Hello, this is Team Samoyed.
We'd like to share the details of this patch.
Existing mods may not work correctly after this version update, so if you are using mods, we recommend disabling them or playing on a previous version until the mod creators have updated them for the new patch.
In your Steam Library, right-click Teamfight Manager 2 - Properties - Betas, then select the version you want and play; the game will run on that version.
Players now gradually improve the language of their team's region simply by living there. Previously, it only rose if you assigned language training in a player's personal training plan.
Living there alone raises it only as far as two stars; above that it still rises through training only, as before. Players without a team are not affected.
A '0' option has been added for the number of additional champions. No new champions are added even when a major patch arrives, so you can keep playing with exactly the champion lineup you set at the start.
It can be selected on the new game screen, in the in-game settings, and in multiplayer room settings.
Expanded the coverage of the Stable API. For details on the newly added APIs, see https://github.com/teamsamoyed/TeamfightManager2Mod.
Fixed an issue where unnecessary warnings filled up the log during Solo Rank cleanup. The logs you send us when reporting a problem will now retain the content actually needed to identify the cause.
Fixed an issue where re-sign negotiations stalled in a waiting-for-response state and the contract expired. If you left the negotiation window open and looked around, the values being edited masked the previous offer, so negotiations past their deadline were never processed. This also resolves the issue where the News inbox skipped to an outdated contract item in that state.
Fixed an issue where the salary budget set on the finance screen reverted to its previous value the next day. An income-based budget adjustment that should apply only to AI clubs was being applied to the player's club every day as well.
Fixed an issue where classic SDK mods built for an earlier version were loaded instead of being rejected. Because the internal data structures changed in 0.5.7, these mods read the wrong locations and could cause an abnormal termination at startup. They are now blocked from loading, with a notice that the version does not match. Those mods must be rebuilt with the new SDK. Stable ABI mods are unaffected.
Fixed an issue in multiplayer where loading grew slower and slower for participants other than the host. The state transfer rate was fixed at 256KB/s regardless of connection quality, so loading times grew directly with the size of the save.
Fixed an issue where the initial stats of modded champions were not displayed. The initial-value tab showed the same figures as the current values and the increase/decrease highlight colors were missing; this has been fixed both on the champion info screen and on the in-match champion panel.
Fixed an issue where edits to coaching staff contracts in the database editor were not applied. The edits were saved, but salary, contract length and similar values were not carried into the game; player contract edits worked correctly.
Fixed an issue where edits to negative values in the database editor were not applied. Skill values stored as negatives, such as movement speed reduction, stayed unchanged after editing.
Fixed an issue where no fan reaction news appeared at all on days you won a match. Negative fan news, which is only shown on a loss, did not appear on screen yet still masked the positive news for the same date, so both vanished.
Fixed an issue where replays of 2v2, 3v3 and 4v4 matches played out differently from the actual match. The format determined by the match rules was not reflected in replays alone, so they were always recalculated on a 5v5 basis, changing monster spawns and the extent of the match.
Fixed an issue where transfers deadlocked because a club sold a starter and then never signed a replacement. Selling a starter blocks further sales until a replacement is signed, but the club's plan did not schedule that replacement signing, so the position was never released. Clubs now prioritize signings that fill the empty slot.
Fixed a bug where the player AI in the match engine did not correctly calculate some skill effects. Cases where it mistook Skill 2's effect for Skill 1's, or mixed Skill 1's effect with Skill 2's range, meant each skill's effects were confused at the decision level; these are now taken into account correctly.
If you encounter any problems while playing, feel free to reach us at
anytime.
Thank you.