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Watchlist and other improvements of Manager's Journey



We continue to work on Manager's Journey.

In today's update, we are adding a feature that we have been asked for many times - Watchlist. But apart from that the update fixes bugs, changes the balance a bit and adds small but nice improvements.

New feature
  • Watchlist. Forget the pen and paper! You can now add up to 20 footballers to the watchlist. The size of the watchlist is not connected to the level of the coach. This feature is fully available from the start of the game.


Game optimization
  • Simulation of matches between other teams is accelerated by ~25-30%. The acceleration will not be very noticeable during the open transfer window, as transfers and AI of the clubs during transfers were not affected by the optimization.
  • Now, save files are loading faster.
  • We are still working on finding ways to speed up the simulation. But I would also like to remind you that you can reduce the number of countries simulated before starting a new campaign. This way you will speed up the simulation of the world considerably.


Mechanic improvements
  • The animations of the circles with numbers in the match during crosses have been slowed down. Now you will have more time to examine what numbers each footballer has rolled.
  • After the transfer window was closed, the top-10 transfers between continents have been added to the transfers report.
  • The country name has been added to the transfer report (for teams from your country the name is not shown).


Balance improvements
  • Previously, in almost every club, when manually searching, you could find footballers who cost less money and did not require Glory. Initially, this was a bug that we left because we thought it was interesting. But over time, we realized that this leads to the fact that many players sort out each club in the hope of finding such footballers. This is not how we intended the mechanic of "buying directly from other clubs" to work. We wanted a "direct purchase" to allow you to find suitable but expensive footballers. Therefore, we have fixed the bug where these cheap footballers could be found.
  • Slightly reduced penalties in some strictness settings for some mood levels.
  • The mood bonus for getting into the zone of "Satisfactory performance" has been increased by ~2 times.
  • The mood penalty for not completing the task has been reduced (I remind you that if the task is not completed, the management simply does not receive +50 mood, that is if the task is not completed, the mood is 50 points less than expected. This is not a penalty, you just lost 50 points you could otherwise earn. But there was also a relatively small penalty to the mood for not completing the task. This mood penalty was reduced by ~ 1.5-3 times in different cases).
  • The Reputation reward for the maximum mood has been reduced from 50% to 30%.
  • Completely redone the formation of the Reputation cost to join the club. It was a rather complicated system that took into account several factors, such as the complexity of the task, the ambition of the club, etc. As a result, sometimes this cost became unreasonably high (100% of the planned reward or even higher). Now, this cost will also depend on additional factors, and the calculations will be done differently. As a result, in most cases, the cost of joining a club will be in the range of ~30-60% of the planned reward.
  • Previously, the top clubs in the top countries had roughly equal Reputation requirements. Thus a player with the same Reputation level could be invited by, for example, a top Spanish club that failed in the continental tournaments last season, and a top Spanish club that won the European Cup. Now, the winner of the secondary continental cup will claim more Reputation than other top clubs, and the winner of the main continental cup will claim even more Reputation.
  • The lower leagues in weak countries generated clubs of approximately the same strength as those in strong countries. This led to the fact that in weak countries, First League clubs often moved to the Premier League and became champions there. We have redesigned the generation algorithm. Now the strength of the country will affect not only the Premier League but also the lower leagues. You will need to start a new campaign for this to have an effect.


Texts
  • Hints for strictness settings and difficulty levels have been improved when you start a new campaign.
  • Added Korean translation.


Fixed bugs
  • On other continents, cards, injuries and fatigue were not updated correctly. Fixed.
  • Occasionally an AI-run club made a lot of money and started buying more footballers than it needed, which led to overcrowding. Fixed.
  • The counter of countries to which a scout could be sent did not work correctly. The counter was separate for each continent, although it had to be common for all continents. Fixed.
  • If you recovered the energy of a footballer in training, he could be injured. It was not intended that way. Fixed.
  • If you go to the temporary formation screen before the cup match, the cards earned in the league are displayed there. Now, the game shows the cards appropriate to the tournament you are playing in right now.
  • If you put a footballer from the second squad to the main squad on the temporary formation screen, statistics were not recorded for that footballer. Fixed.
  • When using Precision Shot on the diagonal, no energy was spent at all (or very little was spent). Fixed.
  • After the league matches, the statistics of the footballers were collected and then mistakenly deleted. Fixed (now, it doesn't get deleted).
  • In the statistics of the end of the season, if the club participated in the Club World Cup and the continental tournament, only CWC statistics were shown, although there was no interesting data to display. Continental tournament statistics are now shown.
  • The achievement 'Old Friends are Better than New' could be awarded on one very rare wrong occasion. Fixed.


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