- All players have been awarded one free respec point if they did not already have one
- Scrimmages can now be scheduled for any hour except midnight
- Fixed Quarter Tiger House Blitz to match the play art
- Spread out receivers in Shotgun 5WR formation by a few extra feet
- Added a special handler to allow an attempt at a timed pass on specified routes, to try and better time a throw to hit the receiver when he reaches a specified point. Applied to all hook routes by default, and a few other plays.
- Fixed/improved logic on screen pass throws to allow QB to better hit the timing of the screen route, even when his dropback has not been completed fully. This improves the timing on several WR screen plays (among others), since the WR route is very short and a slow QB might take a while to drop back.
- Changed player populate order to WFB GLTE BTE TE FB HB QB WR5 WR4 WR3 WR2 WR1... and CB5 CB4 CB3 CB2 CB1 DT4 DT3 DT2 DT1... when setting up plays. This will help keep primary positions from being filled first by specialized positions' depth chart members due to energy.
- Added new SA for receivers: Hard Cut. This acts similarly to First Step or Surge, but can be triggered when making more than a 20 degree cut while route running.
- Trash Talk ability's morale effect is no longer amplified by player's intimidation skill, and has 50% reduced effect vs running plays. Also, fixed Trash Talk being unable to be triggered by a tiger blitzer.
- Reduced Brace For Impact morale protection bonus from 30/70/100 to 20/40/70%
- Contain Expert now has a chance to activate at any time during outside runs or screens
- Tuck and Run now also grants Carrying Awareness
- Quick Hitter now also grants Pass Power
- QB now has extra chances to activate Tuck and Run during the first few ticks after he starts scrambling
- Changed conditioning's energy loss reduction formula from straight linear to a shallow inverse exponential, with slightly diminishing returns on higher conditioning, and a bit higher minimum loss floor.
- Increased base player fall down duration, mitigated somewhat by quickness
- Increased player fall down duration after a pancake/revcake, mitigated somewhat by toughness
- Increased base energy loss for blockers losing blocking interactions
- Added a small scaling penalty to pass blocker technique rolls based on how long their block interactions have been going on, to help simulate pass blocks being very difficult to hold for an extended time
- Defenders now have a chance to regain 100% balance when switching to pursue the ball carrier after a handoff/pass, if they pass a Pursuit roll
- Added a 4th QB scrambling frequency option "Very Often" and adjusted scrambling trigger a bit to give a better gradation of frequency between the settings
- Fixed some bugs with and increased scaling aggressiveness on defense bonuses for offense lack of play diversity
- Slightly increased bonuses/penalties from matching play tags via tactics
- HB/FB screens now count as outside runs for the purposes of play tag matching bonuses/penalties
- Fixed a bug where defenders who had read the run could not transition to pursuit properly when the ball carrier was within a certain range of the LoS
- Added new 5WR offensive plays:
Dbl Post Outs
https://glb2.warriorgeneral.com/images/tactics/offense_plays/785.gifInside Seams
https://glb2.warriorgeneral.com/images/tactics/offense_plays/786.gifTriple Slants
https://glb2.warriorgeneral.com/images/tactics/offense_plays/787.gifDbl Slant Dbl Stick
https://glb2.warriorgeneral.com/images/tactics/offense_plays/788.gifFlood Right
https://glb2.warriorgeneral.com/images/tactics/offense_plays/789.gifDouble Dagger
https://glb2.warriorgeneral.com/images/tactics/offense_plays/790.gifWR5 Clearout
https://glb2.warriorgeneral.com/images/tactics/offense_plays/791.gifSlants Go
https://glb2.warriorgeneral.com/images/tactics/offense_plays/792.gifHooks Go
https://glb2.warriorgeneral.com/images/tactics/offense_plays/793.gifWR Drags
https://glb2.warriorgeneral.com/images/tactics/offense_plays/794.gif- Added defensive plays:
4-3 2 Man Triple Zone
https://glb2.warriorgeneral.com/images/tactics/defense_plays/940.jpg3-4 Over 2 Triple Zones
https://glb2.warriorgeneral.com/images/tactics/defense_plays/941.jpgNickel 2 Man Triple Zones
https://glb2.warriorgeneral.com/images/tactics/defense_plays/942.jpgDime 2 Man Triple Zones
https://glb2.warriorgeneral.com/images/tactics/defense_plays/943.jpgDime 3-2-6 2 Man Triple Zones
https://glb2.warriorgeneral.com/images/tactics/defense_plays/944.jpg4-3 C1 SS Tiger Zones
https://glb2.warriorgeneral.com/images/tactics/defense_plays/945.jpg4-3 C1 FS Tiger Zones
https://glb2.warriorgeneral.com/images/tactics/defense_plays/946.jpg- Replaced duplicate 3-3-5 D play id 212 (2 man Will Fire) with 2 Man Triple Zones
https://glb2.warriorgeneral.com/images/tactics/defense_plays/212.jpgAdditionally, all sims for both GLB and GLB2 are now successfully running on new server hardware! As noted in my announcement, this means sim speed should be quite a bit faster now in general.