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- "Clone player" functionality will now be available on any day, not just offseason. It still must be an inactive or franchise player to be eligible for cloning.
- Added options to choose specific weather when scheduling a scrimmage game
Edited by Bort on Sep 19, 2025 01:19:19
 
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- Increased play knowledge gain rate for defensive players learning offense plays
- Reduced play knowledge bonuses for offense players only (this may require re-balancing more evenly in the future as defense knowledge catches up over time)
- Changed mechanic for ball carrier elusive fakes to a brief stun and then a heavy malus to tackling related skills and balance, instead of a multi-tick hard stun. This will make this fake type cause more natural and fair-feeling missed or barely made tackle and falling down type interactions, instead of the ball carrier sometimes seeming to "phase through" a standing frozen tackler when they are faked. This will also tend to make elusive rushers gain more broken tackle stats for evasiveness that didn't really get tracked in stats before.
- Updated/fixed juke and spin skill handlers to more reliably pull a faked defender's pathfinding in the opposite direction of the runner's movement
- Added a few additional opportunities for tacklers to re-roll various failed rolls, if passing a related much more difficult roll. This allows players with very high stats more chances to win rolloffs, for more consistency.
- Added new Signature Ability "Anchor" focused on converting defense consistency into other stats. All players granted a free respec point if they didn't already have one.
 
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- Adjusted juke and spin's fake out malus to scale based on how much the defender is out-rolled by, instead of a single static penalty applied on pass/fail. This should help make fake outcomes a bit less all or nothing, scaling better with relative stats.
- Addressed a couple of clock management play call issues
Edited by Bort on Nov 17, 2025 04:08:33
Edited by Bort on Nov 17, 2025 04:07:05
 
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- Games page will now also list the day's playoff games for all leagues
- Adjusted logic for blitzers to address issue where outside blitzers' path targeting would be directly at QB, instead of along the edge, with certain play combinations
- Adjusted Scrambler trait to drastically reduce cost of sprinting, but increased salary modifier. All QBs will be granted a free respec point if they don't already have one.
- Slightly increased lowest value for elusive rushing's defender fake-out malus
- Slightly decreased difficulty of zone defender reaction roll, and increased the distance from ball from which it becomes an auto-pass
- Increased Domineer ability's balance loss modifier, adjusted push vector math, and added a brief stun to help make it more of a "overpowering" reverse pancake type ability
- Changed man coverage order for Goal Line formation so CB2 will default to cover GLTE first, which makes the CB4, OLB or SS double cover TE first instead and stops some nonsensical cross-field coverage
 
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- Fixed Scrambler trait salary modifier to actually reflect the listed 25%
- Decreased difficulty of rolls to sniff out a run play when in man coverage specifically for players in the box (LBs), and added a drop stop phase for them when assigned to double cover somebody far away like a WR, unless the defense play is set to "long" coverage. This should help man coverage LBs have a more natural reaction vs running plays with multiple LBs vs 4+ WRs
- Added an auto-restart handler for crashed games (unless it fails too many times in a row)
 
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- Fixed a possible 500 server error response when cloning a player
 
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- Added new signature ability "Breakaway" for WRs that allows for a burst of speed based on heart and sprinting skills
- Added new signature ability "Extension" for defenders that extends reach when in zone coverage
- Reduced max durations on Cover Expert ability, but also reduced its cooldown
- Man defenders now have a chance to miscalculate their coverage cushion distance by a little bit if they fail a coverage tech roll
- Reduced difficulty of pass accuracy roll when determining missed pass radius size
- Slightly increased pass velocity scalar added by pass power skill
- Increased pass lead distance maximum range a little
- Increased difficulty of rolls to sniff out a run early when in man coverage
- Slightly increased Heart ability's modifier when regaining morale
- Added a few details to field art and optimized file sizes so it can load a bit quicker, especially on a slower connection

Players have all granted one free respec point if they didn't already have one, so you can use the new abilities if you like.
Edited by Bort on Mar 8, 2026 21:44:52
 
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Recalculated team ELO ratings for this season's results so far due to the usual start of season reset not being completed properly. Some rankings may have shifted here and there.
 
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