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- Added a special handler to improve transition from "fake pass" to run style blocking on draw plays
- Reduced strength of pathing waypoints on draw plays to allow for more movement freedom by the ball carrier when heading through the line
- Fixed a division by zero bug that was causing games to crash occasionally
Edited by Bort on Jul 14, 2022 00:30:54
 
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- Fixed bug where BTE would freeze if held back by QB Blocking Audibles settings
- GLTE can now be also be held back by QB blocking audible (controlled by TE setting and in-game overload blocking logic) in goal line pass plays
- QB will now only hold back up to 2 blockers with blocking audibles, to keep enough possible targets on the field (goal line blitzes could cause him to sometimes hold back up to 4 blockers previously)
 
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- Filled out some offensive rushing plays, and one requested defense play:
Diamond HB Blast https://glb2.warriorgeneral.com/images/tactics/offense_plays/754.gif
Diamond HB Blast Weak https://glb2.warriorgeneral.com/images/tactics/offense_plays/755.gif
Diamond HB Power https://glb2.warriorgeneral.com/images/tactics/offense_plays/756.gif
Diamond HB Power Wk https://glb2.warriorgeneral.com/images/tactics/offense_plays/757.gif
Diamond FB Dive https://glb2.warriorgeneral.com/images/tactics/offense_plays/758.gif
Diamond FB Blast https://glb2.warriorgeneral.com/images/tactics/offense_plays/759.gif
Diamond WFB Blast https://glb2.warriorgeneral.com/images/tactics/offense_plays/760.gif
Diamond HB Counter Sweep https://glb2.warriorgeneral.com/images/tactics/offense_plays/761.gif
Diamond WFB OT Power https://glb2.warriorgeneral.com/images/tactics/offense_plays/762.gif
Diamond FB OT Power https://glb2.warriorgeneral.com/images/tactics/offense_plays/763.gif
Diamond QB Off Tackle https://glb2.warriorgeneral.com/images/tactics/offense_plays/764.gif
Diamond QB OT Weak https://glb2.warriorgeneral.com/images/tactics/offense_plays/765.gif
Diamond WFB Counter Pitch https://glb2.warriorgeneral.com/images/tactics/offense_plays/766.gif
Diamond FB Counter Pitch https://glb2.warriorgeneral.com/images/tactics/offense_plays/767.gif
Diamond FB Screen Strong https://glb2.warriorgeneral.com/images/tactics/offense_plays/768.gif
Diamond WFB Screen Wk https://glb2.warriorgeneral.com/images/tactics/offense_plays/769.gif
Diamond WFB Screen Strong https://glb2.warriorgeneral.com/images/tactics/offense_plays/770.gif
Diamond FB Screen Wk https://glb2.warriorgeneral.com/images/tactics/offense_plays/771.gif
Diamond WR1 Screen https://glb2.warriorgeneral.com/images/tactics/offense_plays/772.gif
Diamond WR1 Iso https://glb2.warriorgeneral.com/images/tactics/offense_plays/773.gif
Shotgun 5WR QB Dive https://glb2.warriorgeneral.com/images/tactics/offense_plays/774.gif
Shotgun 5WR QB Dive Weak https://glb2.warriorgeneral.com/images/tactics/offense_plays/775.gif
Shotgun 5WR QB Off Tackle https://glb2.warriorgeneral.com/images/tactics/offense_plays/776.gif
Shotgun 5WR QB OT Weak https://glb2.warriorgeneral.com/images/tactics/offense_plays/777.gif
Strong I FB Dive https://glb2.warriorgeneral.com/images/tactics/offense_plays/778.gif
Strong I FB Off Tackle Wk https://glb2.warriorgeneral.com/images/tactics/offense_plays/779.gif
Strong I FB Dive Wk https://glb2.warriorgeneral.com/images/tactics/offense_plays/780.gif
3-4 Man base https://glb2.warriorgeneral.com/images/tactics/defense_plays/933.jpg

- Fixed Diamond FB Strong Blast to have lead blocking like the diagram shows, and renamed to WFB Power
- Converted Diamond QB Rollout plays to pure QB rushing plays
- Changed Diamond FB Weak Dive to have FB lead block, and renamed to WFB Dive
- Changed I Form FB Outside play to have the HB lead block
- Changed Strong I HB Slam Weak to have the HB lead block
- Changed Nickel C1 TE Smother to double the TE with CB3 instead of LOLB, to better match the diagram
- Added an extra tackle strip roll chance at the point of contact where an elusive runner could make an elusive style break tackle attempt. Since most strip chances happen during "dragging tackler" interactions, elusive runners would have less opportunity to have the ball stripped than power runners, who drag tacklers far more often for far longer. This should help even out that imbalance.
- Fixed a bug where post-catch grip was not properly taken into account in certain strip fumble roll-off situations
- Slightly increased energy loss modifier from playing in consecutive plays
- Slightly increased energy loss modifier from intimidation vs toughness roll-off
- QB can now lose a bit of balance when being pressured, if he doesn't pass consistency rolls. Off balance QBs have their accuracy and maneuverability lowered, and go down more easily if hit.
- Slightly reduced player skill bonuses and penalties for matching defensive play type tags
- Added an ability for non-deep zone defenders to sniff out a screen play early and play contain on the intended receiver, if they are on the same side of the field. This is similar to how they can already sniff out a run play. The difficulty of this depends on zone awareness and consistency, ticks passed, and proximity to the receiver.
 
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- Significantly reduced QB balance loss from pressure and required bypass roll difficulty (about half the strength and requirements)
- Fixed WFB/FB lead block pathing on Diamond QB Rollout plays to better match diagram
- Fixed missing play art for O play id 766 (Diamond WFB Counter Pitch)
Edited by Bort on Sep 3, 2022 22:32:44
Edited by Bort on Sep 3, 2022 22:32:29
Edited by Bort on Sep 3, 2022 22:29:20
 
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- Fixed QB pathing on 5WR QB Rollout Rush Strong and QB Rollout Rush Weak to better match play diagram
 
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- Made effect of poor catch grip rolls somewhat less severe when considering knocked loose passes
- In an effort to combat bot/spam accounts, forum content will no longer be visible when not logged in, as forum results in search engines seems to be a primary vector that they originate from, based on log analysis. Additionally, new accounts will no longer be able to post non-WG links in the forum for a few days after creation. You may also notice increased use of reCAPTCHA in a few places related to account verification or logging in, though this should mostly be invisible for the average real user.
 
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- Added a few new deep pass style Weak I plays, as suggested in Discord:
TE Drive https://glb2.warriorgeneral.com/images/tactics/offense_plays/781.gif
TE Flags https://glb2.warriorgeneral.com/images/tactics/offense_plays/782.gif
TE Triple Go https://glb2.warriorgeneral.com/images/tactics/offense_plays/783.gif
TE Quad Go https://glb2.warriorgeneral.com/images/tactics/offense_plays/784.gif

- Decreased minimum pass angle for short passes, to allow for more "bullet" style throws on short routes, assuming the QB can throw fast enough. This might have the side effect of more deflections at or around the line, though the QB still will try to loft it over the line some.
- Adjusted/improved QB calculations to be more liberal on pass lead distance depending on route angle and target turning ability, and changed receiver's catch position calculation to favor catching a throw further along its trajectory, instead of the closest point. This should somewhat increase the instance of lead passes turning into "catch in stride" type plays.
- Very slightly decreased radius that defenders can interact with a pass from, but increased chance of deflections and interceptions a bit when facing the ball
- Increased base stun duration from Head Fake SA and Route Elusiveness roll wins by 1 tick
- Increased balance loss from Rough Cover SA a bit
- Increased effect of a poor grip roll when considering a knocked loose pass to an in between value from the first and second related updates from last season
- Nearby defenders can now negatively affect receiver's balance when the ball is about to be catchable with an intimidation roll, resisted by toughness
- CB deep zone defenders will now tend to shade a bit more shallow and to the outside as the start the play, depending on how far from the middle of the field their zone is covering. This should help them cover WRs early in the play better as they move back toward their zone assignment.
 
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- Added a few 4-3 defense plays based on player suggestions:
Cloud Over Sink https://glb2.warriorgeneral.com/images/tactics/defense_plays/934.jpg
Cloud Under Sink https://glb2.warriorgeneral.com/images/tactics/defense_plays/935.jpg
Cloud Will Deep https://glb2.warriorgeneral.com/images/tactics/defense_plays/936.jpg
Cloud Sam Deep https://glb2.warriorgeneral.com/images/tactics/defense_plays/937.jpg
Cloud Under Contain https://glb2.warriorgeneral.com/images/tactics/defense_plays/938.jpg
Cloud Over Contain https://glb2.warriorgeneral.com/images/tactics/defense_plays/939.jpg
Edited by Bort on Oct 25, 2022 21:21:14
Edited by Bort on Oct 25, 2022 21:21:02
 
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- 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.gif
Inside Seams https://glb2.warriorgeneral.com/images/tactics/offense_plays/786.gif
Triple Slants https://glb2.warriorgeneral.com/images/tactics/offense_plays/787.gif
Dbl Slant Dbl Stick https://glb2.warriorgeneral.com/images/tactics/offense_plays/788.gif
Flood Right https://glb2.warriorgeneral.com/images/tactics/offense_plays/789.gif
Double Dagger https://glb2.warriorgeneral.com/images/tactics/offense_plays/790.gif
WR5 Clearout https://glb2.warriorgeneral.com/images/tactics/offense_plays/791.gif
Slants Go https://glb2.warriorgeneral.com/images/tactics/offense_plays/792.gif
Hooks Go https://glb2.warriorgeneral.com/images/tactics/offense_plays/793.gif
WR 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.jpg
3-4 Over 2 Triple Zones https://glb2.warriorgeneral.com/images/tactics/defense_plays/941.jpg
Nickel 2 Man Triple Zones https://glb2.warriorgeneral.com/images/tactics/defense_plays/942.jpg
Dime 2 Man Triple Zones https://glb2.warriorgeneral.com/images/tactics/defense_plays/943.jpg
Dime 3-2-6 2 Man Triple Zones https://glb2.warriorgeneral.com/images/tactics/defense_plays/944.jpg
4-3 C1 SS Tiger Zones https://glb2.warriorgeneral.com/images/tactics/defense_plays/945.jpg
4-3 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.jpg

Additionally, 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.
Edited by Bort on Dec 18, 2022 03:11:13
Edited by Bort on Dec 18, 2022 03:04:06
Edited by Bort on Dec 18, 2022 02:56:19
Edited by Bort on Dec 18, 2022 02:50:37
Edited by Bort on Dec 18, 2022 02:50:00
 
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- Max scrimmages per team per day increased from 8 to 15
- Fixed bug where QB scrambles were not being counted toward rushing stats
- Reverted: 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
Edited by Bort on Dec 18, 2022 16:38:00
Edited by Bort on Dec 18, 2022 16:37:49
 
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- Fixed some bugs with and improved "Request CPU" option on roster page. It will now automatically generate players without salary affecting traits and set their contract to low if need be when attempting to match your specified salary, and will let you know if it is not possible to generate or find a player under your requested salary. It also will no longer retrieve any legacy players under level 5.
 
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- Increased granularity and max lead distance on QB throw calculations to allow for better choices in target spots
- Improved receiver AI to better regulate speed and allow more in-stride catches where possible, instead of just running full-bore to their spot and always trying to face the ball when they get there. Note that this could potentially make for more dropped passes on these types of throws, as catches while facing the ball are easier!
- Adjusted deep zone defense AI to prefer backpedaling longer, until a player enters their zone, and to play their zone a bit shallower
- Improved general zone defense AI to have more "fuzzy" edges for better handoffs and allow coverage of a close by player even if they aren't technically in the defender's zone
- Reduced CB flats zones to not extend so far behind the LoS
- Fixed flats zone defenders' blitz fallback happening far too early in the play when their zones are vacated and the QB still has the ball
- Fixed/adjusted math for dealing with contain logic that was sometimes making defenders far too conservative when chasing down a pitch play, and added a modifier to this based on player's pursuit style tactics setting
- Fixed a few places where pursuit was used as a check instead of what should have been man/zone awareness
- Deflecting and pass rush deflection now add a small bonus to the defender's possible interaction range with the ball
- Hands Up ability now also adds a small bonus to vertical interaction distance
- Increased penalty on catch attempts with defenders nearby, and increased base chance of catching a wide open pass
- Reduced energy loss from breaking tackles and dragging tacklers a bit
- Increased possible angle allowance for Stiff Arm ability to fire
- Increased bonuses for Second Wind ability
- Fixed Strong Base trait incorrectly giving a bonus instead of a penalty to quickness
- Fixed Diamond WR1 Iso and WR2 Iso plays' checkdown order not matching the play art

New 3-3-5 defense plays to fill some gaps:
https://glb2.warriorgeneral.com/images/tactics/defense_plays/947.jpg Sky Sink
https://glb2.warriorgeneral.com/images/tactics/defense_plays/948.jpg Tampa 2 Sink
https://glb2.warriorgeneral.com/images/tactics/defense_plays/949.jpg Sky Sink Spy
https://glb2.warriorgeneral.com/images/tactics/defense_plays/950.jpg Cloud Cats
https://glb2.warriorgeneral.com/images/tactics/defense_plays/951.jpg Sky CB Blitz

A few new offense plays:
https://glb2.warriorgeneral.com/images/tactics/offense_plays/795.gif HB Sweep Wk TE Pull
https://glb2.warriorgeneral.com/images/tactics/offense_plays/796.gif HB Sweep St BTE Pull
https://glb2.warriorgeneral.com/images/tactics/offense_plays/797.gif HB Sweep Wk TE Pull
https://glb2.warriorgeneral.com/images/tactics/offense_plays/798.gif HB Sweep St BTE Pull
https://glb2.warriorgeneral.com/images/tactics/offense_plays/799.gif HB Sweep Strong
https://glb2.warriorgeneral.com/images/tactics/offense_plays/800.gif HB Sweep Weak
Edited by Bort on Feb 8, 2023 10:16:51
 
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- Fixed a bug causing fake run blocks on play action plays to not convert to pass blocking, which would cause them to sometimes try to block somebody downfield
 
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- Fixed deeper defenders trying to intercept a screen pass even when they have no chance to reach the ball in time
- Fixed/adjusted a few pathfinding variables for defenders to include more modifiers based on pursuit style tactic settings
- Fixed play art not matching play data for Weak I WR Strong, Diamond Chalice, Big I HB Wheel, Singleback Spread Strong Overload, Singleback Spread Diamonds plays
- Fixed HB positioning on Shotgun Trips Wk HB Pitch play to keep him from doing an undesirable turnaround move after receiving the pitch
 
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- Fixed discrepancy between C's max snap reaction time and everyone else's min reaction time, by fixing C having an unintended extra delay and increasing min on everyone else by 1. C's worst roll is now much faster.
- Slightly shifted the balance on pass blocking interaction roll-offs more in favor of the blocker
- Slightly reduced difficulty of block consistency rolls
- Slightly increased difficulty of QB roll to see incoming blitzers specifically from the weak (blind) side
- Slightly reduced max jump height
- Slightly increased max speed when moving through traffic, based on pursuit or carry awareness and footwork, depending on current action
- Reduced pass defense interaction range, especially when not facing the ball
- Adjusted the default pass progressions on 72 different plays based on contributions from users DrEdgar and Adderfist (thanks!)
- Added new WR screens to fill out various formations:
https://glb2.warriorgeneral.com/images/tactics/offense_plays/801.gif Strong I WR Screen Strong
https://glb2.warriorgeneral.com/images/tactics/offense_plays/802.gif Big I WR Screen
https://glb2.warriorgeneral.com/images/tactics/offense_plays/803.gif Singleback Big WR2 Screen
https://glb2.warriorgeneral.com/images/tactics/offense_plays/804.gif Singleback Big WR1 Screen
https://glb2.warriorgeneral.com/images/tactics/offense_plays/805.gif Pistol Big WR2 Screen
https://glb2.warriorgeneral.com/images/tactics/offense_plays/806.gif Pistol Big WR1 Screen
https://glb2.warriorgeneral.com/images/tactics/offense_plays/807.gif Pro Set WR2 Screen
https://glb2.warriorgeneral.com/images/tactics/offense_plays/808.gif Pro Set WR1 Screen
https://glb2.warriorgeneral.com/images/tactics/offense_plays/809.gif Pistol Strong WR2 Screen
https://glb2.warriorgeneral.com/images/tactics/offense_plays/810.gif Pistol WR Screen
https://glb2.warriorgeneral.com/images/tactics/offense_plays/811.gif Shotgun WR Screen

- Added some new plays to 3-4 defense:
https://glb2.warriorgeneral.com/images/tactics/defense_plays/952.jpg 3-4 Cloud Stack 4
https://glb2.warriorgeneral.com/images/tactics/defense_plays/953.jpg 3-4 Weak Cloud 9
https://glb2.warriorgeneral.com/images/tactics/defense_plays/954.jpg 3-4 Under Sky Man
https://glb2.warriorgeneral.com/images/tactics/defense_plays/955.jpg 3-4 Cloud Man
https://glb2.warriorgeneral.com/images/tactics/defense_plays/956.jpg 3-4 Cover 9
https://glb2.warriorgeneral.com/images/tactics/defense_plays/957.jpg 3-4 Cover 9 Sink
https://glb2.warriorgeneral.com/images/tactics/defense_plays/958.jpg 3-4 Sky Sink
https://glb2.warriorgeneral.com/images/tactics/defense_plays/959.jpg 3-4 Sky Sink Spy
https://glb2.warriorgeneral.com/images/tactics/defense_plays/960.jpg 3-4 Cover 4 Blitz
Edited by Bort on Apr 1, 2023 07:10:45
 
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