Source: Steam Community (opens in a new tab)
Gameplay
- Added bounce pass, lob pass in addition to chest pass
- Implemented alley oops
- Implemented layups
- Improved dunks
- Added ability to switch to a zone defense or man-to-man defense
- Fixed intentional fouls
- Improved the play of CPU-controlled offensive and defensive play
- Restored closer to pacing from earlier demos of Full Court Heroes
- CPU-controlled teams now make substitutions based on fatigue, foul trouble, planned rotations, or emptying the bench when the game is out of hand late.
- CPU-controlled teams adjust their pace late in games to try to catch up or slow down to preserve a lead
- CPU-controlled teams will intentionally foul very late in games trying to catch up
- CPU-controlled teams will switch defensive systems in response to offense
- Improved screens and calling for screens
- Tuned player ratings and tendencies to mimic realistic professional-style rosters
Franchise Mode
- Redesigned franchise menu system to present more options to the player
- Simulated games use full deep simulation so that there is no difference between simulated games and games which were observed in CPU vs CPU mode.
- Simulated games can be watched after the fact to see how a box score was generated
- Added a league calendar view that lets you see the season calendar for the whole league
- Added a more robust stats and league leaders screen to view stats for the league, conference, or per team.
- Added the ability to stop a franchise game in progress and come back to finish it later
- Added power rankings that update weekly during the regular season
- You can now finish a season, playing through the playoffs through the championship series
- Added the ability to see playoff picture throughout the regular season (including magic numbers, etc)
- Added UI to view playoff bracket throughout playoffs.
- Added the ability to modify default coaching strategies and depth charts as the season goes on
- Added player progression (and an option to manually choose/apply skill progression)
- Added the ability to view the current roster of your team (and other teams).
- Added a championship trophy presentation/celebration scene
- Added Messages UI to view management-related messages like trade offers, etc.
- Added UI to view and manage team financials, offer contract extensions, and waive players
- Added the ability to make trades, and handle free agency
- Added draft classes
- Added a post-season/offseason flow that includes options, draft, re-signing players, free agency, and finalizing the roster.
- Added the ability for CPU teams to propose and accept trades
- Added season awards: MVP, 6th Man, Rookie OTY, Coach OTY, Scoring Title, Most Improved Player, Defensive Player of the Year
- Added the ability to do scouting with a limited number of scouting assignments to gain more detailed information about draft-class player's stats.
- Added the ability to generate next season and advance to the next year after finalizing the offseason
- Added the ability to save & come back later and continue a game in franchise mode
Modding
- Changed mod format so mods can be shared and built with a single file
- Implemented an importer to import mods from old version in previous Early Access release
- Added support for sharing and subscribing to mods via Steam Workshop
General/Technical
- Rebuilt game/engine from scratch using C++ and SDL 3
- Added full Steam Input support
- Added Steam Achievements
- Added support for Steam floating keyboard for text entry on Steam Deck or Steam Machine (Big Picture)
- Improved game's stability
- Redesigned some menus and GUIs
- Added 2 new music tracks
- Fixed application icons on Windows, Mac, and Linux
- Added full unit test coverage
- Added integration testing that runs on every build that simulates 50 random full games and verifies they complete successfully
- Added CI/CI to create Windows, Linux, and Mac builds and upload to Steam in a predictable, repeatable way