Full notes
Full Teamfight Manager 2 update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Hello, this is Team Samoyed! As we're now in the final stretch toward our Early Access launch, we plan to share development updates more frequently and briefly. Thank you for your continued interest!
What changed
- Maps
- Gameplay
- Server
- Performance
- UI and audio
Signings / Negotiations
Final Approval
A feature has been added that lets you decide whether to approve or reject each signing at its final stage. A player only joins your roster after the negotiation is completed and the final approval is granted.
Staff Signings
A feature has been added that lets you scout and sign staff through a process similar to player signing negotiations.
Player Retirement & Generation
Logic for player retirement and the generation of new players has been added. Additionally, a feature has been added where retired players can continue their careers as staff with a certain probability after retirement.
Streaming
A feature has been added where players stream based on the streaming ratio set in the training menu, generating revenue from these streams.
Delegation to Coaches
A feature has been added that allows you to delegate various in-game tasks to your coaches.
Delegating ban/pick and tactics to the Head Coach
Delegating training setup and management to the Head Coach
Delegating player signing negotiations to the Scout
Balancing
To verify how AI teams manage their finances and rosters, we've built a simulation tool that runs tournaments made up entirely of AI teams without any player intervention. Based on this, we're in the process of balancing finances and checking for errors. Through this, we continue to fix various bugs and refine financial flow so that AI teams can properly manage their finances and handle basic roster operations without issues, even over long playthroughs.
Spectating
A feature has been added that lets you spectate matches being played by other players in multiplayer league mode.
We also have an important announcement.
Playtest
We will be running a second playtest for 10 days, from May 1st to May 10th. Since this playtest aims to verify stability in a multiplayer environment, single player mode will not be available — only friendly matches and multiplayer league play will be available.
As this is still a build under development, please understand that there may be many rough edges and unfinished parts. You can sign up as a tester through the request button on the store page. There are no special conditions or selection process for participation, but sign-ups may close if we receive too many applicants. Once you've applied, approvals will be processed periodically, and you can play after being approved.
If you encounter any bugs or have feedback while playing, please share your thoughts in the feedback channel of our Official Discord channel or by email at teamsamoyed@gmail.com .
In addition to all of the above, we continue to work on various minor logic bug fixes and stability improvements that are difficult to list individually. That wraps up this dev log. We appreciate your continued interest and support as we work toward the Early Access launch. Thank you for reading!
Source
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