Full notes
Full College Basketball Manager update
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What changed
- Gameplay
- Events
- Store
- Performance
- Fixes
College Basketball Manager changes
Added advanced matrix rotation system — a 20-period grid where users can control exactly when each player is on court and at which position
Added foul trouble settings to the rotation system - can now set when you want players to sub out due to foul trouble
Revamped the Game Preview screen dramatically - check it out!
Added conference modding - can now use custom conference files to get accurate conference names
Added batch recruiting actions — perform a single action (e.g., "Call All", "Watch All Tape") on every recruit on your board with one click
Added past transfer history tracking — view how players who transferred from your team are performing at their new school, with stats and overall rating updated each season for up to 5 years.Won’t have data for past years on old saves, but will start tracking it going forward.
Added ability to adjust contract offer to recruit
Contract updates (re-offering to a recruit) now skip scout/knowledge and adjust feeling wanted based on whether the salary increased or decreased.
fixed bug where clicking “View Recruits” from a purchased recruiting reports screen did not auto-populate the recruiting search portal with recruits from that report
Improved AI recruiting to prioritize filling empty positions, preventing teams from getting stuck with no players at a position
Individual success satisfaction now scales with player stars and overall ability — higher-rated players have higher expectations while lower-rated players are easier to satisfy when performing at their level.
Added year-over-year change tracking for program subsidy. Will populate after year end
fixed bug causing player stats past year 2050 to not be viewable for past seasons
Transfer portal players now have boosted pitch importance for the recruiting category matching their transfer reason (e.g., a player who transferred for playing time will care more about playing time when being recruited).
Added demand awareness to transfer decisions — low-overall players are now less likely to enter the transfer portal
AI teams now re-evaluate their rotations every 4 weeks during the season, adjusting starters, bench depth, and minutes based on player development and game performance
AI coaches now periodically evaluate and adjust their gameplan preferences mid-season based on team performance stats
Transfer recruit scouting now uses familiarity tiers — players from your conference or schedule are more revealed, nationally known players moderately so, and unknown transfers are mostly hidden, with coach scouting ability influencing all tiers.
Added option for elite CPU head coaches to be hired by professional teams based on reputation, postseason success, awards, and coaching ratings, thus making it more likely to have a job opening at elite schools
CPU teams now actively hire assistant coaches each week when they have open, budget-approved staff positions.
Record-setting achievements no longer fire during the first season when all records start at zero.
Added support for setting separate offensive and defensive positions for players.
fixed bug causing at-large selection for playoffs to overweight preseason polls
fixed bug preventing any accumulation of game-to-game fatigue
fixed bug allowing redshirt no matter how many games the player has played
Added automatic jersey number generation for players joining teams via recruiting, transfers, or walk-ons
Fixed a bug where coaches would leave elite programs for inferior ones
Coach AD winning approval now factors in the head coach's historical winning percentage at the program, rewarding proven winners and penalizing consistent underperformers
Reworked team overall calculation so bench depth and minute allocation affect component ratings
added checklist entries for a staff member joining your team and when a staff offer is declined
Rebalanced budget surplus growth to remove the hard ceiling, increase per-year growth caps, and shift surplus allocation heavily toward contracts and staff over recruiting.
Program subsidy is now recalculated when a team's cumulative deficit is forgiven
Fixed bug where AI teams paid non-head-coach staff members the head coach's salary instead of the approved position budget.
Added new grade components (turnovers, steals, offensive rebounds, conditional 3P%) to individual success grades for C/PF/SF/SG
Recruits now keep their assigned position when becoming players rather than automatically being assigned their highest overall position
Added international recruits from 22 basketball-producing countries, making up ~7% of each class with authentic foreign names, limited initial school knowledge, restricted recruiting actions (no game scouting or in-person visits), and an international recruiting report
Added personalized coach recruiting strategy for each AI coach, making schools a little different.
Increased per-role staff budget caps with day-one headroom, fixed a bug where the staff budget bonus didn't propagate to individual role caps, and removed the automatic 3% staff budget inflation.
Added a teammate chemistry system that tracks pairwise minutes between every pair of teammates, builds career-long bonds that persist when players reunite at new schools, and influences in-game assist/turnover/defense rates plus team-wide chemistry ratings.
Added a Dream Jobs feature — star teams from their popup to get a weekly checklist alert when their head coach position opens.
fixed crash caused at the end of season by not having enough college players declare to go pro
fixed bug with not being able to offer contract from the recruiting actions screen
fixed bug with being able to adjust the offer contract over and over again in the same week
AI teams now cut surplus players down to 15 each offseason (strongly preferring to cut walk-ons and end-of-bench upperclassmen, while protecting true freshmen and rotation regulars)
walk-on initial overall quality was slightly reduced
Source
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