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Fmlive 1.6.5 released


avlad

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Team talks, a popular feature of Football Manager is finally making its FML debut with the release of 1.7.

This fantastic match day control is entirely optional and not giving a team talk has no negative player reactions associated with it which varies slightly from the implementation within Football Manager.

It's addition is aimed at addressing a commonly raised issue in the forums in so much as managers sometimes have a lack of control in matches. This feature gives additional tactical control and hopefully it will allow you to handle certain situations differently.

The options are available on panel within the match screen that also brings together controls for match strategy and playing style adjustments in one convenient place. teamtalk-300x229.png

Yesterday we made a forum post outlining some operational changes that had recently been made to the team. We talked about reviewing core areas of the game and making changes to them. One particular feature kept cropping up and that concerned the morale of players.

In Live currently

Currently all matches produce lasting morale changes which depended on player performance, the result, but depending on your activity rating, the changes would be smaller (high activity) or larger (low activity). This often caused unexpected morale swings and a system that at times could be difficult to understand or affect.

Eventually, over a flat time-based system, morale would gradually 'recover' to a neutral 'ok' mid-point.

In addition to match-based morale, players had a 'happiness' level based on their situation at the club but this was more a frustration than anything else, as there was little you could do to persuade a player not to be unhappy about many situations, and players would always sign for the club who bids them the most money anyway including the one they have grief with.

In the future

The good news is that in 1.7 we've ripped out the old system and implemented a new model. The key differences are now that

- Only major matches produce lasting morale changes, and the effect is no longer moderated by activity rating.

- This is more in-keeping with the way FM does things and means morale changes are more consistent from team-to-team and don't depend on your activity in the Gameworld

- Morale recovers to a neutral 'ok' mid-point through playing major matches, much like playing major matches constitutes the passing of time for the purpose of recovering players from injury

- The 'happiness' system described above is no longer in the game. It might be replaced in future, but only in an FML-tailored way, and only if enough controls over player interaction are added at the same time.

Looking to the future of player morale, what do people think about morale changes based on specific in-game events, such as if the manager sells players very soon after signing them then maybe players in that manager's squad would show their disapproval on the pitch?

We'd love to hear your views in the forums….

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  • 5 weeks later...

Ieri, dupa un asa zis "unscheduled downtime period" a fost lansata versiunea 1.6.5. Aceasta versiune aduce schimbari fundamentale jocului printre care noul 3D imbunatatit si ME-ul care vor fi folosite in FM 2011.

This release of FML sees the introduction of some brand new 3D match viewer elements from the FM team, including new player animations, crowd and stadium graphics. This represents all the work done by the FM 3D team since the release of FM10, and we're delighted to be able to bring these into FML for this release.

scene1.pngteamtalk.pngTeam Talks

We've added pre-match and half-time team talks to give you a little bit of control over some of the psychological factors that might affect your players' performances. You can specify an overall team theme, and optional individual player team talks. All of this is optional, there is no penalty for not issuing a team-talk in the sense that the match engine will carry on as it did before the introduction of this feature (this is distinct from FM, whereby not issuing a team talk can trigger a specific negative player reaction for that reason). However, the benefits of a team talk are to give a little bit of control over some of the psychological aspects of player match behaviour such as complacency and the ability to handle pressure. The options are available on panel within the match screen that also brings together controls for match strategy and playing style adjustments in one convenient place.

For those that like to analyse their matches in more detail, we've got just the option for you. 'Generate Full Match…' will create a full 90 minute version of any match and allow you to flick through the action at your leisure. This is available after a match has finished and you have clicked "Leave Match…" and will generate the full 90 minutes of action for more detailed review. Note that once a match has been generated in this way, it will be saved to your hard disk for quick loading in future and use up considerably more space in your match cache than a normal match, so you may wish to increase your cache size if you intend to analyse many matches in this way!

Match Day isn't the only are we've looked at however. We've also spent a lot of time looking at the financial aspect of the game. The most noticeable of these changes is an overhaul of the Market Value and Acquisition Fee system. In the next update Acquisition Fees will be replaced by "Signing On Fees" which will increase depending on how much wages they get. For example, if you were to pay a free agent double his wage demand, it would cost you double his base Signing On Fee.

valwilmer.pngNew Transfer Value page

Similarly, Market Value has been replaced by a "Transfer Value" which is calculated using a list of similar players sold within the most recent 4 weeks. You'll be able to see this list and the calculation itself to give you a much a better idea of how the value is created and, therefore, what the player is actually worth. Both these changes have been designed to make bidding and valuing players a much simpler and more transparent process.

Another change is to do with Private Transfers. Previously, bids under 50% of a players Transfer Value would be denied however, in the next update. These bids are allowed. However, if a bid is under 50% of a player's Transfer Value the game will instead start a 24 hours public auction starting at the value of the bid. This allows a bit more flexibility on transfers whilst giving everybody a chance to try and outbid if there's a bargain to be had!

Whilst talking about Finances, we've also tweaked the criteria needed for clubs to go into Administration or Receivership.

To go into administration a club will have to be in debt to the tune of 2m within 7 days. Also. from days 7 to 28 of their projection they will have to remain beyond their overdraft and on day 28 will still be in debt by at least 2m for administration to happen.

Receivership will happen if a club is in debt to the tune of 2m and for the entirety of their 28 day projection they will remain beyond their overdraft and on day 28 will still be in debt by at least 2m,

However, to account for the fact that income can happen in "spikes", the new criteria as detailed above must be true for three consecutive midnights. During this period, the team will be in "In Trouble" state.

Finally on the money front we've reduced commercial and stadium income by 10% and introduced a daily income boost of up to 10% which depends on your placing within your ranking band at the end of the day with the top getting the full 10% back and the bottom getting nothing. The intention is to add a little bit more meaning to matches across the board and a little bit more to play for in FML on a daily basis, without unduly favouring any particular kind of user over another and within the confines of segregated bands of teams of similar strength. This will only take effect when the next season in a gameworld starts, unless this is less than four weeks away (which it will be in most cases), in which case it will be two seasons time.

Moving on, we've made the first steps in increasing the variety of items in the Reward Points store by adding a whole host of new kits as well as a brand new item of Stadium Scenery. Now you can place your stadium in one of three new stadium backgrounds.

There's also been a whole host of optimisations made to the game which will dramatically improve the performance in the game, meaning a lot less lag and a much smaller chance of their being any crashes as well as a loads of bug fixes. You can find a list of all these changes on the full changelist.

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Avand in vedere faptul ca multi dintre voi nu au access la Full changelist-ul de pe forumul SI, il voi copia aici. Fapt divers: uitati-va la schimbarile motorului de joc pt a sti la ce sa asteptati de la noul ME din FM2011.

Feature Changelist

Transfer System

- Introduced a new system for determining a player's transfer value. The game now analyses the most comparable recently transferred players to the player being valued and determines a more transparent value based on reputation, age, position and wage demand. There is a new 'Value' tab on a player's profile which lists the players that have been used to determine his value.

- Made the following changes relating to wage auctions and signing of free agents and general presentation of player values throughout the game.

Players now either have a 'Signing-On Fee' if they are a free agent or a 'Transfer Value' if they are on a full contract.

Transfer Value is now the preferred terminology for what was previously known as Market Value and is described above.

The Signing-On Fee replaces the old-style 'Acquisition Fee' and is of a similar amount, but rises proportionally to how much over wage demand the player actually goes for in a wage auction. So a player with a signing-on fee of 500k and a wage demand of 10k, who signs on a wage of 20k, will command a signing-on fee of 1m. The signing-on fee payable is displayed visually on the popup as the user adjusts their wage bid. For players signed in a user's starting squad on wage demand, or who fall into the 'instant signing' criteria, then the flat signing-on fee applies, and thus the system works as it does now in terms of what it costs to sign these players.

A player's base signing on fee is based solely on his reputation, position and age. You cannot determine a player's underlying, hidden current or potential ability from his signing-on fee.

Signing-on fees are also payable when signing a player from another team at the end of their contract, in addition to a compensation fee payable to the club losing their player, of 25% of their Transfer Value at the time the auction starts.

The intention here is to streamline the previous system of Acquisition Fee, Market Value and Signing-On Fees into two simple figures instead; Signing-On Fee and Transfer Value.

- You can now make cash-only private transfer bids of below 50% of transfer value, but if accepted this will result in the player being put in a 24 hour transfer auction with the private bid made used as the starting bid in the auction.

Both bidder and owner are informed of this prior to making or accepting the bid.

- Wages are now dynamically linked to reputation – if a player is putting in the sort of performances to earn him a 5 star rep, then he'll start asking for 5 star wages. This will be a gradual change, so a player's next wage (or wage demand) can never be more than whatever is the higher of either his Current Wage multiplied by 3 (so if his current wage is 5k, this would be 15k) or 10k above his Current Wage multiplied by 2 (again with 5k, this would be 20k).

Therefore a 5 star player currently on 5k would only ask for his next wage increase to be to a maximum of 20k – not quite 5 star wages straight away.

- Removed the effect of playing position on wage demand. Previously, strikers would ask for more than other positions, for example. However, this only makes sense if they bring greater benefits to the team such as shirt sales etc. but as that isn't simulated in FML, we thought it better to simplify it. As before, it's now purely linked to reputation. If a player is good enough, he'll be asking for top dollar, whatever his position.

- Removed code that would make wage demands lag slightly behind reputations ( i.e. if a player gained reputation, then his wage demand wouldn't immediately follow suit but would take a little while to 'catch up'). This has been removed altogether to make wage demand more responsive to reputation changes.

Match Day

- Brand new 3D match viewer elements from the FM team, including new player animations and crowd and stadium graphics.

- Added pre-match and half-time team talks. You can specify an overall team theme, and optional individual player team talks. All of this is optional, there is no penalty for not issuing a team-talk in the sense that the match engine will carry on as it did before the introduction of this feature (this is distinct from FM, whereby not issuing a team talk can trigger a specific negative player reaction for that reason). However, the benefits of a team talk are to give a little bit of control over some of the psychological aspects of player match behaviour such as complacency and the ability to handle pressure. The options are available on panel within the match screen that also brings together controls for match strategy and playing style adjustments in one convenient place.

- Added "Generate Full Match..." option to the match; this is available after a match has finished and you have clicked "Leave Match..." and will generate the full 90 minutes of action for more detailed review. Note that once a match has been generated in this way, it will be saved to your hard disk for quick loading in future and use up considerably more space in your match cache than a normal match, so you may wish to increase your cache size if you intend to analyse many matches in this way.

- Post-match morale changes are now no longer 'dampened' using a manager's activity rating. Instead, major matches produce a full morale effect similar to FM, and minor matches produce a reduced morale effect of 25% of that which would have applied had the match been a major one. In addition, morale now 'recovers' to a neutral mid-point only by playing major matches, rather than over time as it worked previously. This brings it in-line with the injury/recovery system whereby playing major matches are required to 'cure' players.

- Improved match overview section of match page by including key match stats at the bottom when there is space (generally post-match, or when the match is being shown in separate window and thus there is no mini-pitch/chat-list at the bottom of this section)

- if you click and hold the pause/play button on the match timeline control, it now brings up a menu allowing you to choose from a variety of replay speeds which will subsequently apply to all action when not in 'Live' mode. Live mode remains at the speed agreed upon by the two managers using the existing system.

- Added various sound effects that FM uses which were previously not hooked up in FML, such as the sound of the ball being kicked, the referee's whistle and various sounds triggered by in-game events.

- Improved efficiency of sound system to eliminate the possibility of loading and playing sounds interrupting the 2D or 3D animation and causing stutter

- Made it fade in and out match sounds with players and also fixed untidy camera 'yanks' when viewing a past match as it moves from one highlight to the next

- Implemented a match recovery system; match servers now save their sync data at key points and this is used to reconstruct a match in the event of server failure

- Added missing "Stand With Taker" (attacking free kicks) and "Edge Of Area" (defending corners) individual player instructions

- Brought in-match player comments in-line with FM's

- The crowd now appear wearing their teams' kits and we've now also hooked up stadium seat colours to reflect the colours of the venue team.

- Fixed issue where the commentary could sometimes run marginally ahead of the action, a particular problem when it would flash "Goal for XXX" before the ball had crossed the line, reducing the element of suspense

- Fixed typo where it said the wrong team had requested 2.5 x Real-Time speed

- Fixed issue where a stadium with all sides under out of use (under construction) and thus with zero capacity would automatically be replaced in the 3D by a fully functioning default stadium

- Hide the east stand when showing the static corner camera angle at pre-match, half-time or full-time, as for large stands this obscures the view.

- Adjustment to the timings of when it switches to the static corner camera angle

- Fixed issue where icons sometimes overlapped messily on the match tactics page

- Added new popup to automatically install the match3d if you haven't been asked, have not got it and your machine is capable.

- When making instant tactical changes, instead of popping up an ugly box on the screen which obscures the action, instead just show a more subtle rotating animation while still achieving the desired objective of preventing further user input until the tactical change has been processed by the server

- If a user re-joins a match after a disconnection, don't automatically re-request their default match speed. Only do this the first time they join the match.

- Added hint text to rewind, play/pause, fast-forward and live buttons on match page.

- After rewinding, fast-forwarding or dragging the timeline bar in the match, return to paused state if this was the state at the start of the operation

- Youth injuries now work in the same way as Senior ones. I.E. they stick for a certain amount of major youth matches depending on the seriousness of the injury.

Club Finances

- Adjusted the criteria for a club going into administration or receivership.

How it used to work:

Administration - club will be in debt to the tune of 2m within 7 days

Receivership - club has hit a debt of 2m

How it now works:

Administration - club will be in debt to the tune of 2m within 7 days, and from days 7-28 of their projection they will remain beyond their overdraft and on day 28 will still be in debt by at least 2m

Receivership - club is in debt to the tune of 2m, and for the entirety of their 28 day projection they will remain beyond their overdraft and on day 28 will still be in debt by at least 2m

In addition, the new criteria as detailed above must be true for three consecutive midnights before the club is actually placed into administration or receivership. In the meantime they will be given the 'In Trouble' state, which comes with a warning to sort themselves out asap.

- Reduced commercial and stadium income by 10%, and introduced a daily income boost of up to 10% which depends on your placing within your ranking band at the end of the day (top = 10%, bottom = 0%). The intention is to add a little bit more meaning to matches across the board and a little bit more to play for in FML on a daily basis, without unduly favouring any particular kind of user over another and within the confines of segregated bands of teams of similar strength. This will only take effect when the next season in a gameworld starts, unless this is less than four weeks away (which it will be in most cases), in which case it will be two seasons time.

Reward Points

- Added in new kits for the reward points store & made it so that versioning of kits and mascots is available.

- Added a new category of item to the RP store - stadium scenery. There are currently three choices of scenery available to surround your 3D stadium, each available as limited or unlimited use purchases.

Optimisations

- Optimised the speed of joining a past match or a match in-progress. With this change it should be around twice as fast as previously.

- Optimised the way it accesses the team kits, leading to a noticeable improvement, particularly on the Mac, in the speed of drawing any panels that show team kit icons (team lists, results, fixtures etc.)

- Prevented it showing more match update lines than it can display without a scrollbar, at the bottom of the chat window (when "Show Match Updates" is enabled), as the time taken to populate this list can cause the animation in a match being viewed to stutter

- General behind-the-scenes optimisations, including improvements to the midnight update

General Bug Fixes

- Fixed bug - Pressing tab and enter when logging into the game will result in the game acting as if enter is pressed continuously throughout the game after the user has signed in.

- Fixed an issue where in the optional resolutions in full screen mode weren't being able to be accessed.

- Fixed bug in the player filter where filtering players by players status did not return the correct results

- Fixed an issue where sometimes it didn't save a user's latest filters/views/tactics etc. when they signed-out, typically if they had accumulated a lot of this kind of data, this also fixes a rare disconnection issue affecting some users.

- Fixed bug where when browsing off to a news item from a digest news item, when you came back the scrollbar had reset.

- Fixed issue preventing certain old players from retiring due to them once having reconsidered their retirement after finally finding a club. Now the old gits can finally be put out to pasture

- Fixed the general mailing list being the first tab clicked.

- Fixed bug - Players Auto Reject fee is showing an incorrect amount

- Fixed bug - Crash will occur when the user selects an emoticon after the emoticon box has remained open during the half time period

- Fixed bug - Filter changes to the Returning Stars page are not retained across separate logins

- Fixed bug - XFA youth Quickplay competitions are classed as major matches (NB this fixes new matches - new matches will have their stats stored under the 'minor' youth category, but this fix won't affect existing stat totals)

- Fixed bug - Filtering Auto Accept > Is Below, will give the same results regardless of the change to the figures

- Fixed bug - Mails that are sent to 'Online Managers' are also being sent to managers that are offline

- Fixed bug - Spelling mistake in the Edit Football Association pop up

- Fixed bug - Players in a Fantasy Player GW have returning stars icons next to their names

- Fixed bug - News item states a player has signed a 0 season contract when in reality he has signed 1 season contract

- Fixed bug - When moving to the standings page of a competition the stage details should not be hidden by default

- Fixed bug - The heading of a Cup resumption mail gives different information to the main body of text.

- Fixed bug - Senior Matches tab on the Rankings filter has overlapping text and tick

- Fixed bug - User updates appear in Friends Update list

- Fixed bug - Server Error is encountered when attempting to remove organisers of the Ladder FA.

- Fixed bug - An extra space occurs in the updates page when buying an item from the rewards store

- Fixed bug - Selecting 'Future Clauses Out' from the club profile Right-Click menu will take the user to the 'Future Clauses In' tab.

- Fixed bug - Swapping players within the set piece lists does not function correctly

- Fixed bug - User is unable to change specialist skill categories and is encountering an incorrect message.

- Fixed bug - Moving a player to the sweeper position in the tactics creator will result in the wrong number of players being shown in the formation drop down

- Fixed bug - Total Points are not reduced on the users 'Known Skills' page once the user has unspecialised in a skill category.

- Fixed bug - Users team has been submitted for them following opponent submitting their team first

- Fixed bug - The user should be taken straight to their Team Talks page at half time

- Fixed bug - The Extra Time team talk view is available in League matches

- Fixed bug - International appearances and goals options are available to be selected in the view filter on the Youth Academy page

- Fixed bug - User will be unable to 'Confirm' the changes to a match plan if the only change that they have made is to the 'Allow Subs In This Scenario' tick box

- Fixed bug - Right Midfield button is not visible when the user opens the position dropdown menu on the squad page

- Fixed issue where when viewing a past match it would start playing the highlights before the user had pressed the play button.

- Fixed bug where a server error was produced if you specified a 'deposit' that is actually the amount of the whole bid. It is illogical to allow this.

- Fixed bug - Competition History page shows incorrect information regarding a clubs performance in a competition.

- Fixed bug - Deactivated teams are auto extending players contracts (this was caused by transfers that occasionally concluded after a user had been deactivated, e.g. a transfer auction, private bid accepted afterwards, etc.).

- Fixed bug - Players suspension is not carried out if the next match goes to auto resolve

- Fixed bug - Quick Play matches do not start if teams do not join

- Fixed bug - The team of the season formation is not aligned correctly on the formation panel.

- Fixed bug - Renaming a match plan to a name that is less than five characters will lead to the game crashing

- Fixed bug - Attempting to unignore a user freezes the client

- Fixed a bug in the positional player awards where goal_ratio & assist_ratio were being read from the DB as the wrong types.

- Fixed bug - Code in commentary appears after a club has progressed to the final of a cup competition.

Other

- Rankings system now excludes non-FA matches played between two offline managers (FA matches, whether major or minor, are not affected by this change).

- Added a function to daily maintenance to correct players that are created with an incorrect age.

- Disable 3D on the client if it was only partially installed, to avoid it crashing later on due to missing files. In this situation the user needs to re-launch the launcher to complete the installation.

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Match v846

- Added tactical instruction to mark edge of area at a corner

- Further small tweak to expected result for FML matches

- Tried to make players to support ball player a little more again

- Reduced instances of attacking wide midfielders not coming back to defend enough

- Reduced moves from attackers out wide when team mate already there

- Over ride certain run with ball PPM's and instructions when on counter attack

- Reduced instances of players moving forward off the ball with back to opposition goal while on counter attack

- Fix for players not letting ball run out when it is going way over the head of opponent

- Stop defenders giving up on tracking ball player too early

- Try to stop defenders being turned too easily

- Made players quicker to knock ball out of play when a keeper down injured

- Fixed unrealistic stopping and turning at pace with ball

- Tweak to encourage player nodding ball ahead of self when a realistic option

- Slight reduction in over-risky passes

- But also tried to reduce panicky clearances from technically good players

- Sharpened up passes into path of players

- Slight reduction of dribbling speed over short distances with close control

- Tried to improve wide man decisions when in crossing positions

- Fixed wide players coming too central too soon when ball on opposite flank

- Tweaked set piece marking a little

- Some fixes for instances of illogical headers

Match v847

- Prevented free kick taker making pointless pass instead of shot on direct free kick

- Made different player take short indirect free kick, preferably to the actual direct free kick taker next to him

- Made width setting have some small effect on defensive positioning

- Small attempt at optimisation as in reducing number of repetitive decisions

- Small tweak to offsides to stop decisions being given when no advantage to other team in doing so

- Reduce number of green injuries allocated for minimal condition drop

- Improved realism of player morale changes during match

- Fixed some anomalies with morale sent by ME back to FM/FML

- Some tweaks to player reputation changes sent by ME back to FML

- Fix for keepers being caught in no mans land when some free kicks are sent in long from deep

- Some tweaks to positions of midfielders when ball in attacking third and central

- Fixed bug where players could take control of ball a little too far away to do so

- Reduced range of physical attributes, increased range of technical ones and influence of mental ones

- Fixed bug where players wouldnt react realistically to some rebounds

- Tried to reduce wild clearances a little

- Improved keeper behaviour at one on ones situations

- Fixed anomaly that could see players mark the wrong opponent at corners in relation to instructions

- Reduced incidences of players heading ball they could control a second or so later

- Some small tweaks to marking

- Some small tweaks to on ball decision making

- Some tweaks to passing and crossing AI

- Some improvements to headed clearances

- Cut down dead time when ball goes out of play slightly

- AI teams may now drop slightly deeper away from home

- AI teams less liable to make wasteful substitutions

Match v848

- Some improved goal celebrations for FM only

Match v849

- Basic in match weather changes now acted upon when fed into the ME

- Implemented DICTATES_TEMPO ppm

- Implemented ATTEMPTS_OVERHEAD_KICKS ppm

- Implemented KNOCKS_BALL_PAST_OPPONENT ppm

- Implemented AVOIDS_USING_WEAKER_FOOT ppm

- Implemented LIKES_TO_SWITCH_BALL_TO_OTHER_FLANK ppm

- Implemented TRIES_LONG_RANGE_PASSES ppm

- Pushed wide players up a bit further when team has ball beyond own third

- Cut down instances of slow floated crosses

- More slight tweaks to pass AI

- Slight increase in speculative long shots

- Improved velocity of some headed goal attempts

- Made direct free kicks a little less "floated"

Match v850

- Fixed keeper being credited with own goal when he touches unintentional goalbound kick or header into goal

- Reduced reliance on IMPORTANT_MATCHES attribute vs CONSISTENCY when playing in bigger matches

- Slight reduction in home advantage for smaller crowds

- Tweak to first touch when controlling ball in shooting position

- Fixed bug that could cause player to miscontrol ball when dribbling for no reason

- Increased number of lobbed goal attempts

- But reduced keepers rushing out too far and inviting the lobs

- Improved shot and pass accuracy when under no pressure

- Slight tweak to delivery of wide free kicks and of some crosses

- Reduced extreme curve on some shots

Match v851

- Substitutes now warm up down the correct side of the pitch (behind the linesman)

- Various fixes to linesman positioning and flagging

- Toned down player nervousness in certain match situations

- Reduced over exaggerated player morale changes in match

- Reduced effect of scoreline on player match ratings a little

- Tweaked player perception of match importance when underdogs in a match, ie generally raised it a little

- Small tweak to wall position at free kick

- Fixed bug where keeper came miles out to give ball to free kick taker leaving goal open

- Fixed bug where player collecting ball for set piece could take a detour resulting in 2-3 minutes lost game time

- Fixed FM bug where AI manager could potentially set strange depth and width settings in tactics creator

- Small tweak to position of D-line in relation to ball when team defending

- Improved players' facing direction in relation to ball when trying to give ball player pass option

- Small tweak to player default position in relation to team mate who is on ball, in order to reduce players bunching around each other

- Fix to stop defenders changing mind about intereption leaving themselves open to the ball simply hitting them

- Fix for defenders pushing up too slowly when trying to play opponents offside, and leaving opponent in too much space

- Fix for attacking players bunching around opposition goal after ball has rebounded out from woodwork

- Fix for some strikers never attempting to move into channels

- Made marking a little tighter away from defensive areas, rather than standing off by 6 yards

- Stopped players man marking opponent who isnt their natural opponent for long periods after ball has moved to other area of pitch

- Some more tweaks to decision making when on the ball, including when to carry ball and when to pass it and how to pass it

- Small reduction to effect of using weak foot on pass or shot

- Made basic passes a little less likely to be sent astray even by low level players

- Increased number of low hard crosses sent into area

- Increased velocity of some crosses generally

Match v852

- Fixed bug that causes too much dead time at certain set pieces

- Fixed players who are marking opponent with ball missing opportunity to make tackle

- Fixed a couple of anomalies in tactical training info code ( FM only )

- Fixed defending team not covering centre of defence when defending a long goal kick straight after an attacking set piece

- Reduced exaggerated drops in mental attributes later in matches

- Try to generally improve reactions to loose balls, clearances, tackles etc

- Fixed players trying to let throw in towards their goal "run out" when it would be easier to simply pick it up or intecept it

- Improved tracking of ball player especially in wide areas

- Encouraged more rounding of the keeper

- Reduced incidences of players dallying at kick off

- Fixed loophole that allowed over-accurate headers at goal when under severe pressure but close in

- Improved direct free kick delivery

- Reduced instances of players not playing obvious backpass

- Players are now aware of where their fans are located when celebrating a goal

- Improved pathing of players at goal celebrations

- Fixed issue with long flat throws not having a run up

- Enabled player emotions for FML matches

Match v853

- Reduced instances of FM AI managers going to overload tactics too early

- Fixed small player path bug when turning on the spot

- Improved facing direction of players when running back to defensive positions at set piece

- Improved facing direction of full backs when their keeper has the ball

- Fixed bug that could cause player to fail to complete interception then stop rather than try again

- Stopped defenders from playing ball first time to team mate when absolutely no need to and team mate under more pressure than they

Match v854

- Internal changes

Match v855

- Internal changes

Match v856

- Fixed players knowing the location of their supporters when celebrating after the location of the main stand was changed

- Fixed bug where players would all stand next to the taker for a human team's direct free kick

- Improved positioning of referee at penalties

- Fixed goalscorer unrealistically retrieving ball for opposition kick off

- Fixed players running backwards unrealistically when ball already beyond them

- Fixed players running backwards for long distances when regrouping for set pieces or goal kicks

- Generally tweaked player facing direction when moving to ball

- Fixed players not making tackle attempt when they have moved closer to opponent in order to do so

- Made defenders quicker to shift across to cover team mate who has moved out of the line to engage the ball player

- Fixed defenders covering for full backs leaving space in the centre when danger is in the centre

- Fixed defenders pushing up to hold line inside opposition half leaving easy through ball opportunities for the opponents

- Made players who are not man marking tightly less obsessive about compromising their defensive shape to stay close to chosen opponent

- Fixed some instances of defenders double closing down ball player when no need to do so

- Tried to make full backs close down opponents who have ball at feet more efficiently

- Reduced number of first time passes from back four when under no pressure

- Reduced chance of pass being made to team mate that has likelyhood of hitting another team mate en route

- Fixed ball being allowed to pass through players as they control it unrealistically with back to ball

- Fixed ball being allowed to pass through keepers unrealistically instead of deflecting clear

- Fixed keeper retrieving ball and carrying it to set piece taker miles from his goal

- Reduced unrealistic instances of keeper fumbling ball under no pressure

- Fixed keeper making unrealistic instant recovery after fumbling ball

- Fixed some instances of keeper save direction being unrealistic

- Fixed defensive lines not dropping deep enough when faced with free kicks in the midfield area

- Fixed bug where player passed aimed at may not attempt to go for it, allowing an opponent to take ball instead

- Fixed keeper moving out of goal to offer option to team mate during "fight ball" in area

- Fixed keeper not letting ball run out when trying to make the catch or save is riskier

- Made keepers more likely to try to smother ball when player running towards goal with it

- Fixed keepers trying to make save on deflected ball that is moving away from goal

- Stopped keepers overshooting the line to goal when coming out to close down player bearing down on goal on an angle

Match v857

- Some slight tweaks to running with ball AI

- Slightly toned down long shot accuracy

- Try to tune number of penalties per match

- Fixed bug causing keeper to occasionally fumble easy ball

Match v858

- Fix for hideous offside trap bug cause by change in v856 that affects team kicking right

- Made defenders a little quicker to react to pass in their vicinity

- Small tweaks to defensive lines in both open play and certain set pieces

- Small tweak to facing direction of defenders in open play

- Toned down likelyhood of centre halves leaving D-line prematurely to engage ball player

- Stopped defenders coming to engage ball player then running back to position the split second he makes a pass, thus inviting the return pass

- Reduced instances of defenders trying to dribble their way out of trouble when a clearance will suffice

Match v859

- Fixed occasional instances of keeper making a mess of ball he has come to collect

- Fixed a couple of anomalies in ball interception AI

- Made wingers stay a bit further forward when their team is defending, depending on mentality

- Made wide midfielders a little less conservative position wise when ball in own half and team has ball

- Made players a little more careful about staying onside

- Discouraged players from making rash moves off ball and ruining team shape

- Reduced some instances of players being hit by ball played towards them

- Made players lunge for ball more often

- Toned down morale changes due to result/performance earlier in matches

- Reduced number of lobbed shots attempted at pace

- Tweak to first touch and dribble AI

- Small tweak to pass AI

- Slight tweak to stop midfielders dropping too deep towards D-line when defending ball that is far from their goal

- Fixed lack of closing down of short corners

- Toned down tackling just a bit

- Improved celebrations so that they take into account player personalities when choosing how to celebrate

- Improved selection of set piece takers for human teams if the human hasn't selected anyone

- Some tweaks to post match morale changes

Match v860

- Small tweak to interception AI

- Small tweak to length of time player is delayed by tackle or foul to help animation system

- Improved realism when players dive

- Small fix for defenders not always engaging counter attacking players who have ball

- Fixed morale and reputation not being processed at end of match for players on for less than 10 minutes

- Morale no longer processed for players in FML if appropriate for competition

- Fixed players being flagged offside when not interfering with play

- Improved realism when players dive

- Fixed a few anomalies in terms of players not reacting realistically to ball

- Fixed bug in ball movement directly after routine free kick near half way

- Further small tweaks to dribbling AI

- Stopped some clearances being logged incorrectly as tackles

- Made players more willing to support team mate with ball

- Made playing out of position affect player performance a bit more

- Fixed occasional bug causing keepers to come for unrealistic interceptions

- Made keepers a little more tidy in moving to and collecting easy balls under no challenge

- Fixed keepers throwing or kicking ball unrealistically quickly after having to dive to save ball

- Reduced pointless shots slightly

- Fixed throw ins being taken unrealistically quickly

- Made players a little more willing to cross ball early

- Fixed short free kick being passed behind team mate

Match v861

- Fixed player nodding ball to himself while its a little too high when he could wait a split second and make it easier

- Fixed centre halves not engaging opponent running at them when its obvious

- Fixed players claiming for unrealistic offsides

- Fixed linesman not flagging for goal-kicks and corners

- Fixed inconsistency in way long/short range shots/goals are counted up

- Fixed some short passes being unneccesarily looped towards team mate

- Fixed players not turning properly with momentum as they shoot on the turn

- Fixed keepers jumping up too quickly after failing to make save

- Made defenders lunge in for ball they are struggling for rather than let it hit them

- Stopped players lunging in for ball that is too high

- Improved use of diving headers especially in defensive situations

- Fixed rare examples of strange keeper saves where ball comes off them at high velocity

- Fixed some examples of keeper being credited with own goal when he cant get enough on the ball to keep it out

- Fix general facing direction of players when moving over distance to their position

- Fixed flaws in marking at some throw ins

- Improved keepers command of own area

- Improved willingness of full back to give option to player on wing ahead of him

- Generally improved willingness of players to give team mate easy pass option

- Reduced shots on turn from extreme distance

- Reduced shots from impossible angles

- Made players more likely to run at defenders if other options are difficult

- Reduced crosses that have little chance of being met

- Increased passes behind defensive line into wide areas

- Made good pass options less likely to be abandoned due to weak foot

- Small tweaks to lobbed finishes and placed finishes

- Fixed diving or stooped headers being sent in impossible directions

Match v862

- Fixed goalie dropping ball after 6 seconds and it bouncing stupidly high

- Reduced influence of "IMPORTANT_MATCHES" hidden player attribute a bit, increased influence of "CONSISTENCY"

- Fixed keeper trying to punch ball that is metres above his head

- Fixed player not clearing ball under pressure just because player behind him has stupidly called for him to leave it

- Fixed keeper kicking too long when taking free kick further forward than own six yard box

Match v863

- Tweaked height of throw in release point to improve throw in animations

- Fixed bug where goalie makes save then immediately deflects the ball

- Made sure keeper does not ignore over hit pass towards team mate that is his to take over

- Fixed keepers attempting to save ball prematurely

- Fixed bug that could cause players to leave ball to their keeper prematurely

- Fixed bug in ball interception AI that could cause players to wait too late for interception point

- Fixed some short passes being totally underhit since v861

- Improved facing direction of players in relation to the ball and any player going for it

- Slight increase in on ball running speed for players with good dribbling and technique

- Slight tweak to AI team selection and sub logic

- Fixed occasional bug causing player nodding ball down to self and then not going after it

- Slight reduction in number of tackles

- Reduced time players delayed after making tackles

- Tweaked D-line position according to depth setting

- Fixed players offering themselves as out pass in an offside position

- Reduced amount of incidences of players doubling up on opponent in non danger area

- Reduced likelyhood of shots being taken on weak foot according to weakness of that foot

- Made sure shots taken while clear of defence are always logged as clear cut chances

- Fixed players not heading ball back to keeper when clearly safe to do so

- Slight tweak to pass choice AI

- Improved realism of direction and length of lunged clearances, half clearances and slide tackles

- Fixed run with ball being turned off for winger role when certain touchline instructions are active

Match v864

- Implemented players covering for defenders or midfielders while they are being treated off the field for an injury

- Fixed rare issue where set piece taker takes quick free kick to himself

- Fixed defenders not returning to kick off positions properly just after their team has scored

- Fixed some cases of players allowing ball to hit them instead of making a basic clearance or pass attempt

- Fixed occasional unrealistically long player concentration lapses

- Improved logic of who retrieves ball and sends it or takes it to set piece point

- Fixed a rare ( seems to be Mac only ) crash when keeper tries to save a penalty

- Reduced incidences of keepers being subbed off in competitive matches

- Reduced incidences of early substitution of players who are not yet familiar with the native language of their team

- Fixed keepers trying to let ball run out when its coming right at them and its safer to catch it

- Fixed keepers springing to feet too quickly after attempting save

- Further improved dribbling AI

- Fixed players moving too quickly at set pieces before kick imminent

- Improved defence shifting to cover player who has moved forward to engage ball player

- Made marking a bit tighter at throw ins

- Fixed player marking ball player facing up opponent when he still isnt sufficiently goalside

- Made players more likely to cut ball back rather than shoot from acute angles

- Fixed some difficult chances from acute angles being counted as clear cut chances

- Made players more likely to try hopeful cross when little other option open, especially at lower levels

- Small tweaks to direction and length of clearances under duress

Match v865

- Fixed rare bug where unusually powerful shot could send ball through net with no goal given

- Fixed bug where keeper would illogically try to take over receiving a pass from team mate

- Fixed bug where ME wouldnt simulate player jumping for ball he couldnt quite reach

- Fixed keeper jumping up too quick after going to ground but not getting the ball before the attacker

- Fixed keepers backing into their own net for no reason after conceding a goal

- Fixed players making slide tackle attempt on ball above knee height

- Fixed some more anomalies with player facing direction at set pieces

- Fixed illogical player decisions to leave near or far post he is guarding when defending a corner

- Fixed keepers waiting too late to intercept some balls allowing attacker in first

- Fixed keeper facing direction from giving them less chance to intercept ball into area

- Increased willingness to shoot from distance just a little

- Increased inaccuracy of difficult passes or crosses

- Made players a little more willing to try interesting first time passes

Match v866

- Fixed offsides being called ages after player was offside for a pass he never touched

- Fixed underuse of consistency attribute vs important matches attribute

- Fixed likes and dislikes having disproportionate effect on player leadership

- Improved marking of player with ball

- Slight reduction in defenders diving into tackles on player with ball

- Slight reduction in dribbling ability at lower end

- Fixed exaggeration in counting of runs past opponent

- Made wingers come back to help defence a bit more

- Fixed player not covering injured team mate until set piece has been taken

- Fixed centre halves getting dragged wide to cover for full backs too easily in defensive third

- Fixed a couple of examples of over-slow movement getting into position at set piece

- Improved position and movement of player left forward while his team defends a corner

- Fixed too many players sometimes being left back to cover player left forward at corner

- Fixed keepers not reacting to slide tackles back to them in own area

- Small improvement to player reactions to 50:50 balls

- Made defenders keep shape a little longer when retreating to own area before marking opponents takes precedence

- Increased effect of derby atmosphere on player workrate and aggression

- Made players a little more willing to shoot from range

- Made heading ball under pressure a little harder

- Tweaked weight of passes into path of wide players

Match v900

- Fixed bug causing players to run ball out of play for no reason

- Toned down dribbling speed and direction changes a little

- Made wide players more willing to offer out ball to team mates

- Fixed a few issues in closing down of opponents some caused by recent changes

- Fixed player putting ball out for injury when bearing down on goal

- Fixed some broken AI team selection code that caused some illogical reshuffles of lineup just before kick off

- Fixed the tactics creator not assigning automatic or attacking duties to at least one central midfielder playing in a 3, undermining formation performance

Match v901

- Made players a bit more aggressive in terms of trying to take ball off dribbling player, partly depending on tackling instructions

- Made players get a little tighter to opponents with ball

- Fixed players trying to show opponent onto weak foot when not even goalside, causing slightly odd movement in relation to opponent

- Fixed bug causing player to fail to intercept some balls into box due to poor facing direction

- Fixed player's match rating not being assessed and updated before their AI manager considers tactical changes

- Fixed promising youngsters being sent on for experience too early in match by AI managers

- Fixed players performing decently occasionally being subbed prematurely by AI managers

- Fixed keepers being needlessly subbed in end of season matches

- Slight tweak to goalkeeper performance range from top to bottom

- Players less likely to make mistakes due to poor pressure attribute in smaller matches

- Increased penalty scoring ratio slightly

- Fixed another couple of anomalies where players fail to react to loose balls realistically

- Small increase in effect of tiredness on player speed getting around pitch

- Fixed unrealistic attempts to intercept ball by players set to guard near post at corners

- More speculative long shots by players with poor mental attributes

- Players more likely to go for power from close range when keeper has angles quite well covered

- Fixed two footed tackles not always being red carded when ball is high or long gone

- Fixed bug causing unrealistic velocity on some shots and headers

Match v902

- Fixed tactics creator leaving 3 players back at all attacking corners and free kicks

- Fixed bug causing players to shoot too early when semi clean through and the shot being registered as a clear cut chance

- Fixed obscure crash when player attempts to head ball into goal from bang on goal line

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