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Empire Eleven 2026EventsPatch Notes - v1.0.12
In-game event

Patch Notes - v1.0.12

Empire Eleven 2026 · published 1 Sep 2026, 01:17 UTC · build 25048218

All eventsPlayers around this dateRead on Steam

Empire Eleven — Update v1.0.12


A big update, almost all of it driven by your reports: far faster loading, energy and rest finally working the way they should, automatic team selection putting everyone in the right place, and a transfer market that makes much more sense — inside and outside your club.Existing saves keep working. Screen fixes apply immediately; season and competition fixes apply fully in a new career.


🔋 Energy: resting recovers again, and your squad arrives fresh

  • A rest day recovered nothing. Rest gave energy back, but INDIVIDUAL training kept running on the same day and drained it all — the net result was zero, and your squad never recovered no matter how much rest you gave it. Individual training now respects rest days, the way team training already did.

  • And recovery was far too weak: a full day off barely moved the bar. From typical fatigue, a rest day now takes a player to somewhere between 75% and 90%. Training days and match days are unchanged.

  • The day before a match now trains in the morning only (you asked for this): afternoon and evening are off, so the team arrives as fresh as possible. If the match is rescheduled, the eve adjusts itself — and the training calendar shows it, instead of displaying an afternoon session on a day that was not going to train.

  • No more starting a career with an exhausted squad. Setting up a new game simulates previous seasons to build history, and every match spent energy without a single rest day being processed — so you kicked off with a drained squad. Pre-season now starts with everyone fresh.


🧠 Automatic team selection: everyone in their own place

  • Wingers came out on the wrong flanks. Right and left scored exactly the same, so whichever slot was filled first took the best winger and your team lined up with the right winger on the left. Side now counts — and a clearly better player can still play inverted when that is the right call.

  • Full-backs were being picked as attackers. Automatic selection rated a full-back "decent" for the winger slot on the same flank and sent him there. Big jumps in role are no longer filled that way: the slot goes to whoever is closest to it — a midfielder, for instance.

  • The bench read "12/12" while the list showed 10. The counter included players no longer in your squad (sold, promoted, loaned out) or duplicated entries, which never appeared as rows. Counter and list now read the same source.


⚽ B team and U21 matches: no more absurd scorelines

  • Simulated reserve and U21 matches were ending 0-64, 0-51, 0-12. The investigation cleared the match engine: those teams were taking the field with squad quality at practically zero and energy at zero, and against a normal opponent that becomes a massacre.

  • Two new safeguards. A tired player no longer takes the field below a minimum of physical condition (that was what left the defence too slow to close down). And if a team goes out with a degenerate squad, the match is resolved by the older method — which does not produce those scores — with the problem logged instead of passing in silence.

  • The underlying cause was fixed too: in certain moments the game could not identify a B team's parent club and generated the youngsters at the absolute quality floor.

  • And an outfield player could be marked as a goalkeeper in first-team matches when the lineup was assembled in a hurry. The keeper now always comes first in automatic selection, with a second check before kick-off.


📨 Inbox: a notice signed "4"

  • Administrative notices arrived with the sender shown as a number — "4" instead of the federation's name — spotted at a European federation's congress.

  • No raw number reaches the screen any more: the sender resolves to the federation's name and, when that is not possible, to the name of the department that sent it. This also applies to messages already sitting in your inbox in older saves.


💸 Transfer budget: the end of small clubs' phantom money

  • Lower-division clubs sending million-figure bids in the first season — and it was not just an impression: their budgets were inflating on their own. Measured on a three-season save, a club that starts with R$300,000 had reached R$19.9 million (67 times more).

  • The transfer budget only ever received and never returned to the club's size: prize money went in, every sale went in, and nothing ever rebuilt it at the season rollover. The effect hit only the small clubs — big ones stayed stable.

  • The budget is now recomposed every season, in proportion to the club's real revenue. On a save already in progress, the first rollover only clears the accumulated total (so clubs that were correct do not get inflated) and from the following one the rule applies in full.

  • And the AI stopped stacking bids against the same money. Each offer was measured against the untouched budget, so a club with 10 million could keep four 6-million bids alive at once. What is already committed is now deducted before the next one.

  • Big clubs with low reputation in the data were being read as "regional" — 52 clubs in all, several of them European heavyweights — which distorted their wages, sponsorships and market values. Fixed at the source.


🔁 Manager carousel: clubs changing bosses every ten days

  • Clubs were sacking and hiring managers within days of each other — and the sacked manager reappeared at the same club shortly afterwards, as if nothing had happened.

  • Five problems stacked on top of each other. New-manager protection existed only for you, never for AI managers. A club kept no memory of who it had just sacked. The candidate list for the entire world was always the same half-dozen names. The "one sacking per club per season" limit was lost on save and load. And the job offers that reach you always came from the same two or three clubs.

  • Every manager now has protected time in the job (a window that varies from club to club, so sackings do not all become possible on the same day), a club that sacks someone cannot re-hire that same name for around a season and a half, and the candidate list is far wider — including assistants, who can now be promoted.

  • Small clubs now have a real chance of betting on a name from a lower league; big clubs still lean towards the better manager. And the rumour you read in the press comes from the same list as the hire — they could diverge before.

  • Job offers to you stopped repeating the same clubs season after season.


📝 Duplicated negotiations: typing a value created a real bid

  • The same player appeared three times in your negotiations list, same club, same value, all pending.

  • It was not the screen showing duplicates — the bids really existed. The negotiation screen used the real "submit bid" call just to calculate the acceptance chance displayed next to the field. Since that calculation runs on every keystroke, each digit committed a genuine bid, with consequences in your save, in the selling club's response and in the AI's evaluation.

  • The preview is now only a preview: the chance is calculated without registering anything, and the actual submission still comes from the same calculation — what you see is what you send, but looking no longer buys.

  • A double click no longer becomes two bids, and improving an offer in progress now updates the existing one instead of creating another.

  • Existing saves clean themselves up on load, and cancelling one negotiation no longer touches the others with the same club.


🧑‍🏫 Backroom staff: "No manager" at the club you manage yourself

  • The game reported "No manager" at a club you were in charge of — because the count of staff per role did not count the player-manager. As far as the game was concerned, the post was vacant with you in it.

  • You now occupy the role, as you should — which also stops the club from showing a second head coach.

  • New "Staff Limits" panel on the Backroom Staff screen: every role shows how many you have and how many fit, highlighted when you are at the cap. The limit existed and already blocked hiring, but you only found out after trying to hire.


📅 Season Review with empty fields

  • The review came out with "—" for Position/Campaign, Top Scorer and Best Rated, and with "Team of the Season unavailable".

  • It read the standings without consolidating the table first — at the end of a season that made your club "disappear" from the table. Youth teams had one more problem: the league they played in was not recognised as theirs.

  • The table is now rebuilt from the matches before the review is assembled, so position, campaign and the Team of the Season come back.

  • Reviews for seasons that closed before this update keep what was recorded at the time; the fix applies to season closings from here on.


📬 Inbox: no more sponsorship notices from clubs that aren't yours

  • The inbox filled up with "3 sponsorship contract(s) expired" from other people's clubs — including other teams' U21 sides, by the hundreds, on the 1st of every month.

  • The monthly notice was fired for EVERY club in the database, not just yours. You now only receive what belongs to the club you manage (or the clubs you own, in president mode). AI-controlled clubs renew and end sponsorships silently, exactly as they always did.

  • Whatever is already in your inbox is cleared when the save loads — you do not have to delete anything by hand.

  • And weekly sponsorship revenue is now always YOUR club's: if you had another club's profile open, the figure announced could be theirs.


⚡ Performance: loading a save no longer freezes the game

  • Opening a save froze the screen for several seconds — sometimes to the point where Windows asked whether you wanted to close the program. In an advanced career the file goes past 160 MB, and all of that work was done at once, in the middle of drawing the screen.

  • The heavy reading now happens in the background and the game stays responsive, with an on-screen notice showing which stage it is at. Saving already worked this way; the other half was missing.

  • The main menu opens instantly too. It was reading the entire save just to write your club's name on the "Continue" card — the card now appears immediately and fills itself in.

  • There is still a brief wait while the world is assembled at the end of loading: that part depends on the game engine and is the next target.


⚔️ Transfer battle: phantom notice and a button that did nothing

  • "Battle for [player]" arrived for negotiations that had ended months earlier — sometimes for a player who was merely on your shortlist, with no bid in progress at all. A battle now only starts if your bid is still standing in the market.

  • The GIVE UP button did nothing: the notification stayed there, with the same buttons. Two problems added up — the button looked up the battle at the moment the screen was built (and it could already be over), and the inbox did not redraw after the action. Both are fixed, and the redraw fix applies to every action button in the inbox.

  • And giving up now really calls the deal off: your bid used to stay alive behind the scenes, and the club kept pursuing the player you had just walked away from.

  • The battle texts were in Portuguese even in other languages. They now come out in the game's language — including button labels on notices already sitting in your inbox, and the deadline date in your language's format.


🛑 Your squad no longer goes on the transfer list by itself - part 2

  • In a NEW save, first-team players were already listed for sale without you doing anything.

  • The reason: the market is seeded during world creation — before the game records which club you work for. At that moment the protection that stops the machine from listing your players had no way of knowing which club was yours, and your squad was treated like any AI club's.

  • The club is now passed in directly at world creation and the protection recognises the team you picked even before the career starts. Putting someone up for sale is your decision alone again.

  • And anything listed without your authorisation is taken off the shelf when the save loads. From now on, every listing YOU make is recorded and preserved.

  • AI clubs keep negotiating and listing their own players normally, from day one.


💼 Career: no more being sacked on day one

  • Starting a new career could end in a sacking on the very first day — no defeat, no fixture, no reason.

  • New-manager immunity existed, but it depended on your CV already having history — and in a freshly created save it does not. The result is that the protection simply was not applied.

  • Time in the job is now recognised through several routes (spell in your CV, signed contract, club record) and, when none of them can answer, you are treated as newly hired. A sacking is final: when in doubt, the board does not sack.


🏆 National cup: continental sides enter in the 3rd round

  • Clubs qualified for continental competitions were entering in the 1st round of their national cup.

  • They now enter straight in the 3rd round, as in real life — and stay out of the draw for the first two. Champions of other national competitions still enter in the 3rd round alongside them.


📐 League rules: the "Rules" tab showed zeros

  • The tab showed 0 points for a win, 0 for a draw, 0 promoted and "home and away: no" — in leagues that award 3 points for a win, 1 for a draw, four promotion places and a double round robin.

  • The rules were always in the data; the game simply was not reading them. Only the number of relegated teams was loaded — which is why that was the one correct figure. All of them are now read, in a single place, so it applies to every competition.


🧤 Registration: no more foreigner quotas in European leagues

  • A European third division was applying a foreigner limit that does not exist. The limit came from the league's prestige level rather than from the federation it belongs to.

  • Inside UEFA, free movement applies: no European league imposes a foreigner quota any more. Squad size and homegrown quotas still apply.

  • England keeps its work permit rule, which is a different mechanism. And South American leagues keep their usual foreigner cap.


📊 League statistics: top scorer with 2 goals in 38 rounds

  • Viewing a league through global search, the top scorer showed barely any goals and "Assists" and "Rating" were empty — even with the whole season played.

  • The statistics table could fall behind and never rebuild itself, because every match carries an "already counted" mark that prevented any recount.

  • The leaders are now rebuilt from the matches whenever the table looks incomplete — and that applies to any competition, including ones your team does not play in.


🤝 Loans: the "Send Offer" button that did nothing

  • On a loan offer, clicking send sometimes produced no effect at all — no message, no error.

  • It was not an element sitting on top of the button: the offer was being refused internally, in silence, when the player's club could not be identified. When that happens you now get an on-screen notice instead of a mute button. Purchase offers keep working exactly as before.


🖥️ Interface: five screen fixes

  • Backroom Staff filters: the dropdown cut off the last options — it now scrolls when long and nothing stays hidden.

  • Names over the pitch: the small plates under the players were almost opaque and covered the grass; they are now translucent without losing legibility.

  • Position labels: the abbreviation sat against the edge of its frame instead of centred.

  • Squad search bar: it had a fixed width and pushed the tabs onto a second line on narrower screens; it now gives way before breaking the bar.

  • Negotiation screen footer: decorative elements can no longer intercept clicks meant for the buttons.


🎤 Press conferences: 350 new questions

  • Interviews became repetitive far too quickly. The bank held 22 questions for a whole year — within a few rounds you already knew what was coming and clicked through on autopilot.

  • There are now 372 questions, with at least 50 for each situation: pre-match, post-match after a win, a defeat and a draw, moments of crisis, the transfer window and club routine. More than a thousand answers to choose from, each with a different tone — confident, humble, aggressive, diplomatic, humorous or evasive — with the usual consequences for your squad, your image and the press.

  • And the question now matches what just happened. After a heavy defeat nobody asks you about the draw; with the window open the press pushes about signings; on a bad run the subject becomes your job. Before, several of these questions could simply never appear — the game had no way of knowing that was the situation.

  • All of it in the game's six languages, written from scratch in each one — not machine-translated from Portuguese.


🗞️ Real journalists, from the country you work in

  • You were managing in Germany and still being interviewed by the same Brazilian press. The game had 14 reporters, nearly all from one country, and they turned up in any league in the world.

  • Every country now has its own press room, with names and outlets that sound local: a German reporter from a German paper, an Italian from an Italian radio station, an Argentine from an Argentine channel. Sixteen cultures are covered — Brazil, Portugal, Spain, Spanish-speaking America, England, Scotland, Germany, France, Italy, the Netherlands, the Nordic countries, Turkey, Greece, the United States, Japan — and any country outside that list gets a neutral press corps, without breaking anything.

  • And they are always the same people. The reporter who needled you last month is still that person, at the same outlet, with the same way of asking — so your relationship with each one (who treats you well, who is always hunting a headline) carries over from one session to the next.

  • Every market has all five reporter types — the neutral one, the provocateur, the tactical analyst, the voice of the fans, and the contracts-and-money one — and every channel: TV, radio, newspaper, web portal and social media.


🏆 Player of the Month: the rating is now the month's rating

  • The award came out with "rating 6.4" and numbers that were not from that month. The vote looked at the whole SEASON's totals and called it "November" — which is why the announced rating did not match what the player had done in the preceding weeks.

  • And the rating barely counted in the choice. Under the old formula, any average below 6.5 scored zero: a player on 6.4 counted the same as one on 4.0, and the award became a sum of goals and assists. You could be named player of the month while playing worse than half the squad.

  • The basis is now your real average across that month's matches, with goals and assists adding on top — and breaking ties when two players are level. A player with 4 goals at a 7.0 average goes ahead of one on 7.2 with no goal involvement; a weak month no longer wins on goals alone.

  • Concentrated goals count more than diluted ones: 2 goals in 2 matches is now a better month than 2 goals in 9 — both counted the same before.

  • And the text now says what it is showing: "rating 7.5 in 4 match(es)", with the MONTH's numbers, taken from the same ratings shown on the player's profile. If nobody in the squad had a month worthy of the award, it simply is not given.


💱 Counter-offers in dollars (or euros, or pounds): the value is now what you typed

  • Playing with the currency set to dollars, a $3.1M counter-offer reached the other club as something else — and the AI replied quoting "18M", a number that existed nowhere on your screen. It looked as if the game had invented a demand six times larger.

  • There were two faults on the same screen, one in each direction. The market's counter-offer field opened pre-filled with a value in the wrong currency, and what you typed was sent without conversion — in practice, asking for far LESS than you meant. And the other club's reply came back with the game's internal currency figure, with no symbol, which made a normal rejection look like an exchange-rate error.

  • The whole path now speaks your currency: the suggested value opens in $, what you type in $ reaches the club as $, and the reply comes back saying "$3.1M" — with the symbol, in your currency. This applies to dollars, euros, pounds and reais.

  • And switching currency mid-negotiation changes nothing: your budget and the offer in progress are still worth exactly the same — they just change clothes on screen.


📋 End of loan: now with names and clubs

  • The loan return notice now says WHO came back — before it was just "1 contract ended". It now lists each player ("So-and-so returned to Club X after his loan at Club Y"), with a scrollable attachment when there are several.

  • Click the player to open his profile straight from the news item.


🏁 Result badge: right letter for the language, properly centred

  • In the match details, the result letter now follows the language — in English a defeat shows "L" (Loss) instead of "D", and the character sits centred in its frame. The colours (green/win, orange/draw, red/loss) are unchanged.


💱 Currency: the change applies immediately, on every screen

  • When you change the currency format in Settings, values on screens already open update straight away — before, only screens opened afterwards used the new currency, and whatever was already on screen kept the old format.


🎟️ Pre-match ticket: club name without line breaks

  • On the head-to-head ticket, the club name now uses its short form, so long names no longer overflow the card's layout.


🎯 Big clubs stopped signing players who would never play

  • You saw elite clubs closing deals for players who would not even make their bench. And it was not just an impression: the AI measured a signing's level against the AVERAGE OF THE ENTIRE SQUAD — which, in a 30-man squad, is dragged down by reserves and youth players. In practice, a club whose first eleven plays at 86 was willing to sign someone at 72.

  • And nobody asked whether the player would get on the pitch. There was no check for "I already have three better players in that position" — fitting the budget was enough.

  • The yardstick is now the FIRST TEAM, not the squad average, and it tightens as the club gets bigger. Before showing interest, the AI also checks whether the player would be a starter or an immediate backup in his position; if he is just another name, the interest is dropped. And if there is nobody good enough on the market, the club simply does not sign — instead of signing badly.

  • Gems still get through. Players up to 20 with high potential for the club's level are still targets even with a low rating today — that is exactly the kind of signing a big club should make. And so are stars in poor form whose stature fits.

  • Small and mid-sized clubs were not squeezed along with them: the requirement grows with the size of the club, so the lower-division market stays exactly as open as it was.



Thanks to everyone who reported these.

Empire Eleven is made by one person, and every report with a screenshot and context turns into a quick fix.

Keep them coming on the community forum.

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