Full notes
Full Teamfight Manager 2 update
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Repeated intro
Hello, this is Team Samoyed!
What changed
- Gameplay
- Maps
- Performance
- Compatibility
There really isn't much time left until the Early Access launch now. After Early Access launches, we'll be sharing changes through the game's patch notes, so this will likely be our final dev log.
Since the last dev log, we've been focused on the final polish for the Early Access launch. Most of our work has been finishing up launch preparations, so rather than talk about ongoing development details, we'd like to briefly cover our plans after the Early Access launch.
Post-Launch Plans
Champion Additions
In addition to the 60 champions available at Early Access launch, our goal is to add 40 more champions, bringing the total roster to 100 champions.
Game Map Variety
Our goal is to add support for changes to terrain, objectives, and other map elements at points when the rules change, such as seasonal patches.
Game Modes
Beyond the current MOBA-based game mode, we are considering support for several different kinds of game modes. This could include a deathmatch system like the previous game, modes built around area control, or a single-lane format where all five players gather in one lane. Our goal is to let players enjoy a variety of formats according to their preferences.
Locker Room Feedback
Locker room feedback between sets is a very interesting area, and we're disappointed that we won't be able to include it at Early Access launch. If handled poorly, locker room feedback can easily become repetitive and dull, so we want to deliver it in a form that remains engaging over time and better captures the feeling of giving feedback as a manager.
Management
We plan to add a variety of elements that make the game more immersive. At the moment, interaction with individual players is limited, and the squad management side is lacking features that help you become emotionally invested. We plan to improve and continue expanding this area with various systems that help you feel more immersed in the story of being a manager. This includes more things to read, additional presentation elements, features that allow managers from other teams to transfer between teams, features where managers can be dismissed based on performance, and more.
Match Engine
We will also keep improving the match engine based on feedback after launch. In addition to improving the overall level of AI behavior logic, we plan to continue improving the following areas so matches feel more immersive.
Making it more intuitive and clear how each player's stats are reflected in the match
Making player conversations during matches feel more natural and easier to read
Allowing you to guide matches more in the direction you want through a wider range of tactics
Reflecting each player's personality, differences of opinion, and similar factors more deeply in gameplay. For example, this could include a player losing confidence after making a mistake, or getting carried away after a match is going very well and making overly aggressive plays, along with ways to communicate these elements intuitively.
The match engine is extremely challenging and difficult to implement, while also being one of the most important parts of the game. It will not be easy, but we'll do our best to deliver a good experience through ongoing improvements.
Miscellaneous
We are aiming to provide controller support and Steam Deck support, and we will also continue gathering feedback and making improvements related to convenience, readability, and other areas.
There are now only a few days left until the Early Access launch.
Thanks to all of you who shared passionate feedback through the demo version and playtests, we were able to refine the game greatly. There are still many things we need to improve, but through the Early Access launch, we hope more people will play our game, share lots of feedback, and help us make it into an even better game.
We will keep polishing Teamfight Manager 2 so that your passion for eSports can shine inside our game.
We look forward to your continued interest and support.
That wraps up this dev log. Thank you!
Source
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