Some tweaks were just uploaded, mostly visual across the roster (though some minor logic tweaks and parameter balancing happened as well). I've been tinkering with body morphing to try and lower the big head/big hand syndrome the sprites tend to display. For the most part I think it improved how everyone looks overall, or maybe now everyone has shrunken head/little hands syndrome- whatever.
Some guys got a more impactful update:
his finisher was changed from the grapple cutter (which has a terrible animation) to the Gun Stun standing strike. This had downstream impacts on his moveset and logic, but I think he mostly sims the same. I'll keep testing to make sure there isnt finisher spamming, since this is the first edit I've make with a standing strike as a finisher.
reworked his logic and made some changes to his moveset, mainly adding a spear as a finisher, removing the reverse tombstone, and adjusting from there. This will play into storylines through my efed, as he'll probably be getting a significant push in the near future. He also got some skin tone updates, since what I was using made him look super washed out. He may also be getting a name change in the near future- which is also going to play out through Warrior Pro (and its getting hinted at already).
Joe O'Neil (Joey O'Shea):
The less popular Masshole got a name change. I didnt like the old one, and didnt want to use it- not much more than that. His new name will just get retconned since the tag team hasn't really been formally introduced in Warrior Pro yet anyways.
Gears of War- Logic was updated to be more in line with the updates I made to everyone else a few weeks back
I gave him more hair. His original hair line I felt was receding after every match, so I basically increased his hairline. I felt if I didn’t do anything I was going to have a shorter Hulk Hogan on my hands. And I didn’t want that. We’re also going to all pretend that hair was always there. No hair plug storyline is planned… for now…
Jimmy Hawkins/Jack Gold- Reducing big move spamming from running and the top rope
Their logic was tweaked to tone down finishers and auto-pinned moves. With both edits I found they were crushing people, especially power based edits, at an alarming rate despite having point totals that should make them upper mid carders. The logic is now much more balanced, they don’t spam top rope finishers (Hawkins especially was spamming his top rope logic) and the results is they can still tire out big boys, but they are way less big move reliant.
A bunch of logic balancing and a new finisher. I was never sold on the GTS as his main non-submission finisher, and since the inspiration for Vic was some combination of Kurt Angle and Owen Hart, the Olympic Slam made more sense and frankly fit his move-set better. This is another thing I’m simply retconning and not playing out as a storyline- Austin Baron was updated as well to reflect this as well.
Vic has been a struggle to get performing the way I want, his intention is to be a top face, yet he can struggle to beat anyone consistently. Flattening out his ukemi and switching his styles from orthodox to technician has helped, and cutting out his running back switch for a real move has also helped (relying on front grapple to gait the back switch). What was posted today is much closer to what I’m looking for, although there is probably more tweaking in the future.
Machine Gun has, at least by Steam metrics, been my most popular edit. I would assume this is based on his look more than how he sims. He was the second edit I made in world (Logan is the first) and the vision in my head has never really translated to the edit itself. His point total was bloated. His matches seemed to end quickly (via him losing) or go really long (with him winning 50/50). His intention is as more of a OP badass heel, who should work 10-15 min matches and win most of his matches. I didn’t want to use hardbody- I wanted a tough edit, but wanted to build a strong edit before just adding a skill that made him hard to pin. I spent two solid days tweaking and simming before giving up, and deciding to start from scratch.
The results are (in my opinion) a much more focused edit. He’s still not perfect, none of my guys are, but he is more in line with what I had intended of him. His moveset is completely overhauled, with only a few call backs to the original moveset. He is also no longer point bloated (or as point bloated), meaning I think his points are better utilized to get the match I want from him without spending a shit ton to get there. His ukemi still feels… close but not quite where I want it- he seems to sell a bunch mid-late match regardless of where I set the last two values. I’ve also held off on a specific special skill (right now he just has finisher), though I’ll likely add one down the line. His match ending moves are better spread across his moveset, though I still need to tweak frequency (a challenge I feel like I fight with all my edits).
I've uploaded the latest version of my entire roster.
This will be my last non-DLC update, so if you've been enjoying any of my edits and don't plan on getting the DLC- now's your time to save a local copy. I'll probably not publish any updates for a little while since I"ll be playing around with the new moves and parts, and I've also been wanting to clean up this thread some. I'll probably give a warning shot before the next update, but take this as a warning.
Couple of notes on this upload:
All three tag teams got a major logic update (Reeds, Gears of War, Massholes). I'm finally happy with how they're simming- matches arent too long and they seem to build matches much better. They seem to play well with others outside of my edits too which is nice.
Roy Carter got a significant update. It always bugged me I didnt include any MMA moves given his MMA background, so I added that, and re-balanced him to be able to access that moveset. He's now much closer to what I've been envisioning him to be.
Previews of my roster overhaul are now up, as well as some thread cleanup. Roy Carter and Doc Wyatt will have updated pics later tonight (having some issues getting them posted). Everyone will be updated on the workshop this evening as well- with notes on steam for whether they need the DLC or not.
EDIT: Everyone's bios are now update except Doc's, who because he's currently champ cannot be edited. That will happen on a future date...
Lots of updates posted today. A whole bunch of guys got some "Quality of Life" updates to logic/parameters/basic moves in my endless effort to make matches flow better. But there were also some more obvious changes:
Doc finally got a DLC update for his 2nd "ring" attire, as well as some logic updates I had been meaning to make but couldn't until champion editing crossed over to 2.0
Logan's "big match" attire got updated to something that I was finally happy with. There were some logic and parameter overhauls, mostly QoL but some were to buff him up for a push he's set to get in the promotion. He also dropped the...er.. dropkick as his finisher in favor of the falling lariat. I loved the new move, and Logan- who has a more brawling style- seemed to fit better with a devastating closeline than a dropkick. If you caught the last Warrior Pro show, you'll see that the move fits him well.
"Lanky" Lefty McDaniel
Small but significant change to his moveset. I added the Axe Bomber, a finisher his uncle (Tank) has to better draw on family lines. This didn't impact his logic, as he was previously using the spear (which I was never super happy with anyways).
Pantero Negro Jr/Vic "The Technician" Baron
With the interview mod, my dudes can now cut promos in style. Vic now has a track suit attire. Pantero wears stylish white jeans with white boots. You are welcome world.
"Masshole" Tommy O'Malley
Was never fully happy with Tommy's Red Sox attire, so I finally got around to giving it a proper update with DLC.
And finally, as we start to enter 2019, some of the "Young Gun" rookies are going to be getting more comprehensive updates to their movesets and logic (including more than just placeholder names). One of those, Luke Casey (formally just "Miller") has already been entered into the "Star of the Jar" tournament. His look is still a work in progress, but here is a preview, including his SotJ outfit...