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Maximum Football 2.2 Feature List and Updates

 
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Maximum Football 2.2 Feature List and Updates - 3/19/2008 9:39:52 AM   
Marauders

 

Posts: 4428
Joined: 3/17/2005
From: Minnesota
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Maximum-Football 2.2

Note: This list is correct as of March 20, 2008. All features listed are subject to change or removal.

Playbook Specific:

Playbook 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.

One 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.)

Playbooks 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.

Playbooks 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.

One 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 the ability to run a snaking draft.

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 2.1

Fixed fatigue not resetting after a punt.

A slightly more intellegent hurry up offense process

Fixed the scoreboard so it properly shows the game clock in OT (even sudden
death).

Fixed the crowd noise. The crowd is constantly loud if the home team defense is
on the field (making it harder (in theory) for the away team's offense).

Fixed the sound on/off button on the pause menu.
Added version check to the saved game loading process.

Fixed the interceptions. The quicker huddle process was erasing some of the
interception data.

RemoteIn/RemoteOut should be working correctly now.

Added some additional functionality so that the players in the depth chart
available players list are sorted so that the desired player position is on the top of
the list by default.

Added a UseGameWeather setting to the settings.ini file so that you can set this
to false and not have anything other than clear days for league weather.

League 3D games now properly process the weather setup so not all league games are played in the rain.

Fixed a bug with games saved at half time. A game saved at half time now properly processes the 2nd half kick off.

Upped the kick off values so kick offs go deeper and occasionally into the endzone. The abilities of the kicker determine how far the kick can go, and not every kick will go into the endzone, but kick offs should be deeper as a general rule.

Fixed an overtime bug that would cause the overtime period length of a Quick Play game to be that of the league rules, not the Quick Play rules as specified on the Quick Play rules screen.

The 3 (x) button now properly selects the closest defender to the ball in arcade mode.

Added an additional check to ensure teams can't be taken into the PDS with missing or invalid playbooks or depth charts that are not properly setup.

The holder position for field goals now properly shows up on the depth chart.


Maximum-Football 2.0

Graphics Changes:

Game engine is now based on DirectX 9 technology. Graphics Cards with shader 1.0 support are required.

Game as a completely new lighting system.

New Interface elements.

New persistent scoreboard.

Many brand new or improved player animations.

Custom camera angles for replay viewing.

Snow and Rain have new effects (the rain leaves little splashes on the turf).

Arcade Play Improvements:

Xbox 360 Controller specific: Graphics replace Icons marked 1 through 6 with A,B,Y,X,R,L

Xbox 360 Controller specific: Trigger passing option. This allows for throwing bullets or touch passes.

Speed Burst added. While open field running (and past the LOS), the player with the ball can have a 1 second(+-) speed burst by pressing and holding the 1 button (A).

Switching defensive players prior to the snap is done with buttons 5 and 6 (left and right thumb buttons). 5 cycles down the chain while 6 cycles up.

After the snap on defense, switching to the player closest to the ball is done by pressing the 3 button (X)

Prior to the snap on defense, you can move the d-pad (or left thumbstick) left or right to view the whole field.

On defense you must now press the 2 button (B) to attempt a tackle.

Kicking is now down in three steps. 1. Select kick height, 2. Select kick direction, 3. Select kick power.

On Defense, after the snap, pressing button 3(X) will switch you to the closest defender to the ball.

On Defense, before the snap, pressing button 4(Y) and moving the thumbstick will shift the defensive line.
General Game Changes and Improvements;

There is now considerably more distinction in player positions. Version 1.3 position names such as DB are now separated into SA & CB. Version 1.3 Linebackers were simply LB are now OLB, ILB.

New Depth Chart system. The Depth chart is now slot based to take advantage of the new player break down.
Overall game speed reduced to about 80% of Release 1.3 speeds. This does not effect the clock, only player movement on the field.

There is now an almanac of past champions and defunct teams in the leagues screens.

Databases now import based on League ID rather than file name. This should solve the problem of trying to import two different leagues that may have used the same file name.

League databases that are removed from the game folder will now be removed from the games internal league list. This cleans up the league deletion process.
On Defense, before the snap, you can shift the defensive line by pressing the 4 key (button 4) and pressing an Arrow key (thumbstick).

The computer AI will now shift the defensive line to try and counter your play calling tendencies.
2007 Canadian Football punting rules added.

Improved Pass and Run blocking.

Improved Defensive Man-2-Man coverage

Improved Zone coverage.

Play Development System:

When creating a Formation in the PDS, it now prompts you to include what running back positions you wish to use (FB,HB,RB3). 0 TE count is now an option. The remainder players on the formation are receivers with their count starting at 1 and going up.

Enabled various additional commands points.

Punters and QB's can now be moved forward and backward in the PDS, but not left and right. Those positions must be under centre.

Input Changes:

The game has a new input engine.

Helper icons now match your input device.

Now fully supports the XBox 360 Controller



< Message edited by Marauders -- 3/22/2008 6:42:25 PM >
Post #: 1
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