(I woudn't have been able to do this without the beta testers who helped me with their feedback and ideas in the discord room)
VERSION 2.4
Started from scratch to rebuild the gameplay and sim stat engine.
(final release for Madden 20)
SUPER-SIM STAT UPDATE
-Updated the weighted system across the board
-Updated the punting yardage to fix average, touchback and inside 20 (longest punt stat is sacrificed)
-Rebuilt run game based on before and after contact average
-Rebuilt pass game based on before and after catch average
-Targeted receiver weighted by overall rank on team (HBs still cap out at about 50 receptions)
-Increased completion percentage
-Increased quarterback fumbles
-Increased scramble chance
-Increased assisted tackles
-Increased deflections
GAMEPLAY
-Copied Madden 21 NFL playbooks
-Copied Madden 21 adaptive AI settings
-Updated how CPU handles timeouts in 2 minute drill
-Updated how soon the CPU goes no huddle when trailing by 2+ scores in the fourth
-Revamped QB behavior files to help with reaction to pressure, take a shot chances and time to wait before throw
-Revamped run blocking angles and timers to reduce instasheds relying more on gap control/run fits
-Revamped pass blocking timers, double team win chance and canned animation chance to create a realistic pocket
-Increased ball carrier falling forward on tackles
-Increased CPU break tackle chance
-Decreased CPU ball carrier herky jerky movement
-Increased distance for sideline catches to trigger
-Revamped coverage timers to reduce psychic coverage
-Increased USER catch chance
-Increased USER Lurk interception chance
-Decreased cover 2/3 deep zone required drop coverage depth from 27 to 14 yards
-Decreased effectiveness of press coverage and sped up the animation of the WR off the line
VERSION 2.3
(major focus was on animation/distance trigger settings)
Changed end of half/game play call logic to prevent CPU from running ball in wrong situations
-Revamped pass trajectories
-Increased aggressiveness for QB
-Increased sack fumble chance
-Increased pass lead distance
-Increased throw away chances
-Increased distance required for wind up animation
-Changed concept route awareness
-Redid the run in to pile collision settings
-Increased run blocking
-Increased CPU elusive attempts
-Decreased the run cut ability to help with zig zag movement
-Decreased the prompt distance for ball carrier moves
-Decreased wait time in between prompts
-Decreased distance for interaction on tackles
-Decreased tackle momentum settings to increase fall forward animations
-Decreased max separation distance for tackles
-Revamped zone coverage settings
-Increased catch ball break tackle chance
-Increased max press rating difference
-Decreased head tracking weight of closest target instead of the ball
-Decreased distance for two man animation branch on pass palys
-Decreased man coverage win chance
-Decreased WR/DB max positional advantage distance
-Decreased WR/DB interaction distance
-Decreased pass interference chance
-Increased pass rush chances
-Increased blocking engaged distance
-Decreased double teamed defender pass block win chance
VERSION 2.2
-Increased WR win catch outcome, specifically downfield passing
-Decreased tip drill interceptions
-Increased defender base interception catch chance
MAJOR PLAYBOOKS CHANGE
-Teams now have the selection of all 380+ plays in their playbook on 1st and 2nd down, up from the default under 110.
-3rd and Medium they have the entire selection of shotgun pass plays to choose from.
-Changed Chargers playbook to Seahawks to go more traditional with Pistol mixed in
-Changed Panthers to shotgun heavy LSU style (Bills use Panthers original playbook if you want to assign that)
-These changes will also impact the gameplan playcall selection for the user as well
VERSION 2.1
Removed Tampa 2 from CPU because its broken (they still call Cover 2 Sink)
Decreased User coverage
Increased CPU Break Tackles
Increased USER fake chance
Increased High Point Catch chance
Reduced stamina effect on speed
Removed CPU slowdown/jog loco
VERSION 2.0
-Increased RPO Peek usage
-Increased shotgun run usage
-Decreased knockouts
-Decreased CPU accuracy
-Increased run blocking
-Increased user fake-out chance
-Increased pressure effects
-Increased user pass rush
-Increased user coverage
Includes T-Dawgs latest version of his tool which combines the my previous trait editor AND new x-factor abilities tool
VERSION 1.9 COMP MODE
-Turned on coaches challenges
-Replaced Chargers playbook with Ravens to replicate new offense
-Changed CPU play calling defense script
-Removed wide 9 from CPU play calling
-Decreased user speed and accel bonuses
-Decreased AI QB forcing passes
-Decreased QB Scramble fumbles
-Decreased interceptions
-Increased run fit times
-Increased CPU run blocking
-Increased run defense reaction times
-Increased knockout chance
-Increased pass rush
-Increased coverage
-Increased fatigue effects
-Increased CPU miss FG chance
-Increased kick meter speed
-Fixed punting
VERSION 1.8 COMP MODE
-Removed all spot drop zones from CPU defense game planning (Sky, Hard Flat, etc) because its back to being easy to throw against
-Removed USER speed, agility and acceleration time bonuses to help with ease of outside running.
-Increased run defense
-Reverted catch height settings
VERSION 1.7
*ADDED CELEBRATIONS TO THE TRAIT TOOL
-revamped injuries increased off ball, decreased collision and made it equal across the board for all position
-removed fast animations for pass rush x factor
-decreased pass rush to tone down play action sacks
-increased throw out of sack chance
-increased cpu QB aggressiveness on 3rd down
-increased CPU run defense
-increased CPU break tackle chance
-decreased user run defense
-decreased user break tackle chance
-decreased defense catch chance
-decreased Holding penalties
VERSION 1.6
ADDED A TRAIT EDITOR FOR FRANCHISE MODE (shoutout to @tdawg3782 )
QB Type based on Ball carrier vision rating
65 or lower = Pocket
66-79 = Balanced
80 or higher = Scrambler
Any 85 AWR / Below 85 THP - Conservative
Above 85 AWR / Above 85 THP - Ideal
Below 85 AWR / Above 85 THP - Aggressive
Sense pressure - average
Throw Ball Away to YES
*RAC, AGGRESSIVE & POSSESSION Catch ON for all WRs
*RAC ON for all HBs
*Fights for extra yards ON for everyone
*Makes Sideline Catches ON for everyone
*Drops open passes OFF for everyone
*High Motor OFF for everyone
*Strips Ball ON for all defenders
*Utilize Swim Move ON for all DL/OLB
*Utilize Spin Move ON for all DL/OLB
-Increased play action fake effects
-Revamped CPU QB pocket logic files
-Increased CPU aggressiveness by turning up WR win chance, the type of routes they force and throwing to partially covered receiver
-Decreased the catch height to remove the jump catch animation on every deep pass NOTE: THIS HAS TRIGGERED THE BALL OVER DB HEAD TO REAPPEAR IF YOU DONT LIKE IT ALL YOU HAVE TO DO IS MAKE A SIMPLE EDIT IN FROSTY TO GO BACK TO 1.5 STYLE
SIGNATURE ABILITIES
*Replaced enforcer hit stick settings
*Removed defender superwin chance for Pass Rush specialist
*Removed fumble bonus for cut stick specialist
*Removed interception bonus for pick artist
PLAYBOOKS
-Updated the defensive playbooks for the Bears, Dolphins, Lions, Patriots, Rams, Jets, Chiefs, Jaguars, Saints, Vikings, Packers, Ravens to include the new formations but assigned their real life play call usage
NOTE if you turn on the NFL live playbooks, the CPU will be assigned the default NFL live playbooks and not my custom ones i've created for them
VERSION 1.5
-Updated defensive playbooks
-Decreased injuries
-Increase CPU QB aggressiveness
-Increased throw out of sack chance
-Increase fumbles
-Revamped pass blocking
-increased max catch height to help DBs not jumping for ball
-Increased coverage
-Increased interceptions
-Increased backspin punt chance
-Added sky punts
VERSION 1.4
GENERAL
-Revamped franchise sim stats
-Revamped end of half logic
-Decreased tip ball distance
-Increased injuries
-Increased penalties
-Increased run percentage for all teams
-Increased awareness rating distance factor
OFFENSE
-Changed QB order of progression
-Changed QB reaction to pressure
-Changed ball carrier direction logic
-Increased break tackle after catch
-Increased non hit stick fumbles
DEFENSE
-Increased man coverage
-Decreased break on throw in zones for ratings 75 and lower
-Made changes to stop cornerbacks letting the ball go over their head
-Decreased max hit power to tone down WWE style hit sticks
SPECIAL TEAMS
-Increased CPU kickoff power
-Increased CPU miss field goal chance
-Increased fair catch chance
-Revamped punting to get more downed punts inside the 10
-Changed distance to catch a punt from own 10 yard line to as own 7 yard line
VERSION 1.3
-Increased man coverage success chance for 80+ rating
-Lowered zone break on ball chance for 70- rating
-Increase swat chance for higher rated players
-Increased effect pressure has on accuracy
-Increased penalties
VERSION 1.2
-Increased Run attempt percentage
-Increased play action pocket time
-Increased ball carrier special move chance
-Increased Max lead pass distance from 40 to 50
-QB logic change to allow more natural progression flow
VERSION 1.1
-Completely revamped every teams playbook for CPU play calling
-Added Bill Belichick portrait
-Fixed RPO Peek glitch on the Non Team playbooks
-Increased Injury Chance
-Increased Fumble Chance
-Increased User Qb Accuracy
-Increased User Catch chance
-Increased User Control Pass Rush for Outside Rushers
-Decreased Man Coverage
-Decreased Play Action Pass Rush
-Decreased Kick Meter Difficulty Under 39 Yards
VERSION 1.0
GAMEPLAY SCRIPTS
-Added CPU ability to go for it on 4th down and under 2 yards in opponents territory
-Changed no huddle urgency when trailing to start earlier in the 4th
-Changed two minute logic on when to spike the ball, call timeout and kick field goal
-Changed timeouts when trailing from under 2 minutes to 3 minutes in 4th quarter
-Decreased distance the AI will attempt field goals by 3 yards
OFFENSIVE PLAYBOOKS
-Matched real life run pass ratio on 1st Down, 2nd Down, 3rd Short, 4th Short, Redzone, Playaction, RPOs
-Disabled play action being called on 3rd/4th long/Med, 2 Minute offense
-Globally made chew clock and inside own five 70/30 run pass ration
-Globally made goal line, go for 2 and 4th short 50/50 run pass ratio
-Globally made goal line pass, 2 min offense 0/100 run pass ratio
-Eliminated four verticals and corner strike from each playbook (will eventually replace with new plays)
-Changed the coded PLYT for RPO Peek to match RPO Lookie to prevent a crash from happening when you edit the defense folder in frosty.
DEFENSIVE PLAYBOOKS
-Matched real life percentage for Blitz, Cover 0 blitz, Cover 1 Man, Cover 2 Man, Cover 2/3/4/6/9 and Tampa 2
-Changed cover 0 blitzes PLYT to match engage eight PLYT becausethe AI is programmed to audible against them.
GENERAL
-Added Career ending injury chance
-Increased injuries but SIGNIFICANTLY lowered HB
-Increased fatigue chance
-Increased penalties across the board
-Increased CPU slide protection usage
-Increased CPU usage of flip run play
-Increased snap off target chance
-Increased accuracy, power and line speed on kick meter (credit TBR)
-Increased penalty for not being inside of the accuracy window (credit TBR)
-Decreased fake snap chance
-Decreased wind effects on punt
-Decreased max blocked kicks to 1 per game
-Decreased punt power
PASSING
-Changed min and max angle a CPU QB will step up in the pocket
-Changed distance furthest defender has to be for QB to scramble
-Changed pocket and balanced QBs to also take off on 1st/2nd down
-Changed AI throw to primary target/first down WR from only OPEN to PARTIAL to increase aggressiveness
-Changed throw away awareness rating minimum from 80 to 70
-Increased throw away chance in pocket from 0 to 50%
-Increased scramble chance if there is an open receiver
-Increased slide chance
-Increased in pocket speed
-Increased CPU inaccuracy distance
-Increased effect for being under pressure
-Increased throw out of sack pass chance
RUNNING
-Max fumbles per game will be three until EA tones down enforcer
-Increased break tackle success chance
-Removed QB scramble fumble penalties
-Decreased CPU usage of juke/spin moves
BLOCKING
-Increased cut block chance for HB
-Increased Lead block weight for closest threat (credit Landeye)
-Increase blocking rating factor over strength/weight in run game
-Increased play action fake out chance to somewhat help with insta sacks
-Increased play action minimum and maximum time to match normal pocket time
-Removed USER run block boosts
-Removed weakbox run bonus
-Decreased SUPERWIN chance to lower OP edge rush specialist
-Decreased minimum rating to be SUPERWIN from 85 to 80
-Decreased beating double team chance
-Decreased CPU pass blocking time in pocket
DEFENSE
-Changed best on best for CBs/WRs from 90 overall to 82 overall
-Increased amount of players allowed near a pile for more gang tackles
-Increased man coverage significantly
-Increased zone coverage significantly
-Increased reach tackle distance
-Increased distance defense can attempt a jump catch
-Increased CB win chance when in press
-Decreased USER lurk interception bonus
-Decreased interceptions overall
-Decreased hit stick fumble chance
-Decreased CPU hit stick attempts