We are going to showcase FTG on a game conference in Berlin. There will be two of us: me (known on the forum as _K_o_S_) and my wife Anna who would help me showcasing the game.
We will have a free day on April 26th. So if you live in Berlin, love the game and want to talk about it (in English), we can meet, drink beer/juice/tea/whatever, discuss your tactics, approaches to the club development etc. It might be fun to know each other.
Tactics and the ability to build your own unique team have always been the core of Football, Tactics & Glory. You have to manage the club and make it stronger by overcoming such difficulties as powerful opponents, fatigue, injuries, etc.
What you’ve been missing is the sensation of the reality of this world that you “live in”. As you build your team, you want to know how other clubs and the players that you sold are doing. It would be great if you were able to buy players with a real history. It would be great to see real players’ stats, a list of best scorers, assistants, defenders, and goalkeepers.
We’ve added all of that to the game.
Starting from Update 11, the game turns into a football world simulator.
Each club is now managing their budget: extending contracts, buying players, making money in home matches, etc.
Each club has a youth academy. Their level is directly related to the strength of the club. From now on, no players come out of nowhere. They all come from youth academies.
Clubs compete against each other and players’ stats are saved in these matches. You can view detailed statistics for each player in each league. Players also earn experience in the amount contingent on the level of coaches in each club.
Clubs try to put their best players on the pitch. But if they are confident in their victory, they give promising young players a chance to show themselves. This is how they help their youth grow and mature.
IMPORTANT!
Unfortunately, none of this comes “for free”. The world simulation requires a lot of CPU resources, which will add fairly noticeable pauses to the game when each club starts making important decisions.
However, we believe that these pauses are a fair trade-off for the level of depth and immersion that the game offers.
2. Live transfers
Live transfers are a part of realistic simulation.
Clubs can now sell and buy players. And when you sell players, they don’t disappear like they did before, but are actually transferred to a club that was interested in them.
This, by the way, may potentially result in interesting scenarios. For example, you sell a strong, but fairly old 33-year-old forward to another club and then concede two goals from this very person in the next game against them 🙂
After the close of the transfer window, your assistant sends you a list of the most expensive transfers.
3. Best players lists
The game now keeps detailed statistics for each player and each game, even if a game is part of a tournament that you don’t participate in.
As the result, you can analyze the list of the best scorers, assistants, tacklers, and goalkeepers for each tournament. For example, you can play in the Amateur League and keep an eye on the best scorers in the European Cup in between matches.
In addition, you will get Glory for each of your players making it to the best scorers list at the end of the season.
4. Club history
The true beauty of a living world reveals itself when you realize that the game keeps detailed historical data for each season.
After playing 5-10 seasons, you will be able to open your club’s history screen and see a graph of your ups and downs. The graph features several display modes that can indicate the trophies you won and the dynamics of your team’s strength.
For example, here is the history of my club in the hard mode:
I spent several years in the Amateur league. In 2023, I got promoted, but ended up being at the very bottom of the table the very next season, so I came back. Next season, however, my club developed so well that I quickly reached the top position first in the Amateur, then in the Third League.
You can view these graphs for any club in the game.
5. Footballer’s career
With live transfers, it’s become more tempting to watch football players’ lives. What clubs did the best forward of the season play in? How many goals did he score last season? What club did he start in? How is the guy you sold to your rival doing these days?
What does the screenshot show?
1) Detailed statistics for each season, including the name and logo of the club the player played for. 2) The cup icon shows when the club won a trophy. 3) The wreath icon shows when the player was on the Top 10 list.
Also, this screen allows you to select a club and instantly view its history. It will help you to better understand what was going on with the team when that player was in it.
6. New random number generator
Starting from day one, we wanted to demonstrate that not everything depends on players. Sometimes (or even often?) you may be out of luck. Or, on the opposite, an unexpected goal in a match against a stronger opponent may help your team become victorious.
Our main random number generator produced random numbers both for your team and your opponents. However, many players don’t even notice when they are in luck, but remember their failures forever.
In order to spare your nerve cells, mice and keyboards, we decided to use a more forgiving generator. We called it “Expected”, since it produces values that are viewed by players as “fair”, but that are in fact somewhat favorable for the players.
This generator can be selected at the beginning of a new campaign. As the result, when you roll the dice, the Expected generator comes into play. When the AI rolls the dice, the Default (fair) generator works.
7. Goal celebrations and team photo
We want you to get to know your team. With time, you will start recognizing your players and getting used to them. One of them has grown out of your youth academy. Another one was purchased cheaply, but became the best assistant of the league. The third one was old, but proved himself to be a talented interceptor.
We have added two new features in this update that allow you to see your players in greater detail and save your team’s history.
First of all, we have changed joy and disappointment animations after goals. We used to have just a few animations, so many players expressed their emotions identically.
Now, each player will react uniquely:
Secondly, when a goal is scored, we zoom in and show our celebrating players up close. In addition, we made emotion animations, so you will not see jumping dummies, but football players that are genuinely glad.
Finally, we added a possibility to view and save a photo of your own or any other club in the game world. You can save a new photo every season, and then compare them, recall how the team changed over time, how players came and went, and how you became stronger.
8. Other new features
I will briefly describe other notable changes below.
Post-match statistics After the final whistle, you will see information about the key events of the match:
More information about actions and effects on players There is now an icon with a question mark next to each action. Point at it to learn more information about the action.
Press and hold the Ctrl key and point the cursor at a player to see all currently active effects.
Improved match animations We have taken a close look at all our animations and remade the ones that were not good enough. We also improved the animation speed system and fixed the player turning system to prevent them from turning simultaneously and running backwards. The ball now spins during passes.
By the way, we added a possibility to perform a very rare scissors kick. To do that, you need a motivated player to finish a cross from a flank.
Improved graphics We enhanced the renderer and added more realistic lighting. Hair rendering has also been improved.
Transitions We used a transition through a green screen between different match events. It was ugly and boring. In this update, transitions are a lot more modern-looking. Moreover, they will be different for different tournaments.
Possibility to see who has the ball at the start of a match On tactical screens, you will now be able to see what players take the kick-off for their team. It will help you plan your tactics better.
This screenshot shows how the available midfield tiles have been changed. Now, you can’t put a player in the midfield center. Instead, we allow you to put a player in the center of the opponent’s half of the field. It will widen a specter of the possible tactical decisions.
9. Other changes
Match balance - The base head playing ability has been lowered to 25 from 50 - Cross factor values have been changed - Increased the energy consumption when using the Rainbow Feint and Long Pass skills - Removed the erroneous bonus to Pass previously given to wingers - Increased the bonus to Accuracy and Pass after successful use of the Nutmeg skill (from 20% to 50%)
Campaign balance - All rewards and costs in Glory have been recalculated The duration of skills learning has been increased - Leveling up after level 50 has been slowed down - The age of your players at the beginning of a new campaign has been increased by 1 year - The second scout effect has been reduced - The top limit of attributes has been increased from 200 to 300 - Fan base growth and attrition have been slowed down
Game modes - The probability of getting injuries in matches with a larger number of turns has been reduced - Other clubs have a “High” level of interest in your players in the “Starting in top leagues” mode - The Hard mode has been made even more difficult in the Amateur league
Usability improvements - On some screens, numbers were displayed in an inconvenient format. We have converted them to a single format: “1 000 000” - Added popup tips on different screens - Added Iceland and Estonia. There are modifications with real teams available for them
Continuation of old campaigns
When switching to Update 11, you can continue your campaigns. You can play as you did before, but with new capabilities, while the clubs will get new “brains”. However, since we have also substantially rewritten the logic of the game world, we cannot promise that your campaigns will still have the right club development balance.
Final notes
First and foremost, our team is grateful to everyone who has played the beta-version, posted reviews, and sent us bug and crash reports. You helped us a great deal!
I would also like to remind you that our game has been in Early Access for almost 3 years. Over this time, players may have spent dozens of hours playing Football, Tactics & Glory. We have gradually improved the playability of depth of the game to an extent where it can be played for hundreds of hours.
I am sure that with our new features for analyzing any club and player, many more people will enjoy spending up to thousand hours in the game.
This is why we decided to announce that the game would be leaving Early Access soon.
The release is planned for June 1st – exactly three years after the Early Access release. All we need to do before the release is to redesign the interface and make it more serious. This is a huge piece of work, but we plan to accomplish it by the release date.
In the meantime, you have the latest version of the game. We hope you will enjoy it just as much as we enjoyed beta-testing it.
Tactics and the ability to build your own unique team have always been the core of Football, Tactics & Glory. You have to manage the club and make it stronger by overcoming such difficulties as powerful opponents, fatigue, injuries, etc.
What you’ve been missing is the sensation of the reality of this world that you “live in”. As you build your team, you want to know how other clubs and the players that you sold are doing. It would be great if you were able to buy players with a real history. It would be great to see real players’ stats, a list of best scorers, assistants, defenders, and goalkeepers.
We’ve added all of that to the game.
Starting from Update 11, the game turns into a football world simulator.
Each club is now managing their budget: extending contracts, buying players, making money in home matches, etc.
Each club has a youth academy. Their level is directly related to the strength of the club. From now on, no players come out of nowhere. They all come from youth academies.
Clubs compete against each other and players’ stats are saved in these matches. You can view detailed statistics for each player in each league. Players also earn experience in the amount contingent on the level of coaches in each club.
Clubs try to put their best players on the pitch. But if they are confident in their victory, they give promising young players a chance to show themselves. This is how they help their youth grow and mature.
IMPORTANT!
Unfortunately, none of this comes “for free”. The world simulation requires a lot of CPU resources, which will add fairly noticeable pauses to the game when each club starts making important decisions.
However, we believe that these pauses are a fair trade-off for the level of depth and immersion that the game offers.
2. Live transfers
Live transfers are a part of realistic simulation.
Clubs can now sell and buy players. And when you sell players, they don’t disappear like they did before, but are actually transferred to a club that was interested in them.
This, by the way, may potentially result in interesting scenarios. For example, you sell a strong, but fairly old 33-year-old forward to another club and then concede two goals from this very person in the next game against them 🙂
After the close of the transfer window, your assistant sends you a list of the most expensive transfers.
3. Best players lists
The game now keeps detailed statistics for each player and each game, even if a game is part of a tournament that you don’t participate in.
As the result, you can analyze the list of the best scorers, assistants, tacklers, and goalkeepers for each tournament. For example, you can play in the Amateur League and keep an eye on the best scorers in the European Cup in between matches.
In addition, you will get Glory for each of your players making it to the best scorers list at the end of the season.
4. Club history
The true beauty of a living world reveals itself when you realize that the game keeps detailed historical data for each season.
After playing 5-10 seasons, you will be able to open your club’s history screen and see a graph of your ups and downs. The graph features several display modes that can indicate the trophies you won and the dynamics of your team’s strength.
For example, here is the history of my club in the hard mode:
I spent several years in the Amateur league. In 2023, I got promoted, but ended up being at the very bottom of the table the very next season, so I came back. Next season, however, my club developed so well that I quickly reached the top position first in the Amateur, then in the Third League.
You can view these graphs for any club in the game.
5. Footballer’s career
With live transfers, it’s become more tempting to watch football players’ lives. What clubs did the best forward of the season play in? How many goals did he score last season? What club did he start in? How is the guy you sold to your rival doing these days?
What does the screenshot show?
1) Detailed statistics for each season, including the name and logo of the club the player played for. 2) The cup icon shows when the club won a trophy. 3) The wreath icon shows when the player was on the Top 10 list.
Also, this screen allows you to select a club and instantly view its history. It will help you to better understand what was going on with the team when that player was in it.
6. New random number generator
Starting from day one, we wanted to demonstrate that not everything depends on players. Sometimes (or even often?) you may be out of luck. Or, on the opposite, an unexpected goal in a match against a stronger opponent may help your team become victorious.
Our main random number generator produced random numbers both for your team and your opponents. However, many players don’t even notice when they are in luck, but remember their failures forever.
In order to spare your nerve cells, mice and keyboards, we decided to use a more forgiving generator. We called it “Expected”, since it produces values that are viewed by players as “fair”, but that are in fact somewhat favorable for the players.
This generator can be selected at the beginning of a new campaign. As the result, when you roll the dice, the Expected generator comes into play. When the AI rolls the dice, the Default (fair) generator works.
7. Goal celebrations and team photo
We want you to get to know your team. With time, you will start recognizing your players and getting used to them. One of them has grown out of your youth academy. Another one was purchased cheaply, but became the best assistant of the league. The third one was old, but proved himself to be a talented interceptor.
We have added two new features in this update that allow you to see your players in greater detail and save your team’s history.
First of all, we have changed joy and disappointment animations after goals. We used to have just a few animations, so many players expressed their emotions identically.
Now, each player will react uniquely:
Secondly, when a goal is scored, we zoom in and show our celebrating players up close. In addition, we made emotion animations, so you will not see jumping dummies, but football players that are genuinely glad.
Finally, we added a possibility to view and save a photo of your own or any other club in the game world. You can save a new photo every season, and then compare them, recall how the team changed over time, how players came and went, and how you became stronger.
8. Other new features
I will briefly describe other notable changes below.
Post-match statistics After the final whistle, you will see information about the key events of the match:
More information about actions and effects on players There is now an icon with a question mark next to each action. Point at it to learn more information about the action.
Press and hold the Ctrl key and point the cursor at a player to see all currently active effects.
Improved match animations We have taken a close look at all our animations and remade the ones that were not good enough. We also improved the animation speed system and fixed the player turning system to prevent them from turning simultaneously and running backwards. The ball now spins during passes.
By the way, we added a possibility to perform a very rare scissors kick. To do that, you need a motivated player to finish a cross from a flank.
Improved graphics We enhanced the renderer and added more realistic lighting. Hair rendering has also been improved.
Transitions We used a transition through a green screen between different match events. It was ugly and boring. In this update, transitions are a lot more modern-looking. Moreover, they will be different for different tournaments.
Possibility to see who has the ball at the start of a match On tactical screens, you will now be able to see what players take the kick-off for their team. It will help you plan your tactics better.
This screenshot shows how the available midfield tiles have been changed. Now, you can’t put a player in the midfield center. Instead, we allow you to put a player in the center of the opponent’s half of the field. It will widen a specter of the possible tactical decisions.
9. Other changes
Match balance - The base head playing ability has been lowered to 25 from 50 - Cross factor values have been changed - Increased the energy consumption when using the Rainbow Feint and Long Pass skills - Removed the erroneous bonus to Pass previously given to wingers - Increased the bonus to Accuracy and Pass after successful use of the Nutmeg skill (from 20% to 50%)
Campaign balance - All rewards and costs in Glory have been recalculated The duration of skills learning has been increased - Leveling up after level 50 has been slowed down - The age of your players at the beginning of a new campaign has been increased by 1 year - The second scout effect has been reduced - The top limit of attributes has been increased from 200 to 300 - Fan base growth and attrition have been slowed down
Game modes - The probability of getting injuries in matches with a larger number of turns has been reduced - Other clubs have a “High” level of interest in your players in the “Starting in top leagues” mode - The Hard mode has been made even more difficult in the Amateur league
Usability improvements - On some screens, numbers were displayed in an inconvenient format. We have converted them to a single format: “1 000 000” - Added popup tips on different screens - Added Iceland and Estonia. There are modifications with real teams available for them
Continuation of old campaigns
When switching to Update 11, you can continue your campaigns. You can play as you did before, but with new capabilities, while the clubs will get new “brains”. However, since we have also substantially rewritten the logic of the game world, we cannot promise that your campaigns will still have the right club development balance.
Final notes
First and foremost, our team is grateful to everyone who has played the beta-version, posted reviews, and sent us bug and crash reports. You helped us a great deal!
I would also like to remind you that our game has been in Early Access for almost 3 years. Over this time, players may have spent dozens of hours playing Football, Tactics & Glory. We have gradually improved the playability of depth of the game to an extent where it can be played for hundreds of hours.
I am sure that with our new features for analyzing any club and player, many more people will enjoy spending up to thousand hours in the game.
This is why we decided to announce that the game would be leaving Early Access soon.
The release is planned for June 1st – exactly three years after the Early Access release. All we need to do before the release is to redesign the interface and make it more serious. This is a huge piece of work, but we plan to accomplish it by the release date.
In the meantime, you have the latest version of the game. We hope you will enjoy it just as much as we enjoyed beta-testing it.
The main new feature of this update is emotions. Important new thing: we decreased the footballers' heads. Now, they will look more realistic both in the celebrations and team's photo.
Added new 3D transitions in the matches instead of the boring green screens. However, the new transitions are not finished.
Also, we put a lot of efforts in polishing current features. Especially in the AI of the clubs. Now, they are smarter in developing their teams. In particular, they give more chances to the perspective young footballers.
MAIN FEATURES
All celebration now have emotions.
The heads are decreased. Now, the stylization will be more realistic.
Added beautiful 3D transitions in the match events. Earlier the transition moved through a green screen. Now, every tournament has it's own transition. HOWEVER! The transitions are far from being finalized. Many of them lack textures. In some places, there are long loading pauses. Will fix in the next updates.
BALANCE
Now, the clubs tend to give chances to their young perspective footballers if they play against much weaker opponents.
Now, the clubs will be much less be prone to put the footballers, not in their positions.
Now, clubs a bit better know learn the skills
Now, the clubs have a higher priority to upgrading one skill over learning two weak skills.
Slightly decreased dispersion of the levels when generating a new campaign.
The Amateur league is made harder. However, your starting footballers will have more skills.
The Hard mode is even harder now.
Now, the Long Pass skill uses more energy.
POLISHING
Added new explanations on hovering with pressed Ctrl. Now, we show all possible effects. Please, comment the English in these sentences. Can I improve some texts?
Added a rotating ball in the high loading times.
On some screens, the numbers had a format "1000000". Fixed these screens. Now, all the numbers have the same format "1 000 000".
Now, the message "The skills are not available after kick off" shows only for the footballers who have skills. Also, we show the skill icons near the message.
Added the option which disables the celebration animations.
Added a hint for the club history which separates the cup winners from runner-ups. So you shouldn't depend on recognizing the colour of the cup icon.
Added skill hints on the Specialization and Training screens.
Changed the class of the footballer in the starting tutorial. Now it's RF (instead of FW).
BUGS
Fixed the disappearance of a GK after another footballer was booked.
Fixed the disappearance of a footballer with the yellow card.
Fixed a rare bug in the career of a footballer who was purchased.
- - - - - - - - - Feedback, information about crashes and bugs, what you like and what you dislike, write, please, in the special thread about Beta.
Previous news about Beta you can find below (sorted from the newest to the oldest):
The main new feature of this update is emotions. Important new thing: we decreased the footballers' heads. Now, they will look more realistic both in the celebrations and team's photo.
Added new 3D transitions in the matches instead of the boring green screens. However, the new transitions are not finished.
Also, we put a lot of efforts in polishing current features. Especially in the AI of the clubs. Now, they are smarter in developing their teams. In particular, they give more chances to the perspective young footballers.
MAIN FEATURES
All celebration now have emotions.
The heads are decreased. Now, the stylization will be more realistic.
Added beautiful 3D transitions in the match events. Earlier the transition moved through a green screen. Now, every tournament has it's own transition. HOWEVER! The transitions are far from being finalized. Many of them lack textures. In some places, there are long loading pauses. Will fix in the next updates.
BALANCE
Now, the clubs tend to give chances to their young perspective footballers if they play against much weaker opponents.
Now, the clubs will be much less be prone to put the footballers, not in their positions.
Now, clubs a bit better know learn the skills
Now, the clubs have a higher priority to upgrading one skill over learning two weak skills.
Slightly decreased dispersion of the levels when generating a new campaign.
The Amateur league is made harder. However, your starting footballers will have more skills.
The Hard mode is even harder now.
Now, the Long Pass skill uses more energy.
POLISHING
Added new explanations on hovering with pressed Ctrl. Now, we show all possible effects. Please, comment the English in these sentences. Can I improve some texts?
Added a rotating ball in the high loading times.
On some screens, the numbers had a format "1000000". Fixed these screens. Now, all the numbers have the same format "1 000 000".
Now, the message "The skills are not available after kick off" shows only for the footballers who have skills. Also, we show the skill icons near the message.
Added the option which disables the celebration animations.
Added a hint for the club history which separates the cup winners from runner-ups. So you shouldn't depend on recognizing the colour of the cup icon.
Added skill hints on the Specialization and Training screens.
Changed the class of the footballer in the starting tutorial. Now it's RF (instead of FW).
BUGS
Fixed the disappearance of a GK after another footballer was booked.
Fixed the disappearance of a footballer with the yellow card.
Fixed a rare bug in the career of a footballer who was purchased.
- - - - - - - - - Feedback, information about crashes and bugs, what you like and what you dislike, write, please, in the special thread about Beta.
Previous news about Beta you can find below (sorted from the newest to the oldest):
We are going to release the Huge Update 11 in around 2-3 weeks. Currently, we are polishing the Beta.
At the same time, we are working on adding emotions to the footballers when they celebrate goals.
Technically, it's an interesting task. The emotions intersect with the Face Generator. It allows making every emotion to be used on every generated face. But! We have to be very cautious to avoid some weird combinations of what Face Generator can generate and the emotions.
Currently, the emotions look nice. So I believe that we did the job well. If you liked to watch your footballers celebrate the goals, with emotions they will become even closer to you.
We are going to release the Huge Update 11 in around 2-3 weeks. Currently, we are polishing the Beta.
At the same time, we are working on adding emotions to the footballers when they celebrate goals.
Technically, it's an interesting task. The emotions intersect with the Face Generator. It allows making every emotion to be used on every generated face. But! We have to be very cautious to avoid some weird combinations of what Face Generator can generate and the emotions.
Currently, the emotions look nice. So I believe that we did the job well. If you liked to watch your footballers celebrate the goals, with emotions they will become even closer to you.
Open the "Club" tab. Here you'll find the "Photo" button.
On this screen, you will see all your footballers. The longer a player is in the club, the closer he is to the centre.
Hower on a footballer to see his name and class at the top of the screen. Also, you can enable/disable the names directly on the photo.
You might want to share the photo of your team with your friends or just save it for yourself. Usually, we make screenshots. The drawback is that the screenshot will keep the UI elements.
So we decided to give you the possibility to save only the photo without UI elements. When you click "Save", the system will open the saving dialogue. Moreover, we made the new file's name to consist of the current campaign's date and the club's name. So if you make the photos once in a month/year, every photo will have a unique name. It will allow you to sort them in a chronological order.
INFORMATION ABOUT ACTIVE EFFECTS
We know that only a few players read the Footballpedia. As a result, only a few players understand why in some situations the attributes are increased or decreased.
To make it easier for you to understand the active effects we created a special panel with the detailed breakdown of every effect.
When pressing Ctrl button on a keyboard hower the mouse cursor over a footballer. The panel will appear.
Currently, we implemented the description of only basic effects (weather, fatigue, pressing, etc). In the next update, we will add more complicated effects.
EXPERIMENTAL FEATURE - FORMATION
We still have few weeks to the release of the big Update 11. So we decided to experiment with the new layout of the formation zones.
Now, instead of the central midfield tile, you will be able to place a footballer on the opponent's centre tile.
It can give you new tactical possibilities. But it can also make the game easier.
IMPORTANT!!! Before the match, move out your CM from central position!
So we need your feedback to understand if this feature makes the game better or not. Write, please, your comments in the special thread on the forum.
OTHER IMPROVEMENTS
Fixed wrong tabs behaviour on the "Club" screen
Increased the Passing and Accuracy after Nutmeg (from 20 to 30%)
Now, the AI teams start the campaign with more footballers
Improved the algorithm of generating the new footballers in the teams. Now, there won't be too many goalkeepers
The 5-stars teams will develop a bit better
Decreased the speed of earning the new levels.It will be noticeable only after 50th level.
Improved the rendering in the celebration scenes. Now, the footballers look more realistic.
Changes some names in Ukraine, because they were changed irl (Dnipropetrovsk >> Dnipro etc)
Some changes and improvements in English - changed Fame to Glory - changed the text of the letter which is received before the final cup match - changed the texts after the fits half and at the end of the match
Fixed many mistakes in the Italian localization
Fixed different small bugs
- - - - - - - - - Feedback, information about crashes and bugs, what you like and what you dislike, write, please, in the special thread about Beta.
Previous news about Beta you can find below (sorted from the newest to the oldest):
Open the "Club" tab. Here you'll find the "Photo" button.
On this screen, you will see all your footballers. The longer a player is in the club, the closer he is to the centre.
Hower on a footballer to see his name and class at the top of the screen. Also, you can enable/disable the names directly on the photo.
You might want to share the photo of your team with your friends or just save it for yourself. Usually, we make screenshots. The drawback is that the screenshot will keep the UI elements.
So we decided to give you the possibility to save only the photo without UI elements. When you click "Save", the system will open the saving dialogue. Moreover, we made the new file's name to consist of the current campaign's date and the club's name. So if you make the photos once in a month/year, every photo will have a unique name. It will allow you to sort them in a chronological order.
INFORMATION ABOUT ACTIVE EFFECTS
We know that only a few players read the Footballpedia. As a result, only a few players understand why in some situations the attributes are increased or decreased.
To make it easier for you to understand the active effects we created a special panel with the detailed breakdown of every effect.
When pressing Ctrl button on a keyboard hower the mouse cursor over a footballer. The panel will appear.
Currently, we implemented the description of only basic effects (weather, fatigue, pressing, etc). In the next update, we will add more complicated effects.
EXPERIMENTAL FEATURE - FORMATION
We still have few weeks to the release of the big Update 11. So we decided to experiment with the new layout of the formation zones.
Now, instead of the central midfield tile, you will be able to place a footballer on the opponent's centre tile.
It can give you new tactical possibilities. But it can also make the game easier.
IMPORTANT!!! Before the match, move out your CM from central position!
So we need your feedback to understand if this feature makes the game better or not. Write, please, your comments in the special thread on the forum.
OTHER IMPROVEMENTS
Fixed wrong tabs behaviour on the "Club" screen
Increased the Passing and Accuracy after Nutmeg (from 20 to 30%)
Now, the AI teams start the campaign with more footballers
Improved the algorithm of generating the new footballers in the teams. Now, there won't be too many goalkeepers
The 5-stars teams will develop a bit better
Decreased the speed of earning the new levels.It will be noticeable only after 50th level.
Improved the rendering in the celebration scenes. Now, the footballers look more realistic.
Changes some names in Ukraine, because they were changed irl (Dnipropetrovsk >> Dnipro etc)
Some changes and improvements in English - changed Fame to Glory - changed the text of the letter which is received before the final cup match - changed the texts after the fits half and at the end of the match
Fixed many mistakes in the Italian localization
Fixed different small bugs
- - - - - - - - - Feedback, information about crashes and bugs, what you like and what you dislike, write, please, in the special thread about Beta.
Previous news about Beta you can find below (sorted from the newest to the oldest):
In the next beta update, we will add a possibility to view your and any other team. Moreover, you will be able to save the picture on your hard drive. It will allow you to recall your best squads ;)