Grey Dog Software

Go Back   Grey Dog Software > GDS Central > Total Extreme Wrestling 2016 General Discussions
Register FAQ Members List Calendar Mark Forums Read

Closed Thread
Thread Tools Display Modes
  #1  
Unread 02-01-2016, 05:40 AM
Adam Ryland Adam Ryland is offline
GDS Developer
 
Join Date: Sep 2004
Posts: 8,934
Arrow TEW2016 Developer's Journal

The Developer's Journal is an ongoing feature where each weekday one or more additions or modifications that appear in TEW2016 are discussed. This serves both to help hype up the game and to set out what people can expect when the game is released.

There is no particular order to which features are revealed or when, it's done on an ad hoc basis. The Journal is scheduled to last throughout February and March.

If you have questions or comments, please use the TEW2016 Thread further down the board.

TEW2016 will also feature a "What's New In 2016?" button on the title screen; this both contains a quick link to this Journal and lists a lot of the features together with a short description. There are 352 features in the list at present. One rare-but-very-cool feature has been deliberately left out from the list (and won't be revealed in the Journal either) because it's a very nice surprise and I don't want to spoil people's enjoyment when they experience it. Around 75-100 features have not been included in the list, nor will be in the Journal, because they're either too small to merit mention, are purely visual \ cosmetic, or are background coding stuff that isn't particularly exciting or interesting.

Index
Feb 01: Alliance Titles
Feb 02: Contract Offer Templates
Feb 03: Home Bases & Travel Costs & Moving House
Feb 03: New Picture Formats & Automatic Custom Backgrounds
Feb 04: AI Created Alliances
Feb 04: Wrestler's Court
Feb 05: Organic Biographies
Feb 08: Tag Team & Clique Incidents
Feb 09: Canadian Breakdown
Feb 09: European Breakdown
Feb 10: Generic Venues
Feb 10: Venue Hiring Costs
Feb 11: Pregnancy
Feb 11: Backstage Influence Guide
Feb 12: Body Types
Feb 12: Immortal Tag Teams
Feb 15: Advanced Web Search
Feb 16: 3 vs 3 vs 3
Feb 16: 2013->2016 Converter
Feb 16: Themed Web Site
Feb 17: Incident Handling Upgrade
Feb 17: Rehab
Feb 18: Habit Effect Upgrade
Feb 18: Wrongful Termination
Feb 19: Broadcasters
Feb 22: Broadcasting Deals (Part 1)
Feb 23: Broadcasting Deals (Part 2)
Feb 24: Broadcaster Control
Feb 25: AI Broadcaster Switching
Feb 25: Broadcaster Changes
Feb 25: Exact Viewers
Feb 26: Creating Your Own Broadcaster
Feb 26: Giving Air Time To Children
Feb 29: One Night Only Deals
Feb 29: Search By Language
Feb 29: Search By Race
Mar 01: Advance To Next Show
Mar 01: Advance To End Of Month
Mar 01: Advance To End Of Year
Mar 01: Multi Advance Stop
Mar 01: Inactivity Tolerance Change
Mar 02: Tag Team Upgrade
Mar 02: Teams And Falls
Mar 03: Dynamic Spillover
Mar 03: Money Cap Change
Mar 03: Drug Testing Clarification
Mar 04: Match Aims
Mar 07: Mix Of Match Aims
Mar 07: Perfect Show Theory Overhaul
Mar 08: Sausage Fest Penalty
Mar 08: EWR Throwback Options (x7)
Mar 09: Botches
Mar 09: Refusal To Work With Botchers
Mar 09: Injury History
Mar 09: Botch History
Mar 09: Injury Notes
Mar 10: Singles Titles In Tag Matches
Mar 10: More Titles Per Match
Mar 10: Player's Handbook
Mar 11: Expanded Production
Mar 11: Half Year Awards
Mar 11: Painkillers
Mar 14: Screw Jobs
Mar 14: Injury Frequency
Mar 14: Global Injury Rate
Mar 14: Extra Injury Rate Setting
Mar 15: More Aggressive AI Hiring & Bids
Mar 15: Nepotism
Mar 15: Automated Admin Mode Check
Mar 16: Title Changes In Angles
Mar 16: Alternate Loading Screens
Mar 16: Free Picture Years
Mar 17: Screwed Up Endings
Mar 17: Trademark Spots
Mar 17: Creative Meeting Change
Mar 18: Development \ Child Split
Mar 18: Control Of Development Upgrade
Mar 18: One Night Developmentals
Mar 21: Freestyle Angles
Mar 21: Dirty Doctor
Mar 21: Fog Of War By Player
Mar 21: Suspension Delay
Mar 22: Locker Room Handling
Mar 22: Double Show Order
Mar 22: Blacklist
Mar 22: Interventions
Mar 23: Cash Ins
Mar 23: Keep It Simple
Mar 23: Intentional DQ
Mar 23: Intentional Count Out
Mar 23: Rage DQ
Mar 23: Eating Up
Mar 23: Make Not Break
Mar 23: Enhanced Match Report Details
Mar 23: Stunt Bumps
Mar 23: Better Jobber Matches
Mar 24: National Battle Upgrade
Mar 24: Pay Rise Requests
Mar 24: Toxic Workers
Mar 24: Psycho Complaints
Mar 24: More Backstage Incidents
Mar 24: Detailed Match Display
Mar 25: Excursions
Mar 25: Japanese Weight Split
Mar 25: Movies Upgrade
Mar 25: Sticky Window Position
Mar 25: Post Segment Incidents
Mar 25: Auto Area Opening
Mar 25: AI Takeovers
Mar 25: National Battle Impact
Mar 25: Classic Agers
Mar 25: Venue Opening & Closing Dates
Mar 26: Bits & Pieces (x100!)
Mar 28: Game Changers
Mar 28: Owner Types
Mar 28: Owner Min & Max Sizes
Mar 28: Owner-Booker Tolerance
Mar 28: Owner Investments
Mar 28: Company Strategy
Mar 28: Owner Defers Pay
Mar 28: Scumbag Owners
Mar 29: Gimmicks Upgrade
Mar 29: Preset Gimmick Settings
Mar 29: Gimmick Copying
Mar 29: AI Gimmicks
Mar 29: Manual Gimmick Changes
Mar 29: Gimmick Changes With A Turn
Mar 29: Default Gimmick Auto Pass
Mar 29: Harder Non-Aggression Pacts
Mar 29: Harder Working Agreements
Mar 29: Alliance-Mate Pacts
Mar 29: Pact Switching
Mar 29: AI Alliance Joining
Mar 29: Preset Alliance Membership
Mar 29: Leaving Alliance Reaction
Mar 29: Monday Night Wars
Mar 30: Auto Booker
Mar 30: AI Angles Upgrade
Mar 30: AI Tournament Events
Mar 30: AI Morale Impact
Mar 30: More AI Turnover
Mar 30: More Varied Reign Lengths
Mar 30: Better AI Expansion Planning
Mar 30: AI Loops
Mar 30: More Mixed AI Booking
Mar 30: AI Disposition Handling
Mar 30: AI Six Man Booking
Mar 30: More AI Angles
Mar 30: AI Booking Skill
Mar 30: Assistant Booking By Division
Mar 30: Worker Profile Quick Jump
Mar 30: Company Profile Quick Jump
Mar 30: Employment Quick Tab
Mar 30: Mask Log Enhancements
Mar 30: Victor Displays Mask Log
Mar 30: Preset Mask Log
Mar 31: Halls Of Fame
Mar 31: Hall Of Fame Overview
Mar 31: Hall Of Fame Induction
Mar 31: Free Picture Criteria
Mar 31: Last Booked Reminder
Mar 31: Learning The Ropes
Mar 31: Expanded Hiring Preferences
Mar 31: Announcers Affect Angles
Mar 31: Event Location Settings
Mar 31: Name & Picture Narratives
Mar 31: Enhanced Founding Dates
Mar 31: Pre Set Morale
Mar 31: Popularity Absorbing
Mar 31: Pre Set Absences
Mar 31: Movie Stars
Mar 31: Mentor Tips
Mar 31: MMA Hiatus
Mar 31: Colour Commentary Skill
Mar 31: Pre Set Power 500
Mar 31: Models
Mar 31: Bodybuilders
Mar 31: Personal Finance
Mar 31: Worker Refuses To Sign
Mar 31: Day By Day Finances
Mar 31: Data Dump
Mar 31: Advertising Impacters
Mar 31: Game Region Breakdown
Mar 31: Affairs
Mar 31: Loyalty Improvement
Mar 31: Importable Narratives
Mar 31: Pre Set Starting Loans
Mar 31: Website Mail & Decisions
Mar 31: Musicians
Mar 31: Global Morale
Mar 31: Top Workers
Mar 31: Auto Bio Fill
Mar 31: Dynamic External Relationships
Mar 31: Tour Days Reset
Mar 31: Pre Set TV Announcers
Mar 31: Property Of Benefits
Mar 31: Attendance Gradient
Mar 31: Sponsorship Gradient
Mar 31: Bankruptcy Leniency
Mar 31: Daily Contract Payments
Mar 31: Regional Industry Effects
Mar 31: Booker Stability
Apr 01: Company Figureheads
Apr 01: Merchandise Sales Effect
Apr 01: Casting Call
Apr 01: Harder Harmonies
Apr 01: Product Impacting In-Ring
Apr 01: Recent Fortunes Reset
Apr 01: Extra Product Settings
Apr 01: Judge Finishes
Apr 01: End Storyline Note
Apr 01: Track Title Prestige
Apr 01: Storyline Notifications
Apr 01: Storyline Heat Impact
Apr 01: Flash Pin Upgrade
Apr 01: Tour Regulars
Apr 01: Contracted For Matches
Apr 01: Too Small Note Upgrade
Apr 01: Furthered Storylines
Apr 01: Leaving Off Major Shows
Apr 01: Toxic Locker Room
Apr 01: Losing The Locker Room
Apr 01: Political Feedback
Apr 01: Sneaky Writtens
Apr 01: Female Role Models
Apr 01: Clique Building
Apr 01: Isolation Effects
Apr 01: Intimidating Presence
Apr 01: Try Out Contracts
Apr 01: Contract Offer Memory
Apr 01: Pulling Ribs
Apr 01: Negative Chemistry Reminder
Apr 01: Announcer Experience
Apr 01: Low Level Popularity
Apr 01: Momentum In Segments
Apr 01: Momentum Complaints
Apr 01: Show Grade Calculation
Apr 01: Six Man Team Names
Apr 01: Using Stable Names
Apr 01: Smart Fatigue
Apr 01: Contract Expiry Change
Apr 01: Freelancer Improvements
Apr 01: Improved Title History
Apr 01: Original Belt Owners
Apr 01: Narrative AI-Player Split
Apr 01: Locker Room Leader Search
Apr 01: Regional Battle Immunity
Apr 01: Being Sent Home
Apr 01: Impairment Complaints
Apr 01: Impairment Via Road Agent
Apr 01: Loyalty Change
Apr 01: AI Company Generation
__________________
Adam Ryland
Designer of TEW, WMMA, WreSpi, and Comic Book Hero
adamryland@hotmail.com

Last edited by Adam Ryland : 04-01-2016 at 04:33 AM.
  #2  
Unread 02-01-2016, 05:52 AM
Adam Ryland Adam Ryland is offline
GDS Developer
 
Join Date: Sep 2004
Posts: 8,934
Default

Feb 01: Alliance Titles

By popular request, TEW2016 features the debut of alliance titles.

Alliance titles, as the name suggests, are title belts that do not belong to a specific company. Instead, they are linked directly to an alliance.

When booking a show, any member company has the ability to request to borrow a title from the alliance. As long as no other company is already using it, the request will be granted and the belt in question becomes the property of that company for the rest of the evening. It can then be used in exactly the same way as any other title that the company owns.

When borrowing a title, the champion(s) will automatically be added to the company's roster too, as long as they're available to do so. This essentially works as a special 'one night only' loan.

AI-controlled companies will also regularly use alliance titles, meaning that the champion(s) will end up defending their titles regularly for lots of different companies.

There are both pros and cons to having your own employees win alliance titles. On the plus side, those workers will improve faster and gain more popularity because they will be working more dates than usual for a variety of companies in a variety of locations. The downsides are that the increased schedule means they have the potential to get fatigued, their injury risk is obviously increased, and the increased exposure can mean that they'll naturally become targets for bigger companies.

Alliance titles, and their histories, can be viewed at any point via the alliance screen. The alliance also has the ability to vacate titles if the champion(s) end up being unable to defend the titles (for example, if they were to sign a written deal with a company who is not in the alliance).
__________________
Adam Ryland
Designer of TEW, WMMA, WreSpi, and Comic Book Hero
adamryland@hotmail.com
  #3  
Unread 02-02-2016, 04:31 AM
Adam Ryland Adam Ryland is offline
GDS Developer
 
Join Date: Sep 2004
Posts: 8,934
Default

Feb 02: Contract Offer Templates

This probably isn't the most glamorous new feature in the world, but a lot of people asked for it so I thought I'd get it out of the way early!

In the negotiation system the user now has the ability to save and use templates; these are specific combinations of offers and incentives that can be given an appropriate name. For example, you may put together a template called 'TV Try Out' which specifies a PPA two date / one month contract with an 'exclusively in-ring' usage attached. Any time you come to negotiate you can then click TV Try Out from the template list and that will all be automatically filled in for you. There's no limit to how many templates you can construct.

For those users who have specific 'go to' offers, this will obviously save quite a lot of clicking over time.
__________________
Adam Ryland
Designer of TEW, WMMA, WreSpi, and Comic Book Hero
adamryland@hotmail.com
  #4  
Unread 02-03-2016, 04:15 AM
Adam Ryland Adam Ryland is offline
GDS Developer
 
Join Date: Sep 2004
Posts: 8,934
Default

Feb 03: Home Bases & Travel Costs & Moving House

All workers now have a home base, which is the region in which they currently live. This can either be set as a specific region via the editor or simply given as an area in which case the AI will pick an appropriate region for the when a new game begins.

A worker's current location has several uses (some of which will be discussed in later journal entries). One such use is that it allows travel costs to be calculated, meaning that small companies now have more incentive to hire workers local to them to cut costs.

A worker's home base can change over time. This can both be temporary (for example, if a foreign worker joins a touring company he may choose to stay in that country for the duration of the tour) or long-term. If a worker chooses to move house the game will also recognise this as being a big move and his or her romantic partner may go too.

Feb 03: New Picture Formats & Automatic Custom Backgrounds

As well as JPG format, the game now also gives the option to support BMP and GIF pictures. Please note that PNG is not supported - as with WMMA, this is not through choice but because the programming language does not support it.

One advantage of this is that the game now offers automatic custom backgrounds for transparent GIFs. For example, if you view a worker who has a transparent GIF picture in a company specific screen (i.e. a roster screen) then the background behind him will automatically be that company's logo - this essentially creates a custom background wherever that worker goes.
__________________
Adam Ryland
Designer of TEW, WMMA, WreSpi, and Comic Book Hero
adamryland@hotmail.com
  #5  
Unread 02-04-2016, 06:28 AM
Adam Ryland Adam Ryland is offline
GDS Developer
 
Join Date: Sep 2004
Posts: 8,934
Default

Feb 04: AI Created Alliances

New to the game this year is the ability for AI companies to band together to form a new alliance; previously alliances could only be formed if a player chose to create one. New alliances are determined by company size, the personalities of the owners, their location, and whether it is mutually beneficial.

Feb 04: Wrestler's Court

To reflect reality, locker rooms can now have their own 'wrestler's court'. Essentially a self-policing method, a locker room leader acts as judge and can sentence workers who commit minor offences to punishments. This helps improve the personalities of some workers. The user has no say in the wrestler's court, it is something handled independently by 'the boys', but just adds more realism.

A massive amount of time has been spent making the backstage environment more alive and making the user's handling of the locker room a key element in the gameplay; Wrestler's Court is the first of many features that will be revealed over the coming months that play into this emphasis.
__________________
Adam Ryland
Designer of TEW, WMMA, WreSpi, and Comic Book Hero
adamryland@hotmail.com
  #6  
Unread 02-05-2016, 04:10 AM
Adam Ryland Adam Ryland is offline
GDS Developer
 
Join Date: Sep 2004
Posts: 8,934
Default

Feb 05: Organic Biographies

TEW2016 will be the first game in the series to feature the option of organic biographies for workers.

Every worker either has the option of having organic biographies enabled or staying with the traditional pre-written version. If organic biography is enabled, that worker will have his bio automatically created by the AI when the game begins and it will be updated whenever something noteworthy happens to him.

The setting can be changed on a worker-by-worker basis whenever the user wants. It can also be set via the Options menu so that newly generated workers will be set appropriately.

The organic bios are created by tapping into a series of pre-written templates and stitching together the sentences into a paragraph based on what has happened to the worker. Topics that can be referenced include the worker's basic details, employment (both past and present), tag teams, titles held, positions of power held, important relationships, honours, and outside interests (such as if they regularly film movies). Organic bios work for all workers, whether they're an active wrestler or not.

Obviously the organic bios are far more rigid than those that are pre-written and would tend to be very similar for workers who haven't achieved much, but they give mod makers the option of not having to write biographies for every single person in the game.
__________________
Adam Ryland
Designer of TEW, WMMA, WreSpi, and Comic Book Hero
adamryland@hotmail.com
  #7  
Unread 02-08-2016, 03:37 AM
Adam Ryland Adam Ryland is offline
GDS Developer
 
Join Date: Sep 2004
Posts: 8,934
Default

Feb 08: Tag Team & Clique Incidents

In previous games backstage incidents were limited to one person with an optional 'target'. This has now been expanded, allowing for tag teams (or simply duos) and cliques to be involved.

This adds to the realism of the game, especially as it plays into backstage relationships more, but can also add an extra wrinkle to the user's handling of the locker room as he must punish all of the offenders equally. This can make for some interesting scenarios, particularly if one major bad influence is dragging his clique buddies into trouble that they otherwise probably wouldn't be involved in.

There are also new tag team and clique incidents that are specifically written to revolve around them using their numbers advantage backstage.
__________________
Adam Ryland
Designer of TEW, WMMA, WreSpi, and Comic Book Hero
adamryland@hotmail.com
  #8  
Unread 02-09-2016, 05:50 AM
Adam Ryland Adam Ryland is offline
GDS Developer
 
Join Date: Sep 2004
Posts: 8,934
Default

Two short ones today.

Feb 09: Canadian Breakdown

The Canadian game area has been altered so that The Prairies has now been split into three regions: Alberta, Saskatchewan and Manitoba.

Feb 09: European Breakdown

The European game area has been altered so that The Mediterranean has now been split into four regions: France, Italy, Iberia, and South East Europe.
__________________
Adam Ryland
Designer of TEW, WMMA, WreSpi, and Comic Book Hero
adamryland@hotmail.com
  #9  
Unread 02-10-2016, 04:08 AM
Adam Ryland Adam Ryland is offline
GDS Developer
 
Join Date: Sep 2004
Posts: 8,934
Default

Feb 10: Generic Venues

A new feature added to the game is Generic Venues. The way this works is that the user does not have to pick a specific pre-made venue when holding a show, instead he can simply pick the region he wants to hold it in and select the Generic Venue button.

The capacity is considered to be around the number of fans that the promotion draws (i.e. you don't get charged extra for seats you wouldn't have filled, nor are you turning people away).

When viewing show histories, the game simply uses the region name in place of the venue (i.e. it would say "X were in Scotland" rather than "X were in Glasgow City Complex in Scotland"). Not having an exact venue named is really the only drawback of the system.

The advantages are threefold. Firstly, this removes a massive amount of work for mod makers as there's no pressure to add even one venue, let alone multiple venues for every region - you could even leave the entire location file blank without causing any issues. Secondly, it removes the annoyance of being stuck 'between tiers', where, for example, you can draw 2000 people but only have the options for a 1000 capacity arena or a 5000 capacity arena - you no longer have to choose between turning away half your fans or shelling out money for 3000 seats that you can't fill. Thirdly, for users who don't care about having a specific venue then this makes booking a show even quicker as you can just grab a generic venue each time.

Feb 10: Venue Hiring Costs

In previous games, venue hiring costs were done in tiers, so there were big jumps when moving over certain capacity levels. This has been changed so that all hiring costs are now relative to the venue's capacity. This is a small change, but makes for slightly easier financial management and removes what was a previously pretty arbitrary price jump.
__________________
Adam Ryland
Designer of TEW, WMMA, WreSpi, and Comic Book Hero
adamryland@hotmail.com
  #10  
Unread 02-11-2016, 04:18 AM
Adam Ryland Adam Ryland is offline
GDS Developer
 
Join Date: Sep 2004
Posts: 8,934
Default

Feb 11: Pregnancy

New to the game in 2016 is pregnancy, if only because apparently some people have been adding it in as an defined injury in previous games which is just wrong on so many levels.

Pregnancies work in a three stage manner. The initial announcement gives warning that the worker in question will be taking time off shortly. The worker then goes on maternity leave. Then, to the surprise of nobody but the most biologically challenged, the birth happens. The mother will remain on maternity leave for a short while after the birth too, for realism.

Feb 11: Backstage Influence Guide

As another small user-friendly touch, in a worker's Personal quick tab (i.e. the list on the right hand side of the Characters screen) the game now gives a guideline on whether he'd be a positive or negative influence in a locker room. This allows you to see at a glance whether you're dealing with a good egg, a bad apple, or some other food based metaphor. This saves you from having to visit their profile to look at their personality, potentially saving you a mighty four clicks of the mouse per character in total. TEW2016: fighting carpal tunnel syndrome one click at a time.
__________________
Adam Ryland
Designer of TEW, WMMA, WreSpi, and Comic Book Hero
adamryland@hotmail.com
  #11  
Unread 02-12-2016, 04:20 AM
Adam Ryland Adam Ryland is offline
GDS Developer
 
Join Date: Sep 2004
Posts: 8,934
Default

Feb 12: Body Types

Workers in TEW2016 now have specific body types. Each worker can be one of the following eight categorisations:

Average, Skinny, Toned, Muscular, Ripped, Flabby, Bulky and Obese

This feature is primarily because there simply aren't enough petty arguments when making mods and I think a spirited fifteen page debate over whether Bull Dempsey is flabby or bulky will raise the level of discourse on the various forums immeasurably. (NB: If you are reading this paragraph over at the EWB forums, please replace the words "Bull Dempsey" with "Neville", and "flabby or bulky" with "bulky or obese".)

These types are dynamic, shifting over time both due to ageing and because of the worker's actions. For example, some of the stories that were attached to weight changes in TEW2013, such as a worker letting themself go or putting on muscle mass, will now also impact their body type. There are also new stories specific to body type changes.

Not just a cosmetic feature, when changing body type the worker can also see an impact on his stats. For example, a worker who becomes Ripped will see his looks and star power rise, but may lose a little stamina due to the increased muscle mass. Body types can also offer clues as to a worker's personality and habits; for example, somebody who has become Flabby is likely to not be the hardest worker in the world, whereas somebody who is Ripped could be secretly juicing.

The new body type system has been added to the search facility in the various worker-related screens and is also visible next to their size rating on all screens too.

The conversion process sets everybody from a TEW2013 database to Average as there is no data from which to make an informed guess. However, you can mass edit body types.

Feb 12: Immortal Tag Teams

The Hall Of Immortals has been expanded and can now also hold legendary tag teams as well as singles wrestlers. The criteria for tag teams is different to singles wrestlers but still only allows the best of the best to get in. This is primarily a cosmetic feature, but as a lot of people are fans of tag team wrestling it's nice to have it in the game anyway.
__________________
Adam Ryland
Designer of TEW, WMMA, WreSpi, and Comic Book Hero
adamryland@hotmail.com
  #12  
Unread 02-15-2016, 04:40 AM
Adam Ryland Adam Ryland is offline
GDS Developer
 
Join Date: Sep 2004
Posts: 8,934
Default

Feb 05: Advanced Web Search

This is more of a utility than an actual feature, but it should prove very useful for a lot of players.

Added to the web site part of the game is a new advanced search facility. This new area allows the worker to type in any piece of text and the game will search throughout the game for it, returning a list of all the workers who are in any way associated with it.

This can be used for multiple purposes, but the main one is to address one of the long standing issues which is finding workers under alternate names. If you've been on the forums for any length of time you'll be aware that one of the most regular questions we get, especially for real world mods, is "I'm looking for X but I don't know what name he is under, who is he in this mod?". You can now type in the name you want (or even just part of the name) and the game will search for any mention of it in the following:

Default names
Default biographies
Contract names
Contract biographies
Title histories (i.e. the name the wrestler used when holding a title)
Alter ego names
Alter ego biographies
Tag team names

For example, if you were playing a real world mod you might type in "Conquistador" and you'd get a list that might look like this:

Jose Estrada Jr - mentioned in biography, mentioned in Alter Ego "Conquistador Uno"
Jose Luis Rivera - mentioned in biography, mentioned in Alter Ego "Conquistador Dos"
Adam Copeland - mentioned in Alter Ego "Edge" biography, mentioned in title history
Christian - mentioned in title history

And so on. You can click on any result to go straight to that worker's profile. You can search for any text term at all, so even if all that you remember is that a random CornellVerse bio mentioned someone being a world calibre softball player you could type in "softball" or even just "calibre" and you'd find them.

This is also useful if you're reading through title histories or match results and come across a name you don't recognise; rather than having to do some detective work you can simply type the name in and have the game list all possible candidates.

Hopefully this powerful utility will prove useful to a lot of players.
__________________
Adam Ryland
Designer of TEW, WMMA, WreSpi, and Comic Book Hero
adamryland@hotmail.com
  #13  
Unread 02-16-2016, 03:54 AM
Adam Ryland Adam Ryland is offline
GDS Developer
 
Join Date: Sep 2004
Posts: 8,934
Default

Just a few short ones today: an often requested feature, a confirmation, and a very minor cosmetic touch.

Feb 16: 3 vs 3 vs 3

This was asked for a surprising amount of times, so TEW2016 now includes a 3 vs 3 vs 3 match type.

Feb 16: 2013->2016 Converter

To confirm, TEW2016 will continue the tradition of having a converter that turns a database from the previous game into one for the current version.

Furthermore, this one has been enhanced to automatically find and fix some minor errors that may be in some mods, and will also 'best guess' to fill in some of the new pieces of data to save the mod maker some time.

Feb 16: Themed Web Site

Purely a fun little cosmetic touch, but on certain dates (including Christmas, New Years, and Halloween) the in-game web site has custom themed skins to reflect the time of year.
__________________
Adam Ryland
Designer of TEW, WMMA, WreSpi, and Comic Book Hero
adamryland@hotmail.com
  #14  
Unread 02-17-2016, 04:34 AM
Adam Ryland Adam Ryland is offline
GDS Developer
 
Join Date: Sep 2004
Posts: 8,934
Default

Feb 17: Incident Handling Upgrade

The way that users can deal with backstage incidents has been upgraded to make it more useful, user friendly, and realistic.

As before, the user will be given a description of what happened together with a range of options (suspension, slap on the wrist, etc). However, each of the responses now has a much tighter definition of what you can expect to happen, with two key elements: how likely it is to improve the worker's behaviour and how much of a risk there is of the worker being upset by the decision.

As you'd expect, this works on the principle of risk and reward; a stern warning, for example, only has a small probability of improvement but equally only carries a slight risk of upsetting him, whereas a suspension has a high probability of improving the worker's behaviour but will result in a morale hit most of the time. As before, the worker's individual personality also comes into play here and can affect the likelihood of a positive or negative response.

As alluded to in an earlier journal entry, these options are available regardless of whether it's an incident involving one person, a duo, or a clique.

By making the risks and rewards much more explicit and clearly defined, this allows the users to take much more informed decisions and to strategise properly.

This features ties in strongly with a number of other features, many to be revealed later in the journal, as part of the vastly improved and much deeper morale \ backstage control part of the game which is one of the key parts of TEW2016's leap forward.

Feb 17: Rehab

Tying in directly to the above feature, a new response type has been added to the backstage handling - Send To Rehab. This is only available for those incidents that revolve around drugs or other substance abuse issues, and only for workers who are under a written deal.

This adds another tool to the user's arsenal when it comes to trying to successfully deal with workers who may have gone down a bad path.

Sending a worker to rehab carries a high probability of improving his behaviour and getting him to reduce or eliminate his personal demonds but comes with a mid-level chance of upsetting him and means they become absent for three to nine months while still getting paid.
__________________
Adam Ryland
Designer of TEW, WMMA, WreSpi, and Comic Book Hero
adamryland@hotmail.com
  #15  
Unread 02-18-2016, 04:01 AM
Adam Ryland Adam Ryland is offline
GDS Developer
 
Join Date: Sep 2004
Posts: 8,934
Default

Feb 18: Habit Effect Upgrade

In previous games a worker's lifestyle \ habits were always 'on'; i.e. if he was a heavy drinker it would impact every match and angle that he appeared in. This has now been upgraded so that they work in conjunction with his consistency stat, meaning that the effects are more hit and miss and therefore more realistic. This is particularly the case with low 'doses', which have much less chance of causing an issue.

This change, as well as being for realism, also makes workers with bad habits less of a burden in terms of their performance and therefore slightly more attractive in terms of hireability; this plays in to some of the other backstage features (to come later in the journal), as it creates more of a risk-reward balance where you can bring in a talented but 'troubled' worker to enjoy the benefits of his in-ring work but at the expense of the possible negatives that his habits may cause backstage.

In addition, smoking no longer impacts match ratings (as there are many real life smokers who don't seem to have any issues with long matches or general in-ring quality) and neither does historic (i.e. no longer ongoing) drug use. Instead, these habits impact a worker's life expectancy and physical decline only.

Feb 18: Wrongful Termination

In previous games there's was a slight loophole whereby if a worker you wanted to get rid of did something minor, like fart backstage, you could choose to terminate his deal - thus avoiding paying him the money he'd have been owed from ending his contract the normal way and not having to deal with his morale hit as he was not on your roster any more anyway. This was a useful but gamey way of occasionally avoiding a big severence fee while simultaneously removing some deadweight.

In TEW2016 this loophole has been closed because workers can take legal action if they feel it was a wrongful termination. If they choose to take this route, a legal claim is lodged and taken to the courts. A month or so later on a decision will be taken; either the claim is rejected, in which case nothing further happens, or it is accepted, in which case the company will be liable to pay him. The amount will usually be considerably higher than it would have been if you'd just terminated his contract the normal, legal way to begin with.
__________________
Adam Ryland
Designer of TEW, WMMA, WreSpi, and Comic Book Hero
adamryland@hotmail.com
Closed Thread


Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

vB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Forum Jump


Array [all_times_are_gmt_x_time_now_is_y]


Powered by vBulletin® Version 3.6.8
Copyright ©2000 - 2017, Jelsoft Enterprises Ltd.