I'm actually hitting the books right now rather than coding, but if I can find the time I'd like to make room for a new release. So my comments on the next release are... hopeful, we'll say.
It just bothers the hell out of me that something fixable like that in the real world(and so easily obtained in LCS) can pretty much cripple your charisma-based characters to the point that you might as well put them down.
I see three possible solutions to this that I have in mind, assuming your frustration (the permanent decimation of your charisma stat despite it being a resolvable situation) is the core concern behind the missing teeth issue.
1. We could add a dentist or a feature to the hospital where you can pay the big bucks to get tooth replacements or even reparative surgery to restore your Charisma stat loss from injuries. This would take a bit of time to do, as I'd have to code in new functionality for the Hospital, or even an entire new location.
2. We could have stays at the hospital automatically clear your tooth-based injuries when you stay there. This is less cool than the above, but because it already happens with a number of afflictions, and adding teeth to it is trivial and would take much less time than coding up a new feature.
3. We could just remove or greatly reduce the Charisma penalty from lost teeth, abstracting the idea that you can, in fact, compensate for this kind of damage. As with the second option above, this would be trivial and take no time to do.
Bug time! I sent out a one-man squad to the park to cause some random violence. He got in a shootout with a Psychologist (Nightmare Mode) and lost. The next day, I sent my founder out to steal a car. Founder was chased from the scene by conservative swine - namely, an armed Psychologist, chasing me on foot.
Sounds like it accidentally loaded the last, possibly unresolved, encounter when it tried to generate some cops. Or, since I never tripped any alarms or anything while stealing the car, it did something else even weirder.
Most likely your first idea, as it is possible to be spotted stealing a car without alarms or broken windows, it's just substantially less likely. The game stores encounters in a permanent global array in memory, and just flips bits to turn different "slots" in the enemy roster off and on. For whatever reason, it apparently didn't re-initialize the encounter to be a cop.
Heyo! I gotta bug report to file! First, some info leading up to it.
Okay, so, I'm sending my founder out on missions while my cadre of sweatshop workers go out and do community service to gain juice. So far, so good. Then I send him off to the nuclear power plant, try to push the button, fail miserably and hoof it. So he grabs a hostage, flees and gets in a car chase with the SWAT boys. Long story short, hostage dies, founder is grievously wounded and he pulls over before being promptly arrested.
One court case later he's sentenced to death so I send one of my boys over to the prison to bust him out. It succeeds, I recruit a few prisoners on the way out, and then I get to the car chase where it crashes. I try it again a few times and discover that it doesn't crash if I don't grab some prisoners on my way out.
Strange! If you still have a save, could you send it to me? I'll look into it either way. If anyone can confirm whether this is a general problem with recruiting prisoners from the prison, let me know.
Thank you to everyone who submits bug reports and discusses improvements and ideas for the game. You may already realize this, but a lot of the changes and fixes to LCS that have made it what it is now come from people on the forums.