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Corndog
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- Expiring contract notifications on home page
- Option to renegotiate all contracts in one swoop from the home page
 
Bort
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- Fixed 3-4 Gap Press play not being classified as a "Blitz" play
 
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- Fixed bug where defense could get stuck in the wrong pursuit mode vs a couple plays (most notably Weak I HB Counter Sweep Strong), seeming to be stuck "on rails"
 
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- Any contract signed during offseason or before day 6 (including renegotiations) will reset chemistry to a minimum of 50
- QB leadership score is now affected by his morale and energy, and does not affect the QB himself (only his teammates)
- Added a couple extra data columns to league list page, and legend league section
Edited by Bort on Oct 15, 2014 02:25:23
 
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- Fixed inability to sign lv 25's with XP > 0
 
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- Strength of counter fakes reduces slightly
- Increased the resistance to counter fakes of zone and blitzes even further.
 
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- Spin moves near sidelines will now favor spinning back inside instead of away from defenders (who usually just push you out of bounds anyway)
- Fixed a bug where defenders would use the player's previous movement vector when finding path target to tackle a player after they fell down
- Slightly increased base level pass awareness and pass consistency so low level QB's with no points in those skills yet will be slightly less dumb vs blitzes
 
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- Juke moves near sidelines will now favor juking back inside instead of away from defenders, like spin move
 
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This is the first batch of SA changes, more may happen soon.

SA Changes
- Shed Block chance to fire increased, cooldown decreased
- Shed Block now gives a balance bonus
- Unstoppable Force now gives a balance bonus
- Trash Talk can only take a QBs morale so low, based on toughness
- Trash Talk morale penalties decreased by about 25%
- Mr Reliable only gives balance bonus behind line of scrimmage
- Added Contain Expert, bonus Break Run Block and Balance against outside rushes
- Hail Mary bonuses greatly increased
- Hail Mary conditions changed to trailing in 4th quarter
- Tuck and Run now lasts for the rest of the play
- Tuck and Run now gives higher Carry Grip instead of Elusive Rushing
- Added Quick Hitter SA for QBs
-- Bonus to passing skills to passes less than 6 yards on 1st and 2nd down
- Eyes On The Prize no longer has tackle penalty
- Eyes On The Prize now gives a bonus to Vertical
- Eyes On The Prize bonuses increased
- YAC Attack now gives a bonus to Balance
- Grinder now gives a bonus to Balance
- Power Through no longer gives a bonus to Balance
- Power Through gives a reduction to Quickness
- Opportunist activation chance greatly increased
- Zone Shark ability added...knocked loose synergy for zone
- Pancake Chef now adds Run Block Power
- Pancake Chef balance penalty halved
- Brace For Impact now mitigates morale and energy losses

Other changes
- Interceptions made a bit easier
- Fixed bugs with several Signature Abilities that had their levels reversed or overwritten
Edited by Corndog on Dec 6, 2014 01:56:46
 
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- Reduced fake out duration from Head Fake ability a little bit
 
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- Fixed Zone Shark tooltip
 
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- Fixed some buggy/missing server-side validation on depth chart and playbook pages.
- Sims will now also pre-validate data with the updated depth chart and playbook validation code, and will simply revert to default settings if data is bad
 
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- Fixed Catch in Traffic skill not being included in Superstar SP discounts. A script will adjust SP with extra points for those who need it.
 
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Website Stuff
- Changed the way block power and block technique costs scale
-- Now cheaper at lower levels but escalate more quickly than other skills (extra SP's will be awarded to players who should have them after this change)
- Default tactics used in games should show in the history now
- Added knocked loose to player stats page
- Depth chart updated to have 4-4 big and 5-2
- Fixed Leadership in "All Skill" traits
- Fixed play count on player stats page
- Added a Teams looking for Coaches forum (under teams looking for players) - have at it!

Sim Stuff
- Morale now starts at and gravitates towards 50
- Weighted break block skills a little toward the defense
- Pass consistency checks a little harder (more hurry effect)
- Pocket awareness checks a little harder (more likely to take sack)
- Possible miss radius on bad passes increased
- Low quality (wobbly) passes a little harder to catch
- Deflecting a little more likely to affect catch chance, base value weighted a little higher in general
Edited by Bort on Jan 29, 2015 05:52:31
Edited by Bort on Jan 29, 2015 05:30:47
 
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Oops, a couple things that got missed in the last post:

Sim Stuff
- Max pass velocity reduced a little
- Max punt and kickoff velocity reduced a little
- Run D play selection code will now choose inside/outside run defense specific plays first (before pass/run plays) when looking for those play types (100% inside run D setting will always choose "inside run" play first, if available)
 
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