

The reconnection timer should now be properly displayed in cutscenes. It is now possible to run Matchmaking with multiple teams. Teams' details are now displayed on the loading screen. * It is now possible to use more than one bribe on a single player. * It is now possible to use bribes on KO'd Secret Weapon players. The timer increases after each pause and resets to its minimal value after a certain amount of time without pausing. * There is now a timer after each pause to prevent the player from pausing the game too much. * Only the acting team can now pause the game. * The log entry " uses skill Blood Lust" will now only be displayed on failed rolls. * A sound is played when a Vampire fails the Blood Lust roll. * It is now possible to re-plan the Action after a failed Blood Lust roll. Blitz Mode: Fixed a bug in Campaign where players were paid at the end of a competition instead of at the end of the season (5 periods). Blitz Mode: Sponsor now gives more cash at the end of the season (5 periods in Campaign) before players are paid.

Added Tackle to the Optional Skills Block window. Updated the Re-roll popup to display correct informations with Shadowing and potentially other skills (ie for Shadowing: "You got 6 and require 6" instead of "You got 6 and require 8"). High Kick Event: The game will no longer put a random player at the ball destination on the timeout. Diving Tackle: Will not be asked on an unmodified Dodge roll of 1 or 6. Diving Tackle: Updated the popup to show the log. Fixed Hand-Off working on Hypnotized player. Fixed the timer of the Follow-up popup. Fixed Blood Lust rolled when throwing a Bomb. Fixed the ball boucing twice at Kick-Off. Fixed Leap where the player would roll for Leap multiple times. Fixed Piling On sometimes freezing the game when used with the ball or on the ball carrier. Fixed Blizzard allowing passes greater than Short Pass (player & AI). Fixed Star Players losing skills when playing with an exported team. Fixed Shadowing and Tentacles being re-rolled when result is 0. Fixed Horns still active after a Block or Blitz. Fixed a crash on Touchback when selecting a player not on the pitch. Fixed a crash on High Kick event when selecting a player not on the pitch. Fixed an issue with players that cannot Blitz after some Kick-Off events. Fixed a Turnover happening after catching the ball at Kick-Off. Fixed an exploit allowing to Blitz with more than one player in a turn. Fixed a match lock up when trying to stand up a Vampire that failed his Blood Lust roll. * Different settings for Matchmaking and Challenge are available (Ranked/Unranked). * Only new teams (Yes/No): If set to Yes, only teams that haven't played a match can join the league. * Require Application (Yes/No): If set to No, teams can take part in the league without submitting an Application. * It is possible to blacklist coaches when managing these leagues (Manage League, Teams, Blacklist). * These new leagues can be found in the League Finder tool (Type of league: Public League, Manager: Community). * It is now possible to create private leagues with settings similar to the current Open Leagues (Auld World, Naggaroth Open.). Private Leagues with "Open League" settings:

Fixed a possible crash when placing players on the pitch. This in a season where centaurs make virtually every agility roll >_OĮvery…single…movement my fanatic made was in exactly the one space I didn’t want him to go.Patch 2.0.1.2 für Blood Bowl: Legendary Edition I failed 5 out of 8 of my 2+ rolls in the first couple of turns. They’re GG in either direction if you roll a ‘1’ or a ‘3’) (I’m thinking a decent balance change would be to just have chefs provide +2/-2 rerolls rather than rolling. I opted for the chef, and promptly rolled 1 reroll for him. I was weighing using my 360k inducements on either a chef and a foul or Ripper star player and 2 fouls. I don’t think I’ve won a single coin toss all season.

Secret weapon teams are at a big disadvantage if they don’t get to start on offense. Sticking around for the 40k winnings wasn’t worth the injuries I’d be wracking up, and SPP are mostly a detriment to goblins.īut I would like to gripe at the altar of Nuffle: One of your skinks would have picked up the ball and scored the next turn for 2-0 by turn 6, with the goblins getting no more secret weapons at that point. It wasn’t a rage quit as there was just no way that was even going to become a tie.
