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Bort
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- Fixed a bug where energy didn't get passed on per frame properly, which made energy bars not go down during a replay. (Fix applies to new games only)
- Fixed missing "Beat Down" string when signature abilities are enabled on replays
 
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- Added game type, season, day, and weather info to box score scoreboard
- Added weather info to replay page
- Added little bubbles to show remaining timeouts per team on replays
- Fixed up replay infobox layout to have a scoreboard-y font for scores and better centered content
 
Bort
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- Fixed a bug where a * in a player's name could cause replay page to throw a 500 error
- Fixed broken page when trying to view a player page when not logged in
- Fixed incorrect link for player avatar on "games" tab page
Edited by Bort on Apr 3, 2016 02:19:48
Edited by Bort on Apr 2, 2016 20:20:39
 
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- You can now purchase up to two more pickup players for a total of 3. The original pickup player is still free as usual.
- Pickup players can now be converted to a normal player if you are willing to pay a fee based on their level. Higher level players cost more to convert, in order to discourage large-scale skipping of lower tiers and empty rookie leagues.
- Career boosts are now only available after a player hits level 20, to keep new players from purchasing them before they understand what they do
- Added a few links here and there to help new players find the FAQ forum
- Fixed TE count for pickup games to always assign 2 instead of 1, to keep 2TE sets from having weird substitution patterns
- Fixed another bug with certain player names causing a 500 error on replay page
Edited by Bort on Apr 10, 2016 00:51:48
Edited by Bort on Apr 10, 2016 00:51:01
Edited by Bort on Apr 10, 2016 00:45:03
Edited by Bort on Apr 10, 2016 00:43:56
 
Bort
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- Existing GLB2 accounts can now be linked to a Facebook account via the button on the home page, or by installing the FB app and choosing "I have an existing account."
- Fixed broken styling on "forgot password" page

Notes:
If you already have an account created through Facebook (i.e. you created a Facebook multi-account), you will be unable to link a different account. Please contact support so we can unlink your for you if this is the case.

If you link your account via GLB2 first, you should be able to play Mighty Brawlers with your existing account on Facebook as well (if you play MB). There is no way to link your account directly through the Mighty Brawlers Facebook app yet, but I am working on that next to keep it streamlined.

When logged in through Facebook, there will be a few minor differences to the interface, and you won't be able to switch between WG games as easily if you play more than one. If you want to go back to regular login and "clear out" being logged in on Facebook, just log in through the normal login page at http://glb2.warriorgeneral.com/game/login and you'll be back to the normal interface.

The main reasons you might want to link your account are:
- You can log in easily with one click from Facebook
- You can set it up to receive Facebook alerts when your players earn XP, and any other alerts we might add in the future (team expiring, contract offers come to mind)
- You can buy Flex Points through Facebook if you prefer or trust their purchase system over PayPal.
- You can invite friends on Facebook easily with the invite button
- You want to help us spread GLB2 by boosting our Facebook "# of players" count
Edited by Bort on Apr 15, 2016 00:47:07
Edited by Bort on Apr 15, 2016 00:46:14
Edited by Bort on Apr 15, 2016 00:36:59
Edited by Bort on Apr 15, 2016 00:22:43
 
Bort
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- Fixed replay falling snow sprites not showing up correctly in most browsers
- Players can now choose to leave a CPU or inactive team and become a free agent at any time, by clicking the "leave" button on the player's profile page
- D League and Senior League teams will now send contract renewal offers to all human players near the end of the season, and will re-sign their CPU players automatically
Edited by Bort on May 7, 2016 01:21:44
 
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- Position demand counts are now determined only by the number of lower level players and teams, instead of all players/teams
- Updated playbook design and added a checkbox to allow you to group plays by formation
- Fixed bug on Legend players where "spend SP" plus buttons wouldn't be enabled even if they had skill points
- Fixed bug with Hail Mary sig. ability where it only worked in overtime
- Updated TE's Blocking Specialist trait to include power, awareness, and technique skills, instead of just two of them that were listed incorrectly (will run script to refund SP's for those who have it)
- Buffed or adjusted a few of the less used Sig Abilities (Trash Talk, Inspire Fear, Streaky, Tuck and Run, Protect the Lead, You're Next, Pinned Deep, Entrapment)
- Added "Brick Wall" signature ability for defense players
- Slightly increased the effect of wind and light rain/snow weather effects
- Rebalanced morale gains and losses for tackle interactions to be less heavily in favor of the ball carrier, especially in relation to dragging tacklers
- Increased effect of intimidation and toughness as far as increasing or decreasing morale gains and losses
- New system added: Play Knowledge

Play Knowledge
Every non-pickup player now has a lifetime play knowledge repertoire, which gives him attribute bonuses when facing a play he knows, depending on how well he knows it. XP is earned toward each play's knowledge score simply by playing against them in league or ladder games. As the play levels up, it will be displayed at bronze, silver, or gold level, with increasing bonuses. Each play's level can be viewed on the new "Knowledge" tab on a player's profile. A play won't show up until the player has seen it a number of times and earned a bit of XP.

This means the most popular plays game-wide will tend to be known fairly well by most players, while lesser used plays may catch them by surprise!
Edited by Bort on May 12, 2016 22:20:16
 
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- Added player notes function to player's bio tab. Public or private option.
- Team owners can now turn on and off auto contract offers per position (for example, if you want to avoid signing 5 QB's while waiting for a lineman)
- Fixed a bug where it required having > 500 flex points instead of >= 500 points to manually renew a team (this was fixed a few days ago)
- Deep zone coverage defenders will now stretch their coverage center to the distance of the deepest receiver anywhere on the field when there's nobody to cover in the zone. This tended to affect certain plays vs cover 3 or 4 mostly, where nobody would go through the defender's zone and he would just sit in the default starting zone area being useless.

More to come after the holiday. Have a safe one everyone!
 
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- Added "all time" option to Hall of Fame, and a link from league pages to view league-specific hall of fame stats
 
Corndog
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- Max velocity now has less effect on acceleration
- Footwork and elusiveness now modify initial break tackle rolls for indirect hits
- Morale gravitation effect reduced significantly
-- However, under pressure situations, effect is greatly increased
- Increased effects of pressure/consistency to be more impactful
 
Corndog
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- Conditioning has less impact on maximum energy
- Increased quickness' effect on acceleration
 
Bort
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- Dialed back pressure/consistency effects on catching and throwing passes a bit (other elements related to pressure/consistency still full effect)
 
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Ok, hopefully this is the last round of changes for this season:

- Greatly increased base chance of catching wide open passes, as well as passes behind the LOS. Covered passes are the same, and downfield distance penalties still apply.
- Increased base values on pass/catch related consistency skills so rookies aren't quite so terrible under pressure (such as every 3rd down).
- Morale loss from a dropped pass reduced slightly
- Fixed an issue where an awful deflection roll by a pass defender made him not count as a nearby defender at all when deciding a "drop" vs "couldn't catch due to nearby defense." This was probably inflating drop stats a little in general, especially vs low skilled defenders like rookies.
- Added a little more effect from balance on power rushing roll
- Added a little bit of pressure value for plays in Red Zone, based on how close the spot is to the goal line (this did not previously affect pressure at all). Does not apply to special teams, like field goals.
 
Bort
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- Fixed a bug on quick scrimmage page where it wasn't properly calculating the viewing team's ELO rank. This often ended up outputting a blank list or bad matchup options.
 
Bort
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- Updated sorting on defense playbook "all plays" list to use distance, blitz, and alpha sorting, so plays are a little easier to look through and find
- Fixed double coverage logic on smother type defenses so they will actually work properly vs all formations (fixes a bunch of issues vs trips)
- CB's in flats zone coverage have had their zone extended to also cover further back, so these plays have more utility against the common passing meta
- Special teams blocking interactions now use an average of pass and run block related skills so 100% rushing or 100% rush defense teams don't have a ridiculous advantage on kickoffs and punts
- Added a set of new defense plays to cover some holes and requests (listed below)

3-4 Sky Stack 4 http://glb2.warriorgeneral.com/images/tactics/defense_plays/444.jpg
3-4 2 Man Will Fire http://glb2.warriorgeneral.com/images/tactics/defense_plays/447.jpg
4-3 Cat Strong Blitz 3 http://glb2.warriorgeneral.com/images/tactics/defense_plays/445.jpg
4-3 Strong Fire Roll 2 http://glb2.warriorgeneral.com/images/tactics/defense_plays/430.jpg
4-3 Cover 1 SS Tiger http://glb2.warriorgeneral.com/images/tactics/defense_plays/446.jpg
4-4 Cover 1 Robber http://glb2.warriorgeneral.com/images/tactics/defense_plays/437.jpg
4-4 Cover 1 Buck Tiger http://glb2.warriorgeneral.com/images/tactics/defense_plays/448.jpg
5-2 C3 LB Contain Strong http://glb2.warriorgeneral.com/images/tactics/defense_plays/433.jpg
Dime Sky Stack http://glb2.warriorgeneral.com/images/tactics/defense_plays/440.jpg
Dime Corner Roll Strong http://glb2.warriorgeneral.com/images/tactics/defense_plays/438.jpg
Dime Sky DB Blitz http://glb2.warriorgeneral.com/images/tactics/defense_plays/439.jpg
Dime C1 WR3 Smother http://glb2.warriorgeneral.com/images/tactics/defense_plays/441.jpg
Dime 3-2-6 C2 TE Smother http://glb2.warriorgeneral.com/images/tactics/defense_plays/429.jpg
Dime 3-2-6 C2 WR3 Smother http://glb2.warriorgeneral.com/images/tactics/defense_plays/443.jpg
Dime 3-2-6 C1 WRs Smother http://glb2.warriorgeneral.com/images/tactics/defense_plays/442.jpg
Dime 3-2-6 Safety Tiger Blitz 2 http://glb2.warriorgeneral.com/images/tactics/defense_plays/450.jpg
Dime 3-2-6 Cover 2 Robber http://glb2.warriorgeneral.com/images/tactics/defense_plays/435.jpg
Nickel Cover 1 SS Tiger http://glb2.warriorgeneral.com/images/tactics/defense_plays/449.jpg
Nickel Cat Roll 2 http://glb2.warriorgeneral.com/images/tactics/defense_plays/428.jpg
Nickel Tampa 2 Sink http://glb2.warriorgeneral.com/images/tactics/defense_plays/434.jpg
Nickel 3-3-5 2 Man Sam Fire http://glb2.warriorgeneral.com/images/tactics/defense_plays/432.jpg
Nickel 3-3-5 Cover 2 Robber http://glb2.warriorgeneral.com/images/tactics/defense_plays/431.jpg
Nickel 3-3-5 Cloud Will Sam Tiger http://glb2.warriorgeneral.com/images/tactics/defense_plays/451.jpg
Quarter Sky 3 Cat Strong http://glb2.warriorgeneral.com/images/tactics/defense_plays/436.jpg
 
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