Full notes
Full Teamfight Manager 2 update
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Repeated intro
Hello, this is Team Samoyed.
What changed
- Balance
- UI and audio
- Fixes
- Server
- Gameplay
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.
Improvements
Improved the Recruitment tab so Contract Status, All Negotiations, Scouting List, Interested, and Released can use the same filters as the All list. Selected filters are preserved even after moving to another screen or proceeding through matches, and the button layouts for All Negotiations and Scouting List have been made more consistent.
(Added) Fixed an issue where filters were unintentionally applied across all tabs.
Added a [c]Duplicate[/c] button to save slots in the Load popup to make save files easier to back up. Save files can also be duplicated in the multiplayer Host Saved Game popup.
Added a [c]Save as New File[/c] button below [c]Save[/c] in the in-game pause popup. The default shortcut is [c]N[/c], and it creates a new save file without overwriting the existing one. In multiplayer, only the host can use this feature.
Improved the coach data editing screen for existing saves and custom databases so salary and contract duration can also be edited.
Added support for modders to rework existing champions through same-ID JSON data champions and Rust SDK [c]replace_champion[/c] registration. Existing saves and ban/pick references are preserved, and runtime rebinding has been reinforced so mod champion behavior stays consistent between server and client in multiplayer.
Stabilized the native (code) mod ABI. The game, SDK, and mod builds now use the same fixed compiler and build settings, allowing mods to build and operate consistently across releases.
Improved part of the match engine logic related to players' engagement decisions.
Due to match engine code changes, replays of matches played before this patch may show results that differ from the recorded outcome. Thank you for your understanding.
Bug Fixes
Fixed Guardian Spirit's ultimate behaving differently from intended, as if it were a full resurrection shield, and updated its description text. It now continuously heals allies inside the sanctuary, revives only one ally who dies inside the sanctuary, and immediately ends the sanctuary when the revive occurs.
(Added) Fixed an issue where Guardian Spirit's ultimate text was displayed incorrectly in some languages.
Fixed an issue where, if the movement target disappeared while some mod champions were using movement or dash skills, the match replay or background match simulation could fail to finish and stop date progression. Match processing now finishes safely even if the target disappears or abnormal movement values are provided.
Fixed champion information tooltips so that hovering over player slots during the ban/pick selection phase shows the same champion info tooltip as in the swap phase.
Fixed an issue where self-damage during combat could draw aggro from allied towers.
Fixed a delayed application issue with circular area projectiles.
Improved processing for crowd control skills applied on the same tick.
Fixed an issue where knockback was not applied when the caster and target were in the same position.
Unsupported .ogg sound files in mods are now reported through mod loading warnings.
Fixed an issue where the View Match Result Immediately button did not work during the tutorial 2v2 match.
(Added) Fixed an issue where multiplayer Friendly Matches could not proceed.
If you encounter any issues while playing the game, please feel free to contact us at
.
Thank you.
Source
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