Since some of you have asked for it, I've brought back the fighter export/import logic from Kickboxing Manager. It affects three screens:
Fighter Information
On this screen there is a new button that allows you to export the currently selected fighter to a .dat file. The filename is just the name of the fighter, so you'll have to rename your fighter if there is an already-existing fighter in the destination folder.
Sparring
On this screen you can "invite" ie. import a fighter from a file for a one-off sparring match. You will not gain traits from doing this, since there's no way to limit how many times you import a sparring partner.
Known issue: There is a small bug associated with this. Basically, all imported sparring match results will be recorded on your fighter's sparring record. The problem is, the game uses the match date as the unique ID for a match, since normally you wouldn't have two matches on the same day. What this means is that if you spar multiple imported opponents on the same in-game day, you can only view the match stats for the first match no matter which one on that date you click on.
There's no way for me to fix this by adding a unique match id or something, because it would break older game saves that didn't use an id. The obvious workaround for this issue is to go on to the next day if you want to keep importing sparring partners. Apologies for the inconvenience.
Fighter Database
On the fighter database screen, you can now import a fighter into your game world. They are simply added as non-player fighters and will appear as potential opponents, on rankings, etc.
Hope this helps make the game more enjoyable for you guys!
Eureka!
Hi all,
The reviews for this game have been mixed, for a very good reason - the long sim times. However, I managed to carve out some time this weekend to dig into the match engine more deeply, and I'm happy to announce that I've managed to get to the source of the problem. I've solved it, and the match engine should now be MUCH faster! Thank you all for the support and patience!
Changelog:
-Sped up the match engine!
For those who are curious, I was so hung up on the actual flow of combat and trying to figure out what about the combat logic was taking so long, when it turned out that the RNG function itself was the problem. This is why it was so difficult to get to the bottom of the problem, because the randomization method was called EVERYWHERE, which meant profiling the match engine wasn't bringing up a noticeable bottleneck. I'm kicking myself for overlooking such a simple issue, tunnel vision is a real thing.
-Fixed minor bug in Post-User Event screen where Total Counters(Body) was being displayed for both Total Counters(Head) and Total Counters(Body)
Noticed this while I was playing around with the improved match engine.
Small Update to Corner Screen
Hi all,
I've found some more time to implement a few more suggestions I've received from you guys.
Changelog:
Added Mental Status to corner screen between rounds during user matches
Now you are able to get some idea of what is going through your fighter's mind.
Added opponent Cut, Energy, and Mental Status to corner screen between rounds during user matches
Can now compare the state of your fighter to your opponent.
Corner screen between rounds now contains actions you can take as trainer
Give Water improves your fighter's Energy.
Treat Cut improves your fighter's cut status.
Apply Sponge improves your fighter's Mental state if he's dazed.
Thanks for playing!
Multi-Sim Available!
Hi all,
Managed to find time to do another update.
Changelog:
Added multi-sim capability
As many of you have asked, I added in the ability to sim multiple days at once. There are a few limitations to this, however:
1. You can't stop it while it's simming. I tried to add this in, but since the game was never initially designed with this feature in mind, it was too easy to wind up in a weird state if I allowed the user to stop the sim. For this reason I've capped the maximum sim time at a month, so you don't accidentally get stuck simming for like a year.
2. Related to the previous point, if you have an upcoming match, then you can only sim up to the day of the nearest match. Attempting to sim through a user event caused issues.
Added current date to top of game window
Added Energy Status to corner screen between rounds during user matches
This was supposed to be in originally, but I literally just forgot to add it to the screen and didn't notice.
Added organization name to non-user events when simming to the next day
Hopefully the above changes improve the game for you guys, thanks for playing!
Minor update
Hey all,
Just a minor update, since I was able to find some time this weekend and implement a few of your requests.
Changelog:
-Increased price of upgrades for later levels of both gym and equipment
-Fixed bug where students were not aging at all
-Added ability to edit names in Fighter Information screen via a new button next to the Fighter Name field
You now have the ability to type names into the Fighter Name field on the Fighter Information screen. Clicking on the button will then take whatever you typed and turn that into the fighter's new name. As discussed in the forums, since first and last names are not seperate, I have to assume that the first name ends at the first space. Thus, the name "Jean Claude Van Damme" would assign "Jean" as the first name, and "Claude Van Damme" as the last.
This will update the fighter's name right away, and you will see the new name on every screen. If you have an upcoming match shown on the Inbox screen, the new name will appear there. It will also appear when you sim to the next day.
The new name, however, will NOT appear in any events your fighter is already booked for. The drop-down that appears at the top of the screen on Fight Night will still display the old name, and if your fighter is fighting in the Main Event, then the name of the event will still show the old name. This is because changing the name of an already-booked event would require searching through every match of every event held by every organization. It was simply too much to process for such a small feature. The new name will be shown on any events you set up in the future.