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Axis Football v5.0 Patch Notes

Hi, folks!

Axis Football v5.0 is now live! Please see the patch notes below for more information.

  • Implemented depth chart management and formation subs. The window for making subs is accessible both in-game and in your franchise management menu. You have the ability to sub out one player in a specific formation, or replace the player entirely. Hot key for bringing up the window in game: O on keyboard, Back on controller.
  • You can now jump to deflect passes while on defense. R on keyboard, Y on controller.
  • You can now use power and finesse moves while engaged in a block in an attempt to break free. Success of the move is determined by player attributes. Power move: E on keyboard, B on controller. Finesse move: Q on keyboard, X on controller.
  • You can now disengage from block by moving your defender in the opposite direction of the blocker while engaged in a block.
  • Improved AI logic for calling timeouts
  • Added a confirmation screen for deleting franchises to help prevent accidental deletion.
  • Added player fatigue. Fatigue affects a player's ability to perform and is indicated by a color in both the depth chart and the active player indicator circle on-field. White is fully rested, Yellow is winded, Orange is tired, Red is gassed. A player's attributes being to be affected once they become winded (yellow).
  • The camera will now continuously move on the Title screen instead of stopping when it reaches the other end of the field.
  • Using the back button on the title screen takes you to the previous menu instead of back to the starting menu.
  • Improved the lighting by implementing baked, global illumination.
  • Combined player model meshes to improve performance. You should hopefully notice the game run better.
  • Fixed a bug that sometimes occurred when attempting to pass the ball just as the QB was crossing the line of scrimmage.
  • Fixed a bug where the QB would run in the wrong direction if you audibled to a run in certain formations.
  • Fixed a bug in 2P games where users can't pick an offensive play if the defense picks punt block or FG block.
  • Implemented a new input management system. This systems supports a wider variety of controllers and should hopefully fix any controller issues.
  • Moved to a just-in-time loading system for team data. This should speed things up when navigating menus from the title screen.

As always, balancing and adjustments are an on-going process. I will continue to make tweaks as necessary.

The next update will include an extended playbook and possibly defensive audibles along with a handful of other small improvements.

Happy Gaming,

Danny Jugan