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Empire Eleven 2026EventsPatch Notes - Update v1.0.11
In-game event

Patch Notes - Update v1.0.11

Empire Eleven 2026 · published 29 Aug 2026, 21:26 UTC

All eventsPlayers around this dateRead on Steam

Empire Eleven — Update v1.0.11


This update gathers career, transfer market, lineup, and match fixes reported by the community.Existing saves will continue to work. Interface and screen fixes take effect immediately; season and competition fixes take full effect in a new career.


🎚️ Manager Creation: More Freedom to Redistribute Attributes


• In the attribute adjustment, you can now lower an attribute below the archetype's base level to free up points and boost another. Previously, you could only refund points you had manually added—the base archetype served as a hard floor.
• With safety limits: No attribute can drop below a hard minimum, preventing you from "zeroing out" one stat to max another. Additionally, your license budget remains the overall point cap.


👕 Shirt Numbering: You Choose


• In the Squad screen, there is a new "NUMBERS" button to assign shirt numbers to each player (1 to 99), with an option to reset everything to automatic. Duplicate numbers are not allowed.
• Shirt numbers are now CONSISTENT across all screens. Previously, each menu calculated numbers independently, causing squad numbers to mismatch matchday lineups and official match sheets. Now, what you set in the squad carries over seamlessly to matches, match reports, and the 2D pitch view.


🌐 Language: Choose on First Launch, and the Entire Game Obeys


• Upon launching the game for the first time, you now choose your language before the Terms of Use and the Developer's Note. Six options are available: English, Español, Español (Latinoamérica), Français, Português (Brasil), and Português (Portugal). The selection applies instantly, updating the background UI seamlessly.
• Changing language in Settings now works dynamically. Previously, the language setting was saved, but the UI remained untranslated until a full game restart—leading many to believe the option was broken. Now, the interface rebuilds instantly without losing your current menu depth.
• The Database Editor was previously locked to Portuguese across all languages—including tabs, buttons, labels, and system messages. All ten panels (Player, Team, Tournament, Stadium, Staff, Sponsor, Journalist, Group, and Data Packs) plus the main header have been fully localized.
• Player positions appeared in Portuguese everywhere—in the Squad list, tactics screen, scouting transfer hub, and position selector. They are now fully localized across all menus using consistent terminology: a center-back is displayed as centre-back (or center-back) in English on the profile, list, and pitch views.
• Staff roles appeared as raw internal strings in English amidst localized text—such as "Scout", "HeadCoach", and "HeadScout". All staff titles now feature localized names across all six languages, including abbreviated codes for compact tables.
• Tactical playstyles and their descriptions previously remained in Portuguese. They are now fully translated—with exceptions for globally established tactical terms, which retain their footballing names: Catenaccio, Gegenpress, and Tiki-Taka.
• Untranslated buttons and stray labels fixed: The CONTINUE button on the main dashboard, the "Back" button in the editor, training calendar labels (OFF, MATCH, MATCH DAY), round simulation notices, and player search age indicators (previously showing "28a" instead of "28y" in English).
• Latin American Spanish is distinguished from European Spanish. The game treats both as separate options—ensuring terms like hinchada, plantel, DT, and arquero are used where contextually appropriate.


🏋️ Training: The Schedule Stopped Training (Recovery Only)


• Over time, the training calendar devolved exclusively into RECOVERY and DAYS OFF—zero actual training sessions took place, causing squad development to stall completely. The schedule logic was anchoring matchdays and recovery routines to days of the week rather than calendar dates; as match dates shifted throughout the season, every weekday eventually became tagged until no training slots remained.
• Fixed at the core, preventing your club from being misidentified as an AI team when viewing other clubs (which originally triggered the schedule corruption).
• Existing affected saves auto-repair: Simply open the Training screen, and the calendar will rebuild to default parameters (midweek training, Sunday off, post-match recovery).


👔 New Game: Duplicate Head Coach Fixed


• When starting a new career, the coaching staff displayed a second Head Coach alongside your avatar. The incumbent manager was meant to be released upon your appointment, but was reinstated due to world-generation load orders.
• Your club now retains a single Head Coach: You. The former manager is properly released into the manager market. Applies to new careers—saves started prior to this fix can be resolved by starting a fresh save.


💵 "Monthly Income" Now Matches Actual Bank Deposits


• In My Profile, "Monthly Income" displayed a LOWER amount than the salary actually credited (e.g., estimating 15,460 while depositing 16,735). Wages are calculated weekly, and the monthly preview used an inconsistent formula: wage deposits calculated correctly (×4.33, reflecting 52 weeks over 12 months), while the preview rounded down to ×4.
• The preview now utilizes the exact same conversion formula as payout processing—the figure you see is the figure credited to your account.


🔗 Club Names Are Now Clickable (FM-Style)


• Click on any club name to open its profile in the global search—accessing overview, squad, schedule, history, sponsors, and finances. Hovering highlights the club name, indicating an active link.
• Active across Scouting (recommendation club columns, Database view, and Transfer In/Out logs), Next Opponent panels on the dashboard, and Tournament Standings tables. The "Back" button returns you directly to your previous menu depth.
• Free agents and "-" entries do not generate links (no club profile exists). Additional screens will receive clickable club links in upcoming updates.


🎯 Scouting: "Interested in Joining" Filter Added


• In the Scouting Database, a new filter displays only players open to joining your club—eliminating the need to scroll through unrealistic global listings. Includes free agents, transfer-listed players, candidates stepping up to a higher league level, and potential starting XI additions.
• Eliminates noise on both ends: Elite superstars out of your club's reach and players well below your squad quality are filtered out. Only realistic targets remain. Combine with secondary filters (position, age, scouted status) to refine your search further.


🎂 Birthdays No Longer Interrupt Simulation


• Every birthday triggered an intrusive pop-up notification—for managers, clubs, and players alike—even when you were unemployed.
• Birthdays are now news-only feed items: They remain in news feeds and dashboard highlights without interrupting daily auto-simulation.
• Christmas, New Year's, and Derby Week feature articles continue to pause simulation—their rarity preserves their immersion value.


🌱 Youth Academy Objectives Now Scale by Club Stature


• Youth board objectives were previously identical across all clubs, requiring the same five goals from top-tier champions to lower-league sides: develop three youngsters by +2 overall, promote one youth player, and achieve a Top 3 finish in the youth league.
• Board expectations now scale dynamically based on club size and academy facilities. Top clubs demand higher growth rates, multiple senior promotions, and youth league titles—with greater board confidence stakes attached. Smaller clubs demand realistic milestones fitting their operational scale.
• Youth coaching staff quality is factored in: Since youth staff drive development, superior staff setups increase expected player growth targets.
• Manager developmental reputation influences demands: Established youth developers face higher expectations; novice managers receive reasonable leeway.
• Roster size constraints enforced: Boards will no longer demand "develop three players" if only four youth players exist in the setup.
• Impossible objectives eliminated. Clubs without an active youth league previously received "Finish 3rd" objectives, causing annual failures and blocking senior promotions. Non-competing academies are no longer assigned league placement objectives—though winning youth cup competitions continues to count as a title milestone.


🛑 No Squad Player Is Transfer-Listed Without Your Direct Order


• Squad players were randomly appearing on the transfer list without manager authorization.
• The cause: CPU club management routines identified "your club" based on whichever team profile was currently rendered on screen. Opening another club's menu—youth setups, rival matches, opposing squads—caused CPU AI routines to hijack your roster, listing players for sale and initiating unauthorized transfer bids.
• Transfer listing now strictly requires manual manager authorization. Besides correcting user club identification logic, all automated routines attempting to list senior or youth players are hard-rejected. Listing, offering to clubs, and setting squad status remain strictly under your manual control.
• CPU clubs continue trading autonomously among themselves as intended.


📈 Player Growth: Position-Based Attribute Caps Implemented


• Previously, a 16-year-old center-back could reach 100 Dribbling. Attribute growth caps were identical across all stats: with high potential, any stat could hit max values—causing a defender's dribbling to grow at the same rate as tackling.
• Positional role requirements now govern attribute ceilings. Core positional attributes can reach 100% of maximum potential; complementary attributes cap at 85%; non-essential attributes cap at 70%. An elite center-back can achieve 99 Heading and up to ~70 Dribbling (representing a ball-playing defender). Applies universally across all positions: strikers finish better than they tackle; goalkeepers shot-stop better than they dribble.
• Hard attribute cap set to 99. All generated database players (24,000+ base players and academy prospects) were already capped at 99; only actively trained players breached 100. Any saved players exceeding 99 will be automatically rescaled upon loading.
• Universal attributes (Determination, Work Rate, Concentration, Stamina) remain unaffected by positional growth penalties.


🔍 Chief Scout and Commercial Specialist Now Appear in Staff Market


• Both staff roles were previously absent from staff recruitment lists regardless of applied search filters.
• Chief Scouts were unobtainable by design: Only three existed globally in the database, all generated with elite stats. Since search filters hide candidates exceeding a club's stature, no non-elite club could ever discover one.
• Commercial Specialists were missing from market respawn routines: The role was omitted from automated staff replenishment pools.
• Both roles now generate naturally in staff markets. Chief Scouts remain high-tier scouting assets—scaling relative to your club size rather than remaining completely invisible. The "Scouting" staff search filter now properly indexes Chief Scout roles.


🟥 Sent-Off Players Are Properly Removed from the Pitch


• Red-carded players previously remained active on the field—and could even score goals post-expulsion. The red card logged in text commentary and hid the player from tactical menus, but their 2D token remained active on the match pitch.
• The cause: Red cards only generated text narrative logs. The match engine continued treating the player as active, occupying their tactical slot—any mid-match adjustment (tactical tweaks, substitutions) restored their active pitch presence.
• Red cards now enforce true pitch expulsion: The sent-off player is completely removed, the tactical slot remains locked empty, the team plays down a man, and no tactical reload can return them to the match.


🧤 Formations: Overlapping Tokens and "Second Goalkeeper" Glitch Fixed


• It was previously possible to stack two outfield players on the same pitch coordinate—or place an outfield player inside the penalty box, assigning them a duplicate GK role label. This was not merely visual: match engine logic actively ran two goalkeepers simultaneously.
• The goalkeeper area is now exclusive to a single GK. Dropping additional outfield tokens into the GK zone is rejected with an on-screen warning.
• Players sharing a tactical zone automatically line up side-by-side. Previously, horizontal spacing only worked with two players; three players caused tokens to stack directly on top of each other. Planned empty tactical slots now maintain structural spacing instead of clipping under adjacent tokens.
• Tactical saves corrupted with stacked goalkeepers automatically fix themselves upon opening the Tactics screen: affected players return to default formation coordinates.


📋 "Next Match Only" Tactical Toggle Properly Resets


• Single-match tactical overrides were remaining active indefinitely. Temporary tactics were designed to override main tactics for one match—however, overrides only cleared if matches were watched live. Fast-simulating, delegating to assistants, or advancing calendar days left the temporary tactic locked in for subsequent matches.
• Temporary tactics now discard at match end across all simulation modes: Whether watched live or fast-simulated, completing a match reverts the team to its permanent tactic.
• In-game tactical adjustments no longer corrupt future matches. Mid-match tactical changes apply exclusively to the active match and clear upon the final whistle.


⏱️ New Career: Performance Indicator Shows Active League Impact


• During league selection in career setup, a dynamic performance meter has been added. As additional leagues are enabled, the meter advances through color tiers (Green → Yellow → Red), displaying real-time feedback on calendar simulation speed: Fast, Moderate, or Slow.
• Provides transparent setup information: Each active league increases background processing load. The meter clearly highlights processing impact before finalizing your career creation.


🧹 Phantom U21 Manager Vacancies Fixed


• U21 sides would hire a manager and offer you the job a week later. The youth job generation routine was picking random clubs and silently sacking youth coaches without cause simply to manufacture open job vacancies.
• Vacancies now originate from genuine openings: Priority is given to U21 teams genuinely lacking managers. Sacking routines only consider underperforming staff with at least six months of tenure.
• Youth coach dismissals are now reported as world news. Sacking events generate news items like senior manager changes, rather than appointments appearing without context.


💸 Unemployed Side Income Rebalanced


• Being unemployed was paying significantly more than managing a club. Combining maximum freelance work, punditry, and consultancy generated monthly income exceeding double your living expenses—allowing risk-free wealth accumulation higher than many U21 management contracts.
• Freelance earnings now strictly offset baseline living costs. Completing all available monthly tasks breaks even with cost-of-living expenses: maintaining your finances while seeking employment without generating unrealistic wealth. Doing less shrinks your savings—ensuring signing a managerial contract remains the most viable economic career choice.
• Freelance choices maintain their strategic tradeoffs: TV work preserves reputation while risking media controversy, writing columns earns less but builds points, and brand ambassadorship yields higher pay while demanding technical respect.


🎓 Coaching License Courses Function Correctly


• Enrolling and paying for courses previously failed to trigger course progression. Full course mechanics (scheduled calendar lectures, final exams, diploma awards) existed internally, but applying via the unemployed dashboard triggered a broken silent counter that generated no lectures. Enrollment now links directly to the full course system: email confirmations, inbox module deliveries on scheduled dates, and final examination phases.
• Corrected course calendar progression timing. Progress counters were incorrectly advancing on "payday events" (1st of the month for monthly wage displays), causing 6-week courses to take 6 full months. Weekly progression now advances strictly on a 7-day schedule.
• Courses progress seamlessly while unemployed. Lecture delivery routines previously failed for unattached managers—the primary demographic taking license courses. Active ongoing courses complete and grant diplomas normally.
• Dashboard displays active course progress: Completed modules, partial grade averages, and upcoming lecture dates are clearly tracked.


⏸️ Job Interview Invitations Properly Pause Auto-Simulation


• Job invitations arrived while calendar auto-simulation continued running past them. While unemployed, auto-sim routines treated all events as non-interactive, letting interview invites and contract offers expire unnoticed in the inbox. Simulation now pauses immediately on the day an invite arrives, and pressing "Continue" routes directly to the message interface.
• Applies equally to license course lectures and exam dates. Club-dependent events (matches, press conferences, draws) continue bypassing unemployed auto-simulation without forcing unneeded pauses.


📨 Job Applications Process Autonomously


• Submitted job applications only evaluated when manually opening the Job Vacancies screen. Simulating months yielded zero responses—opening the screen triggered all application outcomes instantly. In the interim, CPU clubs filled vacancies with other managers, causing you to lose opportunities without receiving response notifications.
• Every application response now arrives directly in your inbox: Interview invites, contract offers, rejections, and notifications that a vacancy was filled. Invites and contract offers mark as urgent, pause day simulation, and provide direct interaction shortcuts.
• Interview invitation deadlines fixed. Expiration countdowns were calculating from initial job posting dates rather than invite delivery dates—causing invites to expire a single day after receipt. Expiration timers now count strictly from invite delivery dates, sending warning notices if an offer is close to expiring.


💼 Unemployed Dashboard Matches Available Job Vacancies


• The unemployed dashboard listed clubs that vanished upon opening the full Vacancies screen. Dashboard widgets and main search screens used conflicting logic to filter national leagues—omitting eight playable competitions from the main screen: Serie C, Serie D, Argentine Apertura/Clausura, Colombian Apertura/Finalización, Primera Nacional, and the Scottish Premiership. Clubs from these leagues were invisible on the main screen and missing from league dropdown filters.
• The "Apply" button now processes applications directly. Previously, the button merely redirected to the Vacancies screen—where the club was often hidden due to the filter issue above. Applications are now sent directly to the selected club with instant feedback, updating the button state to "Application Sent".
• Vacancy country filters no longer reset automatically. Listings were incorrectly locking to the country of the currently selected team menu rather than your operating country. Listings now reflect your active club location—or your last managed club location if currently unattached.
• The "Managers Under Pressure" list suffered from identical filter conflicts and has been fixed alongside job listings.


📰 Unemployed News Feed and Columnist Updates Restored


• After becoming unemployed, news feeds froze on old headlines and columnists repeated identical articles. News systems prioritized "your club" stories—when unattached, logic continued tagging your former club as active, locking old club news and outdated columns at the top of the feed.
• Unemployed news feeds now prioritize global breaking news and market movements—restoring global football headlines and surfacing relevant free-agent manager articles.
• Unemployed column articles rotate dynamically: Columns reflect your exact duration out of management, cycling through fresh commentary perspectives rather than repeating static text.


📭 Unemployed Inbox Cleared of Former Club Management Mails


• After leaving or being sacked by a club, old management emails remained in your inbox—including transfer offers whose action buttons opened management menus for a club you no longer managed. While new operational emails were blocked, legacy messages remained cluttering the inbox.
• Upon becoming unemployed, former club operational emails are purged (transfers, club finances, squad reports), leaving only relevant unattached items: job offers, global news, and manager reputation updates. Scouting and club management menus strictly block access while unattached.
• Pending severance pay emails remain intact. Severance disbursements are personal financial settlements owed by your former employer—these process normally while unattached until fully paid out.


🏦 Board Financial Logic Fixed for Youth & Free Agent Signings


• Youth staff, prospects, and free agents were universally rejected by board approvals. Even with healthy cash reserves, requesting a youth goalkeeper coach yielded "insufficient funds", while requesting a free player yielded "budget unavailable".
• The cause was total debt evaluation. Financial routines calculated a club's ENTIRE long-term debt liabilities—including multi-decade stadium loans—concluding the club was insolvent. Since long-term debt remains structured over decades, 73% of global clubs were flagged as permanently insolvent from career start.
• Board logic now evaluates active short-term annual liabilities. Structured long-term debt is evaluated on current-year installments rather than total principal balance. Solvent clubs register correctly as financially healthy. Clubs facing genuine operational deficits continue experiencing realistic constraints—transfer embargoes, sale pressure, and Fair Play reviews remain fully active for truly insolvent clubs.
• Boards now evaluate the true financial COST of requests. Youth coaching staff do not consume transfer budgets. Free agents do not incur transfer fees—evaluations assess weekly wage impact. Overpriced requests are rejected with clear context explaining why.
• Approved youth free agent requests sign correctly. Previously, approved free agent requests attempted to open negotiation channels with non-existent selling clubs, causing player signings to drop silently.


👔 Fixed Sacking Glitch on Undefeated/High-Performing Campaigns


• Managers were being sacked while leading league standings. Board dismissal logic evaluated raw accumulated "Job Pressure"—a value increased by unfulfilled financial promises as well as match losses. Breaking minor financial promises pushed pressure past dismissal thresholds regardless of stellar match performance.
• Job pressure now acts as a condition rather than an automatic trigger: Dismissals only occur if active team performance is genuinely poor. Unfulfilled board promises still impact board trust, but cannot trigger a dismissal on their own if match results are meeting expectations.
• Job pressure decays correctly during winning streaks. Fixed a frozen threshold zone where job pressure neither increased on losses nor decreased on wins. Pressure now steadily declines when team performance remains clear of danger zones—decaying faster during strong competitive runs.
• Fixed an issue where your club accidentally processed under CPU manager sacking routines when viewing another club's menu.


🧠 "Best XI" Auto-Selection Respects Natural Positions


• Auto-pick lineups placed central midfielders on the wing despite natural wingers being available. The issue was selection evaluation order: central striker slots filled first, grabbing natural wingers (same attacker classification); when winger slots evaluated, only central midfielders remained in the pool.
• Lineups now build using tiered positional priority: First, natural position players; second, secondary role proficiencies; third, adaptable players; finally, emergency out-of-position fill-ins. No player is placed out of position if a natural candidate exists in the squad, regardless of overall rating differences.
• When out-of-position fill-ins are mandatory, logic picks adjacent roles: a central midfielder fills wide roles before a central defender is considered.


🛡️ Mod Club Crests Persist Permanently


• Installed mod crests reverted to default generic logos after progressing through a save. An automated background routine dynamically re-generates unlicenced club names, abbreviations, and crests—it failed to detect existing mod overrides, overwriting custom assets. Modded club attributes are now flagged as protected, preventing automated routines from overwriting custom mod data.
• Applies to modded club names and short abbreviations as well as crest assets.


🎯 Lineup Match Dossier: "Out of Position" Warnings Match Pitch Roles


• Player cards displayed "out of position as Central Midfielder" while their pitch token sat on the Wing—matching their natural role. The pitch label read active tactical phase positions, while the dossier read base formation data. Both components now read from identical tactical data sources, aligning dossier warnings with active pitch positions.
• Fixed conflicting tactical fit percentages on player cards (which previously showed 38% at the top and 53% below). Fit calculations now use unified position familiarity formulas, displaying a single consistent percentage across the entire interface.


🔋 Player Energy Bar Uniformity Across All Screens


• Energy bars displayed conflicting values depending on the active menu. On tactics screens, players appeared fatigued (low/red bar), but entering a match restored their energy visual; on bench menus, substitutes appeared fatigued but instantly turned green upon subbing in. The same underlying stamina value was calculated differently across menus.
• Pre-match fatigue carries into live matches accurately: Fatigued players start matches tired and remain tired, eliminating magic pre-match energy resets. Energy bars match seamlessly across tactical menus, active starters, and bench units.
• Fully rested squads start at 100% as intended—accumulated fatigue impacts match performance as expected.



Thank you to everyone who submitted bug reports and feedback.

Empire Eleven is developed by a solo developer, and every report containing screenshots and context helps deliver rapid fixes.

Please keep sharing your feedback on the community hub!

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