New for Maximum-Football 2.2
Note: This list is correct as of
February 29th, 2008. All features listed are subject to change or
removal.
Play Book Specific;
- Play book situations have more
granularity in the Distance From Goal settings.
- When using the 'Save As' function on a
play group, you are now presented the option to also
transfer the group plays into the newly created play
group.
- You can now specify a play group to be
applicable to the first, or second, or either half.
Either is the default. (Play books are upgraded
automatically upon use.)
- Play books now allow for selecting
multiple plays to add to the playbook.
- When selecting plays to add to a play
group, you now have the option to see only plays
currently in the play book (default) or add plays from
disk.
- Play books no longer need to have
plays in specific playgroups. If a situation is found and
no plays are specified, it will use the play type
selection weights to pick a random play of the specified
type out of the play book.
- You can now import multiple exported
play books into one play book.
- Changed the labels on the play group
for YTG to be a bit more clear.
Quick Simulation Feature Specific;
- Added some additional constant
settings for the simgame. This allows for having a normal
range of yard distances as well as an exception range of
yard distances.
- Each league now has its own simulation
settings data file.
General Enhancements;
- The Player Data screen now shows the
Skill values for maximum and injured. If a player is
rated at his full skill the skill value is shown in
green. If a player has an injury that is effecting a
particular skill, the skill is shown with the maximum in
yellow, and the actual in red.
- Improved weather graphical effects.
- Some minor sound improvements.
- Improved weather effects.
- Adjusted the under coverage of M2M
cover to place the defender between the target and the
ball rather than the target and the LOS.
- Adjusted the amount skills decline as
players age.
- Adjusted the odds of a player retiring
after only 1 or 2 years in a league. It can still happen
that a player plays one or maybe two seasons and retires,
but it's less likely now than previously.
- Reorganized the league screens moving
the league structure screen to the Edit League screen.
- Added draft history screen.
- Added individual team schedule screen.
- It's now possible to view stats for
players, teams, and the whole league on a season by
season basis.
- A variety of new stat items tracked.
The statistical categories have been reorganized.
- Individual Player Stats pages now show
stats per season and Career Totals.
- It's now possible to view a player
directly from the league stats screen without having to
find that player on a team.
- The training camp view of the team
screen now loads a little bit faster.
- Added an option to clear rosters when
resetting a league. If this is left unchecked only league
and player statistics will be wiped out. Teams will
retain their rosters and the league will be at the start
of Season 1. If you reset the league with this option
checked, then the league will be in a season 0 state.
- US Amateur fields now record sacks
using the same method as the US Pro field.
- Time outs for sudden death games using
a US Pro field are now reduced by 1 (unless there is only
1 time out in the league rules).
- Added a new layer of play calling AI.
If a specific play book situation is found, then the game
will still use the settings in that situation first.
However if no play situation is found it now has an extra
layer of AI to provide better play calling based on the
game situation.
- Between seasons, you can use the
Remote Files feature to import teams/rosters/depthcharts
from another league. This makes creation of new leagues
from existing leagues faster.
- Leagues now support a Snake Draft
option.
Bug Fixes;
- Corrected a problem with the sound
system that could cause game instability if sound files
were not found.
- Changed the team news generation so
that the contents of the news would not cause problems
for the Remote File process.
- Fixed the Fumbles Lost stat that could
double record for each fumble lost. You could end up with
more fumbles lost than fumbles made.
- Defensive penalties no longer reflect
on the rushing and passing yardage stats.
- Fixed typo on the player bio.
- Fixed a bug with drafts that could
potentially have a player drafted twice across two
seasons if a drafted player was released in training
camp.
- Fixed a problem with M2M coverage that
could see a defender line up on a QB if the QB's target
skill was higher than a receiver.
- Faked Punts and Field Goals now
properly process the yardage gained (if any) on both run
and passing plays.
- When attempting to load a play into a
playbook, the Player Count drop down list is properly
disabled. As it's not possible to import a play that
doesn't match the play book design, there is no reason to
allow that selection.
- Fixed a bug with the loading of
training camp settings. Previously saved training camp
settings now load back properly into the screen.
- Corrected a play book bug that would
show a blank play in a playgroup if that play had been
deleted from disk outside of the game editors.
- Fixed a problem with setting team
locations to West Cost in the core game, then trying to
load them in the utilities.
- Play books now properly export the
play group profiles. You are now given an option to load
the play group profiles on import.
- The free kick after a safety is now
taken from the correct yard line.
- Game logs now properly process to the
end of the game. Previously, the log would end with the
change of possession prior to the last possession of the
game.
- Corrected a problem with AI depth
chart sorting.
- Corrected a problem with not being
able to assign defenders to all possible receiver
combinations for 12 man football.
- Corrected a problem with the the depth
chart not assigning the correct number of blockers or
coverage players for special teams.
Corrected the following Canadian
timing rules;
- When using a Canadian field, the game
clock now properly runs during a PAT attempt except after
the minute warning.
- The game clock now properly starts
when the play clock starts after a punt return prior to
the <n> minute warning.
- The game clock now properly starts
when the play clock starts after a kick off return prior
to the <n> minute warning.
Maximum-Football is copyright©
2002 - 2008, David A. Winter, and Wintervalley Software. All
text, graphics and related information is copyright© 2002 -
2008, David A. Winter and Wintervalley Software.