakes:

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

Front mounts:

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

Optics:

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

Abilities:

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

Maze Customs changes

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

Other minor changes and notes

  • Scrapped accessories: M84 scope, EOTech MRDS, CORSAK laser sight.
  • The venerable Kalashnikov AK-47 will become the Kalashnikov AKM. Very little changes that weren't already covered above will occur; the model replacement is done so that the AK bayonet can be mounted on the firearm it was designed for, as the AK-47 and the AKM do not mount the same bayonets. (The AK-47 bayonet pretty much only works on the 47, while the AKM bayonet is very widespread and can fit on a large amount of weapons.)
  • The Remington M40 will become the Remington M24 instead. The M24 rifle is virtually the same statistically as the M40, but it is done because the M40 is a short-action rifle (may not accept cartridges longer than 7.62x51mm NATO), while the M24 is a long action rifle (meaning it can be modified to chamber longer rounds) and several Rem700 rechamber offerings are longer indeed than 7.62 NATO.
  • The GP-25 grenade launcher will be replaced with the GP-30. No changes to existing compatibilities.
  • A few Load-bearing equipment items have been adjusted to accommodate for the new, finer weight values - particularly to offer more space for Class 4 weapons (of which most have gotten slightly heavier)
  • The Broken PSP will be scrapped.
  • The Recoil tables will be slightly re-adjusted.

October 31st 2014

Community Requested Updates part 4 (CRU4)

The Pain system revamp

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

Expanded Poison system

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

Related changes:

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

Minor medical changes

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

New augmentations

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

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

Valuables expansion part 2

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

Other minor additions

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

October 18th 2014

Community Requested Updates part 3 (CRU3)

  • Completely revamped Bionic augmentations system.
    • Augmentations now require installing base parts (replacement or enhancement of body parts with augmented ones, aka basically "the hardware"). Each augmented body part supplies with a certain amount of power, which can be spent into various augmentations which provide the majority of interesting effects (basically, "the software" to pair it with).
    • 6 body parts which can be augmented (arms, legs, brain, eyes, torso, dermal)
    • Over 20 different augs, a lot of which can be upgraded for increased effects and power, and many introducing all-new tools at the Contestant's disposal; From the basic muscular, skeletal and dermal enhancers to the unique hacking aug or Ripperclaws weapon-aug, bionics are the ultimate Contestant customization tool. Whether your style is more "super soldier" or more "super spy", bionics can help your Contestant become anything in between, and more.
      • NOTE: In order to remain fair towards players, all Contestants currently augmented with pre-update Bionics will get a chance to convert to new generation post-update augmentations, or revert to an un-augmented state if they so desire.
  • Introduction of an all-new unique environment: the Mines
    • Replacing the Kennels, Mines are an unique area, fitting to the game's theme, where the Contestant may navigate through mineshafts in order to dig out precious ores, to be later turned into valuables.
    • Mines introduce an unique break to the room-based experiment, by offering an unique alternate method to earn money. Mine exploration isn't without risks; the deeper you venture, the higher the chance to meet dangerous creatures inhabiting the mineshafts, but the greater the chance of finding valuable ore patches.
    • Added Mines to the list of scripted events: they are scheduled to appear every 50 rooms starting from the 65th visited room (65th, 115th, 165th, etc...)
    • Added Mines to the event list, to have a chance to find one at random (which Kennels didn't have).
  • Going hand-in-hand with the Mines, we introduce an expansion of the valuables system.
    • Copper, Silver, Gold and Platinum ingots are now complemented with two new valuable metals to find and make ingots out of: Palladium and Scandium.
    • Precious metal ingots can now come in various sizes (250g, 500g, and 1000g), which can be appraised at varying rates.
    • Gemstones will also be re-made; while several species will continue to exist, the total amount of gemstones is jumping from 27 to 33 types, with 11 different gem colors in lieu of 9.
    • Each and every gemstone is associated with an unique effect when used in the Gem Power Extractor bionic augmentation, giving another use to gemstones as a source of protective, healing, or otherwise affecting secondary effects.
  • Introduction of a new shop, the Jewelry store.
    • As the name suggests, jewelry stores specialize in the sale and purchase of valuables. Naturally, as with all other shops, they may also appraise them.
    • The real attraction of the jewelry store is not their products, but their service, the jewel workshop, which can turn your precious metal ingots into rings, collars and bracelets, and then mount gemstones to these in order to create custom valuables.
    • These custom valuables are a powerful new way to carry large amounts of wealth in little backpack space, as a single custom jewels takes up less space than its raw materials, while being at the same time more valuable! Whether it's for making tons of money or for pure vanity of sitting on overly-expensive shinies, your Contestant may now make his or her own riches.
  • Other changes:
    • The Failed, and the legacy special event Survival Mode, will be both scrapped after nearly 4 years of existence.
    • The achievement Order of Superiority is renamed Great Gross of Death, and the conditions are now Kill 1728 creatures. Those who know their math, know the meaning of the name.
    • The pawn shops cease existing, to be replaced with the jewelry stores mentioned above.
    • All combat badge conditions are changed to require less kills, so that it is less unrealistic to achieve all of them
      • Bronze still requires 10 kills - this does not change.
      • Silver requires 25 kills in lieu of 50.
      • Gold requires 50 kills in lieu of 200.
      • Platinum requires 100 kills in lieu of 500.

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:
    • 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 classifieds 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

  • More old features have been deprecated.
  • Food items with the Laxative effect now 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: All features introduced by that update have been deprecated.

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 conflict, 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.