Steady progress. A few miscellaneous bits and pieces in this update, showing general advancement across the board and working towards a few good goals.
Gameplay- Added bounty payments for taking out league stat leaders, doubled on kill. The bounty up for grabs (if any) is reported on starting the game and again if it is achieved. The bounty amount depends upon league and fighter current ability. Typically will vary between a couple of hundred pounds up to £10k in top division.
- Added a couple of limited friendship events, which at present are proof of concept and aesthetic, but don’t change gameplay – yet (the data that they are friends will stay saved though, so once implemented the effects will kick in).
- Added another ‘choice’ event.
UI / Display- Added reference to the division of dead fighters on news screen so player can see at a glance who died in their div.
- Added an armour toughness label to the armour card-front (D) to emphasise this poor visibility but important stat.
- When a fighter is still recovering from injury you can now see their expected recovery level of attributes in silver brackets so you can assess whether on recovery they will be worth keeping.
- Added a news report rounding up any bounties gained by the player team that week for (normal) kills (this was always there but not very visible) or bounty kills / take outs. All cumulative sums visible in Finances under ‘Kill Bonus’, even though that is now a partial misnomer.
Fixes- Fixed saving cause of fighter death properly for purposes of graveyard. Unfortunately the data is lost for fighters who died before this update (where the player saved and quit in between death and the 4 week update – which is where this bug comes up).
- Fixed a bug causing too many ‘mood makes the difference’ reports in battle when in fact it hadn’t – it had just been the fighter’s usual skills.