Post by Be the Booker on Jul 23, 2024 9:12:59 GMT 1
TEW IX Announcement & Developer's Journal Day 17
Setting TV Location
By popular request, television shows can now have their location fixed to a specific area, region, and / or venue, just like events. This is useful for many real world scenarios where a company had a specific place they always held their tapings. As usual, this can be preset via the editor or done in-game, and, like events, the user is not restricted to following the instructions if they don't want to.
By popular request, television shows can now have their location fixed to a specific area, region, and / or venue, just like events. This is useful for many real world scenarios where a company had a specific place they always held their tapings. As usual, this can be preset via the editor or done in-game, and, like events, the user is not restricted to following the instructions if they don't want to.
Geographical Title Belts
In another often-requested addition, title belts can now be set to only be defended in specific areas and regions. As well as all the usual areas and regions, there are also several specific preset combos of common sense groupings that can be used, such as North America, America & Canada, America & Mexico, the Commonwealth, or Japan & Hawaii, which cover situations that might occur in reality. This change allows several real world scenarios to be simulated that were previously impossible to do.
In another often-requested addition, title belts can now be set to only be defended in specific areas and regions. As well as all the usual areas and regions, there are also several specific preset combos of common sense groupings that can be used, such as North America, America & Canada, America & Mexico, the Commonwealth, or Japan & Hawaii, which cover situations that might occur in reality. This change allows several real world scenarios to be simulated that were previously impossible to do.
Clashing Coverage
The broadcasting 'clashing coverage' block (which used to prevent you showing content on two broadcasters where they had overlapping coverage) has been modified to take into account the difference between PPV vs non-PPV content. This gives the system a little more subtlety and allows companies owned by a media entity more options and flexibility; for example, an American company owned by a TV station could now try and get a contract with a PPV broadcaster to broadcast their events in the US, which previously would have been an unavailable option.
The broadcasting 'clashing coverage' block (which used to prevent you showing content on two broadcasters where they had overlapping coverage) has been modified to take into account the difference between PPV vs non-PPV content. This gives the system a little more subtlety and allows companies owned by a media entity more options and flexibility; for example, an American company owned by a TV station could now try and get a contract with a PPV broadcaster to broadcast their events in the US, which previously would have been an unavailable option.
Broadcasting Failure Blocks
By request, the blocks from negotiating a new broadcasting deal because of a recent failure have been modified; instead of a blanket ban, it now applies only to broadcasters of the same size or bigger than the one that was involved in the failure. This allows companies a little more wriggle room as they can "regroup" on a smaller broadcaster and work their way back up. This stops the situation where a company could effectively be doomed by one failure and just gives the game more realism and subtlety.
By request, the blocks from negotiating a new broadcasting deal because of a recent failure have been modified; instead of a blanket ban, it now applies only to broadcasters of the same size or bigger than the one that was involved in the failure. This allows companies a little more wriggle room as they can "regroup" on a smaller broadcaster and work their way back up. This stops the situation where a company could effectively be doomed by one failure and just gives the game more realism and subtlety.
Pre-Booking Availability
By request, the pre-booking screen now has an Availability calendar on each screen, making it easier to see when different workers will be missing. This is just a little quality of life change that means the user doesn't have to either constantly swap between screens, memorise information, or write a bunch of stuff down.
By request, the pre-booking screen now has an Availability calendar on each screen, making it easier to see when different workers will be missing. This is just a little quality of life change that means the user doesn't have to either constantly swap between screens, memorise information, or write a bunch of stuff down.
Avatar Pay
In keeping with the theme of trying to make the user's avatar feel more a part of the game world, the avatar now earns a wage, unlike previous games where they effectively worked for free. The amount is automatically set to the avatar's estimated value at the start of each show. The game also keeps track of career earnings in the user section, should that be of interest.
In keeping with the theme of trying to make the user's avatar feel more a part of the game world, the avatar now earns a wage, unlike previous games where they effectively worked for free. The amount is automatically set to the avatar's estimated value at the start of each show. The game also keeps track of career earnings in the user section, should that be of interest.
Attribute Templates
The attribute editor now has a list of potential templates to allow database makers to more quickly deal with workers who fit into a certain stereotype. Options include things like Underdog, Comedy Worker, and Hardcore \ Garbage Worker. This is a quick quality of life change to speed editing up. Additionally, I've intentionally left this very easy to alter, so if database makers want specific additions patched in, this will be something that can be done.
The attribute editor now has a list of potential templates to allow database makers to more quickly deal with workers who fit into a certain stereotype. Options include things like Underdog, Comedy Worker, and Hardcore \ Garbage Worker. This is a quick quality of life change to speed editing up. Additionally, I've intentionally left this very easy to alter, so if database makers want specific additions patched in, this will be something that can be done.
Pay-Per-View Overuse
The pay-per-view overuse penalty system has been reworked, making it less restrictive for companies running a weekly or bi-weekly schedule and also adding in a e-mail warning message if the user is being penalised, which avoids the situation where some users were getting dinged but didn't know why. This makes the entire system more realistic, user-friendly, and gives more scope for players to experiment with different schedules.
The pay-per-view overuse penalty system has been reworked, making it less restrictive for companies running a weekly or bi-weekly schedule and also adding in a e-mail warning message if the user is being penalised, which avoids the situation where some users were getting dinged but didn't know why. This makes the entire system more realistic, user-friendly, and gives more scope for players to experiment with different schedules.
Adding Tribute Shows
Via the Options menu, the user can now view all the existing tribute shows (and their details), together with the ability to add new ones or remove ones that are no longer wanted. This gives the user a little more control over the game world, as well as giving an easier way of viewing information that was previously limited to the editor.
Via the Options menu, the user can now view all the existing tribute shows (and their details), together with the ability to add new ones or remove ones that are no longer wanted. This gives the user a little more control over the game world, as well as giving an easier way of viewing information that was previously limited to the editor.