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Bort
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Fixed a bug with recent sim patch that did not allow player balance to recover, which often caused it to cascade down to zero
 
Corndog
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Fixed bug with Jittery lowering the cost of Conditioning rather than increasing. Affected players will be adjusted and compensated with a free respec during the offseason.
 
Bort
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- Players with Jittery trait have now been adjusted so their Conditioning is where it should be based on SP spent so far. There's only a few of you, but if your player was adjusted, you'll have access to a full respec if you want it. Just go to the respec tab on your player.
- 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 range of velocity to be considered "nearly stopped" for First Step Signature Ability.

Added quite a few adjustments/enhancements related to Drop Back Power skill, since it is often regarded as not doing much:
- Adjusted Drop Back Power to replace velocity comparison calculations in regards to tackling a passing QB. Previously, QB velocity was always pretty close to zero since he doesn't move much, so QB was almost always at a disadvantage for breaking tackles and avoiding fumbles, etc.
- Drop Back Power can now reduce tackler balance as they near the QB, and further reduce their initial tackle grip score.
- Drop Back Power also now allows for some evasive tackle-breaking maneuvers it previously did not vs sacks. It was previously required that the player be carrying the ball, not trying to pass, to activate this code.
- Added a new Signature Ability, only for QB's, powered by Drop Back Power: Shed Sack. The effect of this SA is sort of similar to Stiff Arm, but without the carry penalties.
Edited by Bort on Jul 9, 2020 00:05:14
Edited by Bort on Jul 9, 2020 00:04:34
 
Bort
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- Fixed Lightning Reflexes trait's incorrect value for snap reaction cost reduction. There is a script currently processing that will refund any extra SP players should have for this trait.
- I am currently looking into a fix/change for Nerves of Steel trait having an incorrect skill modifier. Swapping out a skill (as opposed to just changing an existing modifer's value) will require writing a little more in depth refund script to process.
 
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- Fixed Nerves of Steel trait's receiving awareness skill modifier. A script has been processed to refund or adjust the appropriate skill. If your player was adjusted, you'll have a free respec available for them via the player's respec tab.
 
Bort
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I have focused on fixing a few harder to track down bugs with this patch (the first one of these had me quite frustrated for a while trying to recreate it and find a fix, but I finally tracked it down ).

- Fixed an occasional bug where a certain type of broken tackle, during a specific window, in certain plays, would cause the ball carrier to be assigned a target location of 0, which would make him run out of bounds.
- Also improved logic after breaking a tackle during certain scripted actions, so the ball carrier can go into creative running mode earlier.
- Fixed/improved some play calling logic for end of quarter 2, especially as related to clock management during a FG attempt. A team kicking a FG near end of half should now do a better job of running out the clock, or hurrying up as necessary to get in range.
- Improved the logic related to direction and timing of juke ability usage, so the ball carrier will better go away from defenders. Also reduced the first opposite-direction sidestep motion's duration and distance so the motion is smoother and less likely to get caught up in random traffic.
- Fixed a couple of abilities where internal data on min/max duration were incorrect. This was pretty minor (like 1 or 2 ticks) and will probably not be noticeable.
Edited by Bort on Aug 30, 2020 07:34:46
 
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- Fixed 4-3 Under Cover 3, 5-2 C3 LB Contain Strong, 5-2 Fire Zone 2, and 5-2 Cover 3 Sink having incorrect blitz flags.
- Fixed Single Back Big Flanker Drag's pass progression incorrectly listing a WR3 instead of WR1
- Free Safeties can now use the Dreadnought trait during player creation.
- Base punt power increased slightly
- Increased base chance of punt hands check a bit, to allow for a few more coffin corner attempts, etc
- Added more randomness to ball bouncing. This should generally only really show up on punts and fumbles, but should make for some more potential interesting moments.
- SAs on player pages are now alpha sorted

Added a few new D plays based on your suggestions:
3-4 OLB Fire Sky Zone https://glb2.warriorgeneral.com/images/tactics/defense_plays/833.jpg
3-4 OLB Fire 2 Sink https://glb2.warriorgeneral.com/images/tactics/defense_plays/834.jpg
3-4 2 Sink QB Spy https://glb2.warriorgeneral.com/images/tactics/defense_plays/835.jpg
4-3 C2 Mike Spy https://glb2.warriorgeneral.com/images/tactics/defense_plays/836.jpg
4-4 2 Mike Spy https://glb2.warriorgeneral.com/images/tactics/defense_plays/837.jpg
5-2 Mike QB Spy 2 https://glb2.warriorgeneral.com/images/tactics/defense_plays/838.jpg
Nickel 2 Sink Spy https://glb2.warriorgeneral.com/images/tactics/defense_plays/839.jpg
Nickel 3-3-5 2 Sink Spy https://glb2.warriorgeneral.com/images/tactics/defense_plays/840.jpg
Dime 2 Sink Spy https://glb2.warriorgeneral.com/images/tactics/defense_plays/841.jpg
4-3 Shallow Over Edges https://glb2.warriorgeneral.com/images/tactics/defense_plays/842.jpg
4-3 Shallow Under Edges https://glb2.warriorgeneral.com/images/tactics/defense_plays/843.jpg
3-4 Shallow Over Zero https://glb2.warriorgeneral.com/images/tactics/defense_plays/844.jpg
3-4 Shallow Over Gaps https://glb2.warriorgeneral.com/images/tactics/defense_plays/845.jpg
3-4 Shallow Under Zero https://glb2.warriorgeneral.com/images/tactics/defense_plays/846.jpg
3-4 Shallow Under Gaps https://glb2.warriorgeneral.com/images/tactics/defense_plays/847.jpg

I am also looking into reports that the latest version of Firefox on mobile doesn't work on certain pages. I'll get that fixed, assuming I can replicate it, etc.
 
Bort
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- Fixed D playbook not properly transferring 1WR section when selecting copy playbook
- Reduced y strength on avoidance vector when breaking tackles with elusiveness, to give the movement a bit more of a sidestepping motion
- Increased maximum fake duration for Juke SA, based on ball carrier's elusiveness roll
- Increased maximum fake duration for Spin 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.
- Increased the Quickness bonus for Coverage Expert SA, and also added Footwork as a bonus, so the player who activates it can better control his burst of speed
- Increased bonuses from Pick Six SA a bit
- Added a new SA for man coverage defenders: Swat Down. This gives defenders access to a morale effect when deflecting passes in man coverage, and gives bonuses to deflection and vertical.

- Added 3 new plays from your suggestions:
Nickel 3-3-5 2 OLB Fire Sink https://glb2.warriorgeneral.com/images/tactics/defense_plays/848.jpg
Nickel 3-3-5 Sky OLB Fire https://glb2.warriorgeneral.com/images/tactics/defense_plays/849.jpg
4-3 2 Over SS Tiger https://glb2.warriorgeneral.com/images/tactics/defense_plays/850.jpg
 
Bort
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- Added a "Dismiss All" button for pickup games at the top of the player page
- Added check boxes on playbook and tactics list pages for quicker mass deletion of multiple items
- Broken tackle value in HoF and MVP calculations reduced for offense players (this only affects ranks going forward)
- Added trophies on player pages for All Star game appearances
- Strip Tech, Coverage Tech, Route Tech, Intimidation, and Pass Rush Deflecting (for DT/DE only) skill point costs reduced a bit. A script is currently processing to catch up any players who need extra SP refunded
- 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)
- Added two new SAs for QB: Thread the Needle (gives a bonus to targeted receiver's Catch in Traffic rolls) and Iron Grip (chance to not fumble when being sacked)
- Slightly increased the bonus from previously ran rushing plays toward play action fake chance
Edited by Bort on Feb 4, 2021 03:52:19
Edited by Bort on Feb 4, 2021 03:51:05
Edited by Bort on Feb 4, 2021 03:50:43
 
Bort
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- Elusive rushing fake abilities now give energy and morale bonuses and penalties similar to power rushing abilities when successfully faking a defender
- YAC Attack SA modified to provide more potential value
- Prime Time SA modified to include a Catch in Traffic modifier
- Superstar tier requirements reduced in general, and changed to multiples of 4 instead of 5

- New 4-4 Big defense plays added from player suggestions:
https://glb2.warriorgeneral.com/images/tactics/defense_plays/851.jpg 2 Over Roll Crash
https://glb2.warriorgeneral.com/images/tactics/defense_plays/852.jpg 2 Over Crash
https://glb2.warriorgeneral.com/images/tactics/defense_plays/853.jpg Cloud RILB Fire
https://glb2.warriorgeneral.com/images/tactics/defense_plays/854.jpg RILB Spy
https://glb2.warriorgeneral.com/images/tactics/defense_plays/855.jpg SS Tiger Blitz
https://glb2.warriorgeneral.com/images/tactics/defense_plays/856.jpg LILB Tiger Blitz
https://glb2.warriorgeneral.com/images/tactics/defense_plays/857.jpg Cloud ROLB Fire
 
Bort
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- Fixed a few SA descriptions that were listed as "Passive" that should be more appropriately listed as "Active"
- Fixed Chip Shot SA not displaying on activation
- Quick Hitter SA yardage requirement changed from 6 to 7 yards, and removed down requirements on level 1, to allow it more opportunity to be useful
- Changed first sort on playbook creators to simple alphabetical by name
- Added additional filter options to defense playbook creator to more easily find plays
- Available SP and AP are now listed on team roster page for those who have access to view the player's attributes
- Renamed "HB Dive" plays to "HB Dive Wk" on Shotgun formations, since they are set up to dive the weak side

- Filled out some missing rush play types for Goal Line and Shotgun-based formations:
Slam Weak:
https://glb2.warriorgeneral.com/images/tactics/offense_plays/638.gif
https://glb2.warriorgeneral.com/images/tactics/offense_plays/639.gif
https://glb2.warriorgeneral.com/images/tactics/offense_plays/640.gif
https://glb2.warriorgeneral.com/images/tactics/offense_plays/648.gif

Direct Snap OT:
https://glb2.warriorgeneral.com/images/tactics/offense_plays/641.gif
https://glb2.warriorgeneral.com/images/tactics/offense_plays/642.gif
https://glb2.warriorgeneral.com/images/tactics/offense_plays/643.gif

Dive Strong:
https://glb2.warriorgeneral.com/images/tactics/offense_plays/644.gif
https://glb2.warriorgeneral.com/images/tactics/offense_plays/645.gif
https://glb2.warriorgeneral.com/images/tactics/offense_plays/646.gif
https://glb2.warriorgeneral.com/images/tactics/offense_plays/647.gif
 
Bort
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Added ability for team owners to directly clone a signed player belonging to an inactive agent, to help owners who lose an important piece of their team mid-run up the ladder.

FAQ for this update:
- Clone option can be accessed via the roster page via an icon to the right of the player's name, and is only available to the team's owner.
- The player's agent must be at least 7 days inactive (which is when the inactive light activates on your roster page)
- The cost for this conversion is the refund cost of the player (which you'll get back when you retire them) + 20 FP per level they've reached.
- The clone can NOT take up a free player slot. It will be a paid player.
- The clone CAN take up a superstar slot, even if you don't have one available, if the original player was a superstar.
- The clone will automatically replace the inactive player, who will be cut. This includes on team depth charts.
- Chemistry, play knowledge, player tactics, and any other player specific settings will also be duplicated from the replaced player.
- Contract status is also cloned, so if the inactive player was going to expire, the clone will need to be re-signed as well.
- Stats will not be cloned, as the clone is treated as a new player with a new player id for all other intents and purposes.
- This ability can only be accessed during offseason (day 49 - 0), but during this first implementation, the ability will be available until day 7 of next season.
Edited by Bort on Jul 9, 2021 01:40:13
Edited by Bort on Jul 9, 2021 01:39:42
 
Bort
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- Fixed 500 error when viewing roster page while not logged in
- Clone option will only be available until day 3 this season, instead of 7, to avoid a potential exploit concern
 
Bort
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- Fixed bug not allowing cloning of certain players (this will still be available until day 3, due to the bug)
- Playbook selected play section is now sorted alphabetically
- Fixed HB path on Pro Set HB Screen Strong play
- Added Big I HB Counter Sweep Strong play
- Receivers now have a brief period of max balance right after catching a screen pass, to allow them to better turn around and change direction without falling or moving slowly
- Added small modifier to pass deflection chance based on pass velocity similar to what is already applied to interception chance. Low pass velocity makes it easier to deflect, high makes it harder. (This happens after an interception roll attempt has already failed)
- Zone Shark and Eyes on the Prize SAs now just require help over the top while in any type of zone, as opposed to requiring underneath zone coverage only
- Reduced bonus for On the Run SA from 25/50/100% to 20/40/80%
- Increased activation chance on Rough Cover SA from 15/30/50% to 20/40/60%
- QB's minimum pass angle increased when passing over the line, if he passes a pocket awareness check
- Fixed a bug that was making early receiver awareness rolls too easy when adjusting to errant passes, specifically when facing away from the ball
Edited by Bort on Aug 31, 2021 08:50:04
 
Bort
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- Weather will now always default to 70 degrees and clear during pre and off season
- Fixed and improved contract offer page so it handles different contract values properly for teams near the salary cap, instead of the button always being disabled if medium contract was unavailable
- Fixed a bug where screen passes would sometimes be thrown wildly upfield in a particular situation
- Errant pass offset variance reduced on screen passes, to try to avoid wild overthrows for what should be an easy to hit pass
- Reverted previous "minimum pass angle" sim change, and replaced it with a more elegant solution that scales min angle more realistically, based on pass distance and placement. This should mainly affect high pass power QB's, who can now throw loftier passes at more distant targets, instead of just firing bullets at the lowest angle possible every time (often directly at defenders underneath).
Edited by Bort on Sep 1, 2021 00:00:52
 
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