puresimmer
Posts: 2299
Joined: 7/24/2005 Status: offline
|
OK, standard disclaimer applies. This is NOT an official release this is a BETA patch, so use at your own risk. If you prefer to play it safe then stick with 1.1 until this code is officially released. That said, patches are typically rock solid and I have added/fixed over 50 features since 1.1 was released. I'd appreciate it if those of you who are willing, will do some testing of this puppy. Be sure to backup your associations before using any patch. This will likely be the last BETA patch before the 1.20 official release (barring anything catastrophic) http://www.psmultiplayer.150m.com/PureSim2007-SetupRelease-v118_Beta_Patch.exe (27mb Requires 1.1 or higher to apply) ================================ PS 2007 v1.18 (Beta) Patch Notes ================================ === 1.18 Beta Changes === - Fix: When using pre-1940 era associations PureSim would very rarely get stuck after making a trade that pushed the roster to the brink of minimum pitcher and batter requirements. - Fix: Fixed error "Item Not Found in this collection" that would happen if a minor league player was on a human owner's short list and the owner attempted to view the short list. - Fix: Sometimes after a steal attempt the count would be reset or not be consistent with the count as mentioned when the steal attempt took place - Fix: When opening a player card from the short list, the user was given the option to release the player (the button was visible on the player's card) - Tweak: Slightly reduced frequency of errors in the outfield - New: Added link to a new PureSim fan sites page from the main game menu. === 1.17 Beta Changes === - Fix: RISP Split was being calculated incorrectly - Fix: If the user changed the next starter via the "Set Next Starter" option on the modify roster screen it was setting it for all teams, not just the human player. - Fix: In a number of situations, after bringing up the lineup card while managing a game (or in the pre-game) the next scheduled hitter was being incorrectly highlighted and displayed on the in-game lineup card and active batter screen. - Fix: Fixed spurious lock up that would happen while simming (this bug was introduced in the 1.16 beta new injury code) - Fix: Minor League prospects stories in PSPN were sometimes looking at and judging prospects by their previous season's (or best season's) minor league performance as opposed to the current season. - Fix: Computer teams would sometimes make multiple picks in one round of the ammy draft - Fix: Computer was sometimes maintaining rosters of greater than the association maximum - Fix: When using a non 1-100 ratings scale the "Age" filter was not being applied properly on the "Custom Filers" dialog - New: Added career splits to splits tab on player card - New: Added career splits to player card in Almanac - New: Added "Auto Fill" button to the modify roster screen. This handy dandy button will instruct your scout to automatically sign players until your roster is completely stocked. - New: Added Distance hit for fly outs (in the red result box) - New: During PSPN GameCast when the user can now choose to auto-play up until a given half-inning as opposed to only the top of an inning - New: On the career stats tab of the player card, PureSim now repeats the stats header at regular intervals, since in some cases, on players with really long careers the headers would end up being scrolled off the top of the viewable region on the tab. - New: No longer forcing multiplayer associations to use finances - Tweak: Minor adjustments to fly ball distances === 1.16 Beta Changes === - Fix: Fixed Error 91 generating HTML Almanac (Bug introduced in Beta 1.13) - Tweak: If the user decides to import some real players into the association just before the amateur draft, then those players will now be available to be signed in the amateur draft. - Change: Auto backup now only keeps a max of 2 old backups (as opposed to 5). - Tweak: Teams are more aggressive in the amateur draft, in the past some teams would not pick in every round, now they are more likely to (assuming the roster is not already stocked) - Tweak: Trade AI was slightly over-valuing middle relievers, so in some cases if 3 or 4 middle relievers were offered it was a bit too easy to obtain a top tier player === 1.15 Beta Changes === - New: New PSPN Story notes when a record-breaking hitting streak comes to an end. Note, this only gets mentioned on hitting streaks of 15 games or more. - Tweak: Existing PSPN "Active Hitting Streaks" story makes note of the current all-time record, and lists players in boldface type that are currently tied/ahead of the record. - Fix: Fixed "Assertion Failed" error that was introduced in Beta 1.14 (It was crashing on a career-ending injury) - Fix: On the pre-game lineup screen, the new feature added in the beta to show the player names colorized based on their fatigue level was showing the home and visitor teams with the same colors. === 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...) === 1.11 - 1.12 beta changes === - New: The AI now dynamically adjusts it's GM/Managerial tendencies based on the team's characteristics - 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: Alignment of "Hall of Fame Member" text on player card was off a bit - New: Player Affinity mode - If you choose this option (only avil 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
|