Couple of things that got done this last weekend and tonight.
First, I got the disband a syndicate working. The God Fathers are now able to disband a syndicate. God Father and First Lieutenant are able to invite others to join a syndicate (not there yet, but I’m working on it). Basically this is going to drop all items that a syndicate has stored in their equipment storage rooms (I need a name for this!!), all of the money that they have in their vault, any message boards that they might have had, and all of their syndicate points. Then the members will be removed, and the group will be deleted.
Iíve added in more checks to help stop cheating, and the account that was caught doing this has been Ďmodifiedí. Nuff said. PLEASE donít use automated scripts, or other mechanisms to play this game. Thank you. Do I really need to keep saying this though?
There was a bug in the syndicate creation code, but that has been fixed now. If you wish to create a syndicate with a larger set of groups, you can access the additional fields by selecting the number of groups that you want to add in at creation time on the pull down option. The problem was the counting of how many groups that you have in a syndicate. This was done with an array counter, but I modified the array so that you could select zero extra groups when you created a syndicate. I didn’t change the counter though! DOH! That’s fixed up now.
There was a bug in the reordering of your buddy fight list. This has been fixed, and anyone that has a buddy list that isn’t working correctly (i.e. you can’t reorder your groups), please let me know. I will need to run a utility on it that will fix the list, and place the teams in a random order on it. For that reason, I don’t want to run it on EVERY account, just the ones that need it. It came about from deleting a group from the main fight page, and not through the preferred list management screen. When you dropped someone, it didn’t reorder the list so that it worked out correctly. That’s fixed up now so that no matter where you delete the group, it reorders it correctly.
Lastly, there was an error in the calculation of the damage reduction in the war combat code (the same one that was in the fight code, but the fix never made it over to the war code). This has been fixed now. Yes, this affected previous wars, but there’s no crying over spilt milk (or blood!). It’s there now, so it’s going to change the dynamic about wars from now on! Maybe you don’t want your lowest level group at the front, you might want your damage absorption rich tanks in the first slots, and then fill in with your heavy hitters! Who knows how it’s going to go!
But most of all, have fun!!