- Poorly thrown passes are now more likely to be underthrown and have a larger miss radius when nearing QB's maximum pass distance
Forum > Goal Line Blitz 2 > Changelog
- CPU owned teams will no longer show up on quick scrimmage suggestion list
- Fixed issue with dynasty rating not updating properly
- Fixed issue with dynasty rating not updating properly
- Added extra vectors toward center of zone and QB for underneath zone coverage
- Greatly increased tendency to backpedal in underneath zone coverage
- Greatly increased reaction to passes while facing the ball
- Increased the Intimidation modifier on the pressure a QB feels
- Increased the morale lost by QBs when being pressured
- Greatly increased tendency to backpedal in underneath zone coverage
- Greatly increased reaction to passes while facing the ball
- Increased the Intimidation modifier on the pressure a QB feels
- Increased the morale lost by QBs when being pressured
- Updated/fixed many outside rush plays to use a different more realistic blocking scheme, since many of them cleared out a whole side of the line and tended to let defenders through too easily. More now include opposite side pulling guards
- Added some new logic and fixed pulling/lead blocking paths on many pitch plays to make sure players head outside along the paths they are supposed to follow better
- Fixed some issues with pulling blockers not picking up blocking targets properly depending on where they were standing
- Fixed some issues with chipping while pulling so it should be more reliably triggered when in range
- Pulling players now make a power roll to have a chance to stun a defender they chip for an extra tick in addition to the normal slow down
- Added a HB Counter Sweep Weak play for strong I
- Ladder games favor unplayed in-tier teams, and ignore unplayed requirement for same tier teams near end of season
- Added some new logic and fixed pulling/lead blocking paths on many pitch plays to make sure players head outside along the paths they are supposed to follow better
- Fixed some issues with pulling blockers not picking up blocking targets properly depending on where they were standing
- Fixed some issues with chipping while pulling so it should be more reliably triggered when in range
- Pulling players now make a power roll to have a chance to stun a defender they chip for an extra tick in addition to the normal slow down
- Added a HB Counter Sweep Weak play for strong I
- Ladder games favor unplayed in-tier teams, and ignore unplayed requirement for same tier teams near end of season
Edited by Corndog on Aug 28, 2015 00:03:47
- Fixed zone coverage getting faked when it shouldn't
- Defenders are now better at disrupting long passes
- Added a bonus to catch awareness when closer to route hotspots
- Added a bonus to catch awareness when facing the ball
- Players are less likely to fall down after making a catch
- Defenders are now better at disrupting long passes
- Added a bonus to catch awareness when closer to route hotspots
- Added a bonus to catch awareness when facing the ball
- Players are less likely to fall down after making a catch
- Premium account bonus (another free player!)
- Pickup players added
- Home page design updated to better highlight when you have a free player available
- Added link to watch game live on player page so you can follow your player's progress in real-time
- Improved tutorial for new members, including pickup player tutorial
- Promo code redemption system (follow us on twitter and facebook to get codes)
- Updates to flex point purchase window design to be less horribly ugly
- Pickup players added
- Home page design updated to better highlight when you have a free player available
- Added link to watch game live on player page so you can follow your player's progress in real-time
- Improved tutorial for new members, including pickup player tutorial
- Promo code redemption system (follow us on twitter and facebook to get codes)
- Updates to flex point purchase window design to be less horribly ugly
Edited by Bort on Nov 5, 2015 04:47:29
Edited by Bort on Nov 5, 2015 04:30:49
- Chemistry will fill up a bit quicker during the first 2 game "weeks"
- Chemistry checks for snap fumbles, etc are now easier to pass
- Reduced chemistry effect a little bit in general
- Improved “easy going” trait chemistry bonus from 10% to 20%
- Defenders can now “sniff out” misdirection on counter plays and slide to the real play side instead (pursuit skill rolls). Their ability to make the read increases the more often counter plays are run in the game
- Chemistry checks for snap fumbles, etc are now easier to pass
- Reduced chemistry effect a little bit in general
- Improved “easy going” trait chemistry bonus from 10% to 20%
- Defenders can now “sniff out” misdirection on counter plays and slide to the real play side instead (pursuit skill rolls). Their ability to make the read increases the more often counter plays are run in the game
Edited by Bort on Dec 9, 2015 00:04:48
Edited by Bort on Dec 9, 2015 00:04:34
- Home page announcements more visibile
- Home page top plays split into league/ladder and pickup/scrim
- Adjusted top play calculation to give broken tackles a bit less weight
- Home page top plays split into league/ladder and pickup/scrim
- Adjusted top play calculation to give broken tackles a bit less weight
- Update for 1 kicker allowed per team (If you currently have two, one of them will be cut (randomly) by a script at the beginning of next season, so you should make sure to cut the one you don't want)
- Fixed an issue where OOP players playing QB could have a minor bonus to their base passing stats. This was not a common occurrence, but sometimes in pickup games non-QB players could be out of position and trigger this issue.
- Fixed a problem with facing angle calculations when deciding the chance of falling down after catching a pass (players should be much less likely to fall down when facing ball).
- Greatly reduced the chance of falling down when catching a screen pass, especially when facing the ball.
- Improved QB rollout logic so they can stop rolling out and go the other way if there are defenders in the way.
- Improved QB rollout avoidance math so they can have more freedom to move around and avoid defenders/blockers as they roll out
- Increased the base movement speed for QB when he rolls out of the pocket. The speed was previously the same as backpedaling speed, which made quicker QB's less mobile than they should be.
- Fixed a problem where an end of half timeout called before a field goal wouldn't run the clock down to 1 second before kicking. The issue was usually caused by certain too-low safe FG range settings.
- Added a fix that should apply to a long-standing rare knocked loose bug, where it should be a forced fumble instead
- Fixed an issue where OOP players playing QB could have a minor bonus to their base passing stats. This was not a common occurrence, but sometimes in pickup games non-QB players could be out of position and trigger this issue.
- Fixed a problem with facing angle calculations when deciding the chance of falling down after catching a pass (players should be much less likely to fall down when facing ball).
- Greatly reduced the chance of falling down when catching a screen pass, especially when facing the ball.
- Improved QB rollout logic so they can stop rolling out and go the other way if there are defenders in the way.
- Improved QB rollout avoidance math so they can have more freedom to move around and avoid defenders/blockers as they roll out
- Increased the base movement speed for QB when he rolls out of the pocket. The speed was previously the same as backpedaling speed, which made quicker QB's less mobile than they should be.
- Fixed a problem where an end of half timeout called before a field goal wouldn't run the clock down to 1 second before kicking. The issue was usually caused by certain too-low safe FG range settings.
- Added a fix that should apply to a long-standing rare knocked loose bug, where it should be a forced fumble instead
Edited by Bort on Jan 28, 2016 23:58:40
- Increased general chance of catching a pass behind the LOS
- Greatly Increased chance of throwing a "quality" pass on screen passes
Remember not to discount the value of consistency skills here though -- these buffs can be counteracted by poor consistency rolls in pressure situations like 4th down!
- Greatly Increased chance of throwing a "quality" pass on screen passes
Remember not to discount the value of consistency skills here though -- these buffs can be counteracted by poor consistency rolls in pressure situations like 4th down!
- Fixed bug with new rollout code where QB's rush speed after a rollout was limited to his rollout speed instead of normal sprinting speed
- Added handler for free respec ability
- Respec page now won't let you waste a respec if you wouldn't get any points back
- Respec page now won't let you waste a respec if you wouldn't get any points back
- Yahoo! -> WG account conversion available via home page. (Mighty Brawlers version coming soon!)
- Weather effects added
- You can now select the primary target for pass plays in the offense playbook. This will shift the selected position to the front of the progressions and all others will follow in the same order after it.
- GLB2 can now be played on Facebook (pending FB approval/listing)
Weather Effects:
- New graphic fx have been added for snow and rain
- Wind, rain, snow, heat, and cold all affect players and the ball in different ways.
- The calendar on the home page will show a 4 day forecast starting next season. Hover over the weather icon to see details and a list of effects.
- All games on a particular day share the same weather.
- Wind direction is randomly selected at the start of each game, but all games will share the same wind strength for that day. Wind affects ball physics and can make longer passes more difficult (or give them more lift!).
- Weather has been designed to simulate seasonal changes similar to an NFL season. It will start out warmer and milder, while the temperature drops and chance of precipitation increases as the season wears on.
- You can now select the primary target for pass plays in the offense playbook. This will shift the selected position to the front of the progressions and all others will follow in the same order after it.
- GLB2 can now be played on Facebook (pending FB approval/listing)
Weather Effects:
- New graphic fx have been added for snow and rain
- Wind, rain, snow, heat, and cold all affect players and the ball in different ways.
- The calendar on the home page will show a 4 day forecast starting next season. Hover over the weather icon to see details and a list of effects.
- All games on a particular day share the same weather.
- Wind direction is randomly selected at the start of each game, but all games will share the same wind strength for that day. Wind affects ball physics and can make longer passes more difficult (or give them more lift!).
- Weather has been designed to simulate seasonal changes similar to an NFL season. It will start out warmer and milder, while the temperature drops and chance of precipitation increases as the season wears on.
Edited by Bort on Mar 22, 2016 22:35:33
Edited by Bort on Mar 22, 2016 22:28:41
Edited by Bort on Mar 22, 2016 22:28:19
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