Post by Be the Booker on Jul 15, 2024 8:35:43 GMT 1
TEW IX Announcement & Developer's Journal Day 11
Annual Backup
For additional safety, an optional annual (in-game) backup can take place. If turned on, at the end of the year a copy of the database is saved in a separate folder. This means that in the rare situation where a game gets corrupted or lost, there's an opportunity to recover at least to the start of the current year.
AI Graduate Hiring
Training facilities now have a setting so that, when they are controlled by an AI company, the likelihood of each graduate being signed changes. This can either be set so that they just automatically hire every graduate (useful if the company and training camp are explicitly linked, like how Chikara used to be) or just increasing the chance of it happening by different amounts. This gives database makers a little extra control. Player-controlled companies remain how they were, with the player able to make the decision on a case by case basis.
Reworked Deathmatches
The deathmatch-related products have been reworked, losing the requirement of needing a quarter of their matches to be of that type and instead gaining a special bonus for when they do put on deathmatches. This brings it more into line with reality, as well as offering the user more control over how often and when they deploy deathmatches, balancing the injury risk with the rating gains.
Relationships
The relationship system has been overhauled to make it deeper and more realistic. Instead of each relationship being limited to a single type, each is now divided up into four parts.
Family Relationship: This can be None, Sibling, Parent, Cousin, Grandparent, Aunt / Uncle or Distant Relative.
Personal Relationship: This can be None, Mutual Respect, Friendship, Deep Friendship, Like Family, Strong Dislike, Open Hostility, Hatred or Mutual Loathing.
Romantic Relationship: This can be None, Dating, Engaged, Married, Broken Up, Permanent Split or Divorced.
Mentor & Protege: This can be Yes or No.
This new system thus allows more complex dynamics as you have a multi-faceted relationship. The game calculates whether a relationship is considered positive or negative based upon the different factors, which are weighted in different ways, and can also focus on one specific element if the context makes that more appropriate.
On top of the above changes, relationships are also now deeper in the way they evolve. There are hidden values behind-the-scenes that keep track of the interactions between two people and it is these that govern whether a relationship type changes. For example, two people with a Mutual Respect personal relationship might have several positive backstage encounters before they build up enough points to trigger the move up to Friendship (with any negative interactions obviously taking away points in the meantime). Of course, there are also incidents and interactions that immediately give a lot of points and can lead to quick changes where appropriate. This system therefore means that relationships happen more naturally and organically, as oppose to the old way that tended to be all about quick changes based on one-off triggers.
As usual, all of this can be preset via the editor and is filled in automatically when you convert a 2020 database.
The relationship system has been overhauled to make it deeper and more realistic. Instead of each relationship being limited to a single type, each is now divided up into four parts.
Family Relationship: This can be None, Sibling, Parent, Cousin, Grandparent, Aunt / Uncle or Distant Relative.
Personal Relationship: This can be None, Mutual Respect, Friendship, Deep Friendship, Like Family, Strong Dislike, Open Hostility, Hatred or Mutual Loathing.
Romantic Relationship: This can be None, Dating, Engaged, Married, Broken Up, Permanent Split or Divorced.
Mentor & Protege: This can be Yes or No.
This new system thus allows more complex dynamics as you have a multi-faceted relationship. The game calculates whether a relationship is considered positive or negative based upon the different factors, which are weighted in different ways, and can also focus on one specific element if the context makes that more appropriate.
On top of the above changes, relationships are also now deeper in the way they evolve. There are hidden values behind-the-scenes that keep track of the interactions between two people and it is these that govern whether a relationship type changes. For example, two people with a Mutual Respect personal relationship might have several positive backstage encounters before they build up enough points to trigger the move up to Friendship (with any negative interactions obviously taking away points in the meantime). Of course, there are also incidents and interactions that immediately give a lot of points and can lead to quick changes where appropriate. This system therefore means that relationships happen more naturally and organically, as oppose to the old way that tended to be all about quick changes based on one-off triggers.
As usual, all of this can be preset via the editor and is filled in automatically when you convert a 2020 database.
Company Tribute Shows
By request, the tribute show feature has been expanded and now allows shows that are specifically a tribute to a company rather than an individual. These run the same way, except they are limited to featuring wrestlers who worked for the company in question for at least a six month stretch at some point during their career. These can occur naturally during gameplay or be preset via the editor.
By request, the tribute show feature has been expanded and now allows shows that are specifically a tribute to a company rather than an individual. These run the same way, except they are limited to featuring wrestlers who worked for the company in question for at least a six month stretch at some point during their career. These can occur naturally during gameplay or be preset via the editor.
Cash Talent Trades
The ability to offer cash incentives during talent trades returns to the game, this time with the inner workings / AI upgraded to be much smarter and more flexible.
The ability to offer cash incentives during talent trades returns to the game, this time with the inner workings / AI upgraded to be much smarter and more flexible.
Owners And Head Bookers
The business and booking skills that each worker has have been upgraded in the way they function and change over time, giving them a more realistic feel and making them more consistent. Additionally, as hinted at in a previous entry, the user avatar now uses his character's business and booking skills rather than having a separate reputation. This, again, makes the avatar more a part of the game world and less of a weird exception to the normal rules.
The business and booking skills that each worker has have been upgraded in the way they function and change over time, giving them a more realistic feel and making them more consistent. Additionally, as hinted at in a previous entry, the user avatar now uses his character's business and booking skills rather than having a separate reputation. This, again, makes the avatar more a part of the game world and less of a weird exception to the normal rules.
Call-Up Alter Egos
When a worker is called up by the AI they can now have alter egos applied to them. If the player is doing the calling up, they will be automatically asked if they want to apply any 100% chance alter egos that exist (any that are less than 100% can still be applied manually, as normal). This was requested by a few people to simulate real world situations where a worker moved up from development onto a main roster and changed their gimmick name, such as when the Shield debuted in WWE.
When a worker is called up by the AI they can now have alter egos applied to them. If the player is doing the calling up, they will be automatically asked if they want to apply any 100% chance alter egos that exist (any that are less than 100% can still be applied manually, as normal). This was requested by a few people to simulate real world situations where a worker moved up from development onto a main roster and changed their gimmick name, such as when the Shield debuted in WWE.
Annual Backup
For additional safety, an optional annual (in-game) backup can take place. If turned on, at the end of the year a copy of the database is saved in a separate folder. This means that in the rare situation where a game gets corrupted or lost, there's an opportunity to recover at least to the start of the current year.
AI Graduate Hiring
Training facilities now have a setting so that, when they are controlled by an AI company, the likelihood of each graduate being signed changes. This can either be set so that they just automatically hire every graduate (useful if the company and training camp are explicitly linked, like how Chikara used to be) or just increasing the chance of it happening by different amounts. This gives database makers a little extra control. Player-controlled companies remain how they were, with the player able to make the decision on a case by case basis.
Masked Gimmick Names
By request, the worker name section has been expanded to allow masked gimmick names to be included. These work just like regular names, in that they can be assigned to males, females, and / or different nationality grouping, but also allow the colour of the mask to optionally be specified. This ties in with an addition to the free pictures section where a mask colour can optionally be specified for each picture. If either are filled in, the game will match them up. So, if you gave a potential masked gimmick name of "Red Death" and set the mask colour to red, it'd only be eligible to get a free picture of a masked character which has also been specified to be red.
By request, the worker name section has been expanded to allow masked gimmick names to be included. These work just like regular names, in that they can be assigned to males, females, and / or different nationality grouping, but also allow the colour of the mask to optionally be specified. This ties in with an addition to the free pictures section where a mask colour can optionally be specified for each picture. If either are filled in, the game will match them up. So, if you gave a potential masked gimmick name of "Red Death" and set the mask colour to red, it'd only be eligible to get a free picture of a masked character which has also been specified to be red.
Reworked Deathmatches
The deathmatch-related products have been reworked, losing the requirement of needing a quarter of their matches to be of that type and instead gaining a special bonus for when they do put on deathmatches. This brings it more into line with reality, as well as offering the user more control over how often and when they deploy deathmatches, balancing the injury risk with the rating gains.
Improved Rookie Generation
The code that governs the generation of AI-created rookies has been upgraded to give added realism to their stats. In particular, the fundamental skills (basics, selling and safety) tend to be much higher on average and also have a a lower minimum level (i.e. you'll rarely see anyone who is truly diabolical at the fundamentals if they went through training). Those that get a strong opening psychology stat also automatically raise their fundamental skills to at least match that level. This means that less rookies will be complete deadbeats and more of them will be get to be useful members of the indy scene, at least, within a few years.
The code that governs the generation of AI-created rookies has been upgraded to give added realism to their stats. In particular, the fundamental skills (basics, selling and safety) tend to be much higher on average and also have a a lower minimum level (i.e. you'll rarely see anyone who is truly diabolical at the fundamentals if they went through training). Those that get a strong opening psychology stat also automatically raise their fundamental skills to at least match that level. This means that less rookies will be complete deadbeats and more of them will be get to be useful members of the indy scene, at least, within a few years.