RELEASE NOTES | |||||||
Version 18.0 (2008-12-31) | |||||||
WG OFF CHANGED The WG OFF value is being reduced from 1.75 to 1.60 for Early Cross BALL CONTROL CHANGE When playing Ball Control a SW will count as a DF for the 2:1 rule IMPACT League will begin using these rules as follows: MSWL - Season 19 SESL - Season 22 SFLSL - Season 5 ODFL - Season 3 FLATNZ - Season 14 All other leagues (including new ones) would simply use the new rules when they startup. WG ISSUE Resolved (I hope) an issue where the WG + FW count was incorrect. | |||||||
Version 17.8 (2008-05-25) | |||||||
MAX SL & CAPTAIN'S BONUS Removed SL additions for Captain's Bonus if Max SL is used and bonus would allow player SL to exceed Max SL. FLATNZ POINTS SYSTEM ADDED FLATNZ POINTS SYSTEM ADDED FLATNZ will be using the webpages, simulator, database soon and for their one custom feature I have added their points system. The system is: W = 4, D = 2, +1 if G >= 3, +1 if GD = -1 Example: Result Points ------ ------------ 1-0 4 to winner, 1 to loser (for GD of -1) 2-0 4 to winner, 0 to loser 2-2 2 to each for draw 3-2 5 to winner (4 for win + 1 for G>=3), 1 to loser (for GD of -1) 3-3 3 to each (2 for draw + 1 for G>=3) 4-3 5 to winner (4 for win + 1 for G>=3), 2 to loser (1 for G>=3 + 1 for GD of -1) | |||||||
Version 17.7 (2008-04-27) | |||||||
WG OFF Calculation The formula that determines the WG Off bonus (.05 for each WG and/or FW) was not functioning properly. This has been corrected. SFLSL Division 1 25k per league match bonus Code modified to allow this to occur (as it does in MSWL/SESL) MAX SL Code Change The following will now occur if a coach tries to TP or CP a player who has reached their Maximum SL: a) Don't take away a CP (which is how it works now) b) Don't set the PU = 10 c) Don't note in the match report that the player has reached Max SL | |||||||
Version 17.6 (2007-10-06) | |||||||
Added GK Aggression GKs can no longer take advantage of a/d or disadvantage of p to block shots at a level higher or lower than their Roster SL. If a GK plays normal, things work the way they always have with SL and shot blocking. If a GK plays aggressive/dirty then the GK blocks shots at their "Roster SL" (minus any OOP) but has 25% of their SL added to GP. If a GK plays passive then the GK blocks shots at their "Roster SL" (minus any OOP) but has 25% of their SL reduced from GP. Modified Blowout Algorithm As a deterrent to "bringing your best players on at the end of a game for a minute" to have an ending SL of 50%+ in a game you will get blownout in... The code has been updated to do two things relative to blowouts: a) ONLY consider your total SL as the SL of the players who could start the game (so that is players at EL 0+ or players NOT suspended). b) Take an average of the total SL on the pitch (not considering OOP or aggression) each minute and divide that by 90 * the SL available on the roster. So essentially the % is now the average SL on the pitch Need to fix: - Injuries to show in commentary (for the player coming on) - GK Red Card Replacement w/no subs (not working) - Repositionings (related to above item) not showing in viewer | |||||||
Version 17.5 (2007-09-23) | |||||||
SFLSL Max SL Functionality Added SFLSL is a league run by Mike Morton that will soon be joining the Olmec fold... The Max SL function works like this: - Each player is assigned a Max SL which is their "potential". They cannot be CP/TP'd above that SL. - This is a hidden field and has a range of 21 to 35. - Teams can pay for scouting reports to get an idea of what the player's Max SL is. - Scouting reports vary in cost (commish configurable), but here's an example: - An Excellent Scouting Report will result in a MaxSL returned that is equal to or +/- 1 of the MaxSL of the player scouted. - A Very Good Report will result in a MaxSL returned that is equal to or +/- 2 of the MaxSL of the player scouted. - A Good Report will result in a MaxSL returned that is equal to or +/- 3 of the MaxSL of the player scouted. - If a player is CP/TPd in a game and they are at their Max SL then their PU column is set to 10 and the trainer's report indicates that they have reached 10 PU and cannot be CP/TP'd. | |||||||
Version 17.4 (2007-09-09) | |||||||
Match Report Summary PK Yellow/Red Cards were not appearing. This has been added. Check for pre-game injury/suspension for BENCH players The program was not checking for this and rather only checking starters. Prior to the starter check, the program will now check the bench players to see if they are suspended/injured and make them unavailable prior to checking the starters (where a "check on the bench" is determined to see who is available to enter"). | |||||||
Version 17.3 (2007-08-25) | |||||||
Player replacement Daniel Fitzgerald from BUC asked: "when bringing on a sub for an injured player I had two DF subs listed but it brought on the playerwith the lowest SL...why?". This part of the program was simply checking the entire roster to see who was a valid sub. The order of that check was different than the listing of subs on the bench. Rather than completely re-write the touch sub function, I have added an "order by SL descending" to the SQL that gets the players from each team. That will then be compatible such that its MUCH more likely the listed sub with the same position/highest SL will be brought on. MVP Timestamp The MVP announcement is now stored in GMT for easier Blog presentation. GK Straight Red Card Bug The code to run the "try to bring on a GK from the bench if my GK is sent off" method was not working for straight red cards. This has been resolved. PKs in the Olmec Viewer Various PK related viewer items have been resolved. | |||||||
Version 17.2 (2007-08-12) | |||||||
Olmec Viewer This is now being stored in a separate table as the larger filesize is proving troublesome for backups. Matches When the simulator starts it determines if any matchdays have a status of I (which indicates "In Progress"). If so, the simulator will not continue. If not, normal processing will be used to determine if a deadline has passed and the simulator should start. | |||||||
Version 17.1 (2007-08-04) | |||||||
Olmec Match Viewer This new feature combines a webpage, javascript, and simulator code to provide a minute by minute "live" account of each match. More "fine-tuning" is still to be done including: - Adding a stop/start button (one of YOU javascript experts will have to tell me how to integrate that and get it to work) - Some alignment issues - Add in PK Shootouts - Show commentary a line at a time rather than as a group. | |||||||
Version 17.0 (2007-07-22) | |||||||
DP Issue 30 DP was incorrectly giving a 2-match suspension rather than 3. This has been corrected. GK Red Card Code Review In the previous release there was new code added to bring on a sub GK if the current GK was sent off AND the sub would have the highest SL at GK AND there were subs available. In general, the code did not appear to be working as it would ONLY reposition a player. The GK Red Card function was reviewed in both SESL and MSWL test matches and appears to be working fine. If the issue re-appears where its not working I'll need to look at it again. Increased Chance of Injury An admin feature was added allowing the commissioner to increase the chance of "random" injuries during a match. Added a field in the admin table (injury_chance). This field will allow the commish to ADD to the chance of an injury occurring. Currently if both teams play all players passive or normal then there is a 1 in 10,000 chance in a given minute that a player on the other team will be injured. However, if both teams play all 22 dirty, then there is an 110 in 10,000 chance that a player will be injured. This change allows the commish to add a number from 0 to 999 to this total. Blowouts Now Based on Score & SL Percent Used In Match The commish can now set the blowout threshold and blowout percent to be used by their league. The blowout threshold is the goal difference. For instance if this number is set to 5 then if a team loses by 5 or more goals the match is considered a blowout. The blowout percent is used to determine if the blowout penalty should be applied. Two totals are taken: 1) Total of 'normal SL' for all players on the pitch at the end of the game and 2) The total roster SL. If the total of normal SL divided by roster SL meets or exceeds the blowout percentage then no blowout penalty is applied. If the percent is lower than the blowout percent then the blowout penalty is applied. Olmec Viewer Preliminary code has been added to the simulator in order to capture information each minute for the new Olmec Viewer. The Olmec Viewer is still in the 'very early' stages in terms of look and content. Much more will be added to including the obvious aspects that are missing such as "commentary". This link provides a 'taste' of what's to come...I could REALLY usesome design help with the CSS if someone wants to assist: http://www.mswl.org/olmec/3.html PK Fouls and Bookings Admin fields have been added to allow the commish to set the percentages required for 'what happens' when a PK occurs. Choices are 1) Nothing 2) Booking 3) Red Card. The commish can set these. They must simply add up to 100%. In cases of a GK red card, code has been integrated to work with the GK Red Card function. Many of these changes were a result of the recent survey. As with any new release there may be some gremlins to work through... | |||||||
Version 16.7 (2007-03-10) | |||||||
GK Red Card The code has been enhanced to better handle the GK Red Card scenario. Previously the highest SL SW/DF would reposition to GK after a GK was sent off. With the enhancement, the following shall occur: 1) All players on the pitch and the subs are evaluated to determine the player that would have the highest SL should the play/reposition to GK. 2) If that player is a sub and a sub is available he will enter and the lowest effective SL MF/WG/FW is removed. 3) if that player is a player already on the field then he shall reposition to GK. Does this handle every possible scenario a coach would want to do...no. The simple goal here is to get the highest SL in the GK slot after this event. Aspects like repositioning other players around who has moved to GK or who may have come off are very difficult to apply. Depending on which player is removed a repositioning MAY still occur for lineup balance. The reason I've taken the approach to 'just take off the lowest' from these three positions is this: 1) Just because your GK was sent off doesn't mean you'll LOSE the game 2) Just because your GK was sent off doesn't mean you'll WIN the game Taking off the least effective player at a more offensive type position though will allow you to remain most competitive without getting into too much complexity. Straight Red Cards Until this time, the odds of getting a straight red card have been extremely low. With this release, whenever an event occurs that would result in at least a first yellow, the scenario is evaluated to determine if a straight red card should be handed out. The chance of a straight red are based upon aggression: a/d - 7% chance n - 4% chance p - 1% chance Commentary: Second Yellow; Straight Red; Offsides Updated the code to use available commentary for these three categories. Thanks to all of you who have done a great job of adding new comments! C1 - Shots Faced Issue Stephen Othen in SESL identified a shots-faced miscalculation. I've now fixed the code and updated the SESL stats. This was only impacting the shotsfaced column for the CECIL Cup. PK Shootouts Players with a single-quote (such as O'Neil) were not being taken into account in the PK Shootouts. This has been resolved. | |||||||
Version 16.6 (2007-02-25) | |||||||
Modified code to better handle storage of pre-post game golden boot info used in match reports. | |||||||
Version 16.5 (2007-02-24) | |||||||
Fixed issue where ELs that are 0 or lower were being misreported in the match report. Note that these were being reported correctly on the roster, however. | |||||||
Version 16.4 (2007-02-21) | |||||||
Fixed issue with C2 matches regarding SLs being set to 0. | |||||||
Version 16.3 (2007-01-13) | |||||||
ALL Leagues: Fixed issue where tactics were not being stored in the matchtactics table, thus throwing off the percentages. | |||||||
Version 16.2 (2006-12-10) | |||||||
ALL Leagues: Form results for the last 10 matched and mvp were added to the database along with new MVP Rules The concept of the MVP has been customized to the current team's streak rather than a "session" which is now sort of obsolete. For instance, if a team gets 7 or 9 points in a 3-consecutive game stretch they get an MVP. Then the "MVP form tracker" is set back to --- so they have to start earning an MVP again (in other words they can't just get an MVP game after game...). The most recent match is listed as the first letter in the string. The letter represents: W = Home Win D = Home Draw L = Home Loss w = Road Win d = Road Draw l = Road Loss Thus is a team's most recent result was a road loss, the first letter would be: l Note that for neutral field matches, the letter *MAY* be either uppercase OR lowercase. | |||||||
Version 16.1 (2006-10-15) | |||||||
MSWL-Specific Items MSWL: Longball formula drops from 1.50 to 1.25 for FW area contributions. MSWL: 2:1 rule will be evaluated using effective SL and not marking SL. Thus 2:1 is evaluated BEFORE marking. | |||||||
Version 16.0 (2006-09-01) | |||||||
PKs Fixed the issue with some PK Shootouts having incorrect info/duplicate players PLAYERS STATS Changed "playerlogs" to "history_players" table for future inserts | |||||||
Version 15.7 (2006-03-26) | |||||||
TACTICS Fixed morale bonus for DEF/OFF (was not being added correctly). Fixed WG/FW bonus for OFF (was not being calculated correctly). AREA TOTALS Updated code to first use DF effective SL prior to 2:1. Then zeroed that out and used marking SL totals for DF area AFTER 2:1 is taken into account. This is for non-MSWL leagues. PK SHOOTOUTS Initially this code was written to look at the result of the previous match number. This has not been updated to check the previous match number for the competition. So, for instance, in SESL where the 1st leg is match 7 and the 2nd leg is match 10 for the CECIL Cup, when running match 10 it will check the results in match 7 to see if 1) both teams played and 2) the conditions merit a PK Shootout. | |||||||
Version 15.6 (2006-03-12) | |||||||
BLOG SESL will no longer show Blog entry for "MVP info" since they are not using MVP. NEW RULES CHANGE -- SaSo SaSo will now follow recent rules/code changes in 15.5 related to Marking/Longball. In effect they follow the same rules as SESL in those regards now. | |||||||
Version 15.5 (2006-02-24) | |||||||
NEW RULES CHANGE -- 2:1 Evaluated before marking The 2:1 rule has previously been evaluated after marking (using marking SL). Going forward this will just be used with effective SL. NEW RULES CHANGE -- Longball OFF:FW multiplier modified The FW multiplier for Longball has been reduced from 1.50 to 1.25. Both changes are effective for: 1. MSWL For season 16 2. SaSo for their next season 3. For ALL other leagues these has an immediate impact. SESL 1st Division Gate Bonus All 1st Division teams in SESL shall receive a gate bonus of +25 for league matches. | |||||||
Version 15.4 (2006-02-12) | |||||||
Captain's Bonus This feature allows one player on a team to get an extra SL if their team wins by 3 or more goals and they play 45 minutes or more in the match. If an extra SL is added, the PU column is also updated with the maximum benefit for this being 10 (just like coaching or training). Any league can use this function simply by adding a captain to their team on the Commish: Manage Teams page. Penalty Kick Shootouts For Cup matches where the commish has selected a Shootout = 'Y', the program will attempt to run a PK Shootout in the following conditions: -if the program finds that the same two teams played against each other in the previous match number -if the aggregate scores are equal and the away goals are equal. -if the program does not find the same two teams playing against each other in the previous game -if the final score is tied In the above scenarios the program will run a PK Shootout to be placed at the end of the commentary. Note that whomever wins the shootout DOES NOT automatically get a Win for the game. The score after 90 minutes determines the W-D-L. The PK Shootout is in place to determine which team advances. Seasoning Added a seasoning note to the Trainer's Report at the end of the match. MVP - SESL Turned off for SESL | |||||||
Version 15.3 (2006-02-05) | |||||||
Statistics for All Competitions Previously the stats were a little messy and I had to do some database manipulation to keep them current. Now the players table in the database will store league, cup(s), and promotion stats separately to help with this. Also the stats pages will be updated to incorporate this info. In line with this change the program now check League and Cup(s) Minutes Played to evaluate whether seasoning will occur. Bug Fix: Match Reports Fixed some "null" issues on match reports. | |||||||
Version 15.2 (2005-12-18) | |||||||
Pre Match Comments Pre-match comments are now ordered properly in the "Min 0:" comments. | |||||||
Version 15.1 (2005-10-29) | |||||||
NMR There was an issue is SaSo match 2 between WHU and SWA (10/15/05) where the NMR program played only 4 players. Kev Hull provided an estimated EL for the WHU team. In running this through the program the error could not be reproduced. This item is being closed until a repeatable incident can be found. Blowout There was an issue identified in SaSo where the blowout penalty was being added rather then removed from a team's bank total. This should be resolved now. Need verification on this as games produce blowouts. Winger Shooting There was a problem identified whereby WGs were not getting the number of shots one would expect. The code was using 'numWG' in a formula whereas it should have used 'wgArea'. numWG was the total of wingers in the game, while wgArea uses the marking SL for all the WGs in the game (as the formula in the rules stipulates). This appears to be resolved now. More review/verification is needed. Suspensions Suspensions (MSWL only) now take effect with the NEXT GAME rather than the first game of the next session. Blog - MVP Added code to properly populate the Blog fields when processing MVPs. | |||||||
Version 15.0 (2005-09-01) | |||||||
Initial Release for Season 15 Opening Games. -One distinction added so that SaSo will just follow a 120k blowout (not using the variable blowout as in MSWL). |