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- All players who didn't have a free respec point have been granted one
- Added some new preset tactics and playbooks courtesy of DrEdgar (thanks!)
- Fixed Stiff Arm ability not starting its cooldown properly after it was deactivated by a broken tackle, and reduced its cooldown significantly
- Added a scaling penalty to difficulty of reaction roll vs passes for the first ~1 second of flight time, plus a small minimum time for normal human reaction delay. This makes shorter, faster passes harder to react quickly to. This doesn't apply to reaction for d line.
- Also added an additional small penalty to reaction difficulty for high quality passes that stacks with the above penalty
Edited by Bort on Dec 18, 2024 00:56:51
Edited by Bort on Dec 17, 2024 22:59:08
Edited by Bort on Dec 17, 2024 22:58:54
 
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I ended up spending a few days performing a code review on pass defense handling functions to identify and fix a few issues, clean up some obsolete code, and add some new functionality. I ran quite a few test games as I worked on these updates to check for balance, but I may turn a few knobs a little here and there after some live games have been run. The main takeaways are:
- Added a method to assign on-the-fly over/under bracket coverage that works with man, zone, and hybrid situations where there are two players covering the same receiver. This takes into account speed differentials between the defenders, and between the receiver and each defender, when determining who gets which assignment. Of course, deep zone defenders will never try to take an "under" position.
- Improved/fixed the math determining when deep zone defenders will stop backpedaling and start sprinting to keep up with the deepest defender on the field. Previously they sometimes would not turn around and get left in the dust by a receiver who was very fast. They will not abandon coverage on a target they're already on, however, even if he is shallower, unless there's somebody else already covering them nearby. They can now also return to backpedal mode if they catch up, though that is not really a common scenario.
- Fixed a few math formulas that were no longer correct due to changes elsewhere with risk calculations, etc. These mostly applied to dynamic coverage cushion calculations where the defender would play riskier/closer than intended.
- Removed some obsolete and unused calculations that didn't actually do anything except use up processor time

I have also added the following plays for some formations that had zero or few of certain play types:
https://glb2.warriorgeneral.com/images/tactics/offense_plays/905.gif I FB Dive
https://glb2.warriorgeneral.com/images/tactics/offense_plays/906.gif I FB Slam Wk
https://glb2.warriorgeneral.com/images/tactics/offense_plays/907.gif Weak I FB Dive
https://glb2.warriorgeneral.com/images/tactics/offense_plays/908.gif Weak I FB Slam Wk
https://glb2.warriorgeneral.com/images/tactics/offense_plays/909.gif Weak I FB Sweep Wk
https://glb2.warriorgeneral.com/images/tactics/offense_plays/910.gif Weak I FB Off Tackle Wk
https://glb2.warriorgeneral.com/images/tactics/offense_plays/911.gif Pro Set FB Counter
https://glb2.warriorgeneral.com/images/tactics/offense_plays/912.gif Diamond FB Off Tackle
https://glb2.warriorgeneral.com/images/tactics/offense_plays/913.gif Diamond WFB Off Tackle Wk
https://glb2.warriorgeneral.com/images/tactics/offense_plays/914.gif I QB Off Tackle Wk
https://glb2.warriorgeneral.com/images/tactics/offense_plays/915.gif Strong I QB Off Tackle
https://glb2.warriorgeneral.com/images/tactics/offense_plays/916.gif Weak I QB Off Tackle Wk
https://glb2.warriorgeneral.com/images/tactics/offense_plays/917.gif Pro Set QB Off Tackle Wk
https://glb2.warriorgeneral.com/images/tactics/offense_plays/918.gif Pistol QB Off Tackle
https://glb2.warriorgeneral.com/images/tactics/offense_plays/919.gif Pistol QB Off Tackle Wk
https://glb2.warriorgeneral.com/images/tactics/offense_plays/920.gif Pistol Big QB Off Tackle
https://glb2.warriorgeneral.com/images/tactics/offense_plays/921.gif Pistol Big QB Off Tackle Wk
https://glb2.warriorgeneral.com/images/tactics/offense_plays/922.gif Pistol Strong QB Off Tackle
https://glb2.warriorgeneral.com/images/tactics/offense_plays/923.gif Pistol Strong QB Off Tackle Wk
https://glb2.warriorgeneral.com/images/tactics/offense_plays/924.gif Pistol Trips QB Off Tackle Wk
https://glb2.warriorgeneral.com/images/tactics/offense_plays/925.gif Shotgun QB Off Tackle
https://glb2.warriorgeneral.com/images/tactics/offense_plays/926.gif Shotgun QB Off Tackle Wk
https://glb2.warriorgeneral.com/images/tactics/offense_plays/927.gif Shotgun Spread QB Off Tackle
https://glb2.warriorgeneral.com/images/tactics/offense_plays/928.gif Shotgun Spread QB Off Tackle Wk
https://glb2.warriorgeneral.com/images/tactics/offense_plays/929.gif Shotgun Trips QB Off Tackle
https://glb2.warriorgeneral.com/images/tactics/offense_plays/930.gif Shotgun Trips QB Off Tackle Wk
https://glb2.warriorgeneral.com/images/tactics/offense_plays/931.gif Shotgun Trips Wk QB Off Tackle
https://glb2.warriorgeneral.com/images/tactics/offense_plays/932.gif Shotgun Trips Wk QB Off Tackle Wk
https://glb2.warriorgeneral.com/images/tactics/offense_plays/933.gif Singleback QB Off Tackle Wk
https://glb2.warriorgeneral.com/images/tactics/offense_plays/934.gif Singleback Trips QB Off Tackle
https://glb2.warriorgeneral.com/images/tactics/offense_plays/935.gif Singleback Trips QB Off Tackle Wk
https://glb2.warriorgeneral.com/images/tactics/offense_plays/936.gif Singleback Spread QB Off Tackle
https://glb2.warriorgeneral.com/images/tactics/offense_plays/937.gif Singleback Spread QB Off Tackle Wk
https://glb2.warriorgeneral.com/images/tactics/offense_plays/938.gif Singleback Big QB Off Tackle
https://glb2.warriorgeneral.com/images/tactics/offense_plays/939.gif Singleback Big QB Off Tackle Wk
https://glb2.warriorgeneral.com/images/tactics/offense_plays/940.gif Shotgun Spread Double Cross
https://glb2.warriorgeneral.com/images/tactics/offense_plays/941.gif Shotgun Spread Sideline Pressure
https://glb2.warriorgeneral.com/images/tactics/offense_plays/942.gif Shotgun Spread Strong Overload
https://glb2.warriorgeneral.com/images/tactics/offense_plays/943.gif Shotgun Spread WR1 Clearout
https://glb2.warriorgeneral.com/images/tactics/offense_plays/944.gif Shotgun Spread Ins and Outs
https://glb2.warriorgeneral.com/images/tactics/offense_plays/945.gif Shotgun Spread 4 Wide Hooks
https://glb2.warriorgeneral.com/images/tactics/offense_plays/946.gif Shotgun Spread PA Slot Cross
https://glb2.warriorgeneral.com/images/tactics/offense_plays/947.gif Shotgun Spread WR Comebacks
https://glb2.warriorgeneral.com/images/tactics/offense_plays/948.gif Singleback Spread Quick Slants
https://glb2.warriorgeneral.com/images/tactics/offense_plays/949.gif Shotgun Spread All Go
https://glb2.warriorgeneral.com/images/tactics/offense_plays/950.gif Shotgun Spread Flags and Posts
https://glb2.warriorgeneral.com/images/tactics/offense_plays/951.gif Singleback Spread Deep Attack

- Laughed at the Chiefs' pathetic first half
 
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- Fixed a couple instances where bracket coverage was being initiated when not intended, and added a method to allow underneath bracketing to terminate if the other "over" defender starts falling behind the receiver
- Adjusted risk calculations for underneath zone defenders to prioritize sinking toward the deepest receiver in their zone more, and also stick a little more rigidly to their zone center x-wise. This addresses some instances where they would "bite" harder than intended on a receiver entering their zone
- Underneath zones can now have their limit stretch backward slowly over time, if there's no other receivers underneath them, and nobody entering the zone soon. This should help keep underneath zones from standing around forever covering nobody vs plays with a bunch of streak routes or similar
- Smoothed out movement in some instances where deep zone defenders would switch between covering two defenders and get stuck waffling back and forth too much
- Added a bit of fuzziness to risk calculations based on a zone awareness roll, to give the skill more of an opportunity to affect the general "quality" of coverage
- Minor adjustments to backpedal->sprint timing calculations for all pass defenders
Edited by Bort on Feb 11, 2025 08:28:26
 
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- Fixed play art for 3-4 Sky Contain Wk play
- Fixed 4-3 Man QB Spy play being classified as a blitz
- Fixed buggy handoff on Pro Set FB Sweep Weak play
- Fixed some end of half logic related to clock management when kicking a FG while leading
- Legend level players no longer have their skills affected by chemistry
- Increased play knowledge bonus, especially for Gold level knowledge
- Further increased play diversity modifiers
- Changed Quickness penalty on Power Through skill to -5/-3/-0 for lv 1/2/3
- Improved cost modifiers for primary skills on Slippery and Bruiser traits, to make them actually more specialized like Unpredictable's flavor text indicates. A script will run to refund points for anybody affected, as usual, with respec points granted
Edited by Bort on Feb 12, 2025 06:44:42
Edited by Bort on Feb 12, 2025 05:26:38
Edited by Bort on Feb 12, 2025 05:19:54
 
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- Fixed 2 attribute skill cost modifiers that were incorrect for Intercepting and Diving, making them cost slightly more than intended. A script will be running to award any skill points to players who are affected
- Slightly reduced blocking roll penalties for open field and "outside the box" blockers
- Added a "rollout very often" option for QB tactics with a very low threshold for starting a rollout attempt
- Further reduced thresholds for the Very Often scramble tactic
- QB allowed to roll out further
- QB can switch out of backpedal/sidestep mode after rolling out of the pocket, allowing full movement speed
- QB scrambling after rolling far out of the pocket will now target outside/sideline instead of directly to the endzone
- Decreased difficulty of defender's interception roll when facing the ball a little
 
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- Updated plays with simple no-cut slant routes to have a short downfield movement at the start to give a chance for fake skills to trigger
- Added a method for plain streak routes to trigger a fake chance near the beginning of the route (simulating a little stutter step, etc) when man covered somewhat closely
- Increased difficulty of pass awareness rolls a little in general
- Added a pass awareness roll to pass angle calculation, where failure results in making a pass floaty when it should be flatter or vice versa
- Reworked Play Action rollout plays to chain into the QB rollout system added last season, and adjusted blocking/pulling distances for them
- Currently trying to reproduce some reported undesired logic when dealing with 2-minute warning and FG's. I'll post another update when I can track it down.

Also, based on player feedback, next season I will be updating player levels to start at lv 15, so we can remove a league tier. With franchises now being the most popular team ownership method, we are seeing less lower level teams being created and more veteran teams stick around longer. This leaves the Pro tier somewhat empty as teams tend drop out here and there while moving up.

We'll update the minimum level to 15, and combine next season's new rookie leagues with the current rookie leagues that have leveled up to 15 in the meantime. This should hopefully help make sure the new rookie tier is fairly full to start. Current sophomore leagues will still be labeled Sophomore, but will replace the Pro tier, which will have been absorbed in to Veteran as usual.

I'll make a reminder post toward the end of next season, so everyone can be on the same page as the change approaches.
Edited by Bort on May 30, 2025 03:57:37
 
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- Adjusted some zone coverage risk calculations to work better in mixed-coverage defense plays
- Modified "double lurk" type defense plays to not have the lurk zones cover so far outside, and fix a "dead" spot between the two zones
- Adjusted underneath zone coverage to prefer backpedaling more, especially when zones are empty of players to cover
- Wide Load ability is now available for centers
 
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- Increased activation chance and roll modifier for Power Through ability by 5% at lv 2/3, activation chance +5% at lv 1
- Changed Prime Time ability to apply to catching passes within 10 yd of endzone instead of just endzone, and it now refills all balance on a made catch
- Increased ball carrier balance loss when losing rolls while dragging tacklers, but also increased grip loss when tackler loses rolls. This should help make these interactions a little more decisive
- Decreased roll difficulty for zone defenders reacting to a run/handoff/caught pass, and slightly increased difficulty for man defenders
- Decreased roll difficulty for zone defenders reacting to a thrown pass
- Increased maximum delay duration from a route running fake vs man coverage by 1 tick
- Added a very small chance every tick for WR to activate a route fake regardless of angles or cuts, if route tech roll is passed, once per play
- Added a small modifier to minimum run block engagement distance based on Run Block Technique skill, allowing the minimum range to increase a little from what it was previously when the player has higher skill. This can also be modified downward a little based on defender's Break Run Blk skill.
- Added a small modifier to minimum receiving interaction distance based on Receiving Awareness skill, as defenders also already have a modifier from deflection skills
- Initial interaction distance modifiers also added to pass blocking, based on Pass Block Tech (increase distance) vs Pass Rush Tech (decrease distance) skills.
- Small tackle initiation distance modifier also added, based on Pursuit skill
- Slightly increased max facing angle from which a run block can be initiated
- Increased avoidance strength for prone defenders when carrying the ball
- Decreased difference a player must win a roll by to allow a "power push" type block interaction to occur. This should allow for a few more of the these push/pull type interactions.
- Modified backpedal/sidestep velocity limiter calculation to give footwork a larger modifier on the maximum possible speed (limited by player's overall max velocity). All players should sidestep/backpedal a bit faster in general, with high footwork guys quite a bit faster
- Slightly increased base acceleration modifier and quickness' deceleration modifier, to allow for a little crisper movement in general
- Added a small height and weight modifier to all power blocking/breaking and power tackling/rushing related base skill values (being big and tall is a bonus)
- Added a small height and weight modifier to all blocking/breaking tech and tackling/rushing tech related base skill values (being light and short is a bonus)
- Added a small height modifier to man and zone awareness base skill values (being tall is a bonus)
- Added a small height and weight modifier to quickness and footwork base skill values, to help differentiate small/light players from big lumbering ones a bit more
Edited by Bort on Jul 24, 2025 23:11:09
 
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- Fixed a bug that was adding +1 extra reaction delay every tick for man defenders
 
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- Reverted/fixed a couple of issues related to avoidance/movement calculations
- Removed per-tick fake chance for receivers for now, probably to be replaced with something a bit less random down the line, as I'd like to give receivers a little more chance for breakaways vs man coverage without simply resorting to a bajillion sprinting
- Fixed a division by zero bug causing occasional sim crashes
 
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- Some minor adjustments to man coverage logic to smooth out the transition from backpedaling to sprinting with the receiver (or vice versa for comeback routes, etc), better taking into account the receiver's relative speed and current distance vs requested coverage cushion
 
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- Reverted changes to acceleration/deceleration, as it was causing some issues with player intercept point math. I'll revisit this at a future time when I can test more thoroughly.
- Dialed back "power push" opportunity chance for run blocking
- Adjusted under zone coverage to favor covering a completely uncovered receiver over always defaulting to deepest man in the zone even when he is already covered by somebody else
- Adjusted zone coverage to allow transitioning from backpedaling to sprinting with a faster receiver a little earlier
- Modified zone coverage to be based on the player's "coverage distance" tactic to determine how much cushion to give receivers, instead of a single middle of the road value
- All rookie players have been set to 100 chemistry, since existing teams will play alongside the new teams
Edited by Bort on Jul 28, 2025 01:50:26
 
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- Clerification: zone coverage cushion distance is modified by the play's distance value in the playbook
 
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- Fixed some discrepancies between playcalling AI and clock manager related to end of half/game playcalling surrounding QB spikes and FG timing
- Created a new set of modifiers for play knowledge, and specifically increased the modifiers for certain "physical" skills such as intercepting, deflecting, quickness, elusiveness, etc, in addition to the previous "mental" skills modifiers. This should help simulate players being able to defend better or avoid defenses better vs the plays they know well. This generally has increased the modifiers overall.
- Also changed the repeat play penalties/bonuses to use the new play knowledge modifier set
- Slightly increased base turning ability of all players, but modified formula to include a small footwork component specifically while backpedaling, instead of just quickness
- Turning ability calculation also modified for pass defenders to include coverage technique in the same way that receivers use route technique, to mitigate negative balance modifier
- Modified title for 4th and trailing < 2TD on tactics editor page to clarify the scenario where it applies
- I also spent a chunk of time setting up a method to import an entire team of players from the live server to my test environment, so I can better test against live player data. I've imported the current top few teams for now and am testing against them.
 
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- Added/modified a couple more late 2nd quarter play calling rules specifically for trailing vs not trailing, and timeout vs no timeout scenarios, when choosing FG or QB spike timing
 
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