Official patch notes for version v1.0.9.
Existing saves remain fully compatible. UI and screen fixes take effect immediately; season and competition fixes take full effect in new careers.
Staff hiring no longer gets stuck after completion. Upon agreeing with a staff member, the interface still showed "rejected," allowing further changes to an already signed contract. Fixed: contract fields now lock properly and finalized proposals are not re-evaluated behind the scenes.
Medical Directors and Scouts are visible again in the Staff Market. Clicking "Hire" in a department used to open the market set to "All" sorted by level; for top clubs, Scouts and Medical Directors ended up buried at the bottom as if non-existent. Now, each department button (and "View market" for open slots) opens directly filtered to the correct role. Lower-tier clubs are also guaranteed hireable options.
Easier to read Staff Market filters. Category, contract type, and role selectors were squished onto a single line causing text overlap; they now adjust dynamically and wrap to a second line on narrower screens.
Inconsistent staff limits resolved. Different screens showed conflicting limits (e.g., 8 slots vs 12 slots), resulting in "no open slot" errors. There is now a single unified calculation—total slots equal the sum allowed by each role. Staff limits have also been significantly increased: a 4th division club goes from 8 to 20 slots; a European giant goes from 20 to 46. Large clubs can now hire up to 12 scouts, 6 physios, and 4 performance analysts. Your budget is now the true limit, not an invisible cap.
You can no longer accidentally "fire yourself." When replacing staff with a full team, the manager (you) is excluded from the list of personnel to release.
"Fire and Hire" now properly frees up space. Previously, selecting a staff member to dismiss did not release the slot and kept showing "no space"; now the dismissal takes effect immediately and the new contract is finalized.
4-2-3-1 Formation evaluated players in wrong positions. On the tactical pitch, position tags appeared correct, but player cards miscalculated roles (e.g., a winger read as "out of position Central Midfielder"), affecting match engine performance. The 4-2-3-1 formation slot mapping has been fully corrected. All other formations were already accurate.
No more unrealistic blowouts in mismatched games. Mismatches between elite and weak teams previously produced absurd scorelines like 16-0. Favorites still dominate possession and shots, but shot conversion rates and goalkeeper saves no longer scale infinitely. Heavy favorites will still score heavily, but results remain grounded and realistic.
Penalties are rare again. Unbalanced matches were averaging nearly 4 penalties per game. Referees now call fewer soft fouls inside the box, and defenders tackle cleaner. Penalty frequency has been tuned down to realistic football levels, removing ~2 phantom goals per high-gap match.
Re-enabled personal cash injection into owned clubs. Open President Menu -> Group Finances -> Clubs tab -> Inject Capital, enter the amount, and confirm. This feature existed under the hood but was missing a UI button. (Additionally, fixed a bug that caused the club to receive double the injected amount.)
Fixed freeze/white-screen issues during day simulation. Clicking "Stop Simulation" previously felt unresponsive due to autosave bottlenecks.
Autosave performance overhauled. Long careers produce save files over 160MB. Preparing, compressing, and writing this data on the main thread was causing UI freezes and input delays.
Autosaves now trigger only ONCE after simulation runs finish, right when player control returns—drastically reducing overhead compared to standard weekly intervals during simulation.
Asynchronous file writing: Disk compression and writing now run seamlessly in the background.
UI feedback added: The panel explicitly displays "SAVING..." during file writes.
Memory optimization: Save data is now written in chunks, preventing high RAM usage spikes that caused crashes on lower-spec machines.
Save corruption protection: New save files write to temporary space first and replace the original file only when 100% complete. If a crash or power outage occurs during saving, your previous save file remains intact.
Fixed auto-converting purchase offer values. Entering transfer offer values previously shrunk on mouse clicks due to repeated currency conversions. Fixed for all transfer fields (loan fees, purchase options, appearance bonuses).
Clearer feedback for transfers signed outside open windows. When agreeing to a transfer outside open registration windows, players remain at their current club until the window opens. The game now explicitly notifies you of transfer dates across three places: offer confirmation screens, inbox notifications, and window opening announcements.
Fixed immediate player complaints on day one. Squad members no longer complain about lack of playing time upon starting a career. Playing time expectations now calculate strictly based on official matches played under your tenure.
Normalized initial player morale. Fixed an issue where ~16,000 players globally spawned with 0 morale ("Unhappy"). Initial morale now spawns within normal baseline ranges.
Removed request cooldown timers. You no longer need to wait 7 or 21 days between youth recruitment requests.
Roster size limit introduced: Youth Academies are capped at 30 players. Requests can be submitted anytime provided budget and squad limits permit.
Youth Panel UI indicator: Displays "Youth Roster: X/30" (highlighted red when full).
Clear rejection reasons: When board requests are declined, specific reasons are provided (e.g., age limit exceeded, player already at club, full roster, or request pending).
Created mods now activate properly. Saved mods are automatically enabled upon creation.
"Save to My Game" option added: Mods can now be saved locally without requiring a Mod Hub account/upload.
Mod persistence across saves: Loaded career saves now properly re-apply active mods.
Custom competitions support fixed: Edited competitions in mod files now load correctly.
Badges bundled within mod files: Custom club badges are now included inside mod archives for proper sharing.
Game update compatibility: Minor version updates no longer invalidate existing user mods.
Fixed stuck transfer agreements and budget mismatches. Resolved discrepancies between UI budget displays and background ledger validations.
"Accept Transfer" inbox action updated: If a transfer fails to complete, the message remains active in your inbox with explicit error details (e.g., insufficient funds, insolvency embargo, unpaid severance, FFP restrictions, or expired offer).
Custom substitutes bench setups now save correctly. Saving tactics retains manual bench adjustments without overwriting selections.
Smart Auto-fill behavior: Automatic bench filling only applies to empty slots or when clicking "Clear".
Fixed stuck "Continue" button issue caused by deleting inbox messages. Added automated safeguards that auto-recover and unlock day progression if background errors occur during simulation.
Dynamic position tag updates: Dragging player dots on the pitch updates their position abbreviation immediately based on sector placement.
Sub-to-pitch alignment fix: Dragging substitutes onto pitch slots correctly snaps them to the selected tactical position.
List Swap feature: Dragging a player over another in the lineup list swaps their positions (starter to starter, starter to bench, or bench to bench).
Single-click protection: Clicking lineup items no longer accidentally moves players to the bench; team selection actions require explicit line menu commands.
Added 21-day expiration timer to market offers. Offering players to the market no longer permanently locks them if inbox messages are ignored/deleted. Offers automatically expire after 21 days, unlocking the player for new negotiations.
Fixed key starters falsely complaining about playing time. Synchronized team match counts and individual appearance tracking to evaluate expectations accurately.
Sent-off players are clearly displayed on tactical screens. Red cards display a red X and "SENT OFF" tag on pitch positions.
Rule enforcement: The pitch slot remains locked, preventing invalid substitutions or player placement on red-carded slots.
Unused substitutes no longer drain condition. Match fatigue is now calculated exclusively for players who actually step onto the pitch during matchplay.
Fixed "Promote to Senior Team" roster source. Promotion selection lists now pull correctly from the B/Youth squad.
Demotion feedback: Clear notifications explain when transfers/demotions to youth squads fail (e.g., reaching the 30-player limit).
Prevented duplicate AI signings: AI clubs now track pending future agreements properly.
Transfer logic filters: AI clubs avoid unrealistic sales to direct rivals and unnatural multi-tier drops for prime players.
In-match substitution screens now display the true matchday bench. Prevents invalid "player not named to bench" errors caused by listing unassigned squad members mid-match.
Thank you to everyone who submitted bug reports! Empire Eleven is developed by a solo developer, and detailed feedback with screenshots helps resolve issues quickly.
Keep sharing your feedback on the community hub!