Now that the game is 95% stable I have had time to start working on new features.
I've created some infrastructure in the code to support an 'event' system which I will be introducing slowly in the coming weeks / couple of months.
In the meantime this week's brand new feature is MOOD
MOOD
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All fighters now have a 'Mood' attribute which can be seen in barracks and the selection screen.
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Base level mood is 70. When a fighter is higher or lower than 70 that will have impacts on morale. attack and defence in fight.
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Mood randomly fluctuates each week, with a tendency to drift back towards the 60-80 range over time. There is also a slight weight in favour of increases, to offset mood loss from injuries.
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Mood is slightly affected for better or worse by the team's result, regardless of whether the fighter was involved.
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Mood is positively affected by a fighter achieving a rating of >5 in battle, and negatively affected when rating is <5
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Mood is negatively affected by injuries.
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Low Mood (<70) can result in:
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Faster morale loss after a flesh wound
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Greater chance to yield
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The occasional reduction in chance to hit
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The occasional reduction in defence skill
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High mood (>80) can result in:
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Slower morale loss after a flesh wound
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Reduced chance to yield
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The occasional increase in chance to hit
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The occasional increase in defence skill
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The more extreme the mood, the more the chance that one of these effects will trigger.
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There are full descriptions of the mechanic changes in the detailed battle view, and once in while when mood really makes the difference that will be reported in normal battle view.
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The AI will sometimes take mood into account in selecting its team.
Other bits and pieces in this update
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Ever so slightly increased energy recovery.
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AI v AI selection is now a little less rigid (just as it is in player v AI fights) which should result in greater rotation in AI teams, putting less pressure on their star fighters and developing others.
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Further French translation.
Changed files in this update