Some of these may be news to you, some may not. In chronological order:
- QB leadership score is now affected by his morale and energy
- To help encourage more diverse play calling on offense, we are adding a play diversity bonus. The more varied plays you run in a game, the larger the bonus grows.
- Greatly increased reaction to passes while facing the ball
- Increased the morale lost by QBs when being pressured
- Defenders can now “sniff out” misdirection on counter plays and slide to the real play side instead (pursuit skill rolls). Their ability to make the read increases the more often counter plays are run in the game
- Increased general chance of catching a pass behind the LOS
- Greatly Increased chance of throwing a "quality" pass on screen passes
- Footwork and elusiveness now modify initial break tackle rolls for indirect hits
- Greatly increased base chance of catching wide open passes, as well as passes behind the LOS. Covered passes are the same, and downfield distance penalties still apply.
- Added a little bit of pressure value for plays in Red Zone, based on how close the spot is to the goal line (this did not previously affect pressure at all).
- Special teams blocking interactions now use an average of pass and run block related skills so 100% rushing or 100% rush defense teams don't have a ridiculous advantage on kickoffs and punts
- Changed QB dropback limits to allow more freedom to drop back further on screen plays, to help avoid too many sacks
- Pass rush pressure now has much less effect on screen play pass quality, since the whole point of the play is to have the defense in your QB's face
- Ball carriers dragging a tackler will now use a little bit more energy than before, based on the weight of the tackler (heavier tacklers drain more energy)
- Added an exponential bonus to the chance of intercepting a pass based on how long the defender has been aware of it in the air. This makes long floaty passes far easier to intercept than short fast passes, assuming defender awareness allows them to see it early enough, and they can pass the base interception skill check.
- Players will now lose a little more energy when playing in consecutive plays (with more of an effect the more plays in a row they play). Taking a play off will give them a chance to recover. This should help encourage a bit more depth in rosters.
- Blocking tech now has diminishing returns for each consecutive roll won
- Greatly increased balance losses in pass blocking interactions
- Intimidation now causes nearby opponents to slowly lose morale
- Play action fakes also become more effective the more a team has run inside recently, and less effective the more they have passed.
- Fixed intimidation aura "short circuiting" for blocked players, made effect exponential rather than linear growth
- Increased off balance effect on catching ability
- Increased balance loss after catch
- Velocity loss from being off balance can now be mitigated by footwork
- Increased coverage cushion against relatively faster players
- Deeper passes now burn more energy, based on Pass Power
- Deeper passes now lose accuracy, based on Pass Power
- QB checkdown speed/vision increased after completing his drop back. This has a knock-on effect of making shotgun plays better for quicker hitting passes (since the drop back is basically immediate)
- Pass plays defined as "short" yardage have slightly faster checkdowns and the QB will be more willing to pass earlier
- Greatly increased ability to catch in traffic, based on how long ball has been in air (short flight duration easier to catch than longer duration)
- Rattled effect now increases pressure felt by QB instead of holding in blockers, Toughness counteracts rattled
- Greatly increased chance to catch a screen pass cleanly
- The snap reaction roll now partially determines a player's starting balance. Recall that balance affects acceleration, turning, and max speed, as well as blocking/tackling interactions, and is recovered fairly quickly over time. This can be mitigated somewhat by abilities like First Step or Sure-footed (or the new ability listed below), and of course by having good balance, footwork, and snap reaction skills.
- Passes are now a bit harder to intercept when they have a higher velocity, and a bit easier when they have a low velocity.
- Increased maximum fake duration for Juke SA, based on ball carrier's elusiveness roll
- Increased penalty to play action fake chance from down and distance. 3rd or 4th and long should now be a very low chance of fake success.
- Reduced the base FG kicking distance a bit, but the maximum possible range is still the same (more emphasis on the range calculation is now placed on kick power)
- FG kick accuracy roll difficulty adjusted to better take into account how close or far the kick is from max range (short kicks easier, max kicks harder)
- QB leadership score is now affected by his morale and energy
- To help encourage more diverse play calling on offense, we are adding a play diversity bonus. The more varied plays you run in a game, the larger the bonus grows.
- Greatly increased reaction to passes while facing the ball
- Increased the morale lost by QBs when being pressured
- Defenders can now “sniff out” misdirection on counter plays and slide to the real play side instead (pursuit skill rolls). Their ability to make the read increases the more often counter plays are run in the game
- Increased general chance of catching a pass behind the LOS
- Greatly Increased chance of throwing a "quality" pass on screen passes
- Footwork and elusiveness now modify initial break tackle rolls for indirect hits
- Greatly increased base chance of catching wide open passes, as well as passes behind the LOS. Covered passes are the same, and downfield distance penalties still apply.
- Added a little bit of pressure value for plays in Red Zone, based on how close the spot is to the goal line (this did not previously affect pressure at all).
- Special teams blocking interactions now use an average of pass and run block related skills so 100% rushing or 100% rush defense teams don't have a ridiculous advantage on kickoffs and punts
- Changed QB dropback limits to allow more freedom to drop back further on screen plays, to help avoid too many sacks
- Pass rush pressure now has much less effect on screen play pass quality, since the whole point of the play is to have the defense in your QB's face
- Ball carriers dragging a tackler will now use a little bit more energy than before, based on the weight of the tackler (heavier tacklers drain more energy)
- Added an exponential bonus to the chance of intercepting a pass based on how long the defender has been aware of it in the air. This makes long floaty passes far easier to intercept than short fast passes, assuming defender awareness allows them to see it early enough, and they can pass the base interception skill check.
- Players will now lose a little more energy when playing in consecutive plays (with more of an effect the more plays in a row they play). Taking a play off will give them a chance to recover. This should help encourage a bit more depth in rosters.
- Blocking tech now has diminishing returns for each consecutive roll won
- Greatly increased balance losses in pass blocking interactions
- Intimidation now causes nearby opponents to slowly lose morale
- Play action fakes also become more effective the more a team has run inside recently, and less effective the more they have passed.
- Fixed intimidation aura "short circuiting" for blocked players, made effect exponential rather than linear growth
- Increased off balance effect on catching ability
- Increased balance loss after catch
- Velocity loss from being off balance can now be mitigated by footwork
- Increased coverage cushion against relatively faster players
- Deeper passes now burn more energy, based on Pass Power
- Deeper passes now lose accuracy, based on Pass Power
- QB checkdown speed/vision increased after completing his drop back. This has a knock-on effect of making shotgun plays better for quicker hitting passes (since the drop back is basically immediate)
- Pass plays defined as "short" yardage have slightly faster checkdowns and the QB will be more willing to pass earlier
- Greatly increased ability to catch in traffic, based on how long ball has been in air (short flight duration easier to catch than longer duration)
- Rattled effect now increases pressure felt by QB instead of holding in blockers, Toughness counteracts rattled
- Greatly increased chance to catch a screen pass cleanly
- The snap reaction roll now partially determines a player's starting balance. Recall that balance affects acceleration, turning, and max speed, as well as blocking/tackling interactions, and is recovered fairly quickly over time. This can be mitigated somewhat by abilities like First Step or Sure-footed (or the new ability listed below), and of course by having good balance, footwork, and snap reaction skills.
- Passes are now a bit harder to intercept when they have a higher velocity, and a bit easier when they have a low velocity.
- Increased maximum fake duration for Juke SA, based on ball carrier's elusiveness roll
- Increased penalty to play action fake chance from down and distance. 3rd or 4th and long should now be a very low chance of fake success.
- Reduced the base FG kicking distance a bit, but the maximum possible range is still the same (more emphasis on the range calculation is now placed on kick power)
- FG kick accuracy roll difficulty adjusted to better take into account how close or far the kick is from max range (short kicks easier, max kicks harder)
Edited by Kvothe27 on May 18, 2021 16:27:21
Edited by Kvothe27 on May 18, 2021 15:30:57





I have no clue where to find theses things lol.
AYYY LETS GO! I TAKE IT ALL BACK! BEST PATCH NOTES EVER! THAT WHAT WE LIKE TO SEE DOWN AT ASSISTED LIVING! IN CORNDOG WE TRUST! CELEBRATION TIME!
Dumping all those points into power.




















