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Full Steam announcements and update articles for this title.
Hello, this is Team Samoyed.
We are sharing the patch notes.
Due to the version update, existing mods may not function properly. Players using mods are advised to disable them or play on a previous version until the mod creators update them for the current patch version.
In your Steam Library, right-click Teamfight Manager 2, select Properties, choose the desired version under Game Versions and Betas, and launch the game to play on that version.
Increased the generation rates of rookie and free agent players by region and position, while adjusting them to prevent excessive player accumulation during long-term play and maintain a stable pool of recruitment candidates.
Adjusted the reinforcement criteria and the number of players AI teams consider simultaneously so that they more actively evaluate players who are better than their current starters. AI teams now also consider player value, roster gaps, and financial status together, reducing the stagnation of the transfer market during long-term play.
When multiple teams negotiate with the same player, the game now compares the negotiation stage, final approval status, and practical terms including transfer fees, installment payments, and sell-on revenue shares. Valid offers from the player’s team are evaluated using the same criteria. If a priority negotiation falls through, the next-priority negotiation will resume immediately, and negotiations that have been on hold for a long time will be reviewed again.
Improved the player information screen so that it shows the negotiation stage, final approval status, the waiting status for securing an alternative player, and when re-contact may be possible. The negotiation cooldown period is adjusted based on the result and reason, and failed negotiations caused by insulting offers are announced in the Inbox.
Optimized Match Engine performance, reducing the time required to simulate a match by approximately 23%.
Due to changes to the Match Engine code, replays of matches played before this patch may produce different results from the recorded outcomes. We ask for your understanding.
Champion Mastery no longer decreases during the offseason, and mastery growth from Champion Training is now applied normally.
Improved the Team History tab in Team Information so that you can view each team’s regular season results and final playoff placement for each season.
Improved the Champion Information screen in Game Information so that its stats and skill information match those shown on the Ban/Pick screen.
Reorganized the Finance tab to provide more detailed information and make it easier to understand.
Improved the Ban/Pick and in-game screens so that the current standings are displayed next to each team’s name in league matches, while the region and seed are displayed in international tournaments.
We changed the structure of the Mod API to resolve the existing issue where mods using native code (DLL) could not be used unless they were rebuilt whenever the game was updated. Mods written and distributed using mod-api-stable can now continue to be used without rebuilding after version updates. For more details, please refer to the official modding guide (https://github.com/teamsamoyed/TeamfightManager2Mod).
Fixed an issue where the win or loss shown while spectating a match could differ from the actual match result in certain situations.
Fixed an issue where, in some existing saves or due to delayed or duplicated multiplayer packets, a negotiation draft could point to the official offer status or cause acceptance and rejection processing to repeat. Validation was also strengthened to prevent abnormal transfer fees and weekly wages from being applied to contracts or club budgets.
Fixed an issue where damage and effects were not applied when a target moved out of sight after a projectile had been fired.
Fixed an issue where replays of matches featuring Nightmare could not be opened in existing saves where Nightmare had been added through an in-game patch.
Fixed an issue where scouting reports would not arrive in some existing saves and custom databases when both a region condition and free agent status were selected for Scout Dispatch.
Fixed an issue where, after disabling a champion mod, the champion could remain in the existing save’s champion pool as an invisible entry and could not be removed.
Fixed an issue in saved multiplayer leagues using Peerless or Peerless (Hard) where the number of Ban Cards could remain fixed at two or fail to synchronize between players even when enough champions were available, preventing the third ban from proceeding.
If you encounter any issues while playing, please contact us at
at any time.
Thank you.
Hello, this is Team Samoyed.
We are sharing the patch notes.
Due to the version update, existing mods may not function properly. Players using mods are advised to disable them or play on a previous version until the mod creators update them for the current patch version.
In your Steam Library, right-click Teamfight Manager 2, select Properties, choose the desired version under Game Versions and Betas, and launch the game to play on that version.
Instead of automatically swapping the bottom two teams from Division 1 with the top two teams from Division 2, promotion and relegation will now be decided through a BO5 promotion/relegation playoff.
Improved the ranking system for tied teams in Division 1 and international tournaments. Rankings are now determined based on completed head-to-head results and, when necessary, regular season, group stage, and Swiss Stage results. The actual tiebreaking criteria and team comparison data can be viewed in the Inbox.
The Mod SDK now supports custom Ban/Pick illustration packs. Large champion illustrations in the Ban/Pick screen can be replaced through local mods or Steam Workshop mods. Champions without a valid custom image will be displayed using their existing pixel sprites.
Improved the mod list so that the existing scroll position is preserved when enabling or disabling a mod.
Fixed an issue where some players’ regional Solo Rank records could be missing when using a custom database, causing game progression to become stuck at 23:50 on certain dates.
Fixed an issue in International Cup tournaments in Multiplayer Leagues where some matches between AI teams could remain stuck at 0:0, leaving subsequent matchups as TBD and blocking schedule progression. Affected existing saves will be automatically repaired when loaded.
Fixed an issue where the game could terminate abnormally if the distance between Crossbowman and the marked target became too great while Crossbowman’s ultimate mark was active.
Fixed an issue where Crossbowman’s Skill 1 and Skill 2 could miss a rapidly moving marked target while the ultimate mark was active. Skill 1 can be blocked by another enemy champion along its path, while Skill 2 continues to pierce through all enemies in between and hit the marked target as before.
Fixed an issue in Deathmatch where Nightmare could move outside the map or inside a wall after killing an enemy with the ultimate, causing Nightmare to disappear from combat.
If you encounter any issues while playing, please contact us at
at any time.
Thank you.
Hello, this is Team Samoyed.
We are sharing the patch notes.
Due to the version update, existing mods may not function properly. Players using mods are advised to disable them or play on a previous version until the mod creators update them for the current patch version.
In your Steam Library, right-click Teamfight Manager 2, select Properties, choose the desired version under Game Versions and Betas, and launch the game to play on that version.
Greatly increased the training speed for players’ language and position proficiency. Players assigned to individual training will now experience proficiency growth much faster than before.
Improved Champion Statistics so that tiers can be changed directly and sorted by tier. If Tier Classification is hidden in the settings, this option will also be hidden.
Improved the Match Engine logic related to skill usage and situational decision-making for some champions.
Due to changes to the Match Engine code, replays of matches played before this patch may produce different results from the recorded outcomes. We ask for your understanding.
Adjusted the Ban/Pick screen layout so that more champions can be seen at a glance, and added each champion’s skill names.
*The layout was based on the Ban/Pick View Plus mod from the Steam Workshop, created by 다람이. We would like to thank 다람이 for creating this wonderful work and allowing us to include it in the patch.
Fixed an issue where a failed custom database save could appear successful, or where a custom database could not be loaded and would open with the default data due to a corrupted file or characters such as line breaks in an edited name. Existing files are now backed up when saving, and the backup file is used if the default file cannot be loaded.
Fixed an issue where, if champion skill values were directly modified in a custom database, subsequent automatic balance patches were applied based on the values from before the modifications. Subsequent buffs and nerfs will now be applied based on the directly modified values.
Fixed an issue where saving Database Edit in a save containing champions not yet added by a patch could cause those champions to be added early without patch notes. Player-specific proficiency for locked champions is preserved, but it does not affect the actual unlocking of the champions.
Fixed an issue where selecting 2 vs 2 or 3 vs 3 in Deathmatch could change the match to 5 vs 5 upon entering the match, or where the “Proceed” button on the match results screen would not work after the match ended.
Fixed an issue where, after changing tournament rules during a season, the rules intended to take effect the following year were incorrectly displayed on the current season’s international tournament pre-draw rankings and records screen.
Fixed an issue where, after conducting a 5 vs 5 Composition Test in Training and entering a match’s Ban/Pick screen, the primary position of every champion was incorrectly displayed as Top/Jungle.
Fixed an issue where, after redeploying a Scout, players who did not meet the scouting conditions, such as players from our team or players outside the newly configured age range, continued to appear on the scouting list.
Fixed an issue where loading a save with a disabled mod could still attempt to automatically purchase items from the disabled mod, or where remaining mod champion data could cause Ban/Pick or match progression to stop.
Fixed an issue in Deathmatch where the effect of health-increasing items was not properly reflected in current health immediately after revival, and where the critical hit chance of some attack speed items was applied twice.
If you encounter any issues while playing, please contact us at
at any time.
Thank you.
Hello, this is Team Samoyed.
We would like to share what we are aiming for in version 0.6.0, which will be the next major patch.
First, we will continue improving the match engine, which is the most important and central element of the game.
We have steadily worked on the match engine so far, but from here on, our goal is to create match flow that feels more intuitive.
We will focus on making the tactics directed by the manager and each player’s tendencies more visible and easier to feel, while reducing scenes where players behave in ways that feel questionable.
Alongside match engine improvements, we plan to add a feedback system to strengthen the sense of control as a manager. We are envisioning a system where you review match replays of specific moments and give positive or negative responses to those moments, gradually correcting similar types of play over time.
As before, we are aiming to add four champions with each major patch.
We plan to add content that can further increase immersion in team management.
We will continue improving UI elements that cause inconvenience during gameplay or have room for improvement.
As with previous versions, content for the 0.6.0 patch will be introduced through the beta as soon as each part is completed.
Thank you for always playing the game and continuing to send us your feedback.
We will do our best to present an even more improved Teamfight Manager 2 through the 0.6.0 patch.
Thank you.
Hello, this is Team Samoyed.
We are sharing the patch details.
Due to the version update, existing mods may not work properly. If you are using mods, we recommend disabling them or playing on a previous version until the mod creators update them for this patch version.
From your Steam Library, right-click Teamfight Manager 2 - Properties - Game Versions and Betas, then select the version you want to play.
New champion 'Sand Mage' has been added. Sand Mage is designed as an AP-based DPS damage dealer champion.
Skill 1: Infuses basic attacks with sand energy, dealing bonus magic damage. On use, erupts sand around the target to deal area magic damage. This skill can critically strike.
Skill 2: Absorbs sand energy, increasing Movement Speed for a certain duration and healing self.
Ultimate: Creates a sand swamp around the target that lasts for a certain duration. Enemies on the sand swamp are continuously pulled toward its center and take magic damage.
New champion 'Alchemist' has been added. Alchemist is designed as an AP-based DoT damage (poison) champion.
Skill 1: Throws a flask that explodes, applying poison and healing reduction effects for a certain duration.
Skill 2: Targets one enemy, applying healing prevention and slow effects while dealing damage.
Ultimate: Throws a toxic flask in a straight line. A circular poison cloud gradually spreads from the enemy hit, applying poison to enemies in range and reducing their Defense and Magic Resistance.
New champion 'Crossbowman' has been added. Crossbowman is designed as an AD-based poke champion.
Skill 1: Fires a powerful arrow in a straight line, dealing physical damage to the first enemy champion hit.
Skill 2: Fires a piercing arrow forward in a straight line, dealing physical damage and pushing self backward.
Ultimate: Fires a tracer round in a straight line, dealing physical damage to the first enemy champion hit and marking them for 5 seconds. While the mark remains, all skills hit the target regardless of distance, and their cooldowns are reduced by 80%. Other champions in the path can intercept the shot.
New champion 'Nightmare' has been added. Nightmare is designed as an assassin champion with a stealth effect.
Skill 1: Fires a short-range nightmare shard in a straight line, dealing damage. Can be cast up to 3 times in succession.
Skill 2: Dashes a certain distance, dealing circular area damage to nearby enemies, then enters stealth for a certain duration.
Ultimate: Dashes to a designated enemy and deals damage. If this skill kills the target, Nightmare can teleport next to an allied champion regardless of distance.
A new game mode, 'Deathmatch,' has been added. As in the previous title, the team that records more kills within the set time wins. You cannot change the game mode during a playthrough, and you can play Deathmatch by selecting it when starting a new game.
The Champion Mastery system has been added. All players now have their own Champion Mastery, and they receive bonuses to player attributes based on their mastery values.
Composition Test - 5v5 / Lane Test features have been added. You can run them up to 5 times per day from the Training tab, and players who participate in tests will consume Stamina.
Added an option to set the number of ban cards in Settings and multiplayer friendly matches. Formats such as 3 bans followed by 2 bans will be introduced later.
Improved the Personal Tactics setup screen so matchup composition is also displayed there.
Improved the match engine logic for players' overall decision-making and behavior.
In internal comparisons, this improved AI recorded approximately a 57.7% win rate against the match engine AI from version 0.4.14, and approximately a 64.1% win rate against the match engine AI from version 0.4.3 (the initial release version).
Due to match engine code changes, replays of matches played before this patch may show results different from the recorded outcome. We ask for your understanding.
Fixed an issue where, when generating quick/skipped simulation results, equipment already owned could appear to have been sold or replaced with unrelated equipment.
Fixed an issue where match replays could be affected by balance patches or the latest Personal Tactics settings applied after the match, causing them to play differently from the original result or making the Personal Tactics screen appear as if it belonged to another match.
Fixed an issue where, immediately after moving into the Summer Split, the top-right tournament selection dropdown could display the previous Spring tournament or fail to show the Summer regular season entry.
Fixed an issue where mods that had been unsubscribed from or manually deleted could remain in settings and be loaded again on the next launch.
Fixed an issue where facility merchandise could continue selling very slowly even when its price was set excessively high.
Fixed an issue where, after a balance patch, the Ability Power coefficient display for Taoist's skill did not match the actual changed value.
Fixed an issue where, in balance patches, changes to Sniper Skill 2's coefficient were displayed as changes to Skill 1.
Fixed an issue where Exorcist's Skill 2 could fail to reflect some crowd control effects.
Fixed an issue where skipping the year-end break could stop before the next transfer market began.
Fixed an issue where, during a multiplayer league, after another player left, the Skip Break Period button would not appear, forcing the remaining player to advance the break period one day at a time.
Fixed an issue where stadium upgrades did not work in some save data or custom data.
Fixed an issue where a target affected by Shadowmancer's ultimate could continue moving due to an existing movement effect.
Fixed an issue where the same missing native effect warning could be printed repeatedly while loading player-made mod champions, increasing loading time.
Fixed an issue where skill values of champions added by mods were not properly reflected in auto balance patches, Database Edit, or skill tooltips.
Fixed an issue where, in some save data, processing an old transfer notification could return the game to the same date and prevent progression.
(Added) Improved movement skill stability for champions added by mods. Forward/backward movement effects will no longer stop save data progression even if they execute during death processing or date progression simulation.
(Added) Improved cases where a custom database save failure could appear as successful, or where Database Edit could open with default data due to a corrupted custom database. When saving, the previous custom database is backed up, and if the default file cannot be loaded, the backup file is used.
(Added) Fixed an issue in Deathmatch where the game could become unresponsive when only one member of the opposing team remained.
(Added) Fixed an issue where, after Nightmare killed an enemy with the ultimate and teleported near an ally, Nightmare could move into the enemy fountain in certain situations.
(Added) Fixed an issue in Deathmatch where characters could leave the arena after movement skills or knockback effects.
(Added) Fixed an issue where Champion Mastery bonuses and related UI/tooltips could be displayed or applied in multiplayer friendly matches and practice matches. Champion Mastery bonuses and Champion Mastery growth are now disabled in those matches.
(Added) Fixed an issue where, when moving to the next set in multiplayer matches, some teams could be treated as AI and champion bans could be selected automatically.
(Added) Adjusted Champion Mastery decay and growth speed. Mastery decay during breaks and periods between matches has been eased, and mastery growth through actual matches and champion training is now more noticeable.
If you encounter any issues during gameplay, please contact us at
at any time.
Thank you.
Hello, this is Team Samoyed.
We would like to share the patch details.
The Champion Mastery system has been added. All players now have their own Champion Mastery values, and they gain stat bonuses based on their mastery.
Improved the Composition Test feature and fixed related bugs. Tactics can now be configured in Composition Test.
A new game mode, “Deathmatch,” has been added. As in the previous title, the team with more kills within the set time wins. The game mode cannot be changed during a playthrough, and you can play Deathmatch by selecting it when starting a new game.
You can participate in the beta program by right-clicking Teamfight Manager 2 in your Steam Library, selecting Properties > Betas, choosing “beta,” and then playing the game.
The beta program updates in-development content frequently. Therefore, the version may be unstable, Mods may not work properly, and when using existing save files, those save files may not be compatible until the official build is updated.
We would appreciate your feedback on the beta program via
or the official Discord channel (
).
Thank you.
Hello, this is Team Samoyed.
We would like to let players know that a live community ranked platform for Teamfight Manager 2 is now available through Discord.
This ranked platform offers an organized way for players to continue competing, improve their skills, and climb a dedicated Elo-based ladder while waiting for future updates.
Features include:
Elo-based ranked matchmaking
Visible rank progression
Match reporting and confirmation
Player profiles and match history
Leaderboards
Best-of-3 and Best-of-5 match support
Ranked rules and match flow guidance
At the moment, the ranked platform officially supports Fearless Hard as the main competitive ruleset. Support for additional draft modes is planned for the future through a dedicated Pick & Ban system.
Please note that this is not an in-game ranked mode or a gameplay mod. It is a community-powered ranked experience hosted through Discord, designed to give dedicated players a long-term competitive environment.
Join the Official Teamfight Manager 2 Discord and look for the Multiplayer area.
Thank you for continuing to support Teamfight Manager 2.
Hello, this is Team Samoyed.
We would like to share the patch details.
A new Champion, “Nightmare,” has been added. Nightmare is designed as an Assassin Champion with a stealth effect.
Skill 1: Fires a short-range nightmare shard in a straight line, dealing damage. It can be cast up to 3 times in succession.
Skill 2: Dashes a set distance, dealing circular area damage to nearby enemies, then enters stealth for a set duration.
Ultimate: Dashes to a targeted enemy and deals damage. If this skill kills the enemy, Nightmare can teleport next to an ally regardless of distance.
Composition Test - 5v5 and Laning Test features have been added. They can be used up to 5 times each day from the Training tab, and players who participate in a test will consume HP.
Added an option to set the number of ban cards in Settings and multiplayer Friendly Matches. Settings such as 3 bans followed by 2 bans will be added later.
You can participate in the beta program by right-clicking Teamfight Manager 2 in your Steam Library, selecting Properties > Betas, choosing “beta,” and then playing the game.
The beta program updates in-development content frequently. Therefore, the version may be unstable, Mods may not work properly, and when using existing save files, those save files may not be compatible until the official build is updated.
We would appreciate your feedback on the beta program via
or the official Discord channel (
).
Thank you.
Hello, this is Team Samoyed.
We would like to share details on bug fixes, balance adjustments, and added features.
Due to the version update, existing Mods may not work properly. If you are using Mods, we recommend disabling them or playing on a previous version until the Mod creators update them for the current patch version.
In your Steam Library, right-click Teamfight Manager 2, go to Properties > Betas, select the version you want, and launch the game to play on that version.
Improved the Recruitment tab so Contract Status, All Negotiations, Scouting List, Interested, and Released can use the same filters as the All list. Selected filters are preserved even after moving to another screen or proceeding through matches, and the button layouts for All Negotiations and Scouting List have been made more consistent.
(Added) Fixed an issue where filters were unintentionally applied across all tabs.
Added a Duplicate button to save slots in the Load popup to make save files easier to back up. Save files can also be duplicated in the multiplayer Host Saved Game popup.
Added a Save as New File button below Save in the in-game pause popup. The default shortcut is N, and it creates a new save file without overwriting the existing one. In multiplayer, only the host can use this feature.
Improved the coach data editing screen for existing saves and custom databases so salary and contract duration can also be edited.
Added support for modders to rework existing champions through same-ID JSON data champions and Rust SDK replace_champion registration. Existing saves and ban/pick references are preserved, and runtime rebinding has been reinforced so mod champion behavior stays consistent between server and client in multiplayer.
Stabilized the native (code) mod ABI. The game, SDK, and mod builds now use the same fixed compiler and build settings, allowing mods to build and operate consistently across releases.
Improved part of the match engine logic related to players' engagement decisions.
Due to match engine code changes, replays of matches played before this patch may show results that differ from the recorded outcome. Thank you for your understanding.
Fixed Guardian Spirit's ultimate behaving differently from intended, as if it were a full resurrection shield, and updated its description text. It now continuously heals allies inside the sanctuary, revives only one ally who dies inside the sanctuary, and immediately ends the sanctuary when the revive occurs.
(Added) Fixed an issue where Guardian Spirit's ultimate text was displayed incorrectly in some languages.
Fixed an issue where, if the movement target disappeared while some mod champions were using movement or dash skills, the match replay or background match simulation could fail to finish and stop date progression. Match processing now finishes safely even if the target disappears or abnormal movement values are provided.
Fixed champion information tooltips so that hovering over player slots during the ban/pick selection phase shows the same champion info tooltip as in the swap phase.
Fixed an issue where self-damage during combat could draw aggro from allied towers.
Fixed a delayed application issue with circular area projectiles.
Improved processing for crowd control skills applied on the same tick.
Fixed an issue where knockback was not applied when the caster and target were in the same position.
Unsupported .ogg sound files in mods are now reported through mod loading warnings.
Fixed an issue where the View Match Result Immediately button did not work during the tutorial 2v2 match.
(Added) Fixed an issue where multiplayer Friendly Matches could not proceed.
If you encounter any issues while playing the game, please feel free to contact us at
.
Thank you.
Hello, this is Team Samoyed.
We would like to share how you can roll back to a previous version after an update.
Since the Steam Workshop may not work smoothly immediately after a new update is released, we have introduced a feature that allows you to play on previous versions.
The method is the same as joining the beta version.
In your Steam Library, right-click Teamfight Manager 2, go to Properties > Betas, select the version you want, and launch the game to play on that version.
Save files played on a newer version may not be compatible with previous versions.
If you encounter any issues while playing or have feedback, please contact us at
or through the official Discord channel (
).
Thank you.
Hello, this is Team Samoyed.
We would like to share the patch details.
A new Champion, “Alchemist,” has been added. Alchemist is designed as an AP-based DoT damage (Poison) Champion.
Skill 1: Throws a flask that explodes, applying Poison and Healing Reduction effects for a set duration.
Skill 2: Targets one enemy, applying Healing Lockout and Slow effects while dealing damage.
Ultimate: Throws a toxic flask in a straight line. When it hits an enemy, a circular poison cloud that gradually spreads out is created from the target, applying Poison to enemies within its area and reducing their Armor and Magic Resistance.
A new Champion, “Crossbowman,” has been added. Crossbowman is designed as an AD-based poke Champion.
Skill 1: Fires a powerful arrow in a straight line, dealing physical damage to the first enemy Champion hit.
Skill 2: Fires a piercing arrow forward in a straight line, dealing physical damage and pushing himself backward.
Ultimate: Fires a tracer round in a straight line, dealing physical damage to the first enemy Champion hit and marking them for 5 seconds. While the mark remains, all skills will hit the target regardless of distance, and their cooldowns are reduced by 80%. Other Champions in the path may be hit instead.
You can participate in the beta program by right-clicking Teamfight Manager 2 in your Steam Library, selecting Properties > Betas, choosing “beta,” and then playing the game.
The beta program updates in-development content frequently. Therefore, the version may be unstable, Mods may not work properly, and when using existing save files, those save files may not be compatible until the official build is updated.
We would appreciate your feedback on the beta program via
or the official Discord channel (
).
Thank you.
Hello, this is Team Samoyed.
We would like to share details on bug fixes, balance adjustments, and added features.
Due to the version update, existing Mods may not work properly. If you are using Mods, we recommend disabling them or playing on a previous version until the Mod creators update them for the current patch version.
In your Steam Library, right-click Teamfight Manager 2, go to Properties > Betas, select the version you want, and launch the game to play on that version.
Added annual operating subsidies to help reduce long-term financial deterioration for 2nd-division teams. Subsidies are shown in finance records and News, and only part of the amount is reflected in Recruitment/Salary Budget calculations to prevent budgets from becoming excessively inflated.
Improved existing saves so the champion pool type and custom champion list can also be changed from Options > Gameplay.
Improved the player data editing screen for existing saves and custom databases so salary and contract duration can be edited.
Added category filters and a favorite filter to the top of News. Each news item is categorized as Transfer, Match, Analysis, Club, Patch, or General, and important news can be collected in Favorites using the star in the list.
Improved usability for the filter popup in the Recruitment tab. Filter choices are now reflected in the list immediately, and age/stat ranges can be adjusted using both dropdown presets and fine -/+ controls.
Adjusted AI teams' cross-region recruitment decisions to be more conservative. Necessary survival signings are preserved, but when there are enough same-region alternatives, foreign starter growth and transfer market overheating should occur less often.
Adjusted AI transfer market candidate selection so the selling team's core-player protection rules are considered in advance. This reduces repeated attempts to target core players who are difficult to sell, including replacement-position considerations, and more reliably prevents sudden drops in the selling team's starter strength.
When a first-division team already has multiple foreign starters, routine cross-region upgrade signings now require a larger power advantage. Empty-position signings and deadline reinforcements are still prioritized as before.
Teams under heavy salary pressure now act more cautiously with non-urgent roster expansion and upgrade-oriented transfer offers.
(Added) Fixed an issue in the tutorial where progress could fail to continue after reading all News following the 2v2 match. Tutorial step stability was also strengthened so save/load, date progression, and recovery of scheduled tutorial matches no longer delay or roll back progress.
(Added) Fixed an issue in the Manager Training tutorial where the final 5v5 BO3 match on January 17 could repeat against the same opponent or carry the previous set score into the next entry, causing a first set to end with an incorrect series score. Tutorial progress and date advancement now continue normally after the match regardless of the final BO3 score.
(Added) Fixed an issue where using many custom champions or data-only mods could cause ban/pick calculations to stall during champion select or while advancing time. The available champion pool is preserved, while ban/pick AI scoring now uses a stable candidate set so progression continues even with large mod champion pools.
(Added) Fixed an issue where editing database numbers or importing a Game Numbers DB in the current save could cause stale edit data to overwrite all player/staff data, resulting in fewer players, old players being added back, or position-related stats reverting. Existing players and staff now only apply fields that were actually changed.
(Added) Fixed an issue in the ban/pick phase of multiplayer matches where, if the opposing player had not yet entered the match screen, the Blue side's AI ban/pick could fail to proceed and the game could stop at the champion selection phase.
(Added) Fixed an issue where the progress bar on the Proceed loading screen could appear stuck while background match simulations were still running. The gauge now fills according to match simulation progress.
(Added) Fixed an issue where champions unlocked through previous in-game patches or tutorial rewards could disappear from the champion selection list in existing saves. Missing unlocked champions are restored on load based on saved patch/tutorial News records.
(Added) Further fixed an issue in some older saves where international tournament draw/seed information remained but match date information was missing, preventing the break skip button from appearing.
Fixed an issue where, in certain situations, teams that did not qualify for an international tournament or were eliminated in the group stage could have to manually proceed through the international break. The break skip button now appears correctly during that period.
Strengthened roster safeguards so teams do not end up with an empty position on transfer market deadline day. Even when normal FA candidates are scarce, low-cost local players are secured first.
Fixed a possible crash in the schedule screen or pause screen in some custom databases or repaired saves when the owning league/tournament for a competition could not be found.
Fixed an issue where stamina might not recover as days pass if a player's minimum stamina recovery value was saved higher than the maximum value through current database editing or custom data. Existing saves and custom data are normalized to a valid range where possible during loading.
Fixed an issue where, if the player contract negotiation after a transfer fee agreement was rejected, the propose button could appear again on the previous transfer-fee acceptance notice after the cooldown ended.
Fixed an issue where another AI team could have the same level of transfer fee accepted first while the player's transfer offer was still pending. AI teams must now offer clearly better terms than the player's pending offer to recruit the player.
Added an All option to the patch version filter for champion/player statistics in the Statistics screen, and fixed an issue where the list did not refresh when changing the patch version dropdown in the player statistics tab. Player statistics are now aggregated based on match records from the selected patch, and choosing All shows statistics across all patches together.
Adjusted the eligibility criteria for average KDA/average rating in league season player records. This fixes an issue where full-time starters on teams with many 2-0 wins could be excluded from leaderboards or season awards due to the number of sets played.
Reduced excessive heat that could be felt during background simulation on some PC environments.
Fixed an issue where, when reopening a saved multiplayer league, guests in rooms with three or more players could fail to see other participants or the Ready button could remain disabled. Room join confirmation is now processed before saved-data transfer, so lobby synchronization proceeds more reliably even with large save files.
Fixed an issue in multiplayer and single-player where the server's pre-simulation result could be saved before the result of the match directly played by the player, causing the final score to be recorded differently from the actual match.
Fixed issues where champions added by mods could cause progression to stop during ban/pick power-analysis chat, recommended candidate selection, AI auto-selection, swap/strategy recommendations, or match-result learning. Also fixed an issue where champion info tooltips could crash when a mod champion had missing attack effect information.
Fixed an issue where, when spectating Hard Fearless ban/pick in multiplayer, previous-set pick locks were shown on only one side as if they were Soft Fearless. In Soft Fearless, AI/coach-delegated ban/pick candidates now follow the same lock rules as the player.
Fixed an issue where champion main-position indicators could disappear from the ban/pick screen after a new season, or ban/pick delegation and coaching staff chat tools could fail to appear despite valid coaching staff.
Fixed an issue where editing database numbers in the current save, such as vision, or importing a game-number DB could unintentionally reset the active champion pool to Classic/default settings.
Fixed an issue in auto-balance patches where some periodic damage/repeating-effect intervals were treated like effect durations, causing nerfs to instead act as buffs by increasing damage frequency. Patch direction and display text for repeating damage/healing/HP drain entries have been cleaned up, and some champion skill patch settings that were not being applied due to old keys or typos have also been cleaned up.
Coach ban/pick dialogue recommendations now use the same server calculation and final candidate selection path as actual ban/pick delegation. Ban/pick/swap recommendations should now appear more consistently with delegated results.
Fixed an issue where saves without stored mod-state information could incorrectly warn that they did not match the current local mod state. Mismatch warnings are still shown for saves that actually have stored mod-state information and differ from the current state.
Optimized match simulation calculation speed, reducing the time required to complete one match simulation by about 30%.
Improved part of the ban/pick AI logic. Compared to the previous AI, it learns meta picks a little faster and performs ban/pick choices that better fit its team's tactics and roster. Numerically, this is an improvement that records roughly a 55% to 45% win rate against the previous ban/pick AI.
If you encounter any issues while playing the game, please feel free to contact us at
.
Thank you.
Hello, this is Team Samoyed.
We would like to share the patch details.
A new Champion, “Sand Mage,” has been added. Sand Mage is designed as an AP-based DPS dealer Champion.
Skill 1: Imbues basic attacks with the power of sand, dealing additional magic damage. When used, it causes sand to explode around the target, dealing area magic damage. This skill can critically strike.
Skill 2: Absorbs the power of sand, increasing movement speed for a set duration and restoring HP.
Ultimate: Creates a sand swamp around the target that lasts for a set duration. Enemies on the sand swamp are continuously pulled toward its center and take magic damage.
You can participate in the beta program by right-clicking Teamfight Manager 2 in your Steam Library, selecting Properties > Betas, choosing “beta,” and then playing the game.
The beta program updates in-development content frequently. Therefore, the version may be unstable, Mods may not work properly, and when using existing save files, those save files may not be compatible until the official build is updated.
We would appreciate your feedback on the beta program via
or the official Discord channel (https://discord.gg/TKxAz2AJSp).
Thank you.
Hello, this is Team Samoyed.
We would like to share our update operation plan going forward.
Minor updates in 0.0.1 increments will be applied every Wednesday at intervals of one to two weeks, including bug fixes, convenience improvements, and small feature additions.
Major updates in 0.1.0 increments will be applied every one to two months, including major content additions.
For major updates, we will operate a beta program to add content more stably through feedback.
You can participate in the beta program by right-clicking Teamfight Manager 2 in your Steam Library, selecting Properties > Betas, choosing “beta,” and then playing the game.
The beta program updates in-development content frequently. Therefore, the version may be unstable, Mods may not work properly, and when using existing save files, those save files may not be compatible until the official build is updated.
We would appreciate your feedback on the beta program via
or the official Discord channel (https://discord.gg/TKxAz2AJSp).
Thank you.
Hello, this is Team Samoyed.
We would like to share details about bug fixes, optimization, and added features.
Improved parts of the frame-processing path that could cause excessively high CPU usage and heat in some environments while the game was running.
Added an Edit Current Database feature under Options > Gameplay, allowing you to edit database information for the current save file in progress. In multiplayer, only the host can use this feature, and applied changes are synchronized to other players. To protect player/staff references in an active save, deleting existing people and importing full/people data are restricted, while team name/logo imports and game-number imports remain available. Please be careful when changing player-related values, as this may cause data for matches running in the background to become inconsistent and lead to issues later.
Fixed an issue where, after editing the current database, reloading some saves could crash during loading if existing Solo Rank match records referenced a Champion that no longer existed. Only invalid unfinished Solo Rank matches are skipped, and save progression is preserved.
Fixed an issue where an AI team offering lower salary terms could recruit a player first even after the player had submitted a better salary offer.
Fixed an AI decision issue where Boomerang Hunter used the Ultimate too conservatively in some situations. Also fixed an issue where, even with living enemy Champions nearby, the bounce could fail to continue and disappear.
Boomerang Hunter's Ultimate range has been changed from 60000 to 90000.
Fixed league prize money after Playoffs so it is now paid based on final Playoff standings rather than regular league standings. Detectable incorrect prize payment records in existing saves are also corrected on load.
Fixed automatic balance patches so Champions added by Mods now properly have skill damage, coefficients, cooldowns, healing/shield values, and other values adjusted.
Added translation contributors to the Credits. Thank you sincerely for participating in the translation work!
Starting with the next patch, we plan to run minor patches every Wednesday at intervals of one to two weeks to ensure stable operation of Mods. If there are issues that require urgent fixes, we will address them quickly through hotfixes without changing the version.
If you encounter any issues while playing the game, please feel free to contact us anytime at
.
Thank you.
Hello, this is Team Samoyed.
We would like to share details about bug fixes, balance adjustments, and added features.
Fixed an issue where region, league, and competition names changed in official competition editing could appear to revert to their default names on some screens after the new save creation screen. The names saved in the database are now displayed consistently on major screens such as standings, schedules and match information, award records in Team Info, Records/Statistics, and News.
Fixed an issue where some player records could be missing from the Records tab. Player team/contract periods and Playoff match records are now reflected correctly even when existing saves and newly recorded match information are mixed.
Fixed Solo Rank tab sorting so it now sorts the full ranking list instead of only the current page.
Fixed an issue where the shortcut for the opposing team jungler view was missing from shortcut settings, and some in-match shortcut guides did not reflect changed settings.
Fixed an issue where the game could close when starting a Ban/Pick tutorial match during Manager Training if there was no opponent team in the same league as the selected team, or if the opponent team's Ban/Pick data was missing.
Fixed an issue where loading and date progression could stop at certain competition schedule boundaries, such as after the Division 2 Spring season, due to past scheduled matches that had not yet been finalized or team matches waiting for multiplayer connection/match entry.
Added News content that delivers fan match predictions before a match begins. Predictions reflect team rating, starting roster strength, recent official match flow, head-to-head record, league standings, and fan atmosphere, and virtual odds are also displayed for immersion.
Added Thai to the supported language list.
Added an option to the Display tab in Settings that can apply the speed selected immediately before highlight playback to Highlight scenes. It is off by default; when off, highlights play at 1x as before.
Fixed an issue where, when accepting a contract renewal, salary would be paid under the existing salary until the existing contract ends. The new contract terms are now applied on the contract start date, and the changed salary and contract period are announced through News at the time of application.
Fixed an issue where the re-sign offer screen could show the post-contract team Salary Budget as if the full new salary were deducted, even though the existing salary is replaced. Transfer-interest guidance is also no longer shown on re-sign screens.
Fixed an issue where revenue such as prize money could be reflected in actual cash on hand, but not immediately reflected in the Recruitment Budget and Salary Budget. Cases where some competition prize payouts could be missing have also been corrected.
Fixed an issue where home stadium capacity, maintenance cost, and upgrade values could be applied incorrectly in custom databases or existing saves.
Fixed an issue where the Player Detail screen could fail to appear if some players' team, league, or Solo Rank information in a custom DB did not match the default data structure.
Fixed an issue where, when starting or restarting multiplayer 'League - Saved Game', some players could be assigned to the wrong team, or start/progression waiting could stop due to a player leaving before login.
Fixed an issue where, in multiplayer leagues with hidden stats enabled, stats for your own team players and players revealed through recruitment/scouting would no longer become hidden again after saving and reloading.
Fixed an additional issue where the 'Shonen Hero' achievement could fail to unlock on Steam for existing saves that had already met its conditions. The achievement unlock is now re-synchronized when loading saved progress.
Improved parts of the match engine logic related to defending the allied base. This improvement is intended to reduce cases where units suddenly moved elsewhere right before finishing an objective or attacking the enemy Nexus.
Due to match engine code changes, replays of matches played before this patch may show results that differ from the recorded results. We ask for your understanding regarding this.
Adjusted rookie player and FA candidate pool generation rules and top prospect distribution so they are maintained more consistently by region and position.
Adjusted the aging curve so overall stat inflation is reduced, player stats are maintained more stably into the late twenties, and later decline progresses more gradually.
(Added) Fixed an issue where transfer-fee negotiations could incorrectly reject offers as if the selling team had no replacement for that position, even when a usable replacement existed, or immediately reject offers that should have remained negotiable.
(Added) Fixed an issue where leftover translation files from Workshop mods could override official localization files after unsubscribing from or updating a mod, causing some languages such as Chinese to keep showing older text.
(Added) Fixed an issue where, after an accepted contract renewal was waiting for the current contract to end, submitting new renewal terms could keep showing the old contract end date or fail to show the negotiation-in-progress state. The Player/Staff Detail and re-sign offer screens now also keep the current salary as the main salary and show the accepted future salary in parentheses with its starting year.
If you encounter any issues while playing the game, please feel free to contact us anytime at
.
Thank you.
Hello, this is Team Samoyed.
We would like to share details about bug fixes and balance adjustments.
Fixed an issue where, after Playoffs or other schedule progression, if AI match results from the same day were still pending, the date loading screen could appear stuck at 23:50 or an already affected save could have difficulty resuming progression. (Hotfix, additional fix applied)
Fixed an issue where long item names and effect descriptions in some languages overlapped with the tier display or appeared clipped.
Fixed an issue where Lifesteal was not applied to the basic attacks of some Champions, including Sniper.
Fixed an issue where scrolling did not appear when there were many Mods, making some entries impossible to select.
Fixed an issue where player stat changes made in Edit Database were displayed in the inbox as sudden stat changes caused by training.
Fixed an issue so that Champion values changed in Edit Database are reflected as the baseline values for automatic balance patches.
Fixed an issue where the "Land the Big One" achievement might not be achieved when recruiting a prospect player with Very High potential.
Fixed an issue where, after changing the output speaker or removing an existing device, game sound could remain on the previous output device or sound playback could repeatedly fail.
Fixed an issue in multiplayer where, after sending contract renewal requests to some players, no response would arrive even after dates passed.
Improved the Coach Detail screen so that owned coach names can be changed in the same way as players.
Fixed an issue in saves where league Playoff or international match format options were changed during a season, causing the already generated current-season schedule and new option values to mix. This could cause date progression to stop at the end of an international match, or brackets, standings, and news displays to appear incorrectly.
Fixed an issue where crashes could occur when entering Recruitment, Solo Rank, Player/Coach Detail screens, or during season progression if region IDs or league structures in a custom database differed from the default data.
Fixed an issue where, when creating a league save with a database containing many custom images, loading could become stuck at the "Receiving game data" state.
Fixed an issue where Berserker's ultimate cooldown could become shorter than intended at low HP.
Adjusted Necromancer's balance.
Increased the magic power coefficient of Ghoul attack damage from 10% to 20%.
Increased the magic power coefficient of Ghoul duration from 50% to 80%.
Improved the ultimate cooldown from 60 seconds to 50 seconds.
Changed Plague Doctor's ultimate penalty to reduce current HP by 50%.
Adjusted Voodoo Shaman's balance.
Increased the base damage of Skill 1 from 30 to 120.
Increased the range of Skill 1 from 70000 to 90000.
Increased the magic power coefficient of Skill 1 from 0.8 to 1.0.
Improved the ultimate damage interval from 1 second to 0.8 seconds.
Adjusted Whip Master's balance.
Increased the ultimate channeling time from 1 second to 1.5 seconds.
Increased the ultimate activation interval from 0.3 seconds to 0.45 seconds.
Decreased the ultimate damage coefficient from 0.5 to 0.4.
Decreased the ultimate bleed damage coefficient from 0.2 to 0.1.
Adjusted Gambler's balance.
Decreased the ultimate charm duration from 1 second to 0.6 seconds.
If you encounter any issues while playing the game, please feel free to contact us anytime at
.
Thank you.
Hello, this is Team Samoyed.
We have applied a hotfix for issues found after the 0.4.9 patch.
Fixed an issue where all Training Facility-related values were applied as 0.
Fixed an issue where Prisoner could sometimes stop in place and fail to make behavior decisions.
If you encounter any issues while playing the game, please feel free to contact us anytime at
Thank you.
Fixed an issue where, during player contract renewal negotiations, certain progress states or offer responses from existing saves could remain unresolved for an extended period even after in-game dates passed.
Fixed an issue where, at the final approval stage of negotiations, it was possible to accept an approval request that remained even after the player had already transferred to another team.
Fixed an issue where Prisoner could repeatedly use Skill 2 with a low cooldown when there were no enemy Champions nearby, delaying movement. Skill 2 will now only be used when there is a taunt target or when it can be used as a shield against an actual damage threat.
Fixed an issue where Illusionist used Skill 2 and applied fear into empty space even when there were no enemy Champions within the actual effect range. Skill 2 will now only be used when there is a living enemy Champion within the effect range.
Changed the manager appearance change flow on the New Game screen to use the same popup format as coach appearance changes.
Improved the Player Info, Coach Info, and Team Info screens so that the previous/next buttons and A/D shortcuts move directly according to the sorting order of the list you entered from. Hovering over a button will display a summary card for the corresponding player, coach, or team.
Fixed parts of some Champions’ skill descriptions that did not match their actual behavior.
Fixed an issue where, when reopening a multiplayer league save as a room, if a participant connected before the host, the host might not be displayed properly in the room or ready/start progression might not proceed.
Fixed an issue where upgrading the Training Facility did not apply the efficiency bonus to actual daily training EXP. Facility upgrade effects are now reflected consistently in training results and maintenance cost/cost displays.
Improved Edit Database export/import so that you can select the required scope from all entries, team information, player/coach information, player/coach information including values, and game values. Existing full database files can still be loaded.
Added a shortcut key change popup to the System tab in Settings. You can now check, change, reset, and apply shortcuts by control screen, including lobby controls, in-match controls, and the left menu.
Added a save shortcut that allows saving with the S key in the lobby. While saving, the save status is displayed in the bottom navigation, and the Proceed/Skip buttons cannot be used until saving is complete.
Improved handling so that an information popup is displayed when custom team logos or player/coach/manager appearance images exceed the supported file size.
Fixed an issue where merge for text-type assets in Mods did not work properly.
Fixed an issue in the match engine where, when pathfinding failed in some situations, units could stand still and do nothing or fail to move properly.
Due to match engine code changes, replays of matches played before this patch may show results that differ from the recorded results. We ask for your understanding regarding this.
Hello,
This is Team Samoyed.
We are sharing details about bug fixes and additions.
Fixed an issue where, in some Mac fullscreen environments, the game could render only in the lower part of the screen, or the opponent team information screen shown before a match and the roster view screen could appear as a black screen.
Fixed an issue on the starting lineup screen where the position dropdown near the bottom of the player list could overlap the lower panel or be clipped.
Fixed an issue on the starting lineup screen where player detail popups could be clipped by the roster scroll area.
Changed the Personal Training Plan and Streaming lists on the Training tab to scrollable lists, fixing an issue where player selection could fail when there were many players.
Fixed an issue where the Training Efficiency cap was not applied to actual player growth calculations.
Fixed an issue where player growth/decline calculations could over-normalize high-potential stat profiles and apply excessive growth to some unsigned prospects.
Fixed an issue where growth potential in scouting reports from dispatched scouters could display differently from the Scouting List.
Fixed an issue where Recommendation and Squad Status sorting in the Scouting List could display players in an order that did not match their actual recommendation scores or squad status ranks.
Fixed an issue in Player History where match records earned after a transfer could be incorrectly attributed to the previous team's contract record.
Updated Tier Display and Main Position Display so they also apply to champion cards in Game Info, and made Entrance and Ban/Pick Showcase skip the first-set entrance sequence when disabled.
Reorganized Options into tabs and made key New Game settings, including patch, ban/pick, player stat visibility, competition rules, and simulation intensity, adjustable during play.
Added Vertical Sync, Frame Limit, and higher windowed-resolution options to Options.
Added a tier filter to the Ban/Pick champion list.
Expanded the Database Edit Numbers tab so league/tournament names and prize money, champion balance, minions, jungle/objectives, towers, special effects, and auto-balance patch values can be edited directly.
Added a Reset All Logos/Names button to Database Edit, and changed Randomize Database so team information is preserved.
Added sorting by item to the Roster, Coaching Staff, and Submit Starting Lineup screens.
Added the ability to edit staff appearance and custom portraits.
Fixed an issue where, after ban/pick in a set where sides had switched, some opponent team champions could be assigned to the wrong positions.
If you would like to report additional bugs, please contact us at
Thank you.
Hello,
This is Team Samoyed.
We are sharing details about various bug fixes, added features, and improvements.
Fixed an issue where opponent team information was not displayed before the start of a season on Mac.
Fixed an issue where the player list could appear empty or black on Mac.
Improved the Submit Starting Lineup list so it can be scrolled when there are many players.
Improved trackpad and mouse wheel scrolling on Mac.
Fixed an issue where a white border could appear in fullscreen mode on Mac.
Improved resolution handling in fullscreen mode.
Fixed an issue where loading could stop when entering the management screen on Mac.
Fixed an issue where some champion images could overlap or display incorrectly in Champ Info, Replay, and Highlight screens.
Improved the back and forward buttons so the previous screen, scroll position, filter state, and related view state are preserved as much as possible.
Limited the UI navigation history to a maximum of 50 entries to prevent excessive history accumulation from affecting performance.
Fixed champion sorting and search in the Champ Info tab of Game Info.
Improved the Champ Info panel during ban/pick so changes to champion stats and skill values can be checked by color.
Added the Staff Dialogue system during ban/pick with the Head Coach and Analyst. The Head Coach provides overall draft recommendations, while the Analyst uses the current draft and statistics to support enemy position reads, ban/pick candidates, lane solo-kill probability, gold differences, and other key information with data.
Added a champion statistics overlay to the ban/pick screen, allowing statistics to be checked directly from champion slots.
Adjusted the position of tooltip buttons on player stat cards.
Fixed an issue where ban/pick rule change notification mail did not follow the selected language.
Improved Swiss stage draw logic to avoid matchups between teams from the same region and prevent rematches against the same team.
Fixed the weekly training report so all players with changed stats are displayed.
Fixed the player history tab so contract periods and team affiliation records are displayed correctly.
Improved match result validation by checking recorded player and team IDs against the actual participants.
Improved multiple transfer market systems.
Improved an issue where player salaries could be set excessively high.
Improved an issue where the gap between low and high salaries could be too narrow.
Improved an issue where transfers became increasingly rare as the season progressed.
Improved the logic each team uses to evaluate players.
Fixed an issue where the estimated salary and transfer fee shown during negotiations could differ too much from the actual negotiation demands.
Fixed scout contract offers so the remaining time before a retry is displayed correctly after an offer is rejected.
Fixed an issue where the scout contract retry cooldown was not applied.
Improved the display of player recruitment negotiation status when a scout conducts delegated negotiations.
Improved the Recruitment tab so entries in Scout Results, Interested, and Released can be deleted individually or cleared all at once.
Added direct salary and transfer-fee range inputs to player filters in the Recruitment tab, and added position, region, and salary filters to staff filters.
Improved the Facilities tab so merchandise products can be deleted through a clearance sale. If the player tied to a product being sold leaves the team, a clearance sale is now processed automatically.
Improved the merchandise product list in the Facilities tab so it can be sorted.
When recruiting a player under contract with another team, the original team's final approval or rejection is now displayed after the scout reaches an agreement with the player.
Fixed an issue where staff contract negotiations could not proceed correctly when transfer market data was unavailable.
Fixed an issue where the player could manually respond to a contract offer delegated to a scout.
Fixed an issue where information displayed between server and client could become inconsistent when recruiting players whose hidden stats had not been revealed, causing stats to remain hidden even after recruitment.
Added a coach release feature.
Fixed an issue in multiplayer leagues where some international tournaments could show empty teams, incorrect logos, or a black ban/pick screen.
Fixed an issue where progress could stop while loading custom team logos.
Made several improvements to the player match engine.
Improved some player positioning logic during the laning phase.
Reduced excessive player chat during matches.
Improved player decisions to recall and buy items when they have enough gold.
Due to match engine code changes, replays of matches played before this patch may show results that differ from the recorded result. Thank you for your understanding.
Fixed an issue where Necromancer generated too many ghouls.
Fixed an issue where Ninja's stealth effect and minimap vision information could remain after death.
Fixed an issue where Dual Bladers summoned by Necromancer's ultimate could attack towers or apply airborne effects incorrectly.
Removed the healing reduction penalty that applied during combat near the home base.
Increased in-match vision range by about 30%.
Improved match pause/resume behavior so the previous game speed is preserved after resuming.
Fixed movement speed values so they are displayed correctly in automatic balance patches.
Improved automatic balance patches so actual patch values vary according to the selected balance patch intensity.
Light and Moderate apply 70% intensity, while Heavy applies 100% intensity.
Adjusted the cumulative maximum change ranges for basic stats in automatic balance patches.
Attack and Ability Power: cumulative maximum range of 0.7~1.4 times the original value
HP: cumulative maximum range of 0.8~1.3 times the original value
Armor and Magic Resist: cumulative maximum range of 0.8~1.25 times the original value
Movement Speed: cumulative maximum range of 0.9~1.1 times the original value
Separately adjusted cumulative maximum change ranges and per-patch change amounts for level-up growth stats in automatic balance patches.
Attack and Ability Power Growth: cumulative maximum range of 0.8~1.25 times the original value
HP Growth: cumulative maximum range of 0.85~1.2 times the original value
Armor and Magic Resist Growth: cumulative maximum range of 0.85~1.15 times the original value
Movement Speed Growth: cumulative maximum range of 0.95~1.05 times the original value
Per-patch growth stat changes are applied at 70% of the equivalent basic stat change amount.
Adjusted the cumulative maximum change ranges for skill values in automatic balance patches.
Base Damage, Attack Damage Ratio, Ability Power Ratio, Cooldown, Base Healing, Base Shield, and Buff Duration: cumulative maximum range of 0.8~1.2 times the original value.
Limited ultimate cooldown changes in automatic balance patches to a maximum of 15 seconds per patch.
Limited ultimate cooldowns after automatic balance patches so they remain between 20 and 90 seconds.
Added Polish language support.
Fixed a bug where the “Shonen Hero” achievement could fail to unlock even when its conditions were met.
If you would like to report additional bugs, please contact us at
Thank you.
Optimized the game to use less memory while running.
Fixed an issue that could cause certain frame drops.
Improved parts of the player AI logic related to positioning decisions.
After this patch, replays of matches played before the patch may show results that differ from the recorded results. This is an unavoidable effect of changes to the match engine code, and we ask for your understanding.
Improved several issues related to AI teams’ roster management and transfer market behavior.
Reduced the issue where first-division starting players transferred to the second division too easily.
Reduced the issue where AI teams failed to properly protect starting players, causing team strength to collapse or become too evenly leveled.
Addressed some inconsistencies in how transfer value and salary value were calculated and evaluated.
Partially fixed the issue where most transfers were concentrated early in the playthrough, while transfers between teams gradually decreased afterward.
Fixed an issue where transfer budgets and salary budgets were not updated properly even when revenue increased and finances improved.
Adjusted the initial sound volume more reliably. This does not affect existing players’ settings.
Fixed areas that could cause contract-related issues and added more cases that explain the reason for negotiation breakdowns.
Added a feature in Facilities that allows product prices and quantities to be entered directly.
Improved areas on the pick/ban screen that could cause performance drops.
Fixed an issue where information for a different player with the same name could be displayed in the inbox.
Added settings to hide tier classifications, main positions, and pick/ban presentation effects on the pick/ban screen.
Added ascending/descending sorting to categories in the Solo Rank and Recruitment tabs, and fixed the name sorting order.
Changed group formation for tournaments and Swiss stages to use a draw system.
Added a feature that allows player appearances to be edited by clicking on them.
Fixed an issue where scrolling did not work in Mac environments.
Fixed an issue where the next opponent information UI was not displayed in Mac environments.
Fixed an issue where salaries could be paid multiple times in certain environments.
Added a feature that allows tier classifications to be edited directly from Champion Analysis and adjustment-related content in the inbox.
Fixed an issue that could cause certain frame drops.
Prevented the Game Info screen from crashing when Champion information is missing in some modified or custom data.
Updated match screen handling so that the game no longer crashes immediately when item data is missing or invalid.
Improved the Champion Info screen so that it can safely display exceptional values such as an attack cooldown of 0, missing attack effects, or abnormal tick settings.
Fixed an issue where the initial balance values shown in Game Info were not accurately reflected in skill descriptions.
Reduced momentary stuttering and performance drops that could occur when sound effects were played repeatedly in menus, pick/ban, and other screens.
Fixed an issue where negotiation breakdown information was not displayed properly when recruiting staff.
Fixed an issue where offers could still be blocked even after the contract negotiation cooldown had passed.
Added an option to skip the first season’s transfer market when starting a new game.
Improved stability so that the game no longer closes immediately when permission or path issues occur during file operations such as saving, loading, mods, or custom images.
Updated the game so that it can continue running even if the audio thread fails to start due to an audio device issue.
Improved handling so that startup news generation no longer crashes when first-season schedule information is insufficient in custom DBs or abnormal data.
Fixed an issue where the match results screen could crash if it opened before team information had been fully finalized.
Updated the design of the individual tactics button to make it more noticeable.
Changed the Champion sort order on the pick/ban screen to alphabetical order and added a Champion search feature.
Updated the pick/ban screen so that when hovering over a player slot, the main position tooltip is also displayed.
Fixed an issue where nerfs were applied more slowly than buffs during balance patches.
Fixed an issue where information for some teams was missing from the Records tab.
Added Player History and Team History tabs to make it easier to track careers overall.
Added missing translations in some languages.
Improved inbox messages so that when transfer or recruitment negotiations break down, the reason for the breakdown can be identified.
Fixed an issue where merchandise sales demand in Facilities was calculated too low.
Fixed an issue where text overlapped in certain inbox message types in specific languages.
Fixed button layout issues in certain languages.
Fixed an issue where the play button icon was displayed at an abnormal size when paused.
Added a feature that allows Manager Training to be ended immediately while it is in progress.
Fixed an issue in multiplayer where the playback speed could not be changed when the player was playing against an AI team.
Fixed an issue in multiplayer where the option to hide player stats did not work properly.
Added presentation effects to the pick/ban screen so that the current situation can be understood more clearly.
Fixed an issue where balance patches affected invalid entries.
Increased overall item prices.
Fixed an issue where the date would no longer progress when delegating negotiations to a scout after another team made a recruitment offer for one of the player’s players.
Improved stability so that the game no longer closes immediately even when the Steam connection is unstable or the Steam client has not been initialized properly.
Updated multiplayer lobby creation, joining, invitations, and connection handling so that if an error occurs, the game can return to the lobby UI normally instead of closing.
Improved frame processing that could cause excessive system load in some environments. This should help reduce severe lag, freezes, and sudden closures that may occur on certain PCs, Macs, and other systems.
Fixed an issue where selecting a Champion that had already been banned, picked, or locked could disrupt the tutorial or standard pick/ban process.
Fixed an issue where pressing the ~/` key could cause a crash.
Fixed an issue where old kill and message popups could appear late during highlights or fast skipping.
Fixed a UI issue where the Morgard buff timer overlapped with the team name and set display.
Fixed an issue where the pause button icon was not updated properly.
Fixed an issue where changing merchandise prices did not update demand correctly.
Fixed a snap calculation issue where small movement speed buffs, such as Clown’s Skill 1, could be applied in reverse as nerfs during balance patches.
Fixed an issue where the Manager Training schedule did not progress properly in some environments.
To help us troubleshoot the issue, please zip the folder located at C:/Users/(your username)/AppData/Roaming/TeamSamoyed/TeamfightManager2/data, which contains the affected save data, and send it to us as an email attachment.
Thank you.Fixed an issue where save files would sometimes fail to load and remain stuck on the loading screen.
Updated the Database Edit UI so that stat-related tooltips are now displayed.
Fixed an issue where the game would not launch in certain Linux environments.
Fixed an issue where sounds would play all at once during highlights or sudden scene transitions.
Fixed an issue where some inbox messages did not match the current situation.
Fixed an issue where the game could stop progressing on the tactics settings screen under certain circumstances.
Fixed an issue where custom logos registered through Database Edit were not loaded properly.
Fixed an issue where certain Champions’ skills and ultimates were unintentionally applied to towers.
Fixed an issue where contract negotiations would occasionally fail to proceed when player transfers were delegated to scouts.
Fixed an issue where the game could not continue when a team did not have enough players to play a match.
To help us troubleshoot the issue, please zip the folder located at C:/Users/(your username)/AppData/Roaming/TeamSamoyed/TeamfightManager2/data, which contains the affected save data, and send it to us as an email attachment.
Thank you.Fixed an issue where asset overrides did not work properly when subscribing to mods from the Workshop.
Fixed an issue where progression could become blocked on the player roster submission screen during Manager Training.
Fixed an issue where game speed could not be adjusted by the blue side during multiplayer.
Hello, this is Team Samoyed!
After two playtests and an enormous amount of feedback, we're finally bringing Teamfight Manager 2 to you. We sincerely thank everyone who shared their thoughts and cheered us on along the way.
To celebrate the launch, Teamfight Manager 2 will be 10% off for one week, and the original Teamfight Manager will be 50% off. We hope you'll check them out!
Heading into release, we did everything we could to polish the game and iron out issues, but given the size of our team and the nature of Early Access, there will inevitably be problems large and small. If you run into any issues while playing, we ask for your patience and understanding — please let us know, and we'll fix things as quickly as we can.
For the sake of faster development and efficiency, the initial translations were done by AI, and we'd love to improve them with the community's help. Anyone interested in contributing to translation improvements can join us at:
https://hosted.weblate.org/engage/teamfight-manager-2/
We'd really appreciate your help!
We also have an official Discord (https://discord.gg/jnPy3b4fJM) — come join us, connect with other players, and share your feedback directly with the team!
We'll continue to do our best to grow Teamfight Manager 2 into a great game through your feedback. To everyone who loves our team and our game — thank you, truly, from the bottom of our hearts.
We hope you all take home the championship!
Thank you.
Hello, this is Team Samoyed!
There really isn't much time left until the Early Access launch now. After Early Access launches, we'll be sharing changes through the game's patch notes, so this will likely be our final dev log.
Since the last dev log, we've been focused on the final polish for the Early Access launch. Most of our work has been finishing up launch preparations, so rather than talk about ongoing development details, we'd like to briefly cover our plans after the Early Access launch.
In addition to the 60 champions available at Early Access launch, our goal is to add 40 more champions, bringing the total roster to 100 champions.
Our goal is to add support for changes to terrain, objectives, and other map elements at points when the rules change, such as seasonal patches.
Beyond the current MOBA-based game mode, we are considering support for several different kinds of game modes. This could include a deathmatch system like the previous game, modes built around area control, or a single-lane format where all five players gather in one lane. Our goal is to let players enjoy a variety of formats according to their preferences.
Locker room feedback between sets is a very interesting area, and we're disappointed that we won't be able to include it at Early Access launch. If handled poorly, locker room feedback can easily become repetitive and dull, so we want to deliver it in a form that remains engaging over time and better captures the feeling of giving feedback as a manager.
We plan to add a variety of elements that make the game more immersive. At the moment, interaction with individual players is limited, and the squad management side is lacking features that help you become emotionally invested. We plan to improve and continue expanding this area with various systems that help you feel more immersed in the story of being a manager. This includes more things to read, additional presentation elements, features that allow managers from other teams to transfer between teams, features where managers can be dismissed based on performance, and more.
We will also keep improving the match engine based on feedback after launch. In addition to improving the overall level of AI behavior logic, we plan to continue improving the following areas so matches feel more immersive.
Making it more intuitive and clear how each player's stats are reflected in the match
Making player conversations during matches feel more natural and easier to read
Allowing you to guide matches more in the direction you want through a wider range of tactics
Reflecting each player's personality, differences of opinion, and similar factors more deeply in gameplay. For example, this could include a player losing confidence after making a mistake, or getting carried away after a match is going very well and making overly aggressive plays, along with ways to communicate these elements intuitively.
The match engine is extremely challenging and difficult to implement, while also being one of the most important parts of the game. It will not be easy, but we'll do our best to deliver a good experience through ongoing improvements.
We are aiming to provide controller support and Steam Deck support, and we will also continue gathering feedback and making improvements related to convenience, readability, and other areas.
There are now only a few days left until the Early Access launch.
Thanks to all of you who shared passionate feedback through the demo version and playtests, we were able to refine the game greatly. There are still many things we need to improve, but through the Early Access launch, we hope more people will play our game, share lots of feedback, and help us make it into an even better game.
We will keep polishing Teamfight Manager 2 so that your passion for eSports can shine inside our game.
We look forward to your continued interest and support.
That wraps up this dev log. Thank you!
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Teamfight Manager 2, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main Teamfight Manager 2 statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.