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Forum > Goal Line Blitz 2 > GLB2Scout : Rolled over to Season 88
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Stobie
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Ok, I think I got player builder working.....

ChangeLog

Defensive Plays:

ID 956 3-4 Cover 9 was flagged as a Man play and is now a Zone play

Abilities:

Tunnel Vision added Hold Ground and modified Blitz Awareness
Level 1 Hold Ground added with -20
Level 1 Blitz Awareness modified from -25 to -20
Level 2 Hold Ground added with -18
Level 2 Blitz Awareness modified from -23 to -18
Level 3 Hold Ground added with -15
Level 3 Blitz Awareness modified from -20 to -15

Zone Shark no longer is excluded from DE

Traits:

Brick Wall increased Hold Ground from -5% to -8%
Brick Wall increased Tackle Power from -4% to -5% and max from 2 to 3

Bruiser added Conditioning cost of -4% and 2 max

Quick Snap (c) added Quickness modifier of -8% and 6 max

Chase Down Artist added Conditioning modifier of -5% and 3 max
Chase Down Artist added Tackling Tech modifier of -5% and 3 max
Chase Down Artist modified Tackling Awareness from -5% to -8% and max 3 to 4

D Anchor increased Defense Consistency from -5% to -1% and max from 3 to 12

Crusher removed Toughness and Conditioning modifications
Crusher added Break Run Block with 5% and max -5
Crusher added Hold Ground with -10% and max 10
Crusher modified Pass Rush Power from -6% to -10% and max 4 to 10
Crusher modified Pass Rush Technique from 6% to 5% and max -4 to -5

Dreadnought had a salary modifier of 6% change to 4%

Pass Rusher had a salary modifier from 14% change to 12%
Pass Rusher added Snap Reaction with -10% and max 10
Pass Rusher added Footwork with -5% and max 2
Pass Rusher modified Break Run Block from 10% to 0% and max -6 to -5
Pass Rusher modified Hold Ground from 10% to 0% and max -6 to -5

Quick Reaction added Snap Reaction with -5% and 3 max

Run Stuffer added Blitz Awareness with -10% and 6 max
Run Stuffer added Tackle Awareness with -5% and 2 max
Run Stuffer modified Pass Rush Power from 10% to 0 and max 6 to 5
Run Stuffer modified Pass Rush Technique from 10% to 0 and max 6 to 5

Technique Man removed Toughness and Conditioning modifications
Technique Man added Break Run Block with -10% and max 10
Technique Man added Hold Ground with -5% and max 5
Technique Man modified Pass Rush Power from 6% to 5% and max -4 to -5
Technique Man modified Pass Rush Technique from -6% to -10% and max -4 to -10

Towering Man modified Blitz Awareness from -5% to -10% and max 3 to 6
Towering Man modified Pass Rush Deflection from -5% to -10% and max 3 to 6
Towering Man modified Vertical from -5% to -10% and max 3 to 6

Early Bloomer modified conflicts from Slow Built to Hidden Potential

Easy Going modified Heart max from 6 to 8

Egoist modified salary from 12% to 20%
Egoist removed Conditioning modifications

Lead Blocker removed Rusher and Scat Back conflicts

Rusher removed Scat Back conflicts
Rusher modified Carry Awareness from -6% to -10% and max 4 to 6
Rusher modified Carry Elusiveness from -6% to -8%
Rusher modified Carry Grip from -6% to -10% and max 4 to 6
Rusher modified Cary Power from -6% to -8%

Scat Back removed Lead Blocker conflicts
Scat Back removed Route Technique
Scat Back added Catch Grip with -10% and 4 max
Scat Back added Catch Hands from -8% to -10% and max 4 to 6

Fearsome removed salary modifier
Fearsome modified Intimidation max from 10 to 12

Flex Coverage added salary modifier of 8%
Flex Coverage added Footwork with -6% and max 3
Flex Coverage added Vertical with -6% and max 3

Fumble Creator removed salary modifier

Downfield Blocker added Quickness with -4% and max 2
Downfield Blocker modified Lead Block Awareness from -10% to -12% and max 6 to 8

Jittery removed conflict of Workhorse
Jittery removed modification to Conditioning
Jittery modified Quickness from max 4 to 6

Cool Headed removed P from position exclusions
Cool Headed added QB to position exclusions
Cool Headed removed Pass Consistency modification

Lightning Reflexes added C to position exclusions
Lightning Reflexes removed Zone Coverage Awareness modification
Lightning Reflexes added Footwork with -5% and max 5
Lightning Reflexes modified Man Coverage Awareness from -10% to -15% and max 6 to 10

Consistent Blocker removed Intimidation and Snap Reaction modifications
Consistent Blocker modified Block Consistency from -10% to -12% and max 6 to 8

Pass Blocker modified salary from 12% to 6%

Power Blocker added Intimidation with -10% and max 6
Power Blocker modified Pass Block Technique from 10% to 4% and max -6 to -2
Power Blocker modified Run Block Technique from 10% to 4% and max -6 to -2

Run Blocker modified salary from 10% to 12%

Tech Blocker added Snap Reaction with -10% and max 6
Tech Blocker modified Pass Block Power from 10% to 4% and max -6 to -2
Tech Blocker modified Run Block Power from 10% to 4% and max -6 to -2

Pass Protector added Balance with -6% and max 2
Pass Protector added Snap Reaction with -6% and max 2
Pass Protector modified Footwork from 10% to 8%
Pass Protector modified Pass Block Awareness with -8% to -1

Dual Threat removed Precision Passer and Gunslinger from conflicts
Dual Threa added Pocket Passer to conflicts

Gunslinger removed Pass Accuracy from modifications
Gunslinger removed Rusher, Scrambler and Dual Threat from conflicts
Gunslinger added Cool Header to conflicts

Precision Passer remove Pass Power from modifications
Precision Passer removed Rusher and Scrambler and Dual Thread from conflicts
Precision Passer added Cool Headed to conflicts

Rusher removed QB from position exclusions
Rusher removed Precision Passer and Gunslinger from conflicts
Rusher added Pocket Passer to conflicts
Rusher modified Carry Awareness from -10% to -8% and max 6 to 5
Rusher modified Carry Elusiveness from -10% to -8% and max 6 to 5
Rusher modified Garry Grip from -10% to -8% and max 6 to 5
Rusher modified Carry Power from -10% to -8% and max 6 to 5

Scrambler removed Precision Passer and Gunslinger from conflicts
Scrambler added Pocket Passer to conflicts
Scrambler added Balance with -5% and 3 max

Return Specialist added salary modification of 10%
Return Specialist modified Return Awareness from -10% to -15%
Return Specialist added Quickness with -4%
Return Specialist added Sprinting with -4%

Shutdown Defender added Playmaker, Enforcer and Grinder to conflicts
Shutdown Defender added 10% salary modification
Shutdown Defender modified Coverage Technique from -5% to -10%
Shutdown Defender added Footwork with -6% and max 3
Shutdown Defender added Man Coverage Awareness with -10% and max 10
Shutdown Defender added Quickness with -6% and max 3

Slippery added Footwork with -4% and max 2

Strong Base removed Quickness modifier
Strong Base modified Balanced with max 4 to 6

Superstar Avg added Prodigy to conflicts
Superstar Avg added FB and DE position exclusions

Superstar Glam added Prodigy to conflicts

Superstar NonGlam added Prodigy to conflicts
Superstar NonGlam removed FB and DE position exclusions

Sure Tackler removed salary modification

Thick Skin added Conditioning with -4% and max 2
Thick Skin modified Heart with -4% to -6% and max 2 to 4
Thick Skin modified Toughness with -8% to -10% and max 6 to 10

Workhorse removed salary modifications
Workhorse modified Conditioning max from 10 to 12

Zone Specialist modified salary from 0 to 8%
Zone Specialist added Vertical with -5% and max 5
Zone Specialist modified Zone Coverage Awareness from -10% to -15% and max 6 to 10
Zone Specialist removed Man Coverage Awareness

Following Traits were added

Enforcer
Grinder
Hidden Potential
Playmaker
Prodigy
Cool Headed

Skills Modified

Coverage Interception added DE multiplier of 120
Conditioning modified QB multiplier of 130 to 115
Zone Coverage Awareness added DE multiplier of 120
Coverage Deflection added DE multiplier of 120
 
Stobie
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Alright....

Rollover to Season 69 is complete....

Modified Team Scout to only scout from Season 69+
Modified Play Analyzer to now pull from stored scrimmages when you check the box (Note.... scrimmages are not in the dB unless you scout them in Team Scout... You own the power to get that data in there, my automated loads are for league/ladder/playoffs only)
Modified Virtual Player and Virtual Roster to account for new salary, traits, skills, leagues etc....

If you guys have any bugs... any issues either send a message here or @ me in the discord channels. If you don't @ me... I probably 9/10 will not see it.
 
Stobie
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Rolled over to Season 70.

No changes to report.
 
ladyjames6600
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Edited by agerm73 on Jul 19, 2023 06:15:03 (SPAM)
 
freetoblog
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Edited by agerm73 on Aug 1, 2023 05:38:58 (Spam)
 
eTHICCalBEEF
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Edited by eTHICCalBEEF on Aug 1, 2023 14:21:38
Edited by eTHICCalBEEF on Aug 1, 2023 14:21:25
 
Stobie
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I see many have alot to say...
 
ellix
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Originally posted by Stobie
I see many have alot to say...


 
Cybertron
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atlbruce
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Originally posted by Stobie
I see many have alot to say...


I would take that as an indication that you're doing a kick-ass job, because for nobody to be bitching about something here is a minor miracle. Keep up the good work.
 
Stobie
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Rolled over to Season 71 completed
 
Stobie
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Added 3 new Abilities (Domineer, Power Drive, and Seeing Red) from code change and modified the following Abilities/Traits

- Ability hard_cut has an issue with description on Level 1.
NEW == The player gets a boost to acceleration when changing direction during a route./n/nAbility type: Active/nPowered by: Route Technique/nActivation condition: Changing direction by more than 20 degrees while running a route./nActivation chance: up to 25%/nDuration Power: Quickness/nDuration: 0.1 to 0.2 seconds/nWhile active: Recover all balance. Acceleration increased by 30%; Max running speed increased by 3%.
OLD == The player gets a boost to acceleration when changing direction during a route./n/nAbility type: Active/nPowered by: Route Technique/nActivation condition: Changing direction by more than 20 degrees while running a route./nActivation chance: up to 25%/nDuration: 0.2 seconds/nWhile active: Recover all balance. Acceleration increased by 30%; Max running speed increased by 3%.

- Ability hard_cut has an issue with duration min on Level 1.
NEW == 2
OLD == 3

- Ability hard_cut has an issue with duration power on Level 1.
NEW == quickness
OLD == route_technique

- Ability hard_cut has an issue with description on Level 2.
NEW == The player gets a boost to acceleration when changing direction during a route./n/nAbility type: Active/nPowered by: Route Technique/nActivation condition: Changing direction by more than 20 degrees while running a route/nActivation chance: up to 40%/nDuration Power: Quickness/nDuration: 0.2 to 0.3 seconds/nWhile active: Recover all balance. Acceleration increased by 50%; Max running speed increased by 5%.
OLD == The player gets a boost to acceleration when changing direction during a route./n/nAbility type: Active/nPowered by: Route Technique/nActivation condition: Changing direction by more than 20 degrees while running a route/nActivation chance: up to 40%/nDuration: 0.4 seconds/nWhile active: Recover all balance. Acceleration increased by 50%; Max running speed increased by 5%.

- Ability hard_cut has an issue with duration max on Level 2.
NEW == 5
OLD == 6

- Ability hard_cut has an issue with duration min on Level 2.
NEW == 3
OLD == 6

- Ability hard_cut has an issue with duration power on Level 2.
NEW == quickness
OLD == route_technique

- Ability hard_cut has an issue with activation chance on Level 3.
NEW == 0.6
OLD == 0.65

- Ability hard_cut has an issue with description on Level 3.
NEW == The player gets a boost to acceleration when changing direction during a route./n/nAbility type: Active/nPowered by: Route Technique/nActivation condition: Changing direction by more than 20 degrees while running a route/nActivation chance: up to 60%/nDuration Power: Quickness/nDuration: 0.3 to 0.6 seconds/nWhile active: Recover all balance. Acceleration increased by 80%; Max running speed increased by 10%.
OLD == The player gets a boost to acceleration when changing direction during a route./n/nAbility type: Active/nPowered by: Route Technique/nActivation condition: Changing direction by more than 20 degrees while running a route/nActivation chance: up to 65%/nDuration: 0.6 seconds/nWhile active: Recover all balance. Acceleration increased by 80%; Max running speed increased by 10%.

- Ability hard_cut has an issue with duration min on Level 3.
NEW == 3
OLD == 9

- Ability hard_cut has an issue with duration power on Level 3.
NEW == quickness
OLD == route_technique

- Ability immovable_object has an issue with description on Level 1.
NEW == The player digs in and makes himself incredibly hard to move./n/nAbility type: Active/nPowered by: Run Blocking Power/nActivation condition: Losing a run block interaction/nActivation chance: up to 15%/nDuration: 0.6 to 1.0 seconds/nWhile active: Push strength of opposing defender is reduced by 40%, or 30% if blocker is using the Power Drive ability.
OLD == The player digs in and makes himself incredibly hard to move./n/nAbility type: Active/nPowered by: Run Blocking Power/nActivation condition: Losing a run block interaction/nActivation chance: up to 15%/nDuration: 0.6 to 1.0 seconds/nWhile active: Push strength of opposing defender is reduced by 40%.

- Ability immovable_object has an issue with description on Level 2.
NEW == The player digs in and makes himself incredibly hard to move./n/nAbility type: Active/nPowered by: Run Blocking Power/nActivation condition: Losing a run block interaction/nActivation chance: up to 30%/nDuration: 0.8 to 1.2 seconds/nWhile active: Push strength of opposing defender is reduced by 70%, or 50% if blocker is using the Power Drive ability.
OLD == The player digs in and makes himself incredibly hard to move./n/nAbility type: Active/nPowered by: Run Blocking Power/nActivation condition: Losing a run block interaction/nActivation chance: up to 30%/nDuration: 0.8 to 1.2 seconds/nWhile active: Push strength of opposing defender is reduced by 70%.

- Ability immovable_object has an issue with description on Level 3.
NEW == The player digs in and makes himself incredibly hard to move./n/nAbility type: Active/nPowered by: Run Blocking Power/nActivation condition: Losing a run block interaction/nActivation chance: up to 50%/nDuration: 1.2 to 1.5 seconds/nWhile active: Push strength of opposing defender is reduced by 100%, or 80% if blocker is using the Power Drive ability.
OLD == The player digs in and makes himself incredibly hard to move./n/nAbility type: Active/nPowered by: Run Blocking Power/nActivation condition: Losing a run block interaction/nActivation chance: up to 50%/nDuration: 1.2 to 1.5 seconds/nWhile active: Push strength of opposing defender is reduced by 100%.

- Ability pump_fake has an issue with activation chance on Level 1.
NEW == 0.2
OLD == 0.15

- Ability pump_fake has an issue with description on Level 1.
NEW == The QB makes a quick fake throwing motion, potentially fooling zone defenders into thinking a pass is coming./n/nAbility type: Active/nPowered by: Pass Awareness/nActivation condition: Passing vs zone defenders while no targets are open./nActivation chance: up to 20%/nWhile active: Chance to fake opposing zone defenders.
OLD == The QB makes a quick fake throwing motion, potentially fooling zone defenders into thinking a pass is coming./n/nAbility type: Active/nPowered by: Pass Awareness/nActivation condition: Passing vs zone defenders while no targets are open./nActivation chance: up to 15%/nWhile active: Chance to fake opposing zone defenders.

- Ability pump_fake has an issue with activation chance on Level 2.
NEW == 0.4
OLD == 0.3

- Ability pump_fake has an issue with description on Level 2.
NEW == The QB makes a quick fake throwing motion, potentially fooling zone defenders into thinking a pass is coming./n/nAbility type: Active/nPowered by: Pass Awareness/nActivation condition: Passing vs zone defenders while no targets are open./nActivation chance: up to 40%/nWhile active: Chance to fake opposing zone defenders.
OLD == The QB makes a quick fake throwing motion, potentially fooling zone defenders into thinking a pass is coming./n/nAbility type: Active/nPowered by: Pass Awareness/nActivation condition: Passing vs zone defenders while no targets are open./nActivation chance: up to 30%/nWhile active: Chance to fake opposing zone defenders.

- Ability pump_fake has an issue with activation chance on Level 3.
NEW == 0.65
OLD == 0.5

- Ability pump_fake has an issue with description on Level 3.
NEW == The QB makes a quick fake throwing motion, potentially fooling zone defenders into thinking a pass is coming./n/nAbility type: Active/nPowered by: Pass Awareness/nActivation condition: Passing vs zone defenders while no targets are open./nActivation chance: up to 65%/nWhile active: Chance to fake opposing zone defenders.
OLD == The QB makes a quick fake throwing motion, potentially fooling zone defenders into thinking a pass is coming./n/nAbility type: Active/nPowered by: Pass Awareness/nActivation condition: Passing vs zone defenders while no targets are open./nActivation chance: up to 50%/nWhile active: Chance to fake opposing zone defenders.


- Trait easy_going has an issue with sarlary modifiers.
NEW == 0
OLD == undefined

- Trait jittery has an issue with description.
NEW == Another cup of coffee perhaps?
Snap Reaction: 10% lower SP cost, +10 max
Quickness: 6% lower SP cost, +6 max
OLD == Another cup of coffee perhaps?
Snap Reaction: 10% lower SP cost, +10 max
Quickness: 6% lower SP cost, +6 max
Min Salary: +6%
 
atlbruce
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How about Season 72? When does that happen?
 
atlbruce
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Originally posted by atlbruce
How about Season 72? When does that happen?


 
Cyberninja
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Originally posted by atlbruce
Originally posted by atlbruce

How about Season 72? When does that happen?




Usually a couple days after the first game
 
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