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Forum > FAQ's, Player Guides and Newbie Help > I haven't played this game seriously in 2 years
Liquidice159
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What's new.
 
Achelon
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I haven't played this game seriously, ever
Edited by CyberNinja on Sep 14, 2013 21:11:10
 
Greg B
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Originally posted by CyberNinja
I haven't played this game seriously, ever


He's serial
 
DeeVee8
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srs
 
Dub J
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Originally posted by Liquidice159
What's new.


Quite a bit. Check out the changelog and work your way up from when you last logged on. lol

 
Bane
Baconologist
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yea lots is new in last 2 years

Originally posted by CyberNinja
I haven't played this game seriously, ever


 
Kboum
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Dee Jackson just retired
 
DeeVee8
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Biggest change I can think of in the last 2 years is the Scrimnage On Demand system. Now you can scrim a team within an hour or two anytime, helping you test out AIs quickly.

When did APD get rolled out? It was more than two years ago, right?
 
Achelon
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OK, ok so here's what's new since this time two years ago

Sep 11, 2013
- Added routes to all plays that were missing routes for HB/FB, and updated the routes on a few others to improve them (our thanks to bhall for suggestions) - may require clearing browser cache for updated images to show up

Jul 19, 2013
- Cleaned up a couple more occasional bugs with tackler pursuit math

Jul 17, 2013
- Fixed a few outside running plays which had broken lead blocker focus targets
- Adjusted and cleaned up tackler pusuit method to help deal with some issues with path consistency and tacklers bumping into each other

Jul 12, 2013
- Fixed bug #52: WR runs off field on HB Screen Left play(s)

May 20, 2013
- Fixed a minor math bug on zone coverage positioning
- Added 5-2 and 4-4 Big formations to defensive play creator

Mar 26, 2013
- Fixed a bug causing occasional inconsistent man coverage distance at the start of plays

Mar 24, 2013
- QB will now throw the ball at a lower, faster trajectory for WR screen passes
- Man defenders covering WR/TE screen pass target must now pass a vision check to rush the receiver and smother the play like they always used to
- Improved route pathing on some WR screen plays to avoid running into DL
- Zone coverage positioning will now offset from the center of the field instead of current hash mark
- QB blitz read (! icon) will no longer trigger vs defenses with 4 or fewer DL/LB blitzers
- Increased passing buff bonus a little for mid-level players
- QB progression speed increased slightly again
- Casual defense that is not using a preset will now call both inside and outside goal line run defenses, instead of only inside aggressive

Jan 26, 2013
- Fixed bug #55 (Inverted G/T blocking vs spread defense with one side overloaded)
- Fixed bug #63/7 (FB route on Strong I HB Flat play not properly defined as a weak side route)
- Added a buff to QB checkdown vision for low level players, scales lower as players level up
- QB's must pass a vision check to use tackle breaking skills (turn shoulder, stiff arm, spin) vs tacklers coming from the weak (blind) side
- Fixed a couple issues with, and improved likelihood of, QB's breaking sack tackles

Dec 1, 2012
- World League now plays on even days
- Increased QB first progression look timer and look away risk threshold a little bit
- Reduced amount QB is willing to underthrow a receiver for all downs and distances by 2 yds
- Decreased radius for which a hurry is registered by a couple feet, and adjusted blocker angle calculations to be a little more stingy on awarding a hurry
- Fixed FB blocking on Big I sweep plays so he will focus further outside
- Increased confidence attribute strength toward avoiding bad throws from hurries by quite a bit
- Adjusted QB risk calculations and throw windup timing to hit receivers earlier, closer to their route's "spot," especially for shorter throws and right after a fake
- Fixed some bad blocking vs certain blitzes

Oct 17, 2012
- Fixed bad blocking decision tree vs a certain blitz
- Prioritized guard blocking decisions to be more willing to pass block their-side DE when all targets are occupied
- Fixed issue with pass blockers triple-teaming a defender instead of doubling somebody else or dropping into their zone
- Fix for bug #40: QB can audible TE to block left side on draw plays
- Fix for bug #26: AI mixed with basic settings does not give expected results when choosing 5WR or Spread formation
- Fix for bug #5: fumble recovery sometimes credited as an interception

Oct 6, 2012
- QB's will no longer throw bad passes on throw aways
- Fixed bad WR1 route on Weak I HB Screen Weak play

Oct 4, 2012
- Increased the strength of Look Off ability
- Increased the strength of Spot Blitz and Disguise Blitz abilities respectively
- Added new QB tactics option "blitz reaction" to allow players to scale their QB's reaction when sensing a blitz
- QBs and recievers now gain bonuses to pass quality, route running fake ability, catch ability, and bad pass likelihood when QB successfully senses a blitz and throws a pass shorter than 7 yards early in the play.
- QB can now "sense" a blitz via a vision check (! icon on replay), and will adjust his throwing thresholds accordingly to try and beat it. Passes defined as "short" specifically will be thrown the quickest and work the best.
- Pulling lineman VA now works on screens as well
- Redesigned screen plays to set up blocks better, allow QB to throw earlier if necessary, and allow QB to avoid blitzers more, generally to beat the blitz better
- Fixed some issues with man coverage initiated from a distance that tended to be most commonly seen vs backs coming out of the backfield or vs TE's
- QB avoidance routine adjusted to get QB to be more willing to step forward as defenders come around beside and behind him
- Hurdle power increased to be similar in strength to spin, but based off of jumping
- Increased penalty to catching passes after a deflection
- Quick read strength increased slightly
- Avoid fake equipment adjusted to do more vs catch fake, head fake, and juke during pass defense
- Pump fake no longer works vs man coverage except during the first few ticks of the play
- Fixed some bad reactions by defenders in the box vs pitches, where they would rush in too soon instead of following horizontally
- Deep zone defenders now have a vs-run "pre-read" phase during which they can walk to the base of their zone if they pass a vision check
- Blockers now have a vision-based snap delay similar to blitzers, though their checks are not as hard and delays are shorter
- Gave LB's an extra bonus to breaking blocks via spin/rip evasive move
- Increased the difficulty of vision checks for blockers picking up the blitz, and blockers are now penalized with lower balance and blocking ability for a few ticks when they do fail

Sep 6, 2012
- Fixed bug where defensive player could occasionally get stuck in tackle mode and tackle his own team mate after a turnover

Aug 27, 2012
- Fixed deep zone defenders ability to pre-read outside run plays causing over-zealous QB blitz
- Fixed an odd timing issue with clock rundown prior to late game leading timeout
- Reduced average time runoff before QB spike play
- Fixed a few bad blitz blocking pickups

Aug 17, 2012
- Improved lead blocker decisiveness by "locking on" to existing target more and narrowing target search cone
- Fixed an issue where lead blockers would turn around to go to a waypoint they had already passed when no blocking targets were available

Aug 14, 2012
- Fixed a couple more timeout logic issues

Aug 13, 2012
- Fixed a few bad blitz blocking pickups
- Fixed bad blocking decisions vs a few blitzes
- Fixed bad WR1 lead block route on Singleback HB Pitch play

Aug 8, 2012
- Increased buff to lower level passing a bit
- Adjusted timeout logic for first half to call timeouts later in general, and for a couple missing situations
- Fixed/adjusted occasional intercept point overshooting or extra cushion for defenders reacting to thrown pass
- Added cooldown to all route running fakes (juke, head fake, catch fake)
- Changed Nerves of Steel veteran ability to have a chance to direcly nullify a knocked loose situation
- Fixed bug where other players would always instantly react to QB rollout/rush
- Increased power of confidence in avoiding bad passes
- Changed math so avoid fake % equipment will do more vs fakes during route running
- Updated deep zone coverage code to stay back better, keep a bigger cushion on underneath route receivers, and generally make better decisions in line with how deep zone coverage should be played
- Fixed bad blocking decisions vs a few blitzes
- Improved lead blocking target selection code for outside runs

Jun 19, 2012
- Fixed remaining screen pass fall down bug

Jun 16, 2012
- Fixed a couple of bugs with seeing/following/targeting receivers in zone coverage, and fixed a memory leak bug that crashed many sims on the 16th

Jun 15, 2012
- Improved zone coverage risk calculations to better deal with multiple receivers in the zone, especially for deep coverage

Jun 14, 2012
- (6pm) Fixed occasional bug where passes to players directly in front of the QB were thrown wildly way upfield

Jun 13, 2012
- Addressed issue where pass blockers tended to not fall back far enough to intercept far outside blitzers such as CBs or safeties
- Fixed issue with screen pass receiver falling down frequently on catch
- Fixed/adjusted issue with crossing routes not being led very far along receiver route

Jun 12, 2012
- (5pm) Increased at-the-snap acceleration abilities of DEs back up a little
- (5pm) Increased intrinsic fake ability for WRs running routes with cuts in them a little
- (5pm) Buffed evasive pash rush moves a bit more
- (5pm) Fixed issue with crossing routes being frequently led too far up or down field instead of along the route

Jun 11, 2012
- Fixed issue where 3rd/4th down passes near the first down marker would often tend to choose targets short of the first down instead of past it
- Fixed intercept calculation issue that sometimes caused odd path choices for tacklers or coverage players
- Fixed some of the default dime defenses that were not set to cover WR4 properly
- Adjusted catch and pump fake to occur a little less often, but have a little longer effect when they do, especially against defenders set to close aggressive coverage
- Reduced false start frequency a bit for lower levels
- Fixed/increased distance checks for range of lead passes a bit, reduced vision based randomness on finding lead point, especially when player is wide open
- Reduced bad throw chance a little more in general
- Increased strength of confidence in avoiding hurried bad throws
- Increased base QB release time on shorter throws by 1 tick
- Reworked balance of pass rush bonus over time to give more of a bonus to breaking blocks and revcaking than insane pushback
- Reduced pancake/hard block chance on pass blocked d linemen, and pass blocking pancake chance in general
- Improved evasive pass rush spin/rip move to get past or around the blocker more effectively

Jun 10, 2012
- Fixed excessive energy loss for lower weight defensive line
- Fixed bug with new addition of Strong Base sometimes giving inverted push back bonus on run blocking (pushing back the defender)
- Fixed/adjusted QB lead target math to fix a couple issues with passes thrown to bad or unintended spots
- Reduced long pass quality penalty back a little bit to approximately an uppper-middle-ground point
- Increased lower level passing buff a bit more

Jun 9, 2012
- Reduced conservativeness of tackle intercept point math a bit
- Fixed/adjusted intercept point math for zone and man coverage to address some issues with not closing cushion gap and sticking with deepest receivers
- Added a sliding vision bonus to recognizing run plays for lower level players (decreases with age)
- Increased pass quality penalty for longer passes
- Increased resistance to pump fake for man coverage and catch fake for zone coverage defenders
- Fixed/adjusted intercept point calculations for pass defenders when ball is in the air to make sure they don't try to intercept the ball behind the receiver, etc
- Added a time based and agility/strength differential based bonus to pass rushers' spin/rip or power moves

Jun 8, 2012
- Force fumble chance for non wrap-up style increased a little
- Increased chance of breaking run blocks a little
- Increased available range of motion for kick/punt returners
- Bonuses from Comeback Kid and Clock Manager veteran abilities changed/reduced
- Greatly reduced the chance of a screen pass being a bad pass, even if hurried
- Reduced the chance of being faked out by hard cuts not caused by special abilities
- Added a couple of fixes to target selection for pulling guards
- Increased power of tackle break SA's a little, especially hurdle
- Power tackling style now has a chance to double the strength of big hit, monster hit, and big sack force fumble bonuses
- Strong Base now also works on run blocking
- Increased pancake/revcake bonus given for strength differential
- Increased bonus to pass rush given over time, and pass rush strength a little in general
- Increased chance and radius for defender interactions with passed balls
- Reduced fall down chance on interceptions
- Bad passes that are caught are no longer reported as a bad pass in stats
- Reduced bad pass chance a little bit, especially for lower level players
- Improved vision check method for defenders reacting to runs, making reactions to outside runs tend to take longer
- Increased the tackle penalty for blocked players, and reduced their tackle radius. Also players being double team blocked may no longer attempt tackles.
- Fixed a bug with QB risk calculations causing open players to sometimes not get throws when they should
- Fixed and improved QB lead targeting math, including short leads on 3rd/4th down

May 13, 2012
- Fixed a bug causing run-blocked defenders to frequently have a tackle-making score of zero or near zero instead of the intended penalty

Apr 18, 2012
- Fumble recoverer will now slow down when scooping up the ball and not falling down instead of maintaining current velocity
- Fixed a bug where QB could audible TE to the left side on trips formation
- Fixed a lead blocking bug on special teams causing the back wedge to choose bad targets
- Fixed a pass blocking logic bug causing G and OT to sometimes swap assignments

Apr 16, 2012
- (9am patch) Increased vision check difficulty for QB to get rid of the ball early due to an incoming defender
- (9am patch) Added a couple more instances where pocket presence can help avoid a bad throw when hurried
- (9am patch) Added a hurry effectiveness bonus for heavier, stronger players and players with better tackling
- (9am patch) Increased effect of hurries on potential for bad passes
- (9am patch) Fixed issue where a hurry was sometimes credited to a defender who was not the best choice for the hurry credit, or when no hurry should really have been credited
- (9am patch) Decreased QB initial target lock on time slightly back down
- (9am patch) Added a possible vision check for screen pass target man defenders to allow him to recognize the play and not get beat by going too far inside
- (9am patch) Fixed some blocking/chipping selection/positioning bugs on screen plays
- (9am patch) Fixed incorrect pulling guard on Strong I HB Screen Left play
- (9am patch) Fixed bug where a slower QB could be pressured into throwing early in the play by a nearby lineman who hadn't been blocked yet
- (9am patch) Slightly raised top-end acceleration back up
- (9am patch) Fixed bug causing bad passes near the sidelines to sometimes be thrown to coordinates (0, 0)

Apr 13, 2012
- QB pressure values increased so he'll throw sooner when having an unblocked defender coming at him. This was previously too low, causing too few hurries and too many sacks.
- QB release time on long passes made 1 tick shorter
- Increased chance of encroachment a little based on player's speed/acceleration and pass rush aggressiveness
- Snap jump reaction vision check requirements increased, and checks are now harder the further the blitzer is from the C.
- Tightened player acceleration values slightly, to make the lower end a little higher, and the upper end a little lower, resulting in more realistic player movement
- Added an new internal method to better deal with specific "exploit blitz" situations when normal blocking logic doesn't pick them up as desired, and added a couple of special cases vs CB blitzes
- Improved/adjusted the vision cones for outside lead blockers to better pick up defenders when going outside the box
- More adjustments made to HB/FB pass block positioning. They are now better at cutting off outside blitzes and don't float around as much.
- Reverse pancake chance bumped slightly in general
- Added an additional pancake/revcake bonus and additional breath loss bonus when a heavy player blocks a much lighter player (i.e. CB vs OT or G)
- Cut block likelihood reduced a bit, and the Balance skill now works to counter it.
- Fall down prone base time reduced a little
- Defender reaction checks to incoming pass made easier, improving chances of moving into position after ball is thrown instead of moving away
- QB will lock onto first target a couple ticks longer
- Increased difficulty of breaking/slipping blocks outside the box (outside runs)
- Increased difficulty of breaking/slipping blocks on kickoffs/punts
- Increased non double team time based pass block decay. Pocket should collapse faster when one-on-one blocking
- Adjusted for more "big swat" chance on multi-defender catches, so the ball is more likely to get tipped away from a possible juggle catch.
- Fixed bug #549 - defensive timeout not called when team is kicking field goal (will now call timeout vs field goal if <= 100 seconds left)
- Fumbles may no longer be recovered on the same tick they are dropped
- Fixed bug where fumble recover would always fall down when getting the ball instead of having a chance to pass an agility check and stay standing
- Fixed bug #797 - QB's leading receivers out of end zone
- Fixed bug where TEs pass block settings would be improperly applied on screen plays
- Fixed bug #727 - Kicker not used on preset depth chart if left off

Mar 16, 2012
- Addressed issue with slower coverage defenders sometimes not closing the distance on their man coverage assignment soon enough

Mar 13, 2012
- Fixed random bug with post-pass coverage intercept point calculation (mid day patch)

Mar 12, 2012
- Fixed issue where screen passes could be thrown too early from little pressure
- Fixed waypoints on some HB screen passes to make the pass more of a forward pass
- Defenders assigned to the same zone will now offset their coverage center points to try and "split" the responsibility
- Fixed some coverage intercept point math
- Fixed bug where coverage defenders could get faked out too much by tiny changes in route directions, most common on "curved" HB/FB routes behind the LOS

Mar 7, 2012
- Fixed issue with defenders assigned to HB/FB/TE held in to block not moving on to secondary assignment (mid day patch)

Mar 6, 2012
- Fixed issue with game awarded XP where players could miss out on a game's XP if they changed teams mid-season and played back to back days in different weeks
- Fixed issue where ball could be knocked loose while receiver was prone, instead of being a fumble or down by contact
- Fixed issue where defender could intercept the ball out of bounds out of the back of the endzone and cause an odd turnover
- Fixed issue where punter could be positioned too close to the back of endzone and potentially get a touchback
- Fixed issue where badly thrown screen passes could be thrown too far backwards
- Fixed coverage on WR screen plays to not play inside of receiver, but straight on instead
- Fixed pass block line shift not working vs certain blitz setups
- Fixed some pass block path calculations to better form a pocket and pick up certain blitzes better

Mar 4, 2012
- Fixed bad waypoints on Big I QB Rollout Weak and Goal Line QB Rollout Weak plays

Feb 26, 2012
- Fixed timeout logic flaw for specific 4th quarter tied game scenario
- Fixed "missed tackle" in endzone
- Intercepting defenders are now much less likely to fall down when no offensive players are nearby
- Fixed HB route on 4 Wide Hooks play to follow diagram

Feb 22, 2012
- Slightly improved pass defender reaction ability vs cuts without head fake or juke applied
- Adjusted QB risk calculations for all coverage, and single coverage especially, to get the QB to throw a little sooner
- Fixed QB scramble/rollout thresholds on "never" setting being too low, causing scrambling too often
- Fixed issue with preset AI's not working when assigned through basic presets
- Fixed issue with custom defense plays where having HB and HB with a direction in the coverage checkdowns could cause the defender to skip HB assignment

Feb 20, 2012
- Adjusted defense pre-handoff reaction vs run to occur less often (mid-day patch)

Feb 19, 2012
- Adjusted defense reaction ability slightly better vs the run
- Adjusted run blocking balance slightly toward the defender's favor
- Adjusted QB risk/patience values for defenders in endzone to fix some issues with the ball being held too long
- Fixed issue with punt return gunners turning around before the punt instead of heading to PR

Feb 16, 2012
- Improved kick return blocking engagement
- Increased low level passing buffs
- Adjusted fumble rate slightly back up
- Adjusted QB pressure/patience values to get him to be a bit less picky, especially when pressure is coming
- Fixed issue with target point calculation on screen and pitch catches, causing bad paths on some pitch plays
- Fixed issue with kick return team not pursuing the tackle when kick returner is very slow and misses the ball
- Fixed issue with deep zone defenders not always following receivers going deep
- Fixed a bug where QB could get stuck flipping between multiple wide open receivers (6am patch)

Feb 15, 2012
- Fixed an issue where receivers in the endzone would end up bunching up in the corners by having them run randomized routes in the endzone once their set routes are complete
- Catching attribute now more important in INT catch chance
- General increase in penalties for catching with multiple defenders nearby
- Fixed an issue with fade route passes being thrown too far and out of bounds
- QB may more quickly switch to next player in progression order if he has a very low risk value
- QB will no longer switch to a player who is not in progression order unless the player is wide open
- QB "patience" increased when there is zero pressure
- QB risk calculations adjusted to take into account over the top help
- QB may now abort throws in mid-windup if his target becomes undesirable
- Fixed a couple issues with passes mistargeted or WR reacting wrong
- Fixed some prioritization of first down distance on 3rd/4th down
- Comeback kid now only works when trailing by 7 or more
- Chance for successful bobbled catch decreased (more likely to drop on a bobble)
- Stiffer penalty to pass quality on long passes
- WR chance to see and react to variance on throws decreased
- Throw target variance on long passes increased
- Blocking/tackling switch reaction on interception turnover now requires a vision check
- Intercepting defender will now fall down on interceptions if they fail a catching check
- Importance of tackling in make tackle score increased
- Changed tackle formula to have the break score take into account tackle angle as far as attributes needed (more strength from front). Previously only applied to to make tackle score.
- Spin skill will now slow the player down a bit more
- Decreased fumble chance in general, but increased the importance of carrying skill in avoiding fumbles
- Power through skill now lasts for multiple ticks, has more consistent strength, and gives a small speed boost in a straight line
- Introduced cooldown for a fake skill activation right after a break tackle skill
- Increased cooldown in general for break tackle special abilities
- New blocking-related veteran abilities added
- General rebalancing of blocking code, including pancake/revcake balance. Successful holding of blocks now emphasises blocking skill more.
- Increased freedom of movement for KR/PR
- Increased kicker range consistency on kickoffs
- Fixed kick return path generation so kicking team won't stop in the middle of the field and wait for the returner to get the ball

Feb 8, 2012
- Slightly reduced the max FG distance a kicker will try for when set to auto distance selection, to keep from kicking 70+ yd field goals
- Preset AIs will now inherit basic tactics field goal range so casual teams may set their FG range properly

Jan 25, 2012
- Fixed a MVP ranking bug where a very bad game could cause a player to drop too far in the conference rankings, most commonly on special teams rankings (will begin updating over the next 2 days as leagues are simmed)

Jan 18, 2012
- Fix bad HB/FB pass blocking pathing vs certain blitzes
- Fix a couple pass blocking instances where tackle or backs pick up the wrong assignment

Jan 16, 2012
- Fix screen pass targeting when receiver is behind QB (caused issues for lower level players)

Jan 1, 2012
- Fix some intermittent issues with screen pass targeting
- Fix deep zone defenders to stretch their zone properly when receivers head deep past them

Dec 31, 2011
- Fix a couple premade defenses with bad WR2 coverage vs trips plays

Dec 22, 2011
- Added o-line blocking slide logic to better block inside gaps on overload blitzes vs pass blocking
- Fixed bad route causing an incorrect lead on Singleback WR Screen play
- Reduced pump fake chance by a little in general, and catch fake chance specifically vs zone defenders (mid day patch)
- Added some "slowdown through the line effect" for blitzers similar to running back, but based on blocking of nearby blockers and shed block skill of blitzer. Addresses some insta-sack type nano blitzes. (mid day patch)
- Updated blocking decision order of operations for run blocking to fix some wrong decisions vs certain blitzes (mid day patch)
- Increased deflection/int chance in general by a little bit, especially for double+ coverage (mid day patch)
- Updated zone coverage logic to better cover and hand off players coming into and out of zone, and give zone defenders a small natural bonus to interceptions and deflections (mid day patch)

Dec 19, 2011
- Added head fake/juke icons on route running
- Adjusted QB to allow for lower angle on throws when route is closer, making for quicker hitting throws
- Human owned teams with more than 10 CPUs now have a penalty to CPU player strength for each CPU over 10 (up to 25% penalty)
- Updated end-game logic for casual teams to fill in a few logic holes
- Reduced pass defender reaction abilities by a small amount
- Fixed QB rollout timing to avoid rolling out as much when not set to "often" tactics
- Updated QB lead calculations to find better points to throw to away from defenders
- Last season's new plays added to casual playbook options

Nov 15, 2011
- Fix incorrect WR2 route on Spread Weak Overload play

Nov 9, 2011
- Adjust recent CPU boost down a bit for lower levels
- Fix BTE block option on offense output to work properly
- Fix and improve fair catches to make everyone slow down and stop when fair catch is called, adjust distance where PR can catch the ball

Nov 2, 2011
- Improve CPU players to catch up with modern players' higher skill point totals

Nov 1, 2011
- Fix Singleback Big HB Slam play being counted as a 3 receiver play
- Fix lead distance math for screen plays to fix some over/under throw issues on some plays

Oct 28, 2011
- Fix bug with TE/BTE cross substitution via custom depth chart overrides acting inconsistently
- Add 2 tick cooldown period to juke/head fakes
- Don't allow ball carrier to do fakes while prone

Oct 26, 2011
- Fix issue with matching BTE tag

Oct 22, 2011
- Update basic defense plays to cover the new formations and bte
- Make juke effective distance depend on speed of runner/defender so fast moving special teams players should have more of a chance to juke
- Add hurdle to quick feet veteran ability bonus
- Update counter plays to force runner to slow down and take a hard cut at the counter and improve the movement for players with lower agility
- Add juked/headfaked icons to replays and improve juke animation
- Bump power and frequency of hurdle and turn shoulder a bit
- Add new formations, plays

Sep 29, 2011
- Add a few more fixes/adjustments for sideline running out-of-bounds issues and fix Pro Set Sweep plays for super-elusive

Sep 24, 2011
- Fix a few issues with ball carrier running out of bounds inexplicably with no defenders nearby
- Fix too-short dropback on QBs with "scramble often" setting
- Fix bug with blank AI kick distance defaulting to basic tactics' kick distance instead of kicker's decision

Sep 19, 2011
- Fix a math error with auto adjust when using user-owned packages/AI

Sep 1, 2011
- Players gain max XP just for being on the roster at game time (min plays = 0)
- Update D league fill script to begin filling out roster with CPUs

Jul 23, 2011
- Fix a couple math bugs with intercept points at sidelines/endzone

Jul 13, 2011
- Add separate defense auto adjust and base energy coding for basic tactics
- Improve late-game casual offense playcalling a bit to better run out the clock, kick field goals, etc
- Add basic tactics preset option to tactics schedule code

Jul 10, 2011
- Fix missing kickoff related stats (new games only)

Jul 6, 2011
- Fix turnover order on blocked FG recovery by offense beyond the LOS

Jul 5, 2011
- Update all short and medium dime/nickel/quarter casual defense plays to not be called vs 2 WR sets

Jul 1, 2011
- Fix bug with not following custom HB1/2 AI settings (mid day patch)

Jun 30, 2011
- Add over 180 new premade defensive plays selectable by picture in AI/packages
- Add new goal line D formation with 4 DTs, no CBs, and a more true to life formation
- Add automated 2pt conversions with options for each situation in basic/advanced tactics
- Reduce effect of morale in second half by a bit
- Minimum plays required to receive max XP from a game is now 1
- Use newly designed defense plays for casual playcalling
- Make dropped fumbles more "bouncy" requiring agility checks to pick up the ball
- Add blocked kicks/xps and punts

Jun 13, 2011
- Fix bug with Field Goal formation using the wrong TEs when using certain settings

Jun 3, 2011
- Add option to select a specific zone for man coverage fallback option in defensive play creator, as opposed to just blitz/zone

Jun 1, 2011
- Fix bug showing blowout adjusted hurries and sacks allowed as zeroes (league leaders will update over the next 2 days)

May 21, 2011
- Make sure all players always get at least +1 fame from non-blowout games

May 19, 2011
- Address issue with low speed QB dropback distance/timing when on scramble often settings
- Fix issue with cover strong/weak setting vs certain plays where HB or FB move straight up to start their route

May 14, 2011
- Fix path waypoints on goal line QB rollout plays to fix some issues for high speed/low agility players

May 12, 2011
- Update basic tactics playbooks to include a few more plays from other formations to avoid potential "play spamming"

May 11, 2011
- Remove close-range avoidance routine for coverage defenders to remove "pick" like behavior
- Improve coverage defender reaction time to cuts a little
- Make non-deep zone defenders stay in their zone more strictly and use the better man-coverage version of intercept logic
- Penalize speed and tackling ability for a few ticks after getting up from being knocked down
- Fix bug with fall down time calculation that could allow getting up immediately on occasion

May 10, 2011
- Add fix making sure AI outputs with a bias of zero cannot be called or auto adjusted up

May 8, 2011
- Address issue with very low agility players getting stuck circling path waypoints on certain plays
- Make sure placeholder cannot be tackled on field goal or extra point kicks
- Fix bug causing untackleable defender on a fumble vs certain premade defenses

May 6, 2011
- Improve play reading abilities and cutoff logic for defense vs counter runs
- Bump up run block/pancake power a little

May 4, 2011
- Make depth chart pull additional TEs from TE1 and TE2 chart first for use with Goal Line formation
- Adjust some zone coverage positioning calculations to fix some issues in the endzone
- Fix hurry-up mode timing in overtime
- Adjust overtime timeout logic to wait until less than 30 seconds left to call a timeout
- Add some fixes and adjustments for screen pass dropback to fix occasional odd "stuttering" movement
- Increase PD/Int chance when in multiple coverage
- Increase catching penalty for multiple coverage
- Make fall down/get up timer longer in general
- Adjust casual playbook to only include inside runs when using goal line formation
- Fix path issue with run plays causing DE's and outside blitzers to pinch inward instead of rushing forward to start the play
- Add many new plays, and some play definition options to improve existing ones
- Set limit of 75% ability bonus from stacked Veteran Abilities
- Update to several Veteran Abilities

Apr 29, 2011
- Fix bug with new AI system always choosing last output no matter the bias settings

Apr 27, 2011
- Add support for new AI system

Mar 28, 2011
- Fix coverage bug causing unintended overpersuing vs FB screen weak and WR screen plays

Mar 27, 2011
- Fix some bugs in blocking code causing secondary blitzers (CB, FS, etc) to not get picked up very often, but make the vision checks to pick up distant blitzers harder
- Improve spy -> tackle transition AI to take a better angle vs running QBs
- Allow multiple QB spies in basic tactics, and add FS to spy options

Mar 24, 2011
- Fix bug with QB target "freezing" on open players who are not in the custom progression list

Mar 22, 2011
- Fix NT alignment on 3-4 bunch/weak formation
- Fix MLB misalignment on 3-2-6 balanced/weak settings

Mar 12, 2011
- Fix bug not counting yardage on kickoff touchbacks out of the back of the endzone

Mar 8, 2011
- Add some additional punter/kicker stats to box score on new games
- Fix occasional coverage distance bug on streaking WRs
- Increase strength of Hurdle Special Ability a bit
- Bump up interception chance a little in general
- Adjust elusiveness abilities around the line to allow more cutbacks while fixing some path choices applying to outside runs (esp QB)
- Fix coverage -> tackle transition AI to keep momentum better (fixes some "stop and wait for the receiver" issues)
- Adjust tackle intercept vector calculation to be a bit shallower and keep momentum better when heading across the field
- Fix/adjust some open field ball carrier path choices to scale elusiveness better based on defender distance (fixes some jittery running and sideline avoidance issues)
- Add support for user owned defensive plays

Feb 13, 2011
- Fix a bug with coverage checkdowns on certain play setups when te/hb/fb are left in to block

Feb 11, 2011
- Fix some coverage "overshooting" from fast defenders caused by 02-10 coverage update

Feb 10, 2011
- Make sure ball carrier cannot be "pushed" out of bounds by trying to avoid his own team mates near the sideline
- Disable coverage speed matching when too far away from receiver (fixes sluggish coverage of HB/FB coming out of the backfield)
- Fix some occasional extra-large run block "bouncyness" caused by double team blocks

Feb 8, 2011
- Fix labeling of plays that are blown up before the QB can hand off the ball to list as a QB rush instead of just "up the middle"
- Fix extra recorded tackle stat on touchdown plays that end in a tackle
- Fix special teams stats not being recorded properly for long snapper position
- Fix left/right/middle labeling of outside run plays

Feb 6, 2011
- Fix WR2 route on Pro Set TE drag play

Jan 29, 2011
- Fix adjusted stats not accumulating for season 20 added stats

Jan 26, 2011
- Fix another instance of 1/18 TE pass block left bug
- Fix for occasional CB dash forward issue caused by 1/23 coverage update

Jan 25, 2011
- Fix additional instance of 1/18 TE pass block left bug

Jan 23, 2011
- Fix some incorrect movements of kickoff team on left/right kicks
- Improve coverage of players streaking out of the backfield, especially for LB's or Safeties covering

Jan 22, 2011
- Fix Order of DT's on Goal Line formation
- Fix a couple of LB misalignment issues on 3-2-6 defense

Jan 18, 2011
- Improve pass blockers' ability to slow down and hold their assigned spot better when they have no one to block, instead of bouncing around so much
- Fix bug where TE would not stay shifted to pass block on the left side, but would move as if he were shifted, if he had no one to block initially

Jan 17, 2011
- Fix inverted position for NT on strong/weak quarter formation, inverted LILB/RILB on strong/weak 4-4
- Allow play-side blitzing safeties to read screen plays like a DE/OLB can
- Reduce penalty for tackling ball carrier while being run blocked
- Revert 01-15 slowdown change
- Increase run block reverse pancake back up a little, give defenders the ability to stun and push blocker aside on semi-successful revcake rolls

Jan 15, 2011
- Increase slowdown effect a little for RBs heading through traffic at the line
- Fix 4-4 spread/center formation misalignment of RDE (mid day patch)

Jan 12, 2011
- Add some more stats: reverse pancakes/pancaked, sacks/hurries allowed for last blocker to be assigned to the defender who gets the sack/hurry
- Reduce run blocking reverse pancakes a bit, but increase defender pushback and spin/rip abilities
- Fix rz_carries stat being attributed to QB instead of HB in some cases

Jan 10, 2011
- Bugfixes and minor adjustments to passing and pass defense
- Bugfixes for some run blocking situations
- Increase HB/FB blocking speed
- Updates to block logic to fix some bugs and cover situations available in limited blitz position DPC
- Add the first batch of some newly tracked stats, including WR targets, catches allowed, and more
- Add icon for failed vision checks on blocking setup

Dec 5, 2010
- Mid Day Patch: Fix issue with certain energy settings not working like they used to (such as 99/1)

Dec 2, 2010
- Change chip blocking method to slow defender instead of pushing him around; fixes issue with too-fast defenders after chip block speed boost
- Fix time remaining settings at end of half to work like they used to (more intuitively)

Nov 18, 2010
- Require at least 15 seconds left to be able to auto run clock down to 1 on game winning FG attempt

Nov 17, 2010
- Allow clock to run down to 1 second or as much as possible when attempting to kick the game winning field goal
- Adjust 4th quarter timeout logic for use of 3rd timeout to use more freely when trailing

Nov 16, 2010
- Bump up lower level passing bonuses a bit
- Fix bug where QB vision line would "freeze" when a player outside of AI defined progressions became wide open
- Update timeout logic to make sure neither team calls 4th quarter timeouts while winning

Nov 15, 2010
- Double time remaining cutoffs for timeout logic
- Fix starting position of wedge players on kickoffs vs lower level kickers
- Allow aggressive defenders to jump inside a bit more, a bit quicker
- Revert to older season 18 version of ball carrier pathfinding that worked better
- Fix some math errors for coverage interception point calculations in endzone

Nov 11, 2010
- Make effect of morale less in earlier quarters
- Update deep zone coverage tracking of deepest player to follow better
- New timeout logic based on user suggestion, and updated hurry/slow down logic to go with it
- Improve man coverage intercept math to keep defenders from overshooting their man
- Update kickoffs to have longer hangtime, kicks left/right, closer together kickoff team, and wedge blockers who set up and wait for KR
- Allow missed tackles near the sideline to try and push ball carrier out of bounds, based on strength
- Modify pass quality falloff curve to be sooner, making deep passes quite a bit harder and short passes easier
- Allow WR to come back to the ball for a jumping catch in high risk situations just like defender can
- Separate scramble and run QB tactic, and add a bunch of situational and improved logic for scrambling and running
- Give defense reaction bonus on 3rd/4th down vs passes
- Make aggressive guys only jump inside so far, depending on how much help they have; update semi/normal/loose positioning after the pass to react/position better
- Upped the chance for overthrow on bad passes
- Disallow pump fake on man coverage defenders who are streaking with receiver
- Make pass deflections a bit more likely, make pass deflections lower pass quality a lot more
- Up penalty to catching passes while moving fast
- Give zone reaction a little boost, and less affected by coverage delay
- Enable/increase defense coverage reaction delay in more cases
- Add end of route "get open" logic
- Change creative route running to update path every 5 ticks, resulting in smoother path
- Update method for QB to find open spot to throw to away from defenders
- Add "sweet spot" definitions to every play/route to improve QB timing
- Update and improve method/math involved in QB calculating player risk, improve QB ability to find open/less risky players beyond checkdowns

Oct 14, 2010
- Add code to support per-player replay list for future games

Oct 4, 2010
- Fix issue with screen passes where defenders would not cover receiver properly when using certain settings on DPC
- Make sure players in coverage try to sack the QB if they get within 2 yds of him

Sept 26, 2010
- Update screen passes to have more realistic "drop back to block and then release" dynamic
- Adjust some screen pass paths to work better and get blockers in a better position
- Make screen passes easier to catch in general
- Increase bonus to catching screen passes from scat back special ability
- Make pass defelections reduce pass quality more

Sept 21, 2010
- Raise release point on screen passes to make them come in higher, easier to catch
- Adjust pass block path for TE to not drop back and inside so far
- Revert 1 tick blitzer reaction time increase

Sept 20, 2010
- Fix issue causing some QB's to throw a larger number of low screen passes
- Update pass blocking to handle overloads inside out
- Add 1 tick to blitzer base reaction time
- Increase reaction delay for blitzers after pass is thrown
- Increase difficulty of vision check for DE's sniffing out screen passes

Sept 14, 2010
- Add all time ranking code to update rankings after each game
- Make repeat play penalty start sooner
- Make defenders in man coverage play the inside shoulder instead of outside
- Don't allow QB to head fake/juke players in the first few ticks of the play. Fixes issue of faked players on first tick
- Update morale modifiers to create some larger and smoother ups and downs
- Disallow Spin SA activation on consecutive ticks
- Adjust pancake/revcake balance a bit toward the offense

Jul 12, 2013
- Fixed bug #15: Depth chart unexpectedly auto-reordering single position when a player signs a contract with certain auto offer settings
- Updated default playbook to include all plays
- Fixed bug #42: Defense league leaders is not sortable by TFL

May 31, 2013
- Added missing options for new formations on formation-based depth chart page

May 21, 2013
- Added missing tabs for new formations on AI/package play selector popup

Mar 24, 2013
- Fixed auto training bug that allowed training breakthroughs for players < 3 days old, which was inconsistent with manual training
- Fixed bug #70: bad tab link on defense AI tester
- Fixed bug #66: bad agent link on marketplace
- Fixed bug #65: day -8 games do not appear on My Games page
- Auto training target value can now be set up to 9999 instead of 100
- Quick utility editor now shows bonus token totals
- Added auto accept contract checkboxes on roster contracts tab
- Extended the horizontal boundaries for OLB's on defense play creator a bit further outside
- Surge description fixed to reflect that it is a chance-to-fire skill as opposed to always on

Jan 26, 2013
- Fixed bug #57 (Math for diminishing returns on special bonuses is wrong for fourth eq item) - will require time for cache to expire, or unequip/reequip to show up
- Fixed bug #53 (AI tester incorrectly reads my timeouts vs opponent timeouts) - this was an issue with the AI tester only, not replicated in the sim
- Fixed bug #50 (long user name overlapping post in forum) - may require refreshing page

Jan 22, 2013
- Added a couple updates to team finance page: show number of seats for each section, show luxury tax remaining to be paid, hide overage acct if it's zero
- Agent name added to marketplace free agent search results
- Equipment purchase page will now automatically equip the purchased item if the selected slot is open

Jan 21, 2013
- Added primary/secondary attribute stars to player creation process
- Added quick basic equipment assignment option to player creation process

Dec 1, 2012
- Changed player creation to use dropdowns instead of sliders, to better support touch screen devices

Oct 14, 2012
- General website fixes for bug reports # 10, 25, 27, 31, 32, 33, 35, 36, 37, 38

Sep 28, 2012
- Fixed issue where user could request infinite offers from d league teams
- Fixed a display issue with the popup for endorsements that have apostrophes in the name
- Fixed bug where some players could not boost to lv 79 when they should have been able to
- Added custom bug ticketing system to support page

Aug 13, 2012
- Fixed layout issue for depth chart on Firefox
- Fixed issue where viewing a depth chart preset would apply the preset

Aug 9, 2012
- Depth chart is now cleaned up on load, to fix issue with too much data requiring a auto-reorder
- Added automatic veteran skill upgrade option

Jun 21, 2012
- Fixed issue with replay frame scrubber halting javascript execution in IE < 8
- Updated replay sound to be muted by default, added a more visibile sound icon, re-encoded sound files to be smaller, and fixed issue with sound not working properly in IE

Apr 16, 2012
- Fixed javascript replay sound not working on some browsers

Apr 13, 2012
- Cut block is now available to special teams defensive players as an extra SA or on advanced EQ
- Javascript replay now supports sound (mutable under replay options). Sound cues other than crowd noise will be generated only by new simmed games.
- Javascript replay now has a frame scrubber bar (appears after play finishes if scores hidden)
- Fixed bug #738 - Minor visual on scout page run balance bars
- Fixed bug #778 - 1st and 10 marker is at 15 yards instead of 10 in standalone mode
- Fixed bug #426 - Quick Cut/Change Direction display issues
- Fixed bug #705 - can not forward message from outbox
- Fixed bug #766 - Issue with ties for User League Survivor page
- Fixed bug #664 and #767 - visual display issue of DPC play diagrams
- Fixed bug #546 - contract reject reason not working correctly
- Fixed bug #726 - visual issue with tactics calendar
- Fixed bug #785 - CPU players listing level incorrectly on matchup page
- Fixed bug #760 - Desired salary less than minimum salary (minimum desired salary is now the same as rookie minimum)
- Fixed bug #795 - Starting player extra SA "Jumping Catch" displaying twice
- Fixed bug #719 - Roster tab depth chart does not display all positions correctly
- Fixed bug #721 - timestamp on pm messages incorrect
- Fixed bug #731 - defensive timeouts not displaying on replay
- Fixed bug #745 - pbp text missing some possession changes (new games only)
- Fixed bug #278 - FB route on I Form FB Out incorrect (diagram updated)
- Fixed bug #658 - play diagram for PS TE Drag Short is incorrect (play now follows diagram)
- Fixed bug #752 - GL formation does not exist on custom D plays formation filter
- Fixed bug #732 - FP and RP added together on Custom EQ page
- Fixed bug #756 - GMs with only depth chart access can not access tactics calendar

Mar 18, 2012
- Fixed forum issue related to DST-caused date math errors

Feb 26, 2012
- Fixed sort order of icons on vet skills page

Feb 22, 2012
- Added cut block to available (but not recommended) SAs for defensive special teamer players

Feb 19, 2012
- Allow preset AIs to be viewed/copied from "my tactics" page

Feb 16, 2012
- Fixed incorrect values displayed on the new veteran ability tooltips

Feb 15, 2012
- New veteran abilities added and reset enabled
- Added a button to replays to unhide the play popups after they fade away

Feb 13, 2012
- Players may not get training breakthroughs until they are at least 4 days old (addresses potential exploit)

Feb 9, 2012
- Fixed a couple bugs with depth chart filling wrong slots on auto reorder or preset load

Feb 8, 2012
- Fixed bad eq upgrade counting on new utility editor page when you had lots of eq items
- Add quick utility editor page (link from home page) that lets you view contract status, eq upgrades, and edit sharing/note options for all players
- Add an auto accept contract checkbox when sending offers to your own players
- "Use a preset AI" option added to basic tactics. Use of the option will override nearly all other basic tactics functions.
- Depth chart presets now easier to view, edit, and delete
- Depth chart auto reorder button will now only reorder the section you are viewing

Jan 31, 2012
- Added some additional relationship data to AI builder to try and better preserve AI order integrity in the event of a connection failure (users should copy, fully expand, and resave any AIs they are concerned about)

Jan 28, 2012
- Update team tactics calendar to show only 50 most recent games (including those unplayed) to keep the page from timing out or eating up too many server resources on teams with lots of scrimmages and AIs

Dec 31, 2011
- Fix issue with 2 minute setting unable to be saved on basic tactics presets

Dec 22, 2011
- Increase max team flex bank balance from 500 to 1000
- Add option to allow quick scrimmages to be private
- Add a "toggle all outputs" link to AI editors

Dec 20, 2011
- Players and depth chart no longer lock during scrimmage games (they still lock for league games)
- AI output will now auto-fill a name when selecting a play or package and name is "New Output"
- Added additional casual playbooks
- Quick Scrimmage options and scheduler added, available to owner and co owner of team
- AI interface updated to use AJAX for loading outputs to improve load speed for large AIs and fix some browser crashing
- Added preset AI tab and preset AIs for offense and defense
- Adjusted veteran abilities David vs Goliath, Comeback Kid, Clock Manager, and Ball Hawk (free resets available for each)
- Added "last 2 minutes" option for casual tactics score based playcalling

Nov 20, 2011
- Add private scrimmages to scout tool for teams you own/GM/have players on

Nov 15, 2011
- Fix private forums not showing subforum links
- Fix effective levels on matchup page
- Fix package/AI BTE assignment option not disabling when selecting BTE as primary target
- Fix missing vote buttons when forum thread is locked

Nov 11, 2011
- Make default sharing setting for newly created players "all team members can view"
- Add a quick "tag all" dropdown for each section on scout team roster page

Nov 10, 2011
- Add a checkbox to forum main page to disable the subforum listings
- Forum is now viewable when not logged in
- Add a team age rank filter to team rankings
- Added reply icon for PM system (for new message replies)
- Added post karma system for FFA/TT/GD
- Add private forum directory with options to make private forums "public" or "invite only"
- Add subforum listings to forum main page

Nov 9, 2011
- Fix missing BTE/TE formation options when adding new plays on package

Oct 29, 2011
- Fix issue with initial save of sorting options on defense play creator and not creating a "my" play when accessing via the team page

Oct 27, 2011
- Add missing BTE assignment option to offense AI outputs
- Fix Big I formation FB display on defensive play creator page

Oct 26, 2011
- Add BTE to depth chart tab on roster page
- Revert to older version of flash replay until we can narrow down the issue with different flash player versions (may require clearing browser cache)
- Fix issue with players only in the BTE slot unable to select tactics
- Add missing BTE to Defense AI tester

Oct 24, 2011
- Add the new DPC sorting/filter options to package and AI play selector, and make selector window bigger

Oct 23, 2011
- Make DPC save offensive formation and allow sorting on it
- Add some sortable columns and user definable identifiers to defensive play creator
- Allow all offensive positions to be tagged
- All players created prior to season 23 may now boost either up to level 79, 6 plateau boosts, or 42 total career boosts; whichever comes first
- Update recommended energy settings on tactics page to 98/99
- Wiki is now officially hosted and maintained by GLB; link updated
- Add sound effects and horizontal orientation options to flash replay
- Newly created players now start with training points depending on the day of the (off)season they are created so everyone gets the same amount
- Add man coverage target lines to defensive play creator
- Add offensive play view selector to defensive play creator
- Add BTE position and related tagging, depth chart, and energy settings
- Update defensive play creator to allow CB2 to go to left side of the field to cover trips or spread plays

Sep 25, 2011
- Fix effective level calculation on roster page to count whole roster, and use new effective level numbers

Sep 19, 2011
- Update effective levels to reflect current player values and extrapolate out to level 85
- Add "My League Survivor" page

Sep 8, 2011
- Fix bug with unaccepted scrimmages not showing up for co owners

Aug 26, 2011
- Fix javascript bug on older IE's when selecting custom equipment extras with QB
- Add option to turn off free player autoboost to player "edit profile" page

Aug 24, 2011
- Fix missing head of steam and headhunter on D player pct eq exchange options
- Fix XP tradein link to work at 280 days old

Aug 23, 2011
- Fix EQ screen to allow zero-cost upgrades even if BT are negative

Aug 19, 2011
- Adjustment of pct-based AEQ to do 1% per upgrade instead of 2%
- Accelerated development changes

Jul 20, 2011
- Add automated global team rankings based on agent NiborRis' rankings script

Jul 14, 2011
- Add trash for team trophy sorting
- Separate O/D basic tactics pages, including energy settings and auto adjust for each
- Add basic tactics preset option, and add them to tactics calendar

Jul 11, 2011
- Fix missing "forum access" tab on private forums when users only have edit access rights and not mod rights
- Fix AI copy function to include 2pt conversion options in copy

Jul 7, 2011
- Revert accidentally uploaded testing version of flash replay
- Add defensive playcall to javascript replay for users with defensive team defense tactics access (new games only)

Jun 30, 2011
- Fix bug not listing non-titled GMs on team page
- Some updated tutorial videos from tubasamurai
- Fix issue with CPU players who played the previous day being unable to be added to the depth chart
- Make GM lists expandable on team page to keep the page a bit shorter on first load
- Add customizable/sortable/expandable trophy case on team page for team owner similar to user trophy case

Jun 9, 2011
- Only show team forum/chat tabs to those who have access to the forum/chat
- Add an online user counter to team chat link with a rollover that lists who's in the chat

Jun 7, 2011
- Add different color zone markers for man coverage fallback zones on DPC

Jun 6, 2011
- Enable link to team chat feature on team profile page to allow for stress and bug testing (feature is alpha)

Jun 1, 2011
- A couple of speed improvements to javascipt replay as suggested by agent pabst
- Fix receptions allowed column on full stats page

May 31, 2011
- Fix bug making it impossible to retract scrimmages when both teams had co owners
- Fixes for some random typos

May 29, 2011
- Separate K/P into their own MVP race, with a few updates to formulas for new stat types (updates begin over the next 2 days)

May 26, 2011
- Make home page rings link to a page that lists user's players who have won the specified award

May 19, 2011
- Add goal line formation to scout tool
- Fix a couple bugs with friendlies where it would not allow scheduling if you had donated flex points but not enough in your account
- Allow co owner to schedule/accept friendlies
- Update team profile page tab groupings to make a little more sense and make room for a "forum" tab

May 16, 2011
- Update tactics calendar page to show previous game settings

May 12, 2011
- Update basic tactics playbooks option to allow selection via percentages instead of one set form
- Add goal line plays to playbook options
- Add options to deactivate selected playbooks or AI sets without having to select another one

May 11, 2011
- Add a premade playbook option to basic tactics, with play selections designed to work better with casual teams and outside goal line plays removed

May 12, 2011
- Fix issue with skill points page on IE9

May 8, 2011
- Fix wrong columns on LB game log page

May 4, 2011
- Fix bug wrongly using facebook template on user games team exclusion page
- Update offense play list page to dynamic page with all plays
- Add new and all missing plays to default playbook

Apr 30, 2011
- Add colored identifier to team header for quick ID of normal/casual/pee wee
- Fix ability to assign a "my AI" as default even when the team has not been granted access to your AI

Apr 29, 2011
- Fix bug showing wrong offense play name on 4th down turnover on downs replays
- Fix bug with defense AI "invalid" flag being tripped by an invalid play even when a valid package is selected. Simply view existing AI with the problem to clear the flags.

Apr 28, 2011
- Update endorsement eq percentages to be treated the same as advanced eq (diminishing returns for stacks)
- Fix facebook brag link for trophies that have a # in the league name
- Update D Leagues to age based

Apr 27, 2011
- Fix javascript bug not allowing removal of self as GM
- Fix javascript error on user owned defensive AI (was causing bad sorting, etc)
- Add "unlink facebook" option on account page
- Update login page to redirect you back to where you were when you are logged out for expired session
- Add links to first version of Facebook app
- Game calendar option uploaded
- User owned AI system uploaded

Apr 25, 2011
- Update endorsement list to take into account archetype

Apr 1, 2011
- Fix bug with new replay not saving/loading horizontal orientation cookie properly
- Update new replay orientation dropdown to allow "old" style of centering on the ball

Mar 31, 2011
- Fix bug with first down marker on javascript replays to go off of center or long snapper's initial position instead of the first frame of the ball snap
- Update javascript replays: better scrolling method that shows more of the play, horizontal display mode option, add line of scrimmage marker

Mar 29, 2011
- Fix bug allowing renaming of non owned pee wee stadium

Mar 28, 2011
- Fix "my games" page to always show games for included teams even if it is a game vs an excluded team
- Fix bug not allowing pee wee stadiums to be renamed

Mar 24, 2011
- Fix bug with user games page causing it to not display multiple games for the same team on the same day once one is completed but others are not
- Add team exclusion system for user games page

Mar 22, 2011
- Add "my games" page that shows all games associated with an account's players or teams for a specified day
- Update home page to have customizable "trophy case" (turn on edit mode), show more trophies when note is collapsed, and move rings into better spot
- Add P/K career stats for new season 21 stats
- Add user owned packages system

Mar 12, 2011
- Update XP trade in page to automatically trade remaining XP < 50 for 2 bonus tokens (just go to the page if you have less than 50 XP to receive your bonus tokens)

Mar 11, 2011
- Increase private forum subforum limit to 10
- Remove decline percentages on retired player view

Mar 10, 2011
- Fix bug with transfering custom positions properly when copying custom plays

Mar 8, 2011
- Fix a couple bugs with top play voting and invalid play ids
- Add tooltips when rolling over stat headers on player profile
- Fix bug with dragging trophies and friends while not in "edit mode" on javascript home page
- Add championship "rings" to home page for player won trophy counts
- Add replay voting and top play list
- Add user owned defensive play system, remove access for use of "classic" DPC plays

Mar 4, 2011
- Add tournament listings and signups

Feb 27, 2011
- Change order of operations so contract expirations are processed after training point assignment, to keep players from automatically losing training points > 14 on contract expiration day

Feb 18, 2011
- Fix CPU players showing level on depth chart page
- Update/fix team "next season" data to show potential pro level promotions, elite/competitive status
- Update awards page all time special teams ranking link to try and scroll to player's rank grouping more properly
- Fix morale calculation javascript on make offer page; force min/max values when entering contract values out of range
- Remove/replace obsolete items on marketplace team needs search page
- Fix bug showing wrong number of available and current upgrades when upgrading an item +1 at a time
- Fix bug causing enhance equipment button to disappear when upgrading items
- Fix rounding of diminished returns on stacked percentage items to 2 places instead of 7+
- Fix bugs with BW2/3 position on depth chart page allowing assignment of players more than once, etc
- Fix incorrect Big Boot text for punters on create eq page
- Fix 440+ day old players showing up on boost page

Feb 9, 2011
- Fix adjusted league leader stats position column showing user_id instead of position (after next update)
- Fix endorsement equipment popup on equipment page breaking on apostrophes in item name
- Update replay page to always sort player list the same way
- Fix box score time of possession calculation bug not counting last play of each quarter (new games)
- Fix two bugs on scout page counting plays incorrectly on 4th down turnovers or timeouts

Feb 6, 2011
- Fix quick training "train all" button getting stuck on players who are not on teams
- Remove confusing favorite target duplicate entries on QB player tactics page

Feb 5, 2011
- Fix incorrect return depth help text on quick tactics editor page
- Fix incorrect encoding of + sign as a comma for player/home note fields (may require browser cache refresh)
- Remove pointless "only end on day 40" option for contract rejections
- Fix incorrect DE "combo tackle" archetype on marketplace search
- Fix offensive players showing up under defense stats on box scores (for future games)
- Update matchup page to show record where it won't be cut off by long team names, and add defense top threats
- Fix incorrect ht/wt when requesting a CPU guard
- Fix auto offers from higher level capped d-league teams

Feb 3, 2011
- Make FAQ more easily linkable

Feb 1, 2011
- Fix TFL column on league leaderboards to start updating properly on the 2nd

Jan 30, 2011
- Update contract offer system to send accept/reject offers to all appropriate GM's, and start tracking who sent each offer

Jan 29, 2011
- Fix global MVP rankings to work properly with age based leagues, to be re-generated starting on the 30th
- Update league leader update scripts to start tracking season 20 added stats and show player position, starting on the 30th

Jan 27, 2011
- Fix DPC positioning bug for weak shifted MLB in 3-2-6 formation (requires resaving affected plays)
- Add missing LOLB option to formation depth chart settings for dime 3-2-6 formation
- Add additional stats and smarter stat displays to player career stats

Jan 20, 2011
- Fix realignment of SS on DPC when saving with the player positioned on the inside boundary

Jan 17, 2011
- Add spread LB formation option to DPC

Jan 15, 2011
- Update CPU player desired salary to scale according to the median level of players in the league

Jan 13, 2011
- Fix trade screen error not showing eligible players

Jan 12, 2011
- Add "show all" option on league page when scores are hidden
- Fix d line man option availability for goal line formation on DPC
- Fix CSS issue causing play speed buttons to disappear on watch game mode

Jan 10, 2011
- Fix CPU request page for Internet Explorer and others
- Fix DPC preview thumbnail not reflecting all plays properly
- Fix DPC not properly loading deep/shallow/normal zone differences
- Fix promo prices for new age based leagues
- Update defensive play creator with limited-position blitz version. Old plays still available to copy/delete but not edit.

Jan 6, 2011
- Fix 2 missing/broken archetypes on CPU re
 
coachingubigr
lounge guy
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tldr
 
Hate Sighed
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Originally posted by Liquidice159
I haven't played this game seriously in 2 years


Who made those dots for you!?
 
Liquidice159
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Originally posted by Hate Sighed
Who made those dots for you!?


as i said i didn't play constantly, maybe log in every couple of months intending to get back in, but never followed through. i have free time now and wanna start again.
 
Hate Sighed
offline
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Originally posted by Liquidice159
as i said i didn't play constantly, maybe log in every couple of months intending to get back in, but never followed through. i have free time now and wanna start again.


as you said!? when?
 
WiSeIVIaN
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check my sig ldo.
 


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