Latest
Release 3.2.1
Your season plays exactly the way you built it, Overload games actually end, and promotion stops wrecking your groups.
19 notes across 6 sections
Your world plays the way you built it
- FIXA MyPlayer save no longer deletes a stage from your world. MyPlayer careers start in Tier 2, and the game was copying Tier 2's shorter calendar onto the top league as well — so a world you built with four stages only played three, and the fourth Major never happened. Each tier now keeps its own calendar settings, and existing saves are corrected the next time you load them.
- FIXThe same mix-up ran the other way on two-tier Manager worlds, where the top league's calendar could wipe out the cups you set up in Tier 2.
- FIXTournaments set to run "after a cycle tournament" no longer disappear from the calendar. If you never touched the Cycle box, the event was left out of the season completely even though the editor showed a 1 — and that is where the errors you could not find were coming from.
- FIXNumber fields let you type. Entering 64 into a teams box no longer snaps back to 16 on the first keystroke, and bracket sizes now go all the way up to 128 teams.
The editor checklist tells you where to look
- FIX"6 to fix" with nothing visibly wrong is gone. Both errors it was counting were being reported for events that were perfectly fine, and the second was only there because of the first.
- CHANGEEvery line in the checklist is now clickable and takes you straight to the section it is about. Tournament problems are also listed under Tournaments instead of Teams, so you are no longer sent to a section where nothing is wrong.
- CHANGEMessages name the actual numbers: which cycle, which week, and what to change it to.
Promotion and relegation keeps your groups even
- FIXOn a world with regional groups, promotion and relegation now happen region by region: the bottom clubs of each region swap with the best clubs of that same region in the tier below. Taking the best of the whole tier meant one region could gain three clubs while another lost three, until a region had too few teams left to form a group at all.
- CHANGEThis happens on its own when both tiers use the same set of regions, and you can set it to league-wide or per-region yourself in the Tier 2 setup.
- CHANGEThe four-club cap on how many teams swap each season is gone. It now goes as high as the smaller tier can support.
Overload matches end
- FIXOvertime is no longer endless. It used to repeat until somebody scored, which on some maps never happened: 20-minute matches, 140-kill stat lines, and in testing a single map ran the equivalent of 3,400 minutes.
- CHANGESudden death is now up to three golden-goal periods that escalate — the device restarts on neutral ground and dying costs more each period. A map still level after that is decided on what happened in it: device control time, then possessions won, then the kill race. No coin flips, and the win is never just quietly handed to one side.
- FIXScoring itself was the real problem. A first-to-8 mode was finishing 1-0 because carriers were killed about three seconds after every pickup. Possession now follows ground control, a dropped device is live again after three seconds instead of being locked away for ten, and escorting a carrier genuinely protects them. Matches now land around 8-4 and 6-8, with overtime rarely needed.
- FIXIf a map's walls completely seal off a scoring zone, a carrier can now score by reaching it and standing against it. Before, that zone could never be scored on, so nobody could win the map.
- FIXOvertime now plays by the same rules as the rest of the match. It had quietly ended up harsher: more damage taken, no protection from your teammates, and the device took longer to pick up.
Live matches
- NEWHealth bars, always on. Every live mode now draws a small bar over any player who is hurt, so you can see who is about to trade. Nothing to switch on.
- NEWWhether health comes back is up to the world author. Out-of-combat regeneration sits with Play Live under World setup → Simulation availability, off by default, with the delay and heal rate up to you. Left off, health carries through the whole map and only returns on respawn, exactly as before.
Workshop
- FIXPlaying a two-tier Manager world from the Workshop no longer starts a MyPlayer save. Having a second tier was being read as "this is a MyPlayer world", which also badged those worlds wrong and hid them from the Manager career picker.
- CHANGEPublished worlds now record which career they were built for, so the badge and both career pickers match the author's choice.