As always with BETA patches, use at you're own risk, this is not an official release yet, and given the amount of changes I have made with the injury modeling, you may want to mess around with a throwaway league at first. Not because it isn't stable -- it's rock solid. I just think we'll want to see what the PureSim community thinks of the new injury model and tweak appropriately before issuing an official patch.
Here is the change log since the 1.10 official patch:
=== 1.14 Beta Changes ===
- Fix: If the pitcher was injured while batting in a game that the user was managing, then the game would correctly prompt to replace him, however no matter what the user did PureSim would not accept the replacement, so the user would be locked on the lineup dialog with no way out except terminating the game via end task or CTRL-ALT-DEL.
- New: Added "View Card" link to player almanac page, which allows the player card to be viewed from the player's almanac page.
- New: Added "Transactions" section to season almanac page
- BIG Tweak: Injury severity/healing duration variation greatly increased. You'll see a greater number of significant injuries and a wider range of severity in general. Estimated days until return is now more accurate as well. Note, if you play an injured guy they heal more slowly, players on the DL heal the fastest (even over players on the bench but not the DL)
- BIG Tweak: Injuries can now span seasons. For example, its possible for a player to get an injury that requires almost a full year to heal.
=== 1.13 beta changes ===
- BIG Tweak: Greatly improved time period specific pitcher usage, leading to more complete games, IP etc in eras where it was all about the starter. A lot of this revolved around an AI that was just too aggressive with the pinch hitter usage in the early years of baseball, where in fact this was VERY rare.
- BIG Tweak: No longer imposing restrictions on the number of pitchers a team must carry on the major league roster. The AI is also cognizant of this, and based on the time period it will carry an appropriate number of pitchers (e.g. in 1901 it may carry a total of 7 with 4 starters and no closer)
- Tweak: The pre-game lineup screen shows the players names color-coded based on their fatigue level
- Tweak: On PSPNCast the team info windows are always hidden when the graphical ball flight animation is playing. This can help with some ball park photos that don't match the layout of the one that ships with the game (note in a previous beta I was hiding the scoreboard as well, but decided to put that back...)
=== 1.12 beta changes ===
- New: The AI now dynamically adjusts it's GM/Managerial tendencies based on the team's charateristoics
- Tweak: On the "Import Real Players" screen the previous default sort order was AB, now it is always alphabetical
- Speed: No longer doing unnecessary compact of the secondary (.psx) database in the off season. When association files got up over 1gb this was taking an exceedingly long time and providing little benefit. Basically after 50 or so years of history in larger associations, this would bring the off season to a crawl. Note, the primary (.psa) association file *is* still being compacted, and that is very important.
- New: Added SAC Bunt frequency managerial tendency
- New: Press ANY key during animated ball flight to skip the rest of the animation sequence.
- New: Added [x] Disable Ambient Sounds option to the PSPNCast "Play Options" dialog.
- Fix: Greatly reduced chance a runner will score when attempting to steal home.
- Fix: When managing a game, if the user clicked "OF Depth" as opposed to pressing the "O" key, instead of toggling the outfield depth PureSim would start the play. No click works just like pressing "O" works, it toggles through the outfield depth options with each click.
- Fix: SLG was wrong in some cases on the splits tab on the player card.
- Fix: Very Rare "Error 3022" When Building almanac, along with some additional robustness improvements in that area
- Fix: If the user viewed splits for a player, then clicked the "next" link to move to another player, then the splits would not be displayed for the next player if the user attempted to view them
- Fix: PSPNCast was sometimes showing the on field message in "red" when the play result was a base hit or home run.
- Fix: In some cases the tooltip for the fielders on the defensive team was showing their offensive ratings as opposed to their defensive ones
- New: Now have ability to have bullpens without closers. PureSim's AI is cognizant of this as well. This feature is setup when you start the association. It is typically used to better simulate eras in history where the closer was not employed in the pen. Note, as your association transitions into the modern era PureSim will prompt you to see if you'd like to transition to using the closer.
- Tweak: Multiple improvements to ball flight trajectories on PSPNCast
- Tweak: Added warning message that lets user know that they are using a non-standard ball park image, and that in-game ball flight animation will suffer horrible performance. Note, park images should be 1024x768
- Tweak: When playing in unattended auto play mode the "Please Wait" dialog has been moved down the screen and made more translucent so the standings are clearly visible at all times.
- Tweak: No longer allowing user to import a park photo unless it is a 1024x768 .jpg file
- Cosmetic: Alignement of "Hall of Fame Member" text on player card was off a bit
- New: Player Affinity mode - If you choose this option (only avail for historical / real players association) the following will happen:
1. Teams will be highly likely to try and keep their makeup similar to what it was in real life, so if a player's contract is expiring in 1957, but he actually played with that team through 1960 in real life, then there is a high probability the team will offer an extension, and a high probability he will accept.
2. There is a very high probability that teams will sign rookies based on when they
appeared on that team in real life. For example I just played an association through the early 80's into the 90's and it was cool to see Griffey Junior show up on the M's and to see all the young talent come streaming into Cleveland as they went through that amazing build...
The net result is if you are looking for career play that retains a lot of flavor from reality even as the career progresses, this is a fun option. Note it is not 100% as there are tons of other issues in the mix with finances, trading etc. Still that actually keeps it fun.
- Tweak: Starter endurance, usage and number of complete games is now more greatly influenced by the time period being simulated (e.g. you'll see more complete games back in the early years of Baseball)
Developer, PureSim Baseball