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Bort
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- Fixed LB man coverage assignments for Diamond vs 4-3 formations
- Fixed formation-based double coverage order not being respected for defenders covering a player who was held in to block
 
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- Improved/modified a large number of Signature Abilities based on player suggestions
- Fixed/updated some Signature Ability descriptions to clarify specific Active ability groups, so you can see which skills conflict with each other more easily (passive skills never conflict)
- Prodigy trait Skill Point cost reduction increased by 1%
- Changed blitz defense diversity modifier to scale a malus on offense instead of a bonus on defense

A script will be running to grant missing skill points for the Prodigy change, and all players have also been granted a respec point.
 
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- Tuck and Run SA changed to last 30 seconds instead of 2
- Fixed Clock Manager SA to work < 5 min as described in updated version, instead of < 2 min
- Fixed bug causing sim to crash in certain instances
 
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- Increased difficulty of roll to resist pump fake ability, and bumped its base stun duration by 1 more tick
- New defense plays added:

https://glb2.warriorgeneral.com/images/tactics/defense_plays/1079.jpg 5-2 WR1 Smother
https://glb2.warriorgeneral.com/images/tactics/defense_plays/1080.jpg 5-2 WR2 Smother
https://glb2.warriorgeneral.com/images/tactics/defense_plays/1081.jpg 5-2 TE Smother
https://glb2.warriorgeneral.com/images/tactics/defense_plays/1082.jpg Nickel 3-3-5 Over Cat Fire
https://glb2.warriorgeneral.com/images/tactics/defense_plays/1083.jpg Nickel 3-3-5 Over Cat Fire 1
https://glb2.warriorgeneral.com/images/tactics/defense_plays/1084.jpg Nickel Over Cat Fire 1
https://glb2.warriorgeneral.com/images/tactics/defense_plays/1085.jpg 5-2 Cover 4 SS Robber
https://glb2.warriorgeneral.com/images/tactics/defense_plays/1086.jpg 5-2 Cover 4 FS Robber
https://glb2.warriorgeneral.com/images/tactics/defense_plays/1087.jpg Nickel Cloud Sink
 
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- Rebalanced Stiff Arm ability modifiers, removing its morale modifier
- Domineer ability activation chance increased, and it now also grants +intimidation
- Leverage ability now only affects opponent Spin Cycle activation, as opposed to all active pass rush abilities
- Modified min pass angle calculations to have higher pass power result in a narrower angle when considering a defender to be "in the path of the throw"
- Reduced difficulty of, and "fuzziness" added by, some Pass Awareness rolls related to risk calculations. Also, keep in mind that Pass Consistency roll failures can supersede or penalize successful awareness rolls in pressure situations such as 3rd down, late game, or when being hurried. These skills work in tandem!
- Reduced energy/morale gain at halftime and start of overtime a little, and increased the effect of conditioning/heart specifically for that calculation
- Added a variety of modifiers applied to accuracy and catching to all passes behind the LOS, as opposed to just screen pass play passes
- Reworked base pass accuracy calculation to exponentially scale from no malus to the maximum malus as target distance gets further away, reaching its maximum at what would be about a 7-8 yd pass (the previous accuracy skill roll modifiers from distance vs power, etc are then applied on top of this base)
- Increased difficulty of awareness roll for receiver to react and route to an off-target pass a little
- Fixed a few signature abilities whose in-game activation chance or modifier value did not match the listed description
- Weather script modified to favor "clear" days more and allow snow days to start after week 4, removing other time-based chance modifiers
- Fixed some outdated javascript and CSS on player page to better support mobile devices when spending skill points or purchasing boosts
- Updated replay viewer to scale its viewport to better use available space on shorter height screens (such as a landscape orientation phone), and enabled player shadows for mobile devices. Mobile devices will still use the simpler style field and player sprites to save on mobile data. If you also want weather effects and custom fields, etc., set your device to use the "desktop site" mode.
Edited by Bort on Sep 1, 2024 00:33:23
Edited by Bort on Sep 1, 2024 00:31:58
Edited by Bort on Aug 31, 2024 15:54:57
Edited by Bort on Aug 31, 2024 12:12:02
Edited by Bort on Aug 31, 2024 11:10:58
 
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- Replaced all instances of offense tactics "4th and very short" with "4th and inches," which is defined as <= 1yd
- Increased base deceleration value a bit for all players
- Fixed javascript error causing button to remain disabled when trying to create a player in portrait mode on mobile
Edited by Bort on Sep 1, 2024 00:46:19
 
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- Franchise players may now be cloned from the roster page, similar to inactive player cloning. The clones are created as free agents, however, to discourage wholesale mid-season replacements etc
- Increased stamina loss when breaking tackles a little, for both tackle break types (power's "truck thru" type and elusive's side/backstep), for both involved players
- Increased the effect of toughness on stamina loss, to shift a bit of strength from conditioning to toughness
- Decreased activation chance on Stiff Arm ability
- Increased minimum range where pass accuracy falloff malus begins by a couple of yards
- Moved pre-snap blitzing CB's back an extra half yard if they are blitzing from the line, and added a 1 tick delay for pre-snap blitzing movement

I've got a set of new plays to expand Trips set options a bit as well, but I need to finish up the last of them and the the art for these, so those will get uploaded later tonight or tomorrow sometime. I'll also add an extra preseason day just in case anybody wants to test them a bit once they're available.
Edited by Bort on Oct 24, 2024 23:20:53
Edited by Bort on Oct 24, 2024 23:20:25
Edited by Bort on Oct 24, 2024 20:49:35
Edited by Bort on Oct 24, 2024 20:46:02
Edited by Bort on Oct 24, 2024 19:17:54
 
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- Improved modifiers on Dual Threat QB trait, and reduced its salary from +12% to +6%. A script will be processing existing players to refund any owned skill points for the change.
- Reduced waypoint "pull" strength for CB blitzers so they have a little more freedom to find a smooth path around a TE or receiver in the way if need be
Edited by Bort on Oct 24, 2024 23:56:21
 
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- Further reduced pass angle/distance for QB to consider a defender in the way when deciding on pass loft angle
- Added formations Shotgun Trips and Pistol Trips, with pass plays based on existing Singleback Trips plays. Rushing plays still need to be finished and will be uploaded in another batch Friday night or Saturday morning.
 
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- Various rushing plays added for Shotgun Trips and Pistol Trips formations
- Fixed issue with new Singleback Trips Middle Pressure play definition
Edited by Bort on Oct 26, 2024 04:15:53
 
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- Adjusted safeties to line up further back when set to double team a receiver, used mostly in "smother" defenses
 
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- Fixed bug with "unspent" franchise clone not saving appropriate points amount to new player
 
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- Fixed Dual Threat salary value being 60% modifier instead of 6%. A script will be running to update any existing players' cached salaries, but in the meantime it should update if you re-sign the player who has the trait.
 
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- Decreased Stiff Arm ability's penalty to opponent tackle rolls by 10% at lv 2/3
- Redesigned some formulas related to "big hit" type power tackling and tackle breaking to address an issue where players with lower sprinting skills were getting a larger than intended velocity bonus on average to the related rolls, and very high sprinting players received less than intended on average. This change means that very slow players will tend to have fewer "truck" type interaction wins where the tackle interaction is immediately resolved with the opposing player being bowled over, and instead will end up in a dragging interaction. The fastest players moving close to their max speed will tend to have a few more.
Edited by Bort on Dec 16, 2024 00:59:03
Edited by Bort on Dec 16, 2024 00:58:44
 
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- Vertical and Diving skill cost cut in half. A script will be running to refund skill points to relevant players, as usual.
- Increased distance differential required before a defender will try to dive after a ball carrier that's ahead of them. This should make them more likely to dive only when the player is actually pulling away.
- Pass defenders logic updated to require over the top help to allow a jumping interception attempt
- Stiff Arm now deactivates and begins its cooldown once a broken tackle has occurred
 
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