FML v 1.6.5 (inc. screenshots)

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Tsakalaki
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Στην 1.6.5 έκδοση θα προστεθεί το pre game talk καθώς και η δυνατότητα να ξεκινήσεις το παιχνίδι με κάποια απο τα t.i προεπιλεγμένα προκειμένου αν εφαρμοστούν με το που θα ξεκινήσει ο αγώνας.

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Εσαεί Πρόεδρος ΠΑ.ΣΥ.ΣΠΑ PC | -2002

26.08.10 | All my FM Stories | Πώς το Football Manager έγινε κομμάτι της ζωής μου
Spoiler: show
RedArmy: «Το κακο με τον Τσακ, είναι ότι ποτέ δεν μπορείς να καταλάβεις αν κάνει πλάκα ή τα λέει σοβαρά :D»
ArK ass: «Aμαν ρε Τσακ...εκει που εμφανιζεται η ελπιδα, ερχεσαι εσυ και την εξαφανιζεις»
nirearas: «Γιατί, τσακ γεννιέσαι... Δεν γίνεσαι...»

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Spiritraiser
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Όντως βγάζουνε και το JP στην 1.7?
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Tsakalaki
Asst Researcher ΠΑΟΚ - Story Teller
Asst Researcher ΠΑΟΚ - Story Teller
Posts: 48757
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Status: I've never been clever, 'cause need it never
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Όχι, υπάρχει κανονικά..
--------------------------------------------------------

Εσαεί Πρόεδρος ΠΑ.ΣΥ.ΣΠΑ PC | -2002

26.08.10 | All my FM Stories | Πώς το Football Manager έγινε κομμάτι της ζωής μου
Spoiler: show
RedArmy: «Το κακο με τον Τσακ, είναι ότι ποτέ δεν μπορείς να καταλάβεις αν κάνει πλάκα ή τα λέει σοβαρά :D»
ArK ass: «Aμαν ρε Τσακ...εκει που εμφανιζεται η ελπιδα, ερχεσαι εσυ και την εξαφανιζεις»
nirearas: «Γιατί, τσακ γεννιέσαι... Δεν γίνεσαι...»

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Tsakalaki
Asst Researcher ΠΑΟΚ - Story Teller
Asst Researcher ΠΑΟΚ - Story Teller
Posts: 48757
Joined: Sun Nov 30, 2003 12:00 am
Football Manager της ομάδας: Tottenham
Αγαπημένη Ομάδα: Dynamo Podilatou
facebook προφίλ: antonis.tsakaleas
twitter: Tsak_attaq
Status: I've never been clever, 'cause need it never
Location: Θεσσαλονίκη (Βόλος)
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Νέα δεδομένα όσον αφορά την αξία των παικτών. Το παραδοσιακό Aq. fee & Market Value "ενώνονται" στο Transfer Value το οποίο αναφέρεται κατα προσέγγιση. Στις καρτέλες των παικτών υπάρχει αλλαγή καθώς η καρτέλα "comparison" αντικαταστάθηκε απο την καρτέλα value στην οποία επεξηγείται πως προέκυψε το Transfer Value του παίκτη και παρουσιάζεται μια λίστα απο παίκτες που πρόσφατα μεταγράφηκαν (είτε με private transfer είτε με transfer auction).



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Πλέον, θα γνωρίζουμε και τη συνολική "αξία" της ομάδας καθώς στο κάτω αριστερά μέρος εμφανίζεται πλην του συνολικού ποσού που δίνουμε καθημερινά σε μισθούς στους παίκτες, το total value της ομάδας



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Εσαεί Πρόεδρος ΠΑ.ΣΥ.ΣΠΑ PC | -2002

26.08.10 | All my FM Stories | Πώς το Football Manager έγινε κομμάτι της ζωής μου
Spoiler: show
RedArmy: «Το κακο με τον Τσακ, είναι ότι ποτέ δεν μπορείς να καταλάβεις αν κάνει πλάκα ή τα λέει σοβαρά :D»
ArK ass: «Aμαν ρε Τσακ...εκει που εμφανιζεται η ελπιδα, ερχεσαι εσυ και την εξαφανιζεις»
nirearas: «Γιατί, τσακ γεννιέσαι... Δεν γίνεσαι...»

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Tsakalaki
Asst Researcher ΠΑΟΚ - Story Teller
Asst Researcher ΠΑΟΚ - Story Teller
Posts: 48757
Joined: Sun Nov 30, 2003 12:00 am
Football Manager της ομάδας: Tottenham
Αγαπημένη Ομάδα: Dynamo Podilatou
facebook προφίλ: antonis.tsakaleas
twitter: Tsak_attaq
Status: I've never been clever, 'cause need it never
Location: Θεσσαλονίκη (Βόλος)
Has thanked: 6 times
Been thanked: 5 times
Contact:

With some of the recent experimental changes now finalised, we are now focusing on polishing to ensure everything is working as smoothly as possible. So, we're very keen to hear any feedback on the areas of the game that have been changed.

To help with this, the full changelist is copied below. These changes are all out in Miller now (and hopefully making their way to Coppell soon), so if anyone is having problems either running the game or with a specific aspect from this list, please let us know the details in these forums. For reference, here is the Bug Report forum.


1.6.5 changelist:

Transfer System
  • - Introduced a new system for determining a player’s transfer value. The game now analyses the most comparable recently transferred players to the player being valued and determines a more transparent value based on reputation, age, position and wage demand. There is a new ‘Value’ tab on a player’s profile which lists the players that have been used to determine his value.

    - Made the following changes relating to wage auctions and signing of free agents and general presentation of player values throughout the game.

    Players now either have a 'Signing-On Fee' if they are a free agent or a 'Transfer Value' if they are on a full contract.

    Transfer Value is now the preferred terminology for what was previously known as Market Value and is described above.

    The Signing-On Fee replaces the old-style 'Acquisition Fee' and is of a similar amount, but rises proportionally to how much over wage demand the player actually goes for in a wage auction. So a player with a signing-on fee of 500k and a wage demand of 10k, who signs on a wage of 20k, will command a signing-on fee of 1m. The signing-on fee payable is displayed visually on the popup as the user adjusts their wage bid. For players signed in a user's starting squad on wage demand, or who fall into the 'instant signing' criteria, then the flat signing-on fee applies, and thus the system works as it does now in terms of what it costs to sign these players.

    A player’s base signing on fee is based solely on his reputation, position and age. You cannot determine a player’s underlying, hidden current or potential ability from his signing-on fee.

    Signing-on fees are also payable when signing a player from another team at the end of their contract, in addition to a compensation fee payable to the club losing their player, of 25% of their Transfer Value at the time the auction starts.

    The intention here is to streamline the previous system of Acquisition Fee, Market Value and Signing-On Fees into two simple figures instead; Signing-On Fee and Transfer Value.

    - You can now make cash-only private transfer bids of below 50% of transfer value, but if accepted this will result in the player being put in a 24 hour transfer auction with the private bid made used as the starting bid in the auction. Both bidder and owner are informed of this prior to making or accepting the bid.

    - Wages are now dynamically linked to reputation – if a player is putting in the sort of performances to earn him a 5 star rep, then he’ll start asking for 5 star wages. This will be a gradual change, so a player’s next wage (or wage demand) can never be more than whatever is the higher of either his Current Wage multiplied by 3 (so if his current wage is 5k, this would be 15k) or 10k above his Current Wage multiplied by 2 (again with 5k, this would be 20k). Therefore a 5 star player currently on 5k would only ask for his next wage increase to be to a maximum of 20k – not quite 5 star wages straight away.

    - Removed the effect of playing position on wage demand. Previously, strikers would ask for more than other positions, for example. However, this only makes sense if they bring greater benefits to the team such as shirt sales etc. but as that isn’t simulated in FML, we thought it better to simplify it. As before, it’s now purely linked to reputation. If a player is good enough, he’ll be asking for top dollar, whatever his position.

    - Removed code that would make wage demands lag slightly behind reputations ( i.e if a player gained reputation, then his wage demand wouldn’t immediately follow suit but would take a little while to ‘catch up’). This has been removed altogether to make wage demand more responsive to reputation changes.

    - Made it so that when you cannot approach someone due to their scouting skills not being high enough, you also cannot see their attributes.

Match Day
  • - Brand new 3D match viewer elements from the FM team, including new player animations and crowd and stadium graphics.

    - Added the ability to break off the match view into its own window, so you can continue viewing the match whilst browsing other areas of the game, or other sections of the match page.

    - Added pre-match and half-time team talks. You can specify an overall team theme, and optional individual player team talks. All of this is optional, there is no penalty for not issuing a team-talk in the sense that the match engine will carry on as it did before the introduction of this feature (this is distinct from FM, whereby not issuing a team talk can trigger a specific negative player reaction for that reason). However, the benefits of a team talk are to give a little bit of control over some of the psychological aspects of player match behaviour such as complacency and the ability to handle pressure. The options are available on panel within the match screen that also brings together controls for match strategy and playing style adjustments in one convenient place.

    - Added "Generate Full Match..." option to the match; this is available after a match has finished and you have clicked "Leave Match..." and will generate the full 90 minutes of action for more detailed review. Note that once a match has been generated in this way, it will be saved to your hard disk for quick loading in future and use up considerably more space in your match cache than a normal match, so you may wish to increase your cache size if you intend to analyse many matches in this way.

    - Post-match morale changes are now no longer ‘dampened’ using a manager’s activity rating. Instead, major matches produce a full morale effect similar to FM, and minor matches produce a reduced morale effect of 25% of that which would have applied had the match been a major one. In addition, morale now ‘recovers’ to a neutral mid-point only by playing major matches, rather than over time as it worked previously. This brings it in-line with the injury/recovery system whereby playing major matches are required to ‘cure’ players.

    - Improved match overview section of match page by including key match stats at the bottom when there is space (generally post-match, or when the match is being shown in separate window and thus there is no mini-pitch/chat-list at the bottom of this section)

    - if you click and hold the pause/play button on the match timeline control, it now brings up a menu allowing you to choose from a variety of replay speeds which will subsequently apply to all action when not in 'Live' mode. Live mode remains at the speed agreed upon by the two managers using the existing system.

    - Added various sound effects that FM uses which were previously not hooked up in FML, such as the sound of the ball being kicked, the referee’s whistle and various sounds triggered by in-game events.

    - Improved efficiency of sound system to eliminate the possibility of loading and playing sounds interrupting the 2D or 3D animation and causing stutter

    - Made it fade in and out match sounds with players and also fixed untidy camera 'yanks' when viewing a past match as it moves from one highlight to the next

    - Implemented a match recovery system; match servers now save their sync data at key points and this is used to reconstruct a match in the event of server failure

    - Added missing "Stand With Taker" (attacking free kicks) and "Edge Of Area" (defending corners) individual player instructions

    - Brought in-match player comments in-line with FM's

    - The crowd now appear wearing their teams’ kits and we’ve now also hooked up stadium seat colours to reflect the colours of the venue team.

    - Fixed issue where the commentary could sometimes run marginally ahead of the action, a particular problem when it would flash "Goal for XXX" before the ball had crossed the line, reducing the element of suspense

    - Fixed typo where it said the wrong team had requested 2.5 x Real-Time speed

    - Fixed issue where a stadium with all sides under out of use (under construction) and thus with zero capacity would automatically be replaced in the 3D by a fully functioning default stadium

Club Finances
  • - Adjusted the criteria for a club going into administration or receivership.
How it used to work:
  • Administration - club will be in debt to the tune of 2m within 7 days
    Receivership - club has hit a debt of 2m
How it now works:
  • Administration - club will be in debt to the tune of 2m within 7 days, and from days 7-28 of their projection they will remain beyond their overdraft and on day 28 will still be in debt by at least 2m

    Receivership - club is in debt to the tune of 2m, and for the entirety of their 28 day projection they will remain beyond their overdraft and on day 28 will still be in debt by at least 2m
In addition, the new criteria as detailed above must be true for three consecutive midnights before the club is actually placed into administration or receivership. In the meantime they will be given the 'In Trouble' state, which comes with a warning to sort themselves out asap.
  • - Reduced commercial and stadium income by 10%, and introduced a daily income boost of up to 10% which depends on your placing within your ranking band at the end of the day(top = 10%, bottom = 0%). The intention is to add a little bit more meaning to matches across the board and a little bit more to play for in FML on a daily basis, without unduly favouring any particular kind of user over another and within the confines of segregated bands of teams of similar strength..
Optimisations
  • - Optimised the speed of joining a past match or a match in-progress. With this change it should be around twice as fast as previously.

    - Optimised the way it accesses the team kits, leading to a noticeable improvement, particularly on the Mac, in the speed of drawing any panels that show team kit icons (team lists, results, fixtures etc)

    - Prevented it showing more match update lines than it can display without a scrollbar, at the bottom of the chat window (when "Show Match Updates" is enabled), as the time taken to populate this list can cause the animation in a match being viewed to stutter

    - General behind-the-scenes optimisations, including improvements to the midnight update

Other

  • - Fixed bug - Pressing tab and enter when logging into the game will result in the game acting as if enter is pressed continuously throughout the game after the user has signed in.

    - Fixed an issue where in the optional resolutions in full screen mode weren't being able to be accessed.

    - Fixed bug in the player filter where filtering players by players status did not return the correct results

    -Fixed an issue where sometimes it didn't save a user's latest filters/views/tactics etc when they signed-out, typically if they had accumulated a lot of this kind of data, this also fixes a rare disconnection issue affecting some users.

    - Fixed bug where when browsing off to a news item from a digest news item, when you came back the scrollbar had reset.

    - Fixed issue preventing certain old players from retiring due to them once having reconsidered their retirement after finally finding a club. Now the old gits can finally be put out to pasture

    - Fixed the general mailing list being the first tab clicked.

    - Fixed some text where it read 'toknes' instead of tokens when adding tokens to a club using the SM debug function. 'Thanks Nick Megarity for spotting this one )

    - Rankings system now excludes non-FA matches played between two offline managers (FA matches, whether major or minor, are not affected by this change).

    - Added new popup to automatically install the match3d if you haven't been asked, have not got it and your machine is capable.

    - Fixed a bug in the positional player awards where goal_ratio & assist_ratio were being read from the DB as the wrong types.

    - Added a function to daily maintenance to correct players that are created with an incorrect age.

    - Added in new kits for the reward points store & made it so that versioning of kits and mascots is available
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Εσαεί Πρόεδρος ΠΑ.ΣΥ.ΣΠΑ PC | -2002

26.08.10 | All my FM Stories | Πώς το Football Manager έγινε κομμάτι της ζωής μου
Spoiler: show
RedArmy: «Το κακο με τον Τσακ, είναι ότι ποτέ δεν μπορείς να καταλάβεις αν κάνει πλάκα ή τα λέει σοβαρά :D»
ArK ass: «Aμαν ρε Τσακ...εκει που εμφανιζεται η ελπιδα, ερχεσαι εσυ και την εξαφανιζεις»
nirearas: «Γιατί, τσακ γεννιέσαι... Δεν γίνεσαι...»

My Twitch channel
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