New worker generation - that is, the code that creates both completely new characters and regenerations of existing characters - has been upgraded significantly for TEW2013 in order to make the output as realistic as possible.
The primary area that has been upgraded is the worker's generated stats; this has been completely rewritten to emphasize more realistic results. This includes: more variety; more emphasis on taking into account style, size and location; better development (i.e. how a worker improves over time); and a better tying together of all the different areas (i.e. a large worker will not only have in-ring skills that are suited specifically to his size, but more work has been done to make sure that the gimmicks he can play are appropriate).
There are also two other areas that have had significant work that will be instantly visible to the user.
The first is that the game now has a powerful "finishing move name generator" which can create tens of thousands of unique moves. Each wrestler will get a custom finisher that is automatically put into a move set unique to them. The moves are divided into categories of finisher so that giant workers aren't going to end up using top rope moves, technicians will be more likely to break out submission holds, etc, etc. The move generator is even time period sensitive, so the moves that it will generate in the 1980s are far different to what it will create in the 2000s.
The second area is that workers now have more interesting, unique and complete auto-generated biographies. Not only do these specifically reference the new custom finisher, they'll also talk about where the worker is from (down to state level in the US), their height and weight, what characters they are best at playing, as well as occasional unique personal insights. This helps with immersion, as the biographies help give characters more colour and personality.
You can now have some choosen matches and angles set as default
#24-25: Default Matches & Angles
New to the game are the concept of default matches and angles, which are used to help speed up the booking process.
When the user first clicks to add a match or angle during booking, rather than seeing a very long list of every available option (as in TEW2010), he will instead see only the default ones. The idea is that the user keeps his most often used match or angle types set as default and therefore they'll be immediately visible and selectable straight away, rather than having to scroll down or use the filters.
If the user wants to use an item that isn't a default, he can simply use the filters to return to the "traditional" method of having access to everything.
To clarify, the concept is therefore that the stuff you use most is immediately available and can be selected with just one double click, while the items that you don't use as often are only one click away from being visible.
The starting defaults can be set via the editor before the game begins. Once in the game, each player can modify the default settings to his own liking very easily. So, for example, player #1 running a traditional-based company could have the standard "1 vs 1", "2 vs 2", etc, as his default matches and a handful of backstage interviews as his default angles. Player #2 running a lucha company might have "1 vs 1 Two Out Of Three Falls", "3 vs 3 Lucha Rules", etc, as his default matches, and a lot of mask-related angles as his defaults.
If no defaults are found, the entire feature essentially gets turned off and the game returns to the traditional method of having everything visible in one big list.
The way that the game world develops over time has been upgraded for TEW2013.
Region Importance, one of the key values in the game as it is used when calculating company sizes, can now alter over time. Every month, each region is looked at in regards to how many promotions are based in that region and what their sizes are - the importance is then potentially altered based upon this information.
For example, if the game ends up with five national-sized companies all based in London, then "South UK" is going to find itself with a very high importance rating very swiftly. Likewise, if there are no Scottish promotions at all then Scotland is going to see its importance sink.
This system therefore creates a dynamic game world which can significantly alter in response to what is going on inside it. As an example, it's entirely possible that if a California promotion became Global and blew away all the other competition in the US that you'd end up with a game world where the traditional dynamic of the east coast being much more important to the business than the west coast gets reversed; this will make it more likely that shows will get run more often in the west, solidifies the power of the California company, while making it harder for east coast promotions to become powerful - at least until one of them manages it or enough promotions appear there to start to make the Tri State at co more important again.
Each region has a new minimum and maximum importance value (which are editable) to make sure that things don't get unrealistic, and there is also an automatic lower limit based on the community size of that region to stop hugely populated regions from every becoming too unimportant.
Community Size also alters slowly over time, but faster than the glacially-slow rate that TEW2010 used. This also has new editable minimum and maximum values.
The game sounds really good, will this be downloadable on here. Or will it be like previous versions.
It will probably be like the previous ones where Adam will put a demo up on his site so you can try it out and then later on be able to buy it at the site.
Anyways, confirmed additions and physical decline
Random Progress Update: I know some people like to keep track of numbers, so I thought I'd mention that TEW2013 currently has 373 confirmed additions \ improvements.
#27: Physical Decline
One of the issues with long-term games in TEW2010 is that the main event scenes, particularly in bigger promotions, would stagnate as the existing, older stars would remain on top until retiring.
This has been solved in TEW2013 by a heavy emphasis on the physical decline of workers being made as realistic as possible. While it is still possible for some major stars to stay on top - to match reality - for the majority it will now be much harder and you will see them gradually start to drop down the card \ get phased out.
Amongst the many associated effects of physical decline, there are now heavier physical penalties as their bodies break down, much harsher skill declines to make sure that workers in their 40s and 50s are significantly less able than they were in their prime, and also new effects that apply to overness changes that make it harder for them to gain any and much easier for them to lose it.
This brings up an interesting and realistic dilemma for the user, as you will often be faced with a tricky choice of exactly how far you can go before a worker's decline becomes too much for you - at what point does his overness and experience stop outweighing the damage his crumbling body is doing to the grades?
Long-term test sims have shown the changes have created a much more realistic situation where you can visibly see workers start to be shuffled down the pecking order and eventually off to smaller promotions or retirement; this in itself means that the main event scenes tend to be more fluid and dynamic, with younger workers and new stars rising up to take the spots that have become available, and that many older workers who were once stars end up seeing out their careers trading on their former popularity on the independent scene.
It's probably going to be released late December or early January.
You can now set some specifics on title defenses
NB: Entry #26 has been updated after a long-term test found a flaw in the methodology. To make up for the error, I'm releasing a bonus second entry for today.
#28: Belt Defense Settings
In order to allow the AI to act more realistically, belts now have a defense setting that allows the mod maker to set them to be only defended on TV, only on big events, occasionally on TV, etc, etc.
This is particularly useful for historical mods when TV titles genuinely were defended almost exclusively on television, and for Japanese companies where it may be unthinkable for a major belt to be defended anywhere but on their biggest cards.
These settings only affect the AI, the player is free to do whatever he wants with titles, as always.