In this update3
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
- Gameplay
- Maps
- Performance
- Events
- Fixes
- Balance
Teamfight Manager 2 changes
We are sharing the patch notes.
Due to the version update, existing mods may not function properly. Players using mods are advised to disable them or play on a previous version until the mod creators update them for the current patch version.
In your Steam Library, right-click Teamfight Manager 2, select Properties, choose the desired version under Game Versions and Betas, and launch the game to play on that version.
Feature Improvements
Increased the generation rates of rookie and free agent players by region and position, while adjusting them to prevent excessive player accumulation during long-term play and maintain a stable pool of recruitment candidates.
Adjusted the reinforcement criteria and the number of players AI teams consider simultaneously so that they more actively evaluate players who are better than their current starters. AI teams now also consider player value, roster gaps, and financial status together, reducing the stagnation of the transfer market during long-term play.
When multiple teams negotiate with the same player, the game now compares the negotiation stage, final approval status, and practical terms including transfer fees, installment payments, and sell-on revenue shares. Valid offers from the player’s team are evaluated using the same criteria. If a priority negotiation falls through, the next-priority negotiation will resume immediately, and negotiations that have been on hold for a long time will be reviewed again.
Improved the player information screen so that it shows the negotiation stage, final approval status, the waiting status for securing an alternative player, and when re-contact may be possible. The negotiation cooldown period is adjusted based on the result and reason, and failed negotiations caused by insulting offers are announced in the Inbox.
Optimized Match Engine performance, reducing the time required to simulate a match by approximately 23%.
Due to changes to the Match Engine code, replays of matches played before this patch may produce different results from the recorded outcomes. We ask for your understanding.
Champion Mastery no longer decreases during the offseason, and mastery growth from Champion Training is now applied normally.
Improved the Team History tab in Team Information so that you can view each team’s regular season results and final playoff placement for each season.
Improved the Champion Information screen in Game Information so that its stats and skill information match those shown on the Ban/Pick screen.
Reorganized the Finance tab to provide more detailed information and make it easier to understand.
Improved the Ban/Pick and in-game screens so that the current standings are displayed next to each team’s name in league matches, while the region and seed are displayed in international tournaments.
Modding API Improvements
We changed the structure of the Mod API to resolve the existing issue where mods using native code (DLL) could not be used unless they were rebuilt whenever the game was updated. Mods written and distributed using mod-api-stable can now continue to be used without rebuilding after version updates. For more details, please refer to the official modding guide (https://github.com/teamsamoyed/TeamfightManager2Mod).
Bug Fixes
Fixed an issue where the win or loss shown while spectating a match could differ from the actual match result in certain situations.
Fixed an issue where, in some existing saves or due to delayed or duplicated multiplayer packets, a negotiation draft could point to the official offer status or cause acceptance and rejection processing to repeat. Validation was also strengthened to prevent abnormal transfer fees and weekly wages from being applied to contracts or club budgets.
Fixed an issue where damage and effects were not applied when a target moved out of sight after a projectile had been fired.
Fixed an issue where replays of matches featuring Nightmare could not be opened in existing saves where Nightmare had been added through an in-game patch.
Fixed an issue where scouting reports would not arrive in some existing saves and custom databases when both a region condition and free agent status were selected for Scout Dispatch.
Fixed an issue where, after disabling a champion mod, the champion could remain in the existing save’s champion pool as an invisible entry and could not be removed.
Fixed an issue in saved multiplayer leagues using Peerless or Peerless (Hard) where the number of Ban Cards could remain fixed at two or fail to synchronize between players even when enough champions were available, preventing the third ban from proceeding.
If you encounter any issues while playing, please contact us at
at any time.
Thank you.
Source
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