90 Minute Fever - Football (Soccer) Manager MMO - Isokron
Manager Skills are now in 90MF! They add a lot of real skill and tough decisions to the game, and will ensure that you can never rest on your laurels - they will press you to deliver the goods for your club each and every season and directly reward you for doing so!

Manager Skills Q&A:
https://steamcommunity.com/app/468070/discussions/1/3435626476278939378/

Update v0.11.0 [2020-05-01]
- Add Manager Skills feature (see Steam discussions for more information)
- Added the following Manager Skills: Foresight, Expansion, Scouting, Prevention, Recovery, Conditioning, Senior Coaching (Physical, Mental and Technical), Youth Coaching (Physical, Mental and Technical), Investment, Negotiation, Revenue, Loyalty, Renewal, Facilities, Learning, Versatility, Support, Discipline. (see Steam discussions for more information)
- Added Player Contracts (see Steam discussions for more information)
- Learning Manager Skill is now required in order for players to be able to learn new positions
- Added 'Days at Club' to Contract Information widget on Player Profile
- Player transfer value calculation improvements. More emphasis is placed on recent transfer activity trends in the game. Also made a change so that players who can play multiple positions now have their value solely assessed based on their attributes for their position that results in the highest transfer value
- Player names database updates for Northern Ireland and Poland
- Official matches can no longer be played in the first 48 hours of the season
- Youth Academy Trials can no longer be started in the first 48 hours of the season
- Youth Academy Trials can no longer be started unless a manager has finalised their Manager Skills selection for the season
- Added Email Settings widget to Settings layout
- Default user layout updated

Match Engine Changes:
- Added a short 'delay' to start of match before the players start running on the pitch to give the server/client connection more opportunity to link up so that users with poorer internet connections to the match server don't miss the start of matches
- Matches can now be paused and tactical changes applied when goalkeepers have possession of the ball
- Improved the ability of players to anticipate future ball positions and move accordingly
- Reimplementation of outfield player attribute: Anticipation. Now impacts that chance that a player will be able to anticipate the ball movements in a 'reactionary' capacity (i.e. to clip/deflect/block/control/etc fast moving balls nearby, particularly shots from players. As well as better get on the end of aerial balls that are fast moving to attempt headers)
- Crossing improvements (players are now more 'wary' of the opposition goalkeeper when passing/crossing the ball. Improved overall quality of crosses. More variation in crosses. Players more likely to attempt crosses now)
- Heading improvements (in particular ability to win them to begin with, and to not head over the crossbar nearly all the time when attempting to score a goal)
- Improved overall ability of players to interact with the ball, especially if fast moving and/or off the ground. This will have various knock-on impacts such as ability of keepers saving shots, defenders blocking shots, players winning headers, etc
- Overhauled much of the goalkeeper shot stopping AI. Goalkeepers are now capable of delivering much stronger performances
- Goal Keeper attribute Shot Positioning is now enabled and impacts how well a keeper positions themselves in order to save longer ranged shots. Positioning is also enabled and is tied to Shot Positioning
- Lots of balancing changes to goalkeepers due to their improved shot stopping AI and newly enabled attributes
- Improvements to shooting. Less wildly inaccurate shots, especially from players with higher shooting attributes. Increase shot power, especially from players with lower shooting attributes
- Improvements to players ability to take good penalties, picking better spots to shoot, and being able to shoot more accurately
- Various other small improvements to Penalty Shootout AI (for example: Keepers no longer chase after the ball if it's moving away from the goal during a penalty shootout)
- Improved collision detection of goal nets
- Slightly reduced amount of condition loss incurred by low Endurance outfield players
- Players with low Pace/Acceleration are now slightly less slow
- Players with low Work Rate are now work slightly harder
- Fixed bug whereby players would not setup properly to defend against an opposition penalty kick or attacking free kick, if that team had a player sent off and the user managing that team made certain tactical changes after the red card was awarded but before the set piece was taken
- Fixed a bug whereby during penalty shootouts, goalkeepers could always immediately get off the ground when they dove to make a save. This meant that if they deflected a shot, they could then immediately catch the deflection (so there were previously never any saves visually deflected during penalty shootouts)
- Fixed a bug that could result in a long pass completion counting as multiple long pass completions (and in turn meant that a player could finish the match with more completed passes than pass attempts)

Update v0.11.0a [2020-05-01]
- Fixed Contract Ends description on Contract Information widget on Player Profile layout

Update v0.11.0b [2020-05-01]
- Fixed Trophies widgets not working
- Fixed an issue whereby the contract end date calculation for players was using the users local machine clock instead of the server clock. This meant that if they were in a timezone behind UTC time, say in America, for exmaple, then for the first few hours of the season all their players would incorrectly say their contract was going to end a month earlier than it really was.

Update v0.11.0c [2020-05-02]
- Minor balancing changes to player match rating/10 system

Update v0.11.0d [2020-05-03]
- Fixed a bug whereby the Foresight skill would work with other clubs Academy Trialists

Update v0.11.0e [2020-05-04]
- Fixed a bug that caused Autobids to not be able to be placed
- Fixed a bug that could cause matches to get stuck if a penalty taker was subbed off after his team won a penalty but before the penalty was taken

Update v0.11.0f [2020-05-05]
- Goalkeepers ability to catch close range shots rebalanced (less are caught now, more are deflected instead)
- Anticipation attribute for outfield players rebalanced (to help open the game up a bit more)

Update v0.11.0g [2020-05-06]
- Fixed wages not 'projecting' properly when buying or selling players during the day. Note: These projections were corrected during the end of day each day, and the actual wages being charged during the end of day were correct
- Financial Summary Widget now takes into account your reduced wages from Loyalty. Note: The correct wages taking into account Loyalty were being charged each day, it's just that the value being displayed on this widget was incorrect

Update v0.11.0h [2020-05-08]
- Fixed a bug with the Foresight Manager Skill sometimes showing duplicate reveal order letters for Goalkeepers

Update v0.11.0i [2020-05-27]
- Various server-side infrastructure improvements and optimisations. End of day processing now runs faster

Update v0.11.1 [2020-06-01]
- Added icons and tooltips for Manager Skills in various places throughout the game client
- Manager Skills layout now more clearly indicates whether or not the selections have been finalised. Selection outlines turn from red to green once finalised.
- Added Squad Summary widget (on Marketplace tab)
- Added 'Free' Academy Trial option (quality of players typically very bad though, primary intended use for this is to allow people to learn/practise how the Academy Trials work)
- Balancing changes to Academy Trials. Cheaper trials now result in slightly better overall pools of trialists. Expensive trials now result in slightly worse overall pools of trialists.
- Rebalanced all senior and youth Coaching Manager Skills. Level 3 is now 45% less effective. Level 2 is now 40% less effective. Level 1 is now 30% less effective. Level 0 (without skill) is unchanged.
- Rebalanced Learning Manager skill from 0/2/4/6 at levels 0/1/2/3 to instead be 0/3/6/9
- Rebalanced Scouting Manager skill from 0/10/20/30 at levels 0/1/2/3 to instead be 0/15/30/45
- Increased rate at which the Buy Price drops for players in the transfer pool
- Contract Length column now displayed on the squad layout
- Contract Length column added to CSV data export
- The length of contract a player will have is displayed on the pop-up now when buying a player from the transfer pool
- Added 'Starting Position' column to the match archive layout team widgets
- Added 'Information' widget to the Academy Trials layout
- Added separate language settings widget
- Able to select language when first signing up as a new user
- New usernames and club names can no longer contain the @ symbol
- Fixed a bug that caused some Autobids to fail
- Fixed issue with scrollbar incorrectly appearing on Player Contract Details widget
- Updated default user layout
Match Engine:
- Balancing changes to shooting behaviour (in particular far less shots being attempted from difficult angles)
- Balancing changes to dribbling behaviour
- Fixed Prevention Level 3 not working during stoppage time at end of 1st half
- Fixed Discipline Level 3 not working during stoppage time at end of 2nd half

Update v0.11.1a [2020-06-01]
- Fixed Shareholder Dividend Payments not projecting correctly for users who had the Investment Manager Skill
- Fixed icon tooltips for Learning and Scouting manager skills incorrectly displaying last months values
- Fixed icon tooltips for Versatility and Learning stretching their aspect ratio on the positions pitch diagram on player profile when only one of these two skills were selected
- Fixed scaling issue on Transfer Details Widget that could cause buttons to not be visible on some screen resolutions

Update v0.11.1b [2020-06-02]
- Fixed a bug that could cause wages to be incorrect on the squad list layout

Update v0.11.1c [2020-06-03]
- Fixed a bug that could cause skill icons to not appear correctly during matches
- Fixed a bug that could cause some skill icons to appear when they shouldn't
- Match skill icons moved slightly to the left to better accommodate competition names with long names

Update v0.11.1d [2020-06-15]
- Competition Logo is now displayed on the Match Report layout
- Squad limit for goal keepers for Facilities Level 0/1/2/3 increased from 5/6/7/8 to 7/7/8/8
- Fixed a situational bug that could cause an autobid to fail when it shouldn't have (and the Buy Price to be 'rewinded')
- Fixed a bug that caused the tooltip for the Versatility icon in matches for the home team ti incorrectly display as '90$' rather than '90%'

Update v0.11.1e [2020-06-29]
- New user experience improvements

Update v0.11.2 [2020-07-01]
- Rebalanced Graduation Manager skill from 5/6/7/8 at levels 0/1/2/3 to instead be 4/6/8/10
- Rebalanced Scouting Manager skill from 0/15/30/45 at levels 0/1/2/3 to instead be 0/20/35/45
- Unused contract extensions are automatically assigned to the players whose contracts are ending soonest with the highest sell prices

Match Engine Changes:
- Improvements and balancing changes to dribbling
- Improvements and balancing changes to passing
- Improvements and balancing changes to crossing
- Improvements and balancing changes to shooting
- Improvements and balancing changes to heading
- Improvements and balancing changes to tackling
- Improvements and balancing changes to fouls
- Improvements and balancing changes to goalkeeping
- Improvements and balancing changes to free kicks
- Improvements and balancing changes to throw-ins
- Improvements and balancing changes to attacking movement
- Improvements and balancing changes to defensive positioning
- Improvements and balancing changes to decision making when with the ball (whether and where to pass, dribble, shoot)
- Improvements and balancing changes to decision making when without the ball (whether to look to attack or defend)
- Balancing changes to all team instruction sliders
- Balancing changes to all player attributes
- Players more weary of opponent goalkeepers when attempting passes
- Players more weary of the consequences of failure to perform their intended actions, especially on the defensive end of the pitch where it could gift a goal to the opposition
- Players more willing to take on opposition players on the dribble
- Players no longer intentionally pass ball too far backwards away from their attacking goal when it is stoppage time and doing so would result in half/full time being triggered
- Balance no longer tied to Agility
- Strength no longer tied to Jumping for outfielders
- Strength now determines a player's ability to win contested balls and to not be slowed when winning a tackle. It also affects a player's ability to 'ride out' tackles whilst dribbling the ball
- Balance for outfielders now impacts how fast a player can fully recover after losing their balance and being slowed
- Goalkeepers better deflect shots now, more of them are now tipped out for corners
- Balance for goalkeepers now impacts how well a goalkeeper can maintain their balance and avoid going to ground when saving shots, and also how fast a goalkeeper can fully recover after losing their balance and being slowed.
- Balancing changes to player match rating /10 system
- Various bug fixes
90 Minute Fever - Football (Soccer) Manager MMO - Isokron
https://youtu.be/BIuox-f_srg

With Steve and Nick discussing the upcoming Manager Skills feature
90 Minute Fever - Football (Soccer) Manager MMO - Isokron
https://store.steampowered.com/app/468070/



90 Minute Fever now has a 2D match engine!




More tactical options and you can now assign individual player mentalities.




Loads of individual player stats!




Get involved as we continue to develop the new 2D match engine and improve the game.
https://store.steampowered.com/app/468070/
90 Minute Fever - Football (Soccer) Manager MMO - Isokron
Update v0.10.2 [2020-04-06]
  • Reworked Pro Memberships. See Steam Discussions for more info. Important: Existing PRO users have been upgraded and had their Auto-renew box unchecked
  • Added new friendly matchmaking system (that allows searching for Senior, U21, U18 and International Matches). Users without Pro Membership can now request friendly matches. Removed Super Friendly League. Removed right clicking on users to request direct friendlies. See Steam Discussions for more info
  • Tokens are now on sale at 50% off until midnight UTC on 3rd May
  • Matches now go straight to the Match Report layout upon completion
  • Added individual player stats to Match Report layout: Squad Number, Starting Position, Pass Attempts, Pass Completions, Pass Completion %, Header Attempts, Header Completions, Header Completion %, Assists, Dribble Touches, Runs Past Opponent, Number of Times Fouled, Number of Times Tackled, Tackle Attempts, Tackle Completions, Tackle Completion %, Interceptions, Fouls, Shot Attempts, Shots on Target, Shots on Target %, Penalties Attempted, Free Kick Shots Attempted, Saves Held, Saves Parried, Goals Conceded, Save %, Short Pass Attempts, Short Pass Completions, Short Pass Completion %, Long Pass Attempts, Long Pass Completions, Long Pass Completion %, Goals, Throw-Ins Attempted, Throw-Ins Completed, Throw-In Completion %
  • Added incidents icons to the player stats floating window during matches
  • Attributes that are not currently having any impact in the match engine are greyed out on Player Profiles
  • Changing username and club name now requires a Pro Membership and these can be changed once every 3 days rather than once every 28 days
  • Uploading a club logo now requires a Pro Membership
  • Added Help menu. With menu items Game Guide, Forum, Gameplay Changes, Code of Conduct and Settings
  • Overhauled new user account registration screen
  • New users now need to win 3 friendly matches before they can join an FA for next season and a Qualifying League in the current season
  • New users now can only have access to sign players who have been in the pool for 30 days or more. Each match they win reduces this number by 1 until they have won 30 matches at which point they are able to have access to sign all players regardless how long they have been in the pool
  • Updates to pre-match tips library
  • Renamed Search menu item Academy Players to be Released Trialists
  • Added settings to disable recently added sounds
  • Fixed a bug that caused not being able to sort squad by Condition
  • Fixed Competition Link in Matches
  • Added Flag images for various countries that were missing them (to the International Trophies widget)
  • Various other bug fixes
90 Minute Fever - Football (Soccer) Manager MMO - Isokron
Update v0.10.1 [2020-03-01]
  • Player values and wage demands rebalanced
  • Match Incident icons added to the Match Report layout
  • Fixed Match Incident icons appearing on the lineup tab slightly before they were appearing on the timeline. They now appear on both at exactly the same time
  • Fixed Match Incident icons not being shown for players who were substituted off during a match
  • Fixed a bug whereby condition for a player who was substituted off could show as zero during the match, if the user disconnected then reconnected during the match
  • Fixed national team squad numbers appearing incorrectly on the national team squad layout
  • During the end of season, if a club doesn't have enough players to field a squad (senior, U21 or U18) they have, they will be signed some players for free to ensure they do have enough players
  • Default layout updated

Match Engine changes:
  • Added home team advantage (note: doesn't apply to cup KO round matches). Away team's players now lose up to 1 attribute point per attribute (depending on each player's Teamwork attribute)
  • Added player attribute Teamwork (outfielders and GK's. Teamwork is no longer tied to Workrate): A player's ability to play to the best of their ability in away matches. (1 in Teamwork means each of that player's attributes is reduced by 1. 20 in Teamwork means no attribute reduction at all and player plays just as well away from home than they do at home. 2-19 in Teamwork scales between 1 and 0 attribute reduction)
  • Added player attribute Flair (outfield players only): A player's ability to do unexpected things and draw fouls from opposition players whilst they are dribbling the ball.
  • Anticipation (GK's only) attribute added. How well a goalkeeper can anticipate through balls and 'rush out' to claim the ball for themselves.
  • Composure (GK's only) attribute added (Composure is no longer tied to Technique for Keepers). The ability of a goalkeeper to catch the ball as opposed to just deflect it when unexpected things happen (such as the ball taking a deflection off another player or hitting the woodwork).
  • Attributes that reduce other attributes are no longer subject to reductions for any reason (i.e. condition loss, playing out of position, playing away). These attributes are: Teamwork, Endurance, Natural Fitness, Injury Proneness. This is to prevent attribute losses 'compounding' on each other.
  • Improvements to positioning behaviour of players, especially those assigned with Mixed mentality
  • Improvements to dribbling behaviour of players
  • Improvements to passing behaviour of players (less very short passes, improvements to long balls, through balls and crossing)
  • Improvements to offside handling (Sometimes players were offside and 'getting away' with it)
  • Balancing changes to shooting from set pieces (players are now a little worse at shooting from direct free kicks or penalties)
  • Corner taking ability of players rebalanced (good players are now better, bad players are unchanged) i.e. players who are good at taking corners are now better at taking corners than they were before
  • First Touch (outfielders) attribute rebalanced (good players are now much better, bad players are now much better) i.e. all players are now much better when taking their first touch to control the ball
  • Jumping/Strength (outfielders) attributes rebalanced (good players are now a little better, bad players are now a little worse) i.e. these attributes are now a little more important generally to be able to win headers
  • Marking attribute rebalanced (good players are unchanged, bad players are now worse) i.e. players with low marking are now worse at marking opponents
  • Vision (outfielders) attribute rebalanced (good players are now much better, bad players are now a little better) i.e. better ability to see openings for potential passes across the board, but especially for players that are high in Vision
  • Crossing attribute rebalanced (good players are now much better, bad players are now a little better) i.e. better quality of crossing across the board, but especially for players that are high in Crossing
  • Reading of Game (outfielders) attribute rebalanced (good players now a little better, bad players are now a little worse) i.e. this attribute is now more important across the board
  • Off the Ball (outfielders) attribute rebalanced (good players now a little better, bad players are now a little worse) i.e. this attribute is now more important across the board
  • Finishing & Long Shots (outfielders) attributes rebalanced (good players are now a little better at shooting in normal play, bad players are now a little better at shooting in normal play) i.e. these attributes are now more important across the board
  • Composure (outfielders) attribute rebalanced (good players are now better at performing in critical defensive situations, bad players are now better at performing in critical defensive situations) i.e. this attribute is now more important (defensively) across the board
  • Tenacity (outfielders) attribute rebalanced (good players are unchanged, bad players are now a little better) i.e. players with low tenacity are now a little more likely to get stuck in to attempt to make tackles
  • Technique (GK's) attribute rebalanced (good players are unchanged, bad players are now better) i.e. bad technique keepers are now better to parrying shots
  • Reflexes (GK's) attribute rebalanced (good players are now better, bad players are now better) i.e. these attributes are now more important across the board
  • Agility/Balance (GK's) attributes rebalanced (good players are now better, bad players are now better) i.e. these attributes are now more important across the board
  • Jumping/Strength (GK's) attributes rebalanced (good players are now a little better, bad players are now a little better) i.e. these attributes are now more important across the board
  • Balancing changes to player match rating/10 system
  • Fixed full time whistle not blowing at full time if there was a penalty shootout to follow
  • Various stability improvements/fixes

* Please note regarding all the above attribute balancing changes: Only those tagged as 'much better/worse' are likely to be noticeable to the human eye (and only to the very observant). The rest, especially those tagged as 'little better/worse' are almost certainly not noticeable to the human eye and only apparent in a meaningful way when analysing large volumes of match results.
90 Minute Fever - Football (Soccer) Manager MMO - Isokron
We are delighted to announce that the new 2D Match Engine has been added to the game. All matches in 90MF are now using the new match engine!

New Match Engine Q&A: https://steamcommunity.com/app/468070/discussions/1/1741140266528049303/

Update v0.10.0 [2020-02-01]
  • New 2D/visual based match engine (replacing the existing text/commentary feed based match engine)
  • Added tactical option of individual player mentalities
  • Added new team instruction sliders for Passing Focus, Passing Freedom, Attacking Width, Defensive Width and Engagement Line
  • Added new match stats for Corners, Attacking Free Kicks and Territory
  • Added formation restrictions to prevent completely unrealistic formations
  • Added selection restrictions to enforce only GK's being able to play in goal and not allowing GK's to be selected in outfield positions
  • Added selection restriction for substitutes bench to enforce the selecting of 1 and only 1 GK on the bench (renamed substitute slot for backup GK to be SUBGK)
  • Penalty takers (and other set piece takers) are now automatically being selected based on who is best at them from the players currently on the pitch
  • New injuries system (note: Physio's temporarily not having any effect in game)
  • Green injuries (knocks) now lose between 5% and 20% condition based on a player's injury proneness attribute. Recovery is now a fixed 5% per match for all players
  • Condition loss system changed as to how losing condition impacts players in matches
  • Players playing 'out of position' system changed as to how it impacts player in matches
  • In-match tactical changes system changed. Changes can now only be made during a pause and a pause can only be made during a stoppage in play
  • Tactics now only save/update whenever changes are confirmed, any non-confirmed changes will be discarded when leaving a page (selecting players to positions will now work much faster/smoother for many users)
  • Warnings now appear on the events timeline
  • Added pause timer clock icons
  • Overhauled entire server/networking architecture between the game client/match server/main server/etc. We'll be much better placed to fix issues with this side of things going fowards
  • Added 'Match Engine Buffer' settings option in the Other Settings, which allows users who are suffering from lag to potentially improve the quality of their gameplay experience
  • Added new match summary layout
  • Improved autoselect logic
  • GO TO MATCH button left/right click functionality has been inverted
  • Users without a Pro Membership can now request and play friendly matches
  • Added latest results widget (for the entire gameworld) to the home layout
  • Added button that allows you to reset your squad numbers mid-season (via the ... menu in the lineup/pitch). Squad numbers are no longer automatically reset/updated during Season Finish
  • Players now have separate squad numbers for their national teams to what they do for their club teams
  • Updates to pre-match tips library
  • Hidden player attributes now removed from the game
  • Visible player attributes updated (note: not all attributes are doing something at present, more information can be found in the game guide)
  • 'REC' plate now shown for players who have less than 90% condition rather than less than 100% condition
  • If a user has a youth squad and doesn't have enough players for that squad during season finishing for next season (including graduate players) then the AI will sign some free players for that user to ensure they have enough players to field a squad for matches in the next season
  • Players can no longer be sold if they are currently selected in one of your squads (you must remove them from the squad selection first, then sell the player)
  • Matches now can no longer be started between 23:30 and midnight daily (was previoiusly 23:40 and midnight daily)
  • Various performance/stability enhancements to the codebase throughout the client and server, particularly in regards to improving the quality of the gameplay experience for those with poor ping speeds to the server and/or packet loss
  • Clubs over the Hard Squad Limit of players will automatically have players sold during Season Finish in order to bring them down to the Hard Squad Limit. The Hard Squad Limit is 70 players (any pending academy graduates or 15 year youth player purchases do not count towards this). Players will be sold in order of least valuable to most valuable with a priority on players aged over 18 yeras old


Update v0.10.0a [2020-02-05]
  • Improvements to logging to help with troubleshooting


Update v0.10.0b [2020-02-07]
  • Fixed some issues with long distance free kicks (as players were too often hoofing it too close to the opposition goal keeper)
  • Narrowed banding between match ratings /10. Very high and very low match ratings now don’t occur so frequently
  • Injury Proneness now not only impacts how likely a player is to receive a knock during a match, but also impacts how much condition they lose after the match has finished (a less injury prone player will generally lose less, a more injury prone player will generally lose more)
  • Knocks are now a little less likely to occur in the earlier stages of matches
  • The amount of condition recovered per match is now the greater of 40% of the total amount of lost condition (rounded down) or 5% condition. Note: This was previously always 5% condition
  • Added outfield player attribute Anticipation. This impacts players ability to better anticipate the future position of the ball and act accordingly and should result in noticeably more intelligent movement to get/receive/intercept the ball, especially if they have a high rating in this attribute
  • An error message is now displayed if a user is unable to connect to a match
  • Fixed a bug that could cause new user accounts could be charged too much on their player wages financial projections


Update v0.10.0c [2020-02-10]
  • Fixed a bug whereby a user who owned a national team could have their club team start playing a match whilst they were in the middle of playing a match with their national team (and vice versa)


Update v0.10.0d [2020-02-11]
  • Added a restriction to prevent users from being able to sell players if doing so would mean they don't have enough players to effectively field a squad in one of the competitions they are participating in


Update v0.10.0e [2020-02-12]
  • Player Stats Match Overlay now colour codes player condition %
  • Player Stats Match Overlay no longer sorts when clicking the column headings (many users were accidentally sorting it and unable to get it back to the default sort order by position)
  • Fixed a bug that caused timeline icons to sometimes dissappear during a match
  • Fixed a bug that prevented users from being able to substitute off Suspended Players in Friendly matches
  • Past winners widget for World Cup & Live Nations cup now displays the current username for any users who won these competitions with previous accounts that had been reset
  • Users are now automatically disconnected from a live match if they click to go to their squad layout (fixes an array of bugs)
  • Disable the Customise GUI button on the Squad layout (as it wasn't working properly and too many other higher priority issues at the moment for this to be dealt with in the immediate-term future)
  • Fixed a bug with the profanity filter that was preventing the use of the number '500'
  • Fixed a bug with U21 squad minimum player restrictions being incorrectly enforced


Update v0.10.0f [2020-02-13]
  • Fixed various bugs related to connectivity issues when loading a match
  • Fixed the 'ghost player' bug whereby a player who was sent off could remain visible but completely inactive on the pitch
  • Balancing changes to player match rating /10 system
  • Minor balancing changes surrounding player shooting behaviour


Update v0.10.0g [2020-02-14]
  • Players now always arrive at a new club after being signed at 100% condition (regardless of the condition % they had when they were sold by their previous club)
  • Fixed a bug that caused players to incorrectly run towards half way when a team made a substitution after receiving a red card to one of their players
  • Fixed a bug that caused a substitute player to incorrectly run towards half way if that player was substited on during a corner
90 Minute Fever - Football (Soccer) Manager MMO - Isokron
https://youtu.be/XH44DNKo4ig

With Steve and Nick discussing the new injuries system, squad rotation and set piece takers in the new match engine that is coming end of this month!
90 Minute Fever - Football (Soccer) Manager MMO - Isokron
Hi everyone

The testing gameworld is now open again for the 5th Phase of testing for the New Match Engine. If you don’t already have access to this but would like access, more information about this can be found here:
https://steamcommunity.com/games/468070/announcements/detail/2783708311862770972

More information about this test phase can be found here:
https://steamcommunity.com/app/468070/discussions/13/3195801972007774231/

There’s a Steam Discussions board to discuss things with the new match engine that can be found here:
https://steamcommunity.com/app/468070/discussions/13/


Note: You'll need to be logged in to Steam to be able to access the above links
90 Minute Fever - Football (Soccer) Manager MMO - Isokron
Hi everyone

We are delighted to announce that the new Match Engine will be added to the game on 1st February! All matches from the February season onwards will be using the new Match Engine.

This is going to provide a very different experience. It fully simulates and graphically represents the entire match from a top-down perspective so you can see exactly what your players are up to at all times! Viewing the entire match enables managers to make informed decisions in real-time based on how the match is unfolding in front of them to try and take advantage of their team’s strengths and any opponent weaknesses that they might be able to identify.

The new Match Engine is many times more complex and engaging than the current Match Engine (and indeed any match engine in any online football management game that we are aware of). We expect that the completely new match experience with this amount of depth, options and opportunities will immediately create some changes in the meta-game. For example, it may be that certain attributes have more value in the new match engine than the old one and vice versa. This will inevitably mean that prices for players will fluctuate inline with how much value the userbase places upon their attributes. It is also likely that the importance of different attributes will change as many managers will naturally gravitate towards tactics/players that take advantage of these imbalances whilst we continuously strive to improve the balance in subsequent updates. So in short, please be aware that the meta-game, which has been extremely stable for a very long time, will be changing regularly in the coming months!

A big thank you to everyone that has stuck with us over these past months as we have been developing this. As many of you know, we are a very small team, and for a few reasons it has taken us longer to get it into ‘live’ than we had initially foreseen. The most notable reason being increasing the scope of what we wanted to achieve with the first release of the new Match Engine to ensure it has more chance of fulfilling more users hopes and expectations and thus is more positively received overall.

We really appreciate your patience and understanding. Hopefully you’ll agree come February that it was worth the wait! We will be releasing some more details in January along with an accompanying podcast.

We believe this addition will lay the foundations for us to take the game forwards as a truly unique proposition/gameplay experience that even further sets 90MF apart from everything else out there in the online football management game genre.
90 Minute Fever - Football (Soccer) Manager MMO - Isokron
Hi everyone

The testing gameworld is now open again for the 4th Phase of testing for the New Match Engine. If you don’t already have access to this but would like access, more information about this can be found here:
https://steamcommunity.com/games/468070/announcements/detail/2783708311862770972

Please read this post which describes in detail the current limitations of the new match engine and what the third phase of testing entails here before starting:
https://steamcommunity.com/app/468070/discussions/13/1738882740680377507/

There’s a Steam Discussions board to discuss things with the new match engine that can be found here:
https://steamcommunity.com/app/468070/discussions/13/


Note: You'll need to be logged in to Steam to be able to access the above links
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