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Steam News17 June 20269d ago

0.4.13 Patch Notes

Hello, this is Team Samoyed. We would like to share details on bug fixes, balance adjustments, and added features. Due to the version update, existing Mods may not work properly.

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.

What changed

22 fixes4 additions12 changes0 removals
  • Balance
  • Gameplay
  • Performance
  • Fixes
  • UI and audio
  • Events
addedWe would like to share details on bug fixes, balance adjustments, and added features.
addedAdded FeaturesAdded annual operating subsidies to help reduce long-term financial deterioration for 2nd-division teams. Subsidies are shown in finance records and News, and only part of the amount is reflected in Recruitment/Salary Budget calculations to prevent budgets from becoming excessively inflated.
changedAdded FeaturesImproved existing saves so the champion pool type and custom champion list can also be changed from Options > Gameplay.
changedAdded FeaturesImproved the player data editing screen for existing saves and custom databases so salary and contract duration can be edited.
addedAdded FeaturesAdded category filters and a favorite filter to the top of News. Each news item is categorized as Transfer, Match, Analysis, Club, Patch, or General, and important news can be collected in Favorites using the star in the list.
changedAdded FeaturesImproved usability for the filter popup in the Recruitment tab. Filter choices are now reflected in the list immediately, and age/stat ranges can be adjusted using both dropdown presets and fine -/+ controls.
Numerically, this is an improvement that records roughly a55%45%Numerically, this is an improvement that records roughly a decreased, nerf

We would like to share details on bug fixes, balance adjustments, and added features.

Due to the version update, existing Mods may not work properly. If you are using Mods, we recommend disabling them or playing on a previous version until the Mod creators update them for the current patch version.

In your Steam Library, right-click Teamfight Manager 2, go to Properties > Betas, select the version you want, and launch the game to play on that version.

Added Features

  • Added annual operating subsidies to help reduce long-term financial deterioration for 2nd-division teams. Subsidies are shown in finance records and News, and only part of the amount is reflected in Recruitment/Salary Budget calculations to prevent budgets from becoming excessively inflated.

  • Improved existing saves so the champion pool type and custom champion list can also be changed from Options > Gameplay.

  • Improved the player data editing screen for existing saves and custom databases so salary and contract duration can be edited.

  • Added category filters and a favorite filter to the top of News. Each news item is categorized as Transfer, Match, Analysis, Club, Patch, or General, and important news can be collected in Favorites using the star in the list.

  • Improved usability for the filter popup in the Recruitment tab. Filter choices are now reflected in the list immediately, and age/stat ranges can be adjusted using both dropdown presets and fine -/+ controls.

Balance Adjustments

  • Adjusted AI teams' cross-region recruitment decisions to be more conservative. Necessary survival signings are preserved, but when there are enough same-region alternatives, foreign starter growth and transfer market overheating should occur less often.

  • Adjusted AI transfer market candidate selection so the selling team's core-player protection rules are considered in advance. This reduces repeated attempts to target core players who are difficult to sell, including replacement-position considerations, and more reliably prevents sudden drops in the selling team's starter strength.

  • When a first-division team already has multiple foreign starters, routine cross-region upgrade signings now require a larger power advantage. Empty-position signings and deadline reinforcements are still prioritized as before.

  • Teams under heavy salary pressure now act more cautiously with non-urgent roster expansion and upgrade-oriented transfer offers.

Bug Fixes

  • (Added) Fixed an issue in the tutorial where progress could fail to continue after reading all News following the 2v2 match. Tutorial step stability was also strengthened so save/load, date progression, and recovery of scheduled tutorial matches no longer delay or roll back progress.

  • (Added) Fixed an issue in the Manager Training tutorial where the final 5v5 BO3 match on January 17 could repeat against the same opponent or carry the previous set score into the next entry, causing a first set to end with an incorrect series score. Tutorial progress and date advancement now continue normally after the match regardless of the final BO3 score.

  • (Added) Fixed an issue where using many custom champions or data-only mods could cause ban/pick calculations to stall during champion select or while advancing time. The available champion pool is preserved, while ban/pick AI scoring now uses a stable candidate set so progression continues even with large mod champion pools.

  • (Added) Fixed an issue where editing database numbers or importing a Game Numbers DB in the current save could cause stale edit data to overwrite all player/staff data, resulting in fewer players, old players being added back, or position-related stats reverting. Existing players and staff now only apply fields that were actually changed.

  • (Added) Fixed an issue in the ban/pick phase of multiplayer matches where, if the opposing player had not yet entered the match screen, the Blue side's AI ban/pick could fail to proceed and the game could stop at the champion selection phase.

  • (Added) Fixed an issue where the progress bar on the Proceed loading screen could appear stuck while background match simulations were still running. The gauge now fills according to match simulation progress.

  • (Added) Fixed an issue where champions unlocked through previous in-game patches or tutorial rewards could disappear from the champion selection list in existing saves. Missing unlocked champions are restored on load based on saved patch/tutorial News records.

  • (Added) Further fixed an issue in some older saves where international tournament draw/seed information remained but match date information was missing, preventing the break skip button from appearing.

  • Fixed an issue where, in certain situations, teams that did not qualify for an international tournament or were eliminated in the group stage could have to manually proceed through the international break. The break skip button now appears correctly during that period.

  • Strengthened roster safeguards so teams do not end up with an empty position on transfer market deadline day. Even when normal FA candidates are scarce, low-cost local players are secured first.

  • Fixed a possible crash in the schedule screen or pause screen in some custom databases or repaired saves when the owning league/tournament for a competition could not be found.

  • Fixed an issue where stamina might not recover as days pass if a player's minimum stamina recovery value was saved higher than the maximum value through current database editing or custom data. Existing saves and custom data are normalized to a valid range where possible during loading.

  • Fixed an issue where, if the player contract negotiation after a transfer fee agreement was rejected, the propose button could appear again on the previous transfer-fee acceptance notice after the cooldown ended.

  • Fixed an issue where another AI team could have the same level of transfer fee accepted first while the player's transfer offer was still pending. AI teams must now offer clearly better terms than the player's pending offer to recruit the player.

  • Added an [c]All[/c] option to the patch version filter for champion/player statistics in the Statistics screen, and fixed an issue where the list did not refresh when changing the patch version dropdown in the player statistics tab. Player statistics are now aggregated based on match records from the selected patch, and choosing [c]All[/c] shows statistics across all patches together.

  • Adjusted the eligibility criteria for average KDA/average rating in league season player records. This fixes an issue where full-time starters on teams with many 2-0 wins could be excluded from leaderboards or season awards due to the number of sets played.

  • Reduced excessive heat that could be felt during background simulation on some PC environments.

  • Fixed an issue where, when reopening a saved multiplayer league, guests in rooms with three or more players could fail to see other participants or the Ready button could remain disabled. Room join confirmation is now processed before saved-data transfer, so lobby synchronization proceeds more reliably even with large save files.

  • Fixed an issue in multiplayer and single-player where the server's pre-simulation result could be saved before the result of the match directly played by the player, causing the final score to be recorded differently from the actual match.

  • Fixed issues where champions added by mods could cause progression to stop during ban/pick power-analysis chat, recommended candidate selection, AI auto-selection, swap/strategy recommendations, or match-result learning. Also fixed an issue where champion info tooltips could crash when a mod champion had missing attack effect information.

  • Fixed an issue where, when spectating Hard Fearless ban/pick in multiplayer, previous-set pick locks were shown on only one side as if they were Soft Fearless. In Soft Fearless, AI/coach-delegated ban/pick candidates now follow the same lock rules as the player.

  • Fixed an issue where champion main-position indicators could disappear from the ban/pick screen after a new season, or ban/pick delegation and coaching staff chat tools could fail to appear despite valid coaching staff.

  • Fixed an issue where editing database numbers in the current save, such as vision, or importing a game-number DB could unintentionally reset the active champion pool to Classic/default settings.

  • Fixed an issue in auto-balance patches where some periodic damage/repeating-effect intervals were treated like effect durations, causing nerfs to instead act as buffs by increasing damage frequency. Patch direction and display text for repeating damage/healing/HP drain entries have been cleaned up, and some champion skill patch settings that were not being applied due to old keys or typos have also been cleaned up.

  • Coach ban/pick dialogue recommendations now use the same server calculation and final candidate selection path as actual ban/pick delegation. Ban/pick/swap recommendations should now appear more consistently with delegated results.

  • Fixed an issue where saves without stored mod-state information could incorrectly warn that they did not match the current local mod state. Mismatch warnings are still shown for saves that actually have stored mod-state information and differ from the current state.

Optimization

  • Optimized match simulation calculation speed, reducing the time required to complete one match simulation by about 30%.

Improvements

  • Improved part of the ban/pick AI logic. Compared to the previous AI, it learns meta picks a little faster and performs ban/pick choices that better fit its team's tactics and roster. Numerically, this is an improvement that records roughly a 55% to 45% win rate against the previous ban/pick AI.

If you encounter any issues while playing the game, please feel free to contact us at

teamsamoyed@gmail.com

.

Thank you.

Source

Steam News / 17 June 2026

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