First major update for the game just uploaded.
This is a SIGNIFICANT rebalance to fighter generation in Dynamic mode. It results in far more consistent ability amoungst fighters both for the player team and the AI team. You will find that your fighters (and most of the others in division 5) will be of generally lower quality, and you won't be able to constantly pick up those super criminals. Neither will the enemy.
The fights should be closer as a result, and fighting against higher division teams in the cup will be as hard as you would expect it to be.
Getting promoted will be way more of a challenge!
Please note that these changes WILL APPLY TO SAVED GAMES! It will
not affect the ability of existing fighters in your game, but it will change how new fighters are created from now on. I know this might make it tough to take down some pre-existing OP enemies, but on the flipside the AI is getting the same nerf you are - it will also no longer generate so many high power fighters.
DETAILED UPDATE NOTES:
Rebalancing- Completely re-worked fighter generation for 'Dynamic' RNG mode. Potential ability is now much more closely linked to league and team reputation. There is still absolultely the possibility of the occasional complete outlier appearing so keep checking those new recruits! Equally, individual attributes can still very much be unusually good or bad for any given fighter in spite of the overall ability and potential. Likewise enemy fighters will be generally much weaker in Div 5 and much stronger in the higher divisions, and they likewise have a chance to get the occasional gem [chances for AI and player are completely equal].
- Increased chance of younger fighters being further below their potential when first generated, so that there will be more 'grower' or 'hidden gem' potential fighters.
- Limited the starting current ability for the player-fighter to prevent them being too overpowered against the now weakened enemy teams. The potential is unaffected.
- You may have noticed that you always get at least one decent fighter at the start of the game as well as your player-fighter. That was intentional. That fighter is now slightly nerfed again to reflect lower ability across division 5.
- Increased chances for higher division AI managers to refuse a contract extension on weaker fighters.
- Increased the chance for AI managers to sack injured or overpaid fighters.
Bug Fixing- Fixed a bug that sometimes caused crashes on winning cup matches.
- Fixed a bug that prevented contracts expiring on some enemy AI glads. N.B, if you are in season 2+ you might see a big drop in enemy fighter numbers as a result, but this will re-balance within 4 weeks.
- Fixed a bug preventing expiry of contracts for player's fighters when they were left unusued. N.B. If in season 2+ check you barracks to ensure you haven't left anyone's contract unextended!
- Fixed an error causing gender inappropriate ‘Easter Egg’ fighter names. Look out for these – there are a handful of super powered fighters to be found with a very small chance – but only in dynamic and roll20 modes (the names will still come up in 'fixed', but with no change to stats).
- Fixed a rare and weird bug that deleted the tutorial data base and caused a complete crash.
- Fixed a bug causing cup matches to sometimes end in a draw.
- Fixed a bug causing training gains to reset at the start of season 2.
- Gladiator names in the graveyard are now always correct.
- 'For' and 'Against' tallies no longer run on to the next season.
- The league screen now defaults to the player's league on load.
- Fixed a bug that sometimes prevented player from participating in play-offs despite qualifying.
- Fixed a bug that somes crashed the game when the player won the play-offs or made it to the final.
Minor Editing- Adjusted wording of pop-ups on contract extension.
- Fixed some minor tutorial typo errors - a fair few more of these to come in a future patch - many thanks to Myll for editing!