In this update2
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
- 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
Improved the Player History and Team History tabs to make recruitment and tournament records easier to view.
Applied several improvements to the Match Engine.
Improved path selection and retreat decisions during combat retreats. Situations where players engage and die despite having enough time to escape, or die because they fail to properly avoid dangers such as enemies and towers, will now occur much less frequently.
Improved team-based play decisions during combat. In large team fights, players will now be much less likely to prioritize their own survival, stay behind, and watch while their teammates fight. Team fights should now proceed in a more coordinated manner. Situations where players cancel an engagement and retreat immediately after calling to fight will also occur much less frequently.
Improved decision-making when defending the Nexus. When the Nexus is under pressure, players will now more actively push back minions and engage the enemy in an effort to prevent the game from ending for as long as possible.
Improved pathfinding logic so that players move along more efficient routes in various situations, including pursuit and evasion.
Improved some aspects of how teams operate while holding a late-game Epic Buff. Teams will now make better use of the buff to push towers, and situations where they suffer losses by trying too aggressively to secure Serpen as well will occur less frequently.
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.
Bug Fixes
Fixed an issue where the option to select the number of Ban Cards was disabled in the settings even when there were enough available champions.
Fixed an additional issue where, despite directly watching a match, the result screen and records could show the result of a different match. If the internal match number overlapped with a Solo Rank match continuing in the background, its result could be delivered as the result of the match being watched. This could cause saved win/loss records or replays to differ from the actual matchup. Match numbers are now handled separately by match type, and results received through Instant Result View are displayed only after confirming that they belong to the currently playing match and set. Existing records that were already saved incorrectly will not be restored by this fix.
Fixed an issue where, when an actual match shared an internal match number with a tutorial match, clearing or restarting the tutorial could also erase the ongoing match’s spectator registration, Ban/Pick timer, and entry status. Also fixed an issue where, when the Ban/Pick timer expired, champions from another match with the same number could be selected instead.
Fixed an issue where Deathmatch’s automatic balance patches used the standard mode’s lane phase, objective, and match duration criteria. Champions are now adjusted based on Deathmatch combat statistics such as kills, deaths, damage dealt, survivability, and healing, with statistics from matches ranging from 2 vs 2 to 5 vs 5 properly reflected.
If you encounter any issues while playing, please contact us at
at any time.
Thank you.
Source
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