March 29, 2010
- New plays added
- Disallow fair catch on punt if it has bounced
- Disallow out of bounds text if TD was scored on the same tick
- Make sack safety count as both sack and safety in stats
- Do not allow punting team to down ball unless it is moving slowly, to avoid early downing
- Reduce distance punt blockers will run backwards to account for where PR is standing
- Fix issue with morale able to save at over 100
- Force elusiveness when getting to close to a defender, so ball carrier doesn't run through defenders so much, even on sideline
- Add logic to avoid defenders behind the blocker when blocking closest or lead blocking
- Make nearest blocker pick up kickoff if it's too short for the KR to get it, and kickoff team switch to target him instead
- Update WR blocking method on rush plays to start blocking sooner instead of running a route and then looking to block
- Reduce radius for defenders getting picked on man defense
- Increase QB checkdown speed
- Lengthen QB throw animation time
- Change Relentless Pursuit ability to 2 seconds instead of 3
- A few adjustments to QB targeting to allow earlier throws in general, especially past the first down line
- Adjustment to pump fake to work more against zone and less against man
- Pump Fake reaction is no longer just stopping, but instead moving toward where the receiver was when the fake happened
- Increase zone defense reaction ability
- Reduce OL pancake ability a bit
- Make run blockers pick up players directly on the line even if they are not blitzing at first
- Add special code for open field blocking that makes blockers who have no valid targets become "dynamic" lead blockers/protectors for ball carrier
- Increased effect of energy and morale
- Balance morale loss for Off/Def to be more even instead of weighted toward defense
- Make catching skill a bit more important to catching passes
- Make tackling skill a bit more important to making tackles, as opposed to strength
- Make carrying skill a bit more important for avoiding fumbles, as opposed to strength
- PD ability for blanketing defenders increased
- Reduce kick velocity baseline
- Support for new special abilities
- Updates to Veteran abilities: Power Tackler, David vs Goliath, Heavyweight, Mentor, Clock Manager, Hail Mary, Hard Count, Short Yardage Monster
- New plays added
- Disallow fair catch on punt if it has bounced
- Disallow out of bounds text if TD was scored on the same tick
- Make sack safety count as both sack and safety in stats
- Do not allow punting team to down ball unless it is moving slowly, to avoid early downing
- Reduce distance punt blockers will run backwards to account for where PR is standing
- Fix issue with morale able to save at over 100
- Force elusiveness when getting to close to a defender, so ball carrier doesn't run through defenders so much, even on sideline
- Add logic to avoid defenders behind the blocker when blocking closest or lead blocking
- Make nearest blocker pick up kickoff if it's too short for the KR to get it, and kickoff team switch to target him instead
- Update WR blocking method on rush plays to start blocking sooner instead of running a route and then looking to block
- Reduce radius for defenders getting picked on man defense
- Increase QB checkdown speed
- Lengthen QB throw animation time
- Change Relentless Pursuit ability to 2 seconds instead of 3
- A few adjustments to QB targeting to allow earlier throws in general, especially past the first down line
- Adjustment to pump fake to work more against zone and less against man
- Pump Fake reaction is no longer just stopping, but instead moving toward where the receiver was when the fake happened
- Increase zone defense reaction ability
- Reduce OL pancake ability a bit
- Make run blockers pick up players directly on the line even if they are not blitzing at first
- Add special code for open field blocking that makes blockers who have no valid targets become "dynamic" lead blockers/protectors for ball carrier
- Increased effect of energy and morale
- Balance morale loss for Off/Def to be more even instead of weighted toward defense
- Make catching skill a bit more important to catching passes
- Make tackling skill a bit more important to making tackles, as opposed to strength
- Make carrying skill a bit more important for avoiding fumbles, as opposed to strength
- PD ability for blanketing defenders increased
- Reduce kick velocity baseline
- Support for new special abilities
- Updates to Veteran abilities: Power Tackler, David vs Goliath, Heavyweight, Mentor, Clock Manager, Hail Mary, Hard Count, Short Yardage Monster






























