
Hello, this is Team Samoyed.
Here are the latest patch notes.
Added Set Feedback. In MOBA matches in single-player and multiplayer leagues, you can give players feedback in the locker room after a set if another set remains.
You can instruct up to 3 players to play "More aggressive" or "More defensive." This changes the corresponding tendency, and the instructed playstyle takes effect in the next set.
You can review scenes of joining fights and ganking lanes, grouped by player, and select "Good" or "Don't" to strengthen or reduce the corresponding tendency.
Choosing "Encourage without feedback" instead of individual feedback increases the Condition of every player who played in the current set by 5.
Added the Player Traits system. Aggressive Playstyle, Defensive Playstyle, Fight Joining, and Lane Ganking affect players' decisions and actions in MOBA matches.
Changing tendencies through Set Feedback can activate or deactivate traits. Once a trait is active, increasing its value does not make its effect in matches stronger.
You can view active traits in player information, as well as tendency values for players on your own team. Scouting also lets you search for players with the traits you want.
Lane Ganking applies to laners and supports.
We aim to expand the selection of player traits further in 0.7.0.
Added All-Pro teams by position. At the end of the regular season, the top three players in each position (Top, Jungle, Mid, Bottom, and Support) are selected for the First, Second, and Third Teams.
Rewards: Selected players gain fans and Morale. Their clubs receive bonus prize money for each selected player equal to a percentage of the league championship prize (First Team: 5%; Second Team: 3%; Third Team: 1.5%), and also gain club fans. When a player from your club is selected, a separate news item details each player's prize money and fan gains.
Reviewing records: A new "All-Pro" tab under Records lets you view Spring/Summer selections by year, region, and league. The player history tab records All-Pro selections (position, rating, win rate, prize money, and fan gains), while team history records the number of All-Pro players produced each season.
Selections take place across all leagues, including AI clubs, starting with seasons whose regular season ends in this version or later. Past seasons in older saves are shown as having no records.
Adjusted the youth academy based on beta feedback.
The academy's starting tier now reflects the team's facility level. Previously, every team started without an academy and had to upgrade it from scratch.
Improved the growth curve for trainees.
Trainee Morale now responds to facility tier, recent scrim results, stalled growth, and stress. Hovering over the Morale label shows its components. The trainee list shows cumulative growth since joining.
Training reports now show progress toward the next attribute increase for the 3 players closest to it.
Adjusted fan numbers.
Increased fan gains for individual award winners.
Clubs now gain new fans for winning, finishing as runners-up, or placing among the top finishers in leagues and international tournaments, with notifications in the inbox.
Increased the weight of performance when calculating sponsor offer tiers, and added bonuses for qualifying for or winning international tournaments. The sponsor screen now shows the tier score breakdown and progress toward international tournament conditions.
Adjusted the transfer market.
The limit on transfer offers for players at the user's club now applies per player instead of per team. This resolves the issue where only one offer arrived every 3 days even with multiple players on the transfer list.
The restriction on reselling recently signed players has been shortened from 270 days to the same transfer window.
Added "5 bans (3/2)" to the ban count settings. Instead of banning all 5 at once, both teams ban 3 champions each and pick 3 each, then ban another 2 each and pick their remaining 2.
Adjusted champions.
Corrected Harpooner's skill hit detection radius and projectile launch positions, and adjusted the cone angle of the ultimate.
Improved the match engine.
Reduced situations where the team in the lead delays finishing a match it could end. Advancing on the Nexus is now prioritized when a winning opportunity is available.
Reduced indecisive wandering under towers and pointless pursuit of enemies that cannot be caught.
Improved decisions about when to use immortality, shield, and buff skills.
Added gamepad support.
Fixed an issue where Strongman's Skill 2 (Barbell Swing) and Spellbreaker's ultimate (Grand Shatter) were used on empty space, or used once beside an allied tower and then never used again. Both skills are now defined as area-of-effect skills centered on the caster and are only used when enemies are in range.
Fixed Siege Breaker's Skill 1 bonus damage to structures being displayed and applied as 0% in older saves. This value can also be changed in Database Edit.
Fixed rematch-avoidance pairing updates in Challengers Swiss matches not taking effect on the actual match day. Also fixed an issue where View Match Result Immediately could show results from the previous pairings after the pairings changed.
Fixed the missing seeding draw notification on the season's opening day when the first transfer window had been skipped.
Fixed previous-season placement bonuses being paid again during season settlement, or fan expectations being overwritten with results from an earlier season.
Fixed fans gained through inbox decision events being lost again at the end of the season.
Fixed clubs with no fans earning sponsor bonuses for fan growth without actually gaining any fans.
Fixed training facility, stadium, and merchandise production facility expansions proceeding without enough cash, or their costs not appearing in financial records. Merchandise production facility costs and cost reduction rates in custom databases now also display correctly.
Fixed the finance screen's "At this rate, funds will run out in approximately N months" warning appearing much earlier than it should because one-time costs already paid, such as facility expansions, were counted as recurring monthly expenses. It now uses only projected expenses and income for the remaining period.
Fixed AI clubs exceeding the promotion quota when promoting academy players in succession.
Fixed "Core Player" being incorrectly shown as the reason for refusing to sell a recently signed player.
Fixed contracts with staff from other clubs being finalized without enough funds to compensate for the remaining contract. Contract acceptance now uses the current offer, and both clubs' balances and news update immediately after the signing.
Fixed a one-year delay in counting staff members' time as free agents after their contracts expired, which delayed retirement checks.
Fixed progress getting stuck or the game closing when switching screens or going back during tutorial dialogue.
Fixed non-host participants being able to change shared settings in multiplayer depending on the reconnection order or the host disconnecting.
Fixed localization key names appearing instead of instructions on the lineup waiting screen while spectating in multiplayer.
Fixed champions added by champion packs or individual champion mods being missing from champion selection in multiplayer leagues and friendlies, or selected champions being excluded.
Fixed awards ceremony dialogue appearing as localization key strings.
Fixed group names in international tournament draw news appearing in English (Group A) even when playing in Korean.
Fixed the last row of the participating player list in fan service being cut off, and overlapping two-line text in the academy development policy list and bank/club value item names in languages with long labels.
Fixed the last sponsor offer being inaccessible when there were many offers, and long payment or bonus text overflowing the cards.
Fixed incorrect values, targets, and ages in some languages, visible formatting tags in text, and missing arrows on the finance screen.
To join the beta, right-click Teamfight Manager 2 in your Steam Library, open Properties → Game Versions & Betas, select "beta," and launch the game.
The beta program frequently updates content that is still in development. As a result, versions may be unstable, mods may not work properly, and using existing save files may make them incompatible until the update reaches the official build.
We would appreciate your beta feedback at [email protected] or through our official Discord channel (https://discord.gg/TKxAz2AJSp).
Thank you.