* Added steam workshop support and greatly expanded the modding possibilities in game. Simply subscribe to a mod on steam, and the option should appear in game for you to select when starting a legacy.
* Also added support for “Universe” mods, in which the universe mod can be subscribed to in steam to essentially allow you to pre-select all the desired mods you want to use
* Lots of in-game guides as to how to use the modding system
* The old mod format no longer works, but the underlying excel files mostly didn’t change. It will just require you to put the excel file into its own folder and add a mod_info.json file, which can be auto-generated by the game if you wish through the “Mods” menu in game.
* Various back-end fixes to steam workshop
* Added a distance-based ceiling on two-point shooting accuracy, so shots near the free-throw line and mid-range are no longer nearly automatic for elite scorers.
* Fixed bug where the game could crash while finalizing tournament expectations for a team with no manager.
* Fixed bug where the game could crash at the end of the regular season if a coaching role was left vacant.
* Fixed bug where a team's conference championship expectation was graded against a stale projection after the title was decided.
* Fixed bug where a player with unusual position or eligibility data could crash the team setup screen.
* Fixed bug where the team setup screen could crash for teams with fewer than three players on the roster.
* Fixed bug where the recruiting pitch screen could crash or show a fabricated conference grade for independent teams and for players joining a game in progress.
* Fixed bug where an expiring-contract popup could crash for players not currently assigned to a team.
* Added: Coach of the Year awards (national, conference, and rookie) now permanently raise the winning coach's reputation.
* Added: Sweet 16 and Elite Eight tournament runs now raise your coaching reputation each season — previously only Final Four or better counted.
* Fixed bug where successful young coaches were graded "Not Qualified" for job openings purely because rival candidates had longer careers — coaching experience now maxes out around ten years, after which results are what separate candidates.
* Changed: schools evaluating head-coach candidates now weigh on-court results much more heavily and length of tenure much less.
* Fixed bug where a player entering the transfer portal was counted as competition against himself, giving stars transferring from thin rosters a false F playing-time grade
* Fixed bug where a recruit's playing-time grade was locked in at first contact and never updated as the roster changed
* Fixed bug where players who had left for the draft or the portal still counted as roster depth in recruiting evaluations for the rest of the offseason
* Fixed bug where transfer playing-time projections were based on future potential instead of current ability, under-rating upperclassmen and over-rating freshmen
* Improved the highschool recruit rating curve so highly-ranked recruits project playing time more accurately
* Fixed bug where a newly signed recruit could arrive with an offense or defense type rating far above 100 (e.g. 150 in Pro Style) because the same familiar offense could be rolled multiple times during recruit generation
* Fixed bug where existing saves could still produce those inflated ratings from already-generated recruits — duplicate familiar offenses/defenses are now cleaned up on load
* Fixed a rare mid-game crash caused by a player missing a coach-gameplan usage setting (typically after loading older saves or certain roster changes).
* Fixed bug causing all centers to be 6’8”
* Fixed bug preventing viewing recruiting reports in recruiting board screen
* Fixed bug where players received no development from playing in games — minutes played now correctly grow stamina and all 20 play-type ratings.
* Fixed bug where the Potential Reacher coaching skill had no effect — staffs with the skill now develop players up to ~10% faster, as the tooltip promises.
* Fixed bug where overworked practice weeks (heavy practice plus multiple games) made player ratings improve instead of decay.
* Fixed bug where a player stuck in a stale "going pro" state could corrupt data at season end — the game now safely resets them with no memory risk.
* Fixed bug where old saves kept a legacy extra offensive-set entry in player development data, misaligning practice development for those saves.
* Fixed several rare crash paths in player week/game/season processing by adding missing safety checks.
* Fixed bug where, while a team had an interim head coach, that coach was counted twice — inflating the skills they contributed and falsely triggering the "dysfunctional staff" penalty. The interim is now counted once.
* balance pass for contract transfers, coach firings, recruit position balance, and player overalls; big men should be less strong both early and late in the sim, and positional balance should be better.
* added a “consensus” option for recruiting reports when more than one report has been purchased.
* lowered the accuracy of recruiting reports across the board, giving a boost and incentive to purchase multiple
* Contract morale now scales with a player's performance, development, and personality instead of a flat penalty — proven and improving players weigh their contract more heavily, while it stays a minor factor for others.
* fixed bug causing program development approval to crater
* Rebalanced center development and per-position recruit generation to curb centers dominating later-sim seasons and tighten positional balance.
* Players now have preset offensive/defensive positions seeded from the default roster CSV rather than always derived from attributes, with overall rating distributions and position weights rebalanced to fix big-man representation
* Service academies and Ivy League schools can now only recruit incoming freshmen (no transfers/JUCO), never give out contract money, and cannot redshirt players
* service academies also cannot target international recruits
* a recruit’s incentives offered grade is now graded against each his own asking price instead of the best competing offer
* Reworked recruit money-offer grading — partial offers now register more (concave curve) and outbidding rivals gives an upside-only bonus capped at B-, with the offer-grade table reacting live to the visible bidding war.
* 4- and 5-star recruits now weight Pro Potential and Contract Incentives significantly more heavily
* Reduced how quickly recruits lower their contract expectations over the season as they go unsigned
* added the recruit’s expected contract to his popup, with a tooltip that will display what grade you will receive depending on the offer you give him
* AI recruiting now weighs uncontested recruits more heavily, judges whether it can financially out-bid a recruit's existing offers, and no longer mis-weights talent when desperate late in the season
* The computer AI no longer bleeds coach reputation for sensibly dropping recruits it's clearly lost, and when it runs out of scholarships it will now pull an offer from a recruit it's losing to chase a higher-priority recruit it can realistically land.
* revamped some of the calendar UI
* changed ticket revenue for neutral games so that teams no longer receive ticket revenue for playoff games (this is correctly paid out into the conference by tournament units)
* added an “all” option for viewing team stats, allowing viewing of league wide team stats
* Fan support tiers (hardcore/casual/fair-weather) now stay organically balanced all season — each remains a meaningful share, with strugglers keeping a loyal hardcore lean and winners drawing a larger casual/bandwagon base.
* Fixed a bug that could cause man-to-man defense matchup assignments to be discarded.
* Fixed a crash during end-of-season NET rating calculation and hardened the advanced-stats math against corrupt schedule data.
* fixed bug in initial minutes rotation generation causing some players to receive too many minutes considering their stamina
* fixed a bug causing help-defense to not apply properly
* fixed a bug preventing low-aggression teams from properly playing at a slower pace
* Fixed a bug where the game sometimes never re-ordered lineups into their best positional fit
* Fixed substitutions pulling foul-troubled players off the bench when there are other players available not in foul trouble
* Fixed foul-trouble management and minutes/rotation pacing bugs that sometimes occurred
* Fixed missed and-one free throws on made threes being incorrectly counted as made free throws, inflating FT%.
* fixed a bug causing the wrong foul rates
* Fixed a bug where the spread-offense coach skill bonus was applied twice to a team's turnover calculation, overstating its effect for coaches with that skill.
* Fixed a bug with the assist-based foul-shot adjustment
* Fixed a bug with player offensive-rating calculation
* Rebalanced the fan support equilibrium so fan base sizes stay stable and realistic across seasons instead of drifting downward over time.
* fixed a batch of staffing/coaching bugs
* fixed a bug that caused coach approval to reset twice in the offseason rather than once, leading to teams under-firing their coaches
* balanced individual-performance grading to be position-normalized so centers (and the frontcourt) stop being over-represented in the transfer portal
* Low morale now slightly hurts a player's on-court performance, giving a direct reason to keep even seniors happy.
* added a checklist entry for when a player hits the point where their contract expectations jump up
* Fixed AI programs overspending their contract budget into a negative balance by making in-season contract raises account for money already offered to recruits.
* Fixed transfer recruit personality not displaying even when fully scouted
* Fix scouting stuck at less than 100% for transfer recruits
* fixed bug where auto-generated non-conference games can miss road back-to-back conflicts for the actual away team when the initiating team is home
* fixed scheduling bug related to end of year/start of year date semantics
* Practice history now shows player names even after they've transferred or graduated
* Fixed three coach-achievement bugs — Home Court Advantage is now awarded for winning all home games (previously almost never granted), Giant Killer now correctly tracks 3 ranked wins per season and survives reloads, and Diamond in the Rough no longer misfires on an unranked recruit.
* Fix inverted freshman playing-time coaching skill (was penalizing minutes satisfaction)
* Fixed players' mood getting partly reset during the tournament, so their transfer decisions now reflect how they really felt all season.
* Fixed bug sometimes causing players to slowly become unhappy over the season even when they were playing great.
* Fixed four coaching skills that almost never worked — Potential Unlocker, Work Ethic Unlocker, Personality Unlocker, and Rating Unlocker now properly help your players develop.
* Fixed tournament byes for non-power-of-two fields, corrected playoff host-site assignment, freed eliminated teams' schedule dates
* Fixed Most Improved Player selection — it now correctly measures each player's improvement over last season instead of favoring whoever played least the year before, and All-American/All-Conference teams now list players at the position slot they actually earned
* Fixed a bug where rapidly clicking "advance to next season" could skip an entire season
* Seniors with no realistic draft chance now show their true draft odds (e.g. "No Chance") instead of "Automatic" in the roster's Going Pro column, and no longer trigger the "players likely to go pro" reminder.
* Fixed flights costing a flat 4 hours regardless of how far the recruit was. Flight time now scales with actual distance, so recruiting a player across the country takes meaningfully longer than one a state away
