- Arena is questionable in both logic and gui. Gui aside, it still uses mostly alpha logic which is highly incompatible with most beta mechanics.
Besides, I'm almost completely sure that creating dozens rchars only to be used as fighters at arena is like to shoot sparrows with a cannon.
Over a hundred... actually. And I cannot update rchar creation without normalization routines (tiers again...).
- Finance and Friends tabs at the hero screen are afk. Both are small, independent systems.
Both worked perfectly fine last I checked them. If something was edited in the meanwhile, it was not done so by me. You do actually need data for them, like at least some fin stuff to build reports and at least one friend/lover.
- SE and simpy-based jobs are not operational, making any characters activity problematic.
They are fully and completely operational. To balance and make them meaningful, we need tiers (yet again), but from the stand point of logic, we're good. Clients are well managed, they wait for girls to free up, they are redirected to bar/club and wait for their turn if brothel within the same building does not have rooms/chars and etc. All reports are generated and sent to ND screen. Cleaning broke down for reasons unclear to me, but that is one of the easier setups. Workers can now now not only be given very specific duties but are "smart", in a way that when, for example, building gets too dirty to provide service and there are no cleaners or not enough of them to coop with that, other workers that don't consider themselves beneath doing a bit of cleaning, do just that. SE writes to ND reports, it writes to FG reports and a lot of logical functionality is basically operational.
Skeleton code is sound and doesn't ctd under normal operations. I've ran into the same wall as with everything else, it's close to impossible to judge workers relative productivity vs client demands/expectations vs character generation and progression during the game play.
But to say that they are not operational... is plainly wrong. You even get adaptive job options depending on what businesses are present in the buildings, same when you sort chars in chars list screen. They are not balanced or provide sound rewards, so they are not very interesting. Code setup is confusing due to usage of old Job classes and complexity of SimPy, but they are working in a way that they do provide random bonuses, redirect clients and workers, build reports and etc.