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Steam News8 August 20241y ago

Coach and Personality Update + 4 new DLC races!

Personalities Coach and player personalities will have a greater impact on the game. The biggest change is in game Buffs and Debuffs by players and coaches.

Full notes

Full FFFL: Brutalball Manager update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes10 additions7 changes2 removals
  • Compatibility
  • Gameplay
  • Events
  • Balance
  • UI and audio
changedPersonalities Coach and player personalities will have a greater impact on the game. The biggest change is in game Buffs and Debuffs by players and coaches. Coaches will attempt to buff each player on the field at the beginning of the game and again at halftime. Depending on the coach’s personality and their compatibility with the player this can be positive, negative or simply fail to do anything.
changedPlayers will also have an opportunity to buff each other at the beginning of the game based on their personality and compatibility. Trash talk from players or coaches can also cause buff attempts (even if you have the trash talk dialogue turned off these buff attempts will still occur).
changedCompatibility is now shown on the roster screen to give a little insight into how well the players fit with each other and the coach.
addedIf you don’t like the new buff mechanic by players or coaches, each can but turned off in the Mod Editor. Simply drop the value of base buff amount to 0 for either coaches or players. Hidden player likes and dislikes (4 of each) have also been added to players and coaches which increases the complexity of compatibility. These can be based on player ratings, personality or even race.
addedCaptains Captains now added to the game. The default captain selected is based on leadership of the player and their compatibility with the other starters. The captain can be reassigned in the roster screen. Captains will have 3 opportunities to buff at the start of the game (instead of 1) and they get a bonus to chance to buff and buff success. WARNING: If your captain doesn't get along with teammates or has a bad personality they also have an increased chance to de-buff.
addedCoaches Coach cards have been added to the game. Removed the draft preferences from the coach screen (it is now hidden) and added stats for buff success or failure. Reduced the amount that coaches ask for in raises.

FFFL: Brutalball Manager changes

changedPersonalities Coach and player personalities will have a greater impact on the game. The biggest change is in game Buffs and Debuffs by players and coaches. Coaches will attempt to buff each player on the field at the beginning of the game and again at halftime. Depending on the coach’s personality and their compatibility with the player this can be positive, negative or simply fail to do anything.
changedPlayers will also have an opportunity to buff each other at the beginning of the game based on their personality and compatibility. Trash talk from players or coaches can also cause buff attempts (even if you have the trash talk dialogue turned off these buff attempts will still occur).
changedCompatibility is now shown on the roster screen to give a little insight into how well the players fit with each other and the coach.
addedIf you don’t like the new buff mechanic by players or coaches, each can but turned off in the Mod Editor. Simply drop the value of base buff amount to 0 for either coaches or players. Hidden player likes and dislikes (4 of each) have also been added to players and coaches which increases the complexity of compatibility. These can be based on player ratings, personality or even race.
addedCaptains Captains now added to the game. The default captain selected is based on leadership of the player and their compatibility with the other starters. The captain can be reassigned in the roster screen. Captains will have 3 opportunities to buff at the start of the game (instead of 1) and they get a bonus to chance to buff and buff success. WARNING: If your captain doesn't get along with teammates or has a bad personality they also have an increased chance to de-buff.

Personalities Coach and player personalities will have a greater impact on the game. The biggest change is in game Buffs and Debuffs by players and coaches. Coaches will attempt to buff each player on the field at the beginning of the game and again at halftime. Depending on the coach’s personality and their compatibility with the player this can be positive, negative or simply fail to do anything.

Players will also have an opportunity to buff each other at the beginning of the game based on their personality and compatibility. Trash talk from players or coaches can also cause buff attempts (even if you have the trash talk dialogue turned off these buff attempts will still occur).

Compatibility is now shown on the roster screen to give a little insight into how well the players fit with each other and the coach.

If you don’t like the new buff mechanic by players or coaches, each can but turned off in the Mod Editor. Simply drop the value of base buff amount to 0 for either coaches or players. Hidden player likes and dislikes (4 of each) have also been added to players and coaches which increases the complexity of compatibility. These can be based on player ratings, personality or even race.

Captains Captains now added to the game. The default captain selected is based on leadership of the player and their compatibility with the other starters. The captain can be reassigned in the roster screen. Captains will have 3 opportunities to buff at the start of the game (instead of 1) and they get a bonus to chance to buff and buff success. WARNING: If your captain doesn't get along with teammates or has a bad personality they also have an increased chance to de-buff.

Coaches Coach cards have been added to the game. Removed the draft preferences from the coach screen (it is now hidden) and added stats for buff success or failure. Reduced the amount that coaches ask for in raises.

After halftime the coach will now evaluate how many yards per run vs how many yards per pass their team is gaining. If there is a big discrepancy between the two, the coach, depending on their personality, will adjust the % of runs called vs pass. Player ability will still be the most important factor, but this allows for some adjustment by the AI depending on team success.

4 new races added to the DLC and new racial variants added.

If you own the DLC you will now get 4 more races. This brings the total to 22. New variants added to many of the races base game and DLC.

Avian - These predators have sharp claws that allow them to latch onto other players and the ball. This makes them excellent defensive players, especially at the cover position. Avian tend to work hard, but are rarely cheerful.

Ursine - These large bear-like players, have a combination of strength and avoidance to make them powerful runners. Shorter arms make tackling and catching an issue, so their defensive prowess suffers. Ursine often are in a good mood and enjoy joking with teammates. Much more interested in having fun than practicing.

Illithid - The least physically gifted players in all of brutalball. Fairly average skills all around. Illithid make up for this lack of natural athleticism by being unparalleled leaders.

Gnoll - The most naturally talented players in brutalball. Can excel at nearly any position on offense or defense. Gnolls often are the worst players in the locker room. Easy to anger, they seldom like anyone. Season ending injuries

Season ending injuries added. There is a base 5% chance for each injury to be season ending. This can be set to zero in the Mod Editor.

Ratings Adjustments Slight adjustments to calculation of many ratings (this doesn’t alter play on the field, just how the players are evaluated). Main changes - RNR decreased impact of DOG slightly, drop ratings for one sided runners, changed durability effect for BLK - DUR no longer used to directly calculate BKR, but the steep drop below 70 DUR still is in place for BKR. upped STM for GNR, upped STR & SPD and removed AGL for CVR, increased STR for LBR, removed DUR for DLR and DLR will only start to plummet below 50 DUR.

Slightly adjusted calculation of defensive fantasy points for covers.

Default Mod Changes

Because of added mod variables and changes to the default settings the Default Mod settings all mods have been reset. Changes emphasizing more base injuries and more team training to get keep SR from creeping too high. Also the number of end of week events has increased.

Old versions are saved in "Users\"YOUR USER NAME”\AppData\LocalLow \Stout Kassel Games\FFFL\Mods\DefaultFiles”. If you need help restoring them, ask on steam or join the Brutalball Discord.

New Game Settings

Using the metric vs US standard system is now a toggle in game settings. On the field yards and inches will still be used but the display of height and weight can now be toggled.

Added toggles to game settings for the export of rosters, events and retired players. The first two are mainly for sharing if you are running and online multiplayer league. The roster file is in an easier to read and manipulate format, without all of the extra players and unnecessary data.

The retired players file is meant to be used to support a “College” system. You can run a league with a short max career length (say 4 years) and export the retired players (RetiredPlayers.txt). That file just needs to be renamed as ImportPlayers.txt and transferred to another league. When that league starts a draft, those players will be used. If the pool is too small, extra players will be generated.

Other Many bug fixes and UI changes. Some additional beards and hairstyles added. Minotaur look improved and horns can now be a different color than the body color.

Source

Steam News / 8 August 2024

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