Teamfight Manager 2 · published · build 24945744
Hello. This is Team Samoyed.
We'd like to share the details of this patch.
A new champion, ‘Strongman’, has been added. Strongman is designed as an AD-based tanky initiator.
Skill 1 (Shoulder Throw): Grabs one nearby enemy and throws them over the shoulder behind himself, dealing physical damage and stunning them.
Skill 2 (Barbell Swing): Swings a barbell in a wide arc, dealing physical damage to surrounding enemies and knocking them back.
Ultimate (Human Cannonball): Throws one nearby allied champion to a target location. The thrown ally gains a shield for a short time after landing, and enemies around the landing point take physical damage and are stunned. If there is no ally to throw, Strongman leaps himself.
A new champion, ‘Spellbreaker’, has been added. Spellbreaker is designed as a melee fighter who counters shields.
Skill 1 (Greatsword Sweep): Slashes widely in front, dealing physical damage and slowing for a short time.
Skill 2 (Shattering Charge): Charges a short distance, dealing physical damage to the first enemy hit. After the charge, damage taken is reduced for a short time.
Ultimate (Grand Shatter): Instantly destroys the shields of all enemies within the surrounding area. Enemies whose shields are destroyed take magic damage, are stunned, and cannot gain shields for a short time. Enemies who had no shield take only reduced magic damage.
A new champion, ‘Astrologer’, has been added. Astrologer is designed as an AP-based area-of-effect mage.
Skill 1 (Meteor Fall): Drops a meteor on a target location after a short delay, dealing magic damage to enemies in the area and reducing their movement speed.
Skill 2 (Constellation Link): Deals magic damage to enemies in a straight line and leaves a constellation mark on them.
Ultimate (Celestial Alignment): Draws a constellation over a target area, marking all enemies within it, then detonates the marks simultaneously after a short delay to deal magic damage. The more enemies linked, the greater the damage, and enemies already marked by Skill 2 take additional damage.
A new champion, ‘Harpooner’, has been added. Harpooner is designed as an AD-based ranged crowd-control champion.
Skill 1 (Harpoon Shot): Fires a harpoon in a straight line, dealing physical damage to the first enemy champion hit. For a short time after the hit, it can be reactivated to pull yourself to the target or drag the target toward you.
Skill 2 (Piercing Shot): Fires a powerful harpoon in a straight line, dealing physical damage to the first enemy hit. The more health the target has lost, the greater the damage.
Ultimate (Surging Chains): Fires multiple chained harpoons in a forward cone, dealing physical damage to enemies hit and binding them in chains for a short time. Bound enemies have reduced movement speed, and if they move beyond a certain distance from each other the chains tighten, strengthening the slow and pulling them toward one another.
A championship celebration sequence has been added to make winning a title feel more immersive.
A sponsor system has been added. Sponsor offers of various kinds arrive depending on your team's standing, and meeting their conditions earns you additional operating funds.
A youth academy has been added. It is a long-term development facility where you scout young prospects yourself and raise them over several years; like other team facilities, it can be expanded up to grade S to increase capacity and development speed.
Tryouts: Held on March 1 and September 1 each year, gathering prospect candidates aged 13 to 17. The more capable your scouts, the more candidates appear and the more accurate the potential estimates become, and if none of the candidates appeal to you, you can pay a fee to gather a new set.
Development: Trainees grow every Wednesday, separately from first-team training. Growth speed depends on facility grade, training coach, development focus and condition, and the development focus can be set for the whole team and for each trainee individually. With two or more trainees, your academy plays weekly scrims against other clubs' academies.
Exits: From age 16 a trainee can be promoted to the first team, and if another club offers a transfer fee you can sell them for funds instead. A trainee who passes age 20 without being promoted leaves the team as a free agent.
AI teams run academies as well. The more players who come up from academies to first teams, the fewer new prospects are generated in that region, so youth development replaces part of the existing rookie supply route.
Fan service has been added. You can set the ticket pricing policy for home matches to standard, cheap or premium, and hold fan signing events and fan meetings to grow your fanbase and raise fan satisfaction. You choose which players attend each event; participating players gain morale but also gain stress.
A bank and club value have been added. Entering the bank from the finance screen shows your club value, which combines your squad, facilities, fans and cash, and you can take out a loan up to a set proportion of that value. Loan funds are reflected in your transfer and wage budgets immediately, principal and interest are repaid automatically every Monday, and if you have room to spare you can repay early to save the remaining interest.
Manager training now covers the new management content. The finance lesson has been expanded with explanations of the bank and club value, and you now learn sponsors after finance, the academy after coaching staff, and fan service after facilities.
An awards ceremony has been added. When a tournament you took part in ends, an invitation to the awards ceremony arrives, and attending runs the award stage for the winner, the runner-up and the individual awards (MVP, Best Rating, Most Kills, Most Assists, Most Solo Kills). Once the ceremony ends, a result report is delivered to your News inbox.
Individual award winners gain fans. The amount gained differs by category, and sweeping several categories increases it accordingly.
Individual awards have been added to international tournaments as well. News announcing the individual awards is delivered after the tournament ends, and international tournament awards increase fans by a larger margin than league awards.
Players' award histories are now recorded. You can check past awards and the fan gains at the time on the History tab of a player's detail view.
Improved the match result screen so that items, CS and damage types are displayed.
The basic macro flow of the match engine has been changed.
Previously, teams focused too heavily on simply taking an objective whenever one was up, which tended to make matches play out in a monotonous way. This has been improved so that the side starting an objective only commits when it judges it can secure the objective even by starting first, and the side responding also gathers its members properly and sets up a formation before contesting it.
Adjusted the logic for mid- and late-game lane management so that supports are far less likely to be caught out pushing a lane deep on their own.
Fixed general display errors in News inbox content.
You can participate in the beta program by right-clicking Teamfight Manager 2 in your Steam Library, selecting Properties > Betas, choosing “beta,” and then playing the game.
The beta program updates in-development content frequently. Therefore, the version may be unstable, Mods may not work properly, and when using existing save files, those save files may not be compatible until the official build is updated.
We would appreciate your feedback on the beta program via
or the official Discord channel (
).
Thank you.