Teamfight Manager 2
by Team Samoyed · 25 May, 2026
966 downloads
About the Game
Teamfight Manager is back with more detailed tactics, management, and a new MOBA-style gameplay. Take charge of a virtual e-sports team, build the ultimate roster, and become the greatest manager!
· New Champions
Strategically utilize dozens of new champions alongside the existing ones from Teamfight Manager. Many existing champions have updated skills, so careful review is key to securing victory.
· Updated Map and Rules
The map and game rules have been revamped. Now, on a MOBA-style map, combine Top, Jungle, Mid, Bottom, and Support roles effectively to destroy the enemy’s Nexus first and claim victory. Showcase your managerial prowess with more refined team and individual tactics.
· Transfer System
Keep a close eye on solo rank matches and other teams’ games to recruit outstanding players. Each player has unique stats that significantly impact matches. Unlike the previous game, player stats now affect AI-driven decision-making and control rather than direct damage values, offering a more realistic player experience. Negotiate wisely to sign top players at lower costs for efficient team management.
· Workshop
Create and enjoy a variety of new champions, teams, players, maps, and even tournaments through the Workshop. Every season can feel fresh and exciting.
Beyond this, a wide range of content and improvements are ready to immerse you in the role of an e-sports manager.
During Early Access, we will provide consistent updates with new champions and incorporate your feedback to deliver new content, making Teamfight Manager an even better game.
Screenshots
6 imagesVersion Information
Steam Patch Notes
Official update history
Hello, this is Team Samoyed.
We'd like to share the details of this patch.
Existing mods may not work correctly after this version update, so if you are using mods, we recommend disabling them or playing on a previous version until the mod creators have updated them for the new patch.
[img src="{STEAM_CLAN_IMAGE}/45467379/32eb7fb39e50a273acad96febf488ba52ec25b28.png"]
In your Steam Library, right-click Teamfight Manager 2 - Properties - Betas, then select the version you want and play; the game will run on that version.
Improvements
Improved performance when a large number of players had accumulated in scouting assignment results and processing the list caused the screen to slow down.
Adjusted the match engine to make tactics for taking down Morgard more distinct.
When tactics prioritize taking down Morgard, players focus more clearly on that objective even if a fight breaks out. With tactics that prioritize fighting, players now pay more attention to finishing off Morgard when its health is very low, instead of focusing only on the fight.
Also fixed various minor match engine bugs and improved lane pressure, decision-making during the laning phase, and skill timing.
Expanded Stable API support (ABI level 10). For details about the added APIs, see https://github.com/teamsamoyed/TeamfightManager2Mod.
You can specify usage and target conditions for each skill. The AI only uses that skill when its conditions are met.
You can increase a skill's range or change whether it can be used while moving based on the situation.
You can read each skill's cooldown and charge count, and reduce its cooldown by a specified amount of time.
You can create passives that trigger when killing minions or jungle monsters, and distinguish unit types.
You can inspect the players fielded by both teams during drafting and assign their positions directly after the picks.
You can change automatic balance patch settings and read each player's experience, CS, and self-healing from match records.
Bug Fixes
Fixed an issue where players' cumulative records, including wins, losses, MVPs, and KDA, could differ from the actual match results after spectating a match.
When loading an existing save, recoverable player statistics are also corrected automatically if all of the relevant per-set match records are still available.
Fixed an issue where the fan count in Club Information included individual player fans, causing it to differ from the Fan Service screen.
Both screens now display the club's team fan count.
Fixed an issue where taking out a new bank loan increased the total balance without increasing the recruitment and payroll budgets.
Loan proceeds are now applied according to the existing budget allocation. Also fixed an issue where repaying a loan could reduce budgets by more than the amount actually repaid.
Fixed an issue where selecting the option to view results immediately while spectating could display a different outcome and records from the match being watched.
Fixed an issue in the laning test where players moved in front of an untargetable Relic and waited while towers were still standing.
Fixed an issue where overlapping crowd control effects could allow movement or skill use while Banished. Also fixed continued movement caused by knockbacks and similar effects during Banish.
Fixed an issue where the bottom of the item information list was cut off and could not be scrolled when using a mod with many items.
Fixed an issue where projectiles created by mod passives did not appear on the match screen.
Also fixed missing healing and gold gain numbers for mod passives.
If you encounter any problems while playing, feel free to reach us at
anytime.
Thank you.
Hello, this is Team Samoyed.
Here are the latest patch notes.
Improvements
Added a new champion, Gladiator. Gladiator is an AD melee fighter designed to lock a single enemy into a duel and cut off support from their allies.
[img src="{STEAM_CLAN_IMAGE}/45467379/f68085388fab626567463ce54ecc1c927e90350b.png"]
Gladiator
Skill 1 (Cast Net): Throws a net in a cone in front of him, dealing physical damage and rooting enemies hit.
Skill 2 (Trident Flurry): Thrusts his trident forward, dealing physical damage. Hitting the same target repeatedly within a short time increases the damage of each successive hit. Hitting a different target resets the stacks.
Ultimate (Duel): Charges at an enemy champion, dealing physical damage and taunting them. The target cannot receive healing or new shields during the duel, and Gladiator takes reduced damage from enemies other than his target. The duel ends if the taunt is cleansed or the target is defeated.
Added a new champion, Ferryman. Ferryman is an AP support champion designed to rescue allies in danger by pulling them to safety and carrying them away.
[img src="{STEAM_CLAN_IMAGE}/45467379/47ec94a1ea1e3f2dd6ed3cd1009e4a0bdd43cc80.png"]
Ferryman
Skill 1 (Lifeline Anchor): Throws an anchor in a straight line, hitting the first champion it reaches. Allies at 50% HP or below are pulled in front of him and gain movement speed; allies above that threshold are passed through. Enemies take magic damage and are slowed.
Skill 2 (River of Souls): Creates a waterway in front of him that lasts for a set time. Allies on the waterway gain movement speed, while enemies are slowed.
Ultimate (Ferryboat): Cleanses one allied champion at 40% HP or below, takes them aboard, and carries them toward the allied base. While aboard, the ally is untargetable, cannot act, and is immune to movement control. On disembarking, they recover HP and briefly gain movement speed.
Added a new champion, Bombardier. Bombardier is an AD ranged champion designed to trade mobility for greatly increased range and firepower by deploying a cannon.
[img src="{STEAM_CLAN_IMAGE}/45467379/be278a94eb3b2fe22340aaa396c11c1cfdfa4835.png"]
Bombardier
Skill 1 (Deploy Cannon): Deploys or retracts the cannon. While deployed, Bombardier cannot move, but gains attack damage and increased range for basic attacks and Skill 2. Retracting the cannon briefly increases movement speed.
Skill 2 (Lobbed Shell): Fires a shell at a target location, dealing physical damage and slowing enemies in the area. Its range increases while the cannon is deployed.
Ultimate (Carpet Bombardment): Rains down successive shells on a target area, dealing physical damage to enemies within it. Its range increases further while the cannon is deployed. Being crowd-controlled while firing interrupts the remaining bombardment.
Added a new champion, Hypnotist. Hypnotist is an AP mage designed to put enemies to sleep with the new crowd-control effect, Sleep.
[img src="{STEAM_CLAN_IMAGE}/45467379/f920f8af4f31efc1fb1ea7a0a3055208e3df3d4b.png"]
Hypnotist
Skill 1 (Pendulum Arc): Launches a piercing pendulum that deals magic damage and slows enemies. This damage does not wake sleeping enemies.
Skill 2 (Suggestion of Sleep): After a short delay, hypnotizes enemies in a target area, putting them to sleep. Sleeping enemies cannot move or act. Any damage, including damage over time, wakes them, and the first hit that wakes them deals increased damage.
Ultimate (Mass Hypnosis): After a short delay, hypnotizes all enemies in a large area, putting them to sleep. The first hit that wakes them deals greatly increased damage. Cleansing removes both Sleep and the damage increase.
Added the following player trait.
Prefers Invading the Enemy Jungle: Players with this trait prefer invading the enemy jungle when they gain lane priority.
Added new UI styles. Under Settings → System → UI Style, you can choose Classic, New (Light), or New (Dark). The Classic UI retains its existing appearance; the following improvements apply to the new UI.
Organized the left menu into six groups: Today, Team, Competitions, Market, Club, and Resources. The top title bar brings together the current screen, season phase, date, and advance button. The advance button shows what needs attention next, such as unread news, news requiring a response, or today's match.
The home screen now provides an overview of a weekly board showing the last match and the next seven days starting today; tasks ordered by urgency, including news nearing its response deadline, matches within a week, expiring contracts, stamina and stress warnings, and vacant sponsor slots; league standings and season records; and a financial summary.
Use the name search at the top of the left menu or press F to find and jump directly to menus, players, teams, and staff. Shortcuts are shown next to menu entries, and new shortcuts are available for Home, Academy, Sponsors, and Fan Service. The mouse back and forward buttons navigate between previously visited screens.
Player details show a grade (S–D) for each stat and a bar indicating the player's standing among players in the same league and position. You can also check strengths and weaknesses, effective match stats reflecting condition and stamina, stress, the reasons for changes in status, and position and language training progress.
Switch the squad table between match records and status/contracts views, and sort by stamina, condition, stress, or remaining contract length. The coaching staff list lets you compare each coach's three main stats and contract expiry date.
Added title/sender search, year/month filters, and a view showing only news requiring a response to the inbox, and redesigned news articles.
The pick/ban screen is highlighted only during your turn. The champion information row now shows roles, stats by level, and patch buffs and nerfs together.
In Game Information, the champion list can be filtered by role, position, or tier, searched by name, and sorted by name or tier. In individual training, use A/D to move to the previous/next player. Scrim invitations also show your team's schedule for that week.
Irreversible actions, such as deleting an entire list or releasing a player, now show a confirmation explaining what will be lost. All text has been enlarged to at least 18px for easier reading.
[img src="{STEAM_CLAN_IMAGE}/45467379/722db42e50271395abfd445a0019b1d7ebf7a466.png"]
Home screen in the new light UI
[img src="{STEAM_CLAN_IMAGE}/45467379/b68004d59072413745ee9c33b7be45bcadb48077.png"]
Player details in the new dark UI
Added a squad messenger. Open Messenger in the left menu to have one-to-one conversations with players and view the squad group chat. The menu shows the number of unread messages.
Players will message you when something is on their mind. There are ten situations: playing time, contract renewal, fatigue, settling into the team, champion selection, transfer rumors, a decision to retire, reaching a milestone, blaming themselves for a loss, and greetings on joining the team.
Replies are due within two days, or one day for transfer rumors. The inbox reminds you on the final day. Ignoring a message lowers the player's trust, and reading it without replying causes a larger decrease.
Some replies include a promise. Promises are automatically evaluated based on actual actions, such as playing time, renewal offers, rest/language training ratios, champion selection/training assignments, or whether a transfer happens. Keeping a promise greatly raises trust; breaking one lowers it by an even larger amount.
Promises about playing time and champion selection also appear as badges on official match screens. In the starting lineup, the remaining deadline appears beside the promised player's name. The pick/ban player slots and champion list, as well as the swap screen, show the promised champion. Badges turn orange with three days or less remaining, and fill in when you assign the promised champion to that player on the swap screen.
Managers can also start a conversation. Choose from praise, encouragement, advice, discussing a role, or asking how the player is doing. You can initiate up to three conversations per week, with a limit of one per player per week. Responses depend on the player's recent performance and condition.
Players chat in the group when the team goes on a winning or losing streak, when arguments follow a loss, when a new player joins, when the team wins a title, or when a milestone is reached. Managers can intervene during streaks and arguments.
Each player's trust and the team atmosphere affect loyalty, stress, and morale every week. They do not directly affect match stats.
[img src="{STEAM_CLAN_IMAGE}/45467379/bbc724305c10dc9835984aad6fd00504d2939eff.png"]
One-to-one player conversations and promises
[img src="{STEAM_CLAN_IMAGE}/45467379/6c7445f3aa5a8c486e432df7338e8e9e8aa458e7.png"]
Squad group chat and manager intervention
[img src="{STEAM_CLAN_IMAGE}/45467379/5506d000178deb19aca897cbc559546dfad6c27e.png"]
Promise badges on the swap screen
Added regular league reports to the inbox.
Every Monday, you receive a recap of the previous week (results, standings, and Player of the Week) and a briefing on the coming week (opponents and contract/roster deadlines).
During the season, individual award race updates arrive every two weeks. A season preview arrives just before the season starts, and a review of your team's season arrives after it ends.
A transfer window recap arrives when the window closes; news about notable players who retired in the previous year arrives on New Year's Day; and regional solo-rank standings arrive on the first day of each month.
[img src="{STEAM_CLAN_IMAGE}/45467379/9a71fd0574da8a5dcdabddaf7805e53819a3b76f.png"]
Weekly league recap
Added news articles about players and managers to the inbox.
Articles cover career milestones for sets played, wins, kills, and Set MVP awards; retirement; updates on players who have left for another team; and matches against a former team.
Articles also cover managers' career win milestones and anniversaries of taking charge.
News articles announce new league records: most kills in one set, most team kills in one set, fastest win, longest match, and highest rating in one set.
[img src="{STEAM_CLAN_IMAGE}/45467379/e3e974f3e1fd3baa3bfaeb8863f11b1ad1af01cb.png"]
Career milestone article
Added three inbox decision events. You can decide how to prepare for a player's retirement, manage a player ahead of a match against their former team, or celebrate a milestone.
[img src="{STEAM_CLAN_IMAGE}/45467379/dae9cc195c3a9446879508b59c5b602cbb4d324a.png"]
Retirement preparation decision event
Added Manager career. Managers now have reputation (0–100), and can move to other clubs or be fired based on results. Manager careers are available only in single-player.
When starting a new game, choose Manager career (Moves only / Moves & firing / Off) and Start (Chosen team / Unknown / Expansion). Unknown managers choose one of three random second-division clubs and start with 5 reputation. Expansion starts at a new second-division club with an empty squad. Existing saves use Moves only, with reputation determined by titles and season records since taking charge.
Added a general manager conversation to the messenger. At the start of a transfer period, the general manager asks you to choose a season target: win the title, reach the final, reach the playoffs, or finish in the top eight. At the end of the season, you are evaluated against that target. Meeting it raises reputation; falling far short results in a warning. With Moves & firing enabled, three warnings lead to dismissal, after which you move to one of the clubs offering you a position.
As your reputation rises, other clubs with vacant managerial positions send offers. Accepting an offer moves you to that club the next day, and another manager takes over the club you leave. Offers also prompt reactions in the squad group chat.
Added manager salaries. Salary is determined by reputation and club size, paid weekly by the club, and supplemented by bonuses for meeting targets, winning titles, and international results. You can request a raise when receiving an offer or renewing your contract, in exchange for a season target one level higher next season. Taking a lower salary increases the club's transfer budget by the corresponding amount.
When your contract is nearing expiry, the general manager offers a renewal on the season evaluation day. Larger clubs may also approach you.
Managers at other clubs are evaluated in the same way and can be fired or take new jobs. Managerial changes in the same region are reported in news articles.
Choosing strong statements in pre-match or post-match interviews raises or lowers your reputation according to the result of your next official match.
Added a Manager tab to Records. View your career, including reputation, salary and contract, titles, clubs managed, and season evaluations, as well as manager reputation rankings.
[img src="{STEAM_CLAN_IMAGE}/45467379/57ed6fa56adbc160035f281cc006e6ebfd7f9243.png"]
Setting season targets with the General Manager
[img src="{STEAM_CLAN_IMAGE}/45467379/95641e14872563fb7d129a80c08ad7ed16cf78c6.png"]
An offer from another club and salary negotiations
[img src="{STEAM_CLAN_IMAGE}/45467379/7c820560cef261b36e2d088303f1c9483d4ca1bc.png"]
Manager careers and reputation rankings in Records
Added year-end events. After Champions concludes, the All-Star match and Hall of Fame induction ceremony take place at the end of the year.
Fan voting selects one player per position for the East (Korea, China, and Japan) and West All-Star teams, which play one actual match. If your team has a nominee, you can choose how to encourage voting. Having a player selected increases your team's fans and the player's morale.
Each year, up to three retired players with an induction score of at least 60 enter the Hall of Fame. You can attend the ceremony, and your club gains fans if a former player is inducted. The Hall of Fame tab in Records shows inductees by year and All-Star results.
Added a club hall of fame to Team History. Players qualify by playing at least 100 sets for the club, or by winning a title and playing at least 30 sets. Holding a grand farewell in the retirement preparation decision event honors that player at the club.
[img src="{STEAM_CLAN_IMAGE}/45467379/b148ea51a18354004a7441c2440b2b505aaad0cc.png"]
All-Star voting campaign decision event
[img src="{STEAM_CLAN_IMAGE}/45467379/47c74f40740483cbb1645b5d26d3416f6ee6fd85.png"]
Hall of Fame and All-Star records
Added an Academy League. Academies with at least two trainees play regional league matches every Wednesday, with a champion and Season MVP selected for each first-half and second-half season. The Academy screen shows the standings and recent matches.
[img src="{STEAM_CLAN_IMAGE}/45467379/1ff915bf8542be33ca15495e5aaf49c2e6f73b62.png"]
Academy League standings and warning signs of trainee departures
Changed the rules for academy trainees leaving.
Trainees no longer leave without warning. If morale drops below 35, you receive news that they may leave. They may leave the academy if morale does not recover to at least 45 within 14 days.
Departing trainees become free agents instead of retiring. If they sign with another club within one year, that club pays training compensation to their original academy club.
Added rivalries.
Meetings in the same competition, series that go the full distance, encounters in playoffs/finals/promotion-relegation matches, direct transfers of star players, and manager moves increase the heat between two teams. Heat cools at the turn of each year.
The opponent with the highest heat becomes your derby rival if the heat is at least 25. Derby days bring preview articles and group chat conversations, as well as increased home attendance and fan movement.
Rival Teams in Team Information now sorts teams by heat and displays the heat level.
[img src="{STEAM_CLAN_IMAGE}/45467379/d242e05c3927f42993a41d3d8edb1376b20d4b99.png"]
Rival teams and heat
Added captains and player reputation.
You can appoint a captain in a player conversation in the messenger, and change captains once every 30 days. The captain speaks first in the group chat. Trust in the captain affects the baseline toward which the team atmosphere returns, and you can ask the captain to handle disputes between players.
Player details show six reputation levels: Rookie, Rising, Established, Star, Superstar, and Legend. Reputation is determined by career sets, individual awards, and popularity. Players rated Star or higher speak differently in the messenger.
[img src="{STEAM_CLAN_IMAGE}/45467379/2c20c284c829658edad756f3c92b367e5bbe547c.png"]
Reputation displayed beside player names
The Ego stat is shown again as a personality stat for the squad messenger. Ego does not affect matches. It is visible in player details, player information popups, player comparisons, individual training, scouting filters, and database editing.
Players with Ego of at least 70 blame teammates in the group chat after a loss, causing arguments. When handling a dispute as captain, they take sides. They also speak bluntly about playing time, renewal, and transfer rumors.
Players with Ego of at least 60 push back against the manager's advice when they are in poor form.
Added player overall ratings (OVR). A single number shows the average of the ability stats used in the current mode, making player levels easy to compare at a glance. OVR is shown in both the Classic and new UI.
OVR appears in player details, information popups, squad tables, recruitment lists, other teams' squads, player comparisons, and both starting lineups on match day. Squad tables and recruitment lists can be sorted by OVR.
If Player Stats Visibility is set to Hidden in new-game options, other teams' players show an OVR range based on what you know, or '-' if you know nothing.
The Academy's Current Ability value has been replaced by OVR calculated on the same basis.
[img src="{STEAM_CLAN_IMAGE}/45467379/bbebf207cc7c2839e34547974d5c486769b147d5.png"]
Overall ratings in the squad table
Added Help. You can revisit explanations of screens and features at any time after manager training, in both the Classic and new UI.
Open it with the question mark (?) button or the shortcut (I by default). In the new UI, the button sits to the left of the gear button at the top; in the Classic UI, it sits to the left of the power-shaped button at the bottom. The final manager training guidance points it out.
Help opens with an explanation of the current screen. Choose from 26 topics in the left list, covering gameplay basics, the yearly cycle, match day, manager careers, contract negotiations, and individual menu screens.
[img src="{STEAM_CLAN_IMAGE}/45467379/0088f93b19bc4031f137dd2e03923e797d6ce0dd.png"]
Help opened from the squad screen
Bug Fixes
Fixed broken text formatting in the Taoist's ultimate description in Brazilian Portuguese.
Fixed column headers appearing misaligned with values in player tables, including squad lists, recruitment lists, and starting lineups.
Fixed player ages wrapping onto two lines and being partly hidden in Classic UI player details in English and some other languages.
Fixed the focus border not appearing when using a gamepad to select a scrollable reading area, such as Recent Events in Fan Service.
To join the beta, right-click Teamfight Manager 2 in your Steam Library, open Properties → Game Versions & Betas, select "beta," and launch the game.
The beta program frequently updates content that is still in development. As a result, versions may be unstable, mods may not work properly, and using existing save files may make them incompatible until the update reaches the official build.
We would appreciate your beta feedback at [email protected] or through our official Discord channel (https://discord.gg/TKxAz2AJSp).
Thank you.
Hello, this is Team Samoyed.
We'd like to share the details of this patch.
Existing mods may not work correctly after this version update, so if you are using mods, we recommend disabling them or playing on a previous version until the mod creators have updated them for the new patch.
[img src="{STEAM_CLAN_IMAGE}/45467379/32eb7fb39e50a273acad96febf488ba52ec25b28.png"]
In your Steam Library, right-click Teamfight Manager 2 - Properties - Betas, then select the version you want and play; the game will run on that version.
Improvements
Free agents (FA) can now be signed outside the transfer window.
Rosters are locked from seven days before each split's playoffs until the end of that season's international tournament. Free agents cannot be signed during this period.
News items will notify you seven days before the roster lock and on the day it begins.
FA negotiations outside the transfer window cannot be delegated to a scout.
Offers and acceptances sent on transfer deadline day will now always receive a response before the window closes.
From the day before the deadline, the negotiation window will indicate that the current response is the final negotiation of the transfer window.
Just before the deadline, at 23:50 on the final day, new offers and acceptances that cannot receive a response in time are disabled.
Fixed an issue where negotiations due to be processed immediately after the deadline were postponed instead of being completed.
Added a button to instantly complete the remaining Ban/Pick phase when it has been delegated to the head coach.
This button cannot be used in matches against another player.
Champion tier-list delegation to the analyst is now a toggle. When enabled, the tier list updates automatically every day.
Added an option to delegate merchandise inventory management.
When stock falls to around seven days of projected sales or less, merchandise is automatically produced to bring it up to 30 days of projected sales. Production is skipped if the club cannot afford it.
Redesigned the All-Pro tab in Records and the All-Pro announcement and reward news as cards displaying player portraits, team logos and position icons.
Added a Yearly Records tab to Records.
Use a single selector to choose a league or international tournament and view each season's champions, runners-up, MVP, highest-rated player, and leaders in kills, assists and solo kills in one table.
Adjusted fan gains from All-Pro selections and individual season awards.
Players who already have many fans now gain fans more gradually from awards.
Halved the fan bonus for All-Pro selections. (First Team: 20% → 10%, Second Team: 12% → 6%, Third Team: 7% → 3%.)
These changes also apply to existing saves. Values manually changed in the database editor are preserved.
Added a minimum movement speed so that stacking multiple slows cannot reduce movement speed below 40% of its original value.
The slow effect of an individual skill is unchanged.
Added a Free Agents (FA) entry for each league region to the database editor's team list.
You can edit, add and remove players and coaches who do not belong to a team.
Removing an existing free agent from an ongoing save retires them to preserve their match records.
Made scrollbars easier to grab.
Expanded the draggable area and added a minimum thumb length so that the scrollbar does not become too short.
Clicking an empty part of the scrollbar now jumps directly to that position.
Improved name generation for new players. After all default nicknames have been used, names are drawn from an English word dictionary; once those words are exhausted, two-word names are generated.
Added player position icons to the player fan-count list in MOBA mode's club information.
Made changes and improvements to the match engine.
Combined the objective standoff and objective-killing tactics because their roles overlapped and their behavior was difficult to distinguish. The differences between tactics are now clearer.
Clarified the differences between grouping and split-push tactics and improved lane management.
Improved the overall distinction between different tactics.
Fixed some cases where champions did not recall when they needed to buy items.
Fixed several intermittent issues with reactions to fights and coordinated team movement.
Fixed various minor movement issues throughout the match engine.
Optimized simulation performance, reducing simulation time by approximately 24% in the test environment: from 0.45 seconds to 0.345 seconds per simulated minute of game time.
Bug Fixes
Fixed an issue where the tooltip above the delegation button was missing when there was no scout available to handle negotiations.
Fixed an issue where the Delegated label was missing from scout contract-list negotiations assigned to a scout.
Fixed an issue where the database editor displayed Shotcalling, Roaming, Aggression and Ego stats, which are no longer used in MOBA mode after the introduction of the trait system.
Fixed an issue where banned champion icons overflowed their display area in the recent match list when there were four or five bans.
Fixed an issue where accepting or rejecting a player's counteroffer had no effect after editing the salary during contract negotiations.
Fixed an issue where contract renewal negotiations did not progress outside the transfer window in some existing saves.
Fixed an issue where amounts or options being edited during negotiations to transfer a player to another club were saved to the wrong club's negotiation.
Fixed an issue where clicking the names of legendary players or rival clubs on the club information and other club details screens did not open their details.
Fixed an issue where Dancer's chakram stacks continued to increase beyond their limit, also increasing the damage of her first skill.
Fixed an issue where news warned of a shortage of players in specific positions in Deathmatch and Single Lane modes.
Also fixed an issue in MOBA mode where having an academy trainee prevented the shortage warning from appearing even when there was no first-team player in that position.
Fixed an issue where academy trainees received transfer offers intended for regular players, which could not be processed correctly when accepted or negotiated.
Fixed an issue where the Response Required label sat at the bottom of news list entries, and centered the text.
Fixed an issue where a long competition name for the next match on the home screen left a single character wrapped onto the next line.
If you encounter any problems while playing, feel free to reach us at
anytime.
Thank you.
Hello, this is Team Samoyed.
We'd like to share the details of this patch.
Existing mods may not work correctly after this version update, so if you are using mods, we recommend disabling them or playing on a previous version until the mod creators have updated them for the new patch.
[img src="{STEAM_CLAN_IMAGE}/45467379/32eb7fb39e50a273acad96febf488ba52ec25b28.png"]
In your Steam Library, right-click Teamfight Manager 2 - Properties - Betas, then select the version you want and play; the game will run on that version.
Improvements
Improved automatic balance patch stability by excluding champions that are no longer available from candidate selection.
Bug Fixes
Fixed an infinite loading issue when advancing the date in some saves where a modded champion remained only in historical match records and was selected for an automatic balance patch.
Fixed an issue where cumulative champion records disappeared from the screen immediately after applying database edits to an ongoing save, even though the server still retained them.
Fixed an issue introduced in version 0.6.1 where some modded champions were invisible during matches.
Fixed an issue where the head coach lifted the trophy instead of the manager during awards ceremonies and championship celebrations.
Fixed an issue where damage-over-time effects already applied to enemies, such as poison, could stop dealing damage after those enemies moved out of vision.
Fixed an issue where retired players and players scheduled to retire appeared as scouting assignment candidates and in player lists.
Fixed an issue where using Nightmare's second skill at the edge of the map caused the match to freeze.
Fixed an issue where, after changing game settings or champion stats in the database editor of an ongoing save, replays of new matches used the values from before the edits.
Fixed an issue where retired players participated in Solo Rank matches or appeared on the current leaderboard.
Fixed an issue where trainee candidates did not appear when an academy was founded during the tryout period.
Fixed an issue where editing an offer during contract negotiations caused repeated contract renewal acceptance news or prevented the contract from being finalized.
Fixed an issue where large data transfers prevented participants from joining some long-running multiplayer saves.
Fixed an issue where former players' career records could not be viewed on their staff details screen.
Fixed an issue where skill haste from items and buffs was incorrectly displayed as a cooldown reduction percentage.
Fixed an issue where colors and symbols in champion skill descriptions were displayed incorrectly in some languages.
Fixed an issue where passive and item effects configured in mods to trigger when a champion died did not activate.
Fixed an issue where animations specified by mods did not correctly interrupt actions already in progress.
Fixed an issue where champion filter changes made with the mouse during Ban/Pick were not applied while the staff dialogue or chat window was open.
Fixed an issue where unsupported standard transfer offers could be made for trainees in other clubs' academies.
Fixed an issue where some mod effects could push the Relic and towers out of position.
Fixed an issue where champions with no actual stat changes appeared in the buff and nerf lists of automatic balance patches.
If you encounter any problems while playing, feel free to reach us at
anytime.
Thank you.
Hello, this is Team Samoyed.
We'd like to share the details of this patch.
Existing mods may not work correctly after this version update, so if you are using mods, we recommend disabling them or playing on a previous version until the mod creators have updated them for the new patch.
[img src="{STEAM_CLAN_IMAGE}/45467379/32eb7fb39e50a273acad96febf488ba52ec25b28.png"]
In your Steam Library, right-click Teamfight Manager 2 - Properties - Betas, then select the version you want and play; the game will run on that version.
Improvements
Adjusted the match engine to make the differences between tactics clearer.
Fixed an issue where the laning-phase Serpen tactic was not being applied correctly. We also adjusted behavior to make each tactical choice more distinct.
Adjusted priorities so that minion wave management choices have more clearly differentiated effects.
Improved some of the AI's combat decisions in the match engine.
Improved the AI in Deathmatch mode overall.
Improved match ratings and MVP selection criteria in MOBA mode.
Reduced the rating weight of crowd control (CC) duration to address the overvaluation of champions with a lot of CC.
Fixed duplicate credit from CC, buffs, and debuffs contributing to the same allied damage, as well as excessive score accumulation when multiple support effects overlapped.
Adjusted credit for helping allies attack to scale with the actual damage and kills achieved.
Bug Fixes
Fixed an issue in Deathmatch mode where 2v2, 3v3, and 4v4 series could fail to advance to the next screen or return to the friendly match room after the series ended.
Fixed AI champion assignments in Deathmatch mode to properly account for each player's suitability.
Fixed an issue where a best-of practice match could end after just one set win.
Fixed an issue where second-phase ban settings were not preserved when advancing to the next set in AI matches.
Fixed an issue where starters were incorrectly treated as substitutes after switching sides during a match, causing them to lose loyalty.
Players with at least four stars of proficiency in a position are no longer shown in red on the lineup and squad screens, even if it is not their primary position.
Fixed an issue where modded champion effects disappeared after rewinding while spectating a match or watching a replay.
Fixed an issue where damage numbers on the match results screen appeared on top of popups such as the ESC menu.
Fixed an issue in the database editor where pressing the increase or maximum button for a player with more than 10,000 fans reduced their fan count to 10,000.
Fixed an issue where editing the database of an ongoing save reset cumulative champion records.
Fixed an issue where taunts could not be removed by cleansing.
Fixed an issue where advancing the date could cause infinite loading in some saves containing modded champions.
Improved mod loading to safely disable affected mods when there are problems with their dependencies or DLL configuration.
Fixed an issue where champion data was applied in an inconsistent order when using multiple data mods together.
Fixed an issue where missing data or images for modded champions could cause the game to stop during match preparation or spectating.
Fixed an issue where final approval of a player or staff signing with an insufficient budget could leave the approval status and budget messages incorrect.
Fixed an issue where the AI did not properly evaluate the attack-enhancing effect of Poison Dart Hunter's ultimate.
Fixed an issue where projectiles created with the Mod SDK could fail to appear on screen from the moment they were created.
If you encounter any problems while playing, feel free to reach us at
anytime.
Thank you.
Hello, this is Team Samoyed.
Here are the latest patch notes.
Improvements
Added Set Feedback. In MOBA matches in single-player and multiplayer leagues, you can give players feedback in the locker room after a set if another set remains.
You can instruct up to 3 players to play "More aggressive" or "More defensive." This changes the corresponding tendency, and the instructed playstyle takes effect in the next set.
You can review scenes of joining fights and ganking lanes, grouped by player, and select "Good" or "Don't" to strengthen or reduce the corresponding tendency.
Choosing "Encourage without feedback" instead of individual feedback increases the Condition of every player who played in the current set by 5.
Added the Player Traits system. Aggressive Playstyle, Defensive Playstyle, Fight Joining, and Lane Ganking affect players' decisions and actions in MOBA matches.
Changing tendencies through Set Feedback can activate or deactivate traits. Once a trait is active, increasing its value does not make its effect in matches stronger.
You can view active traits in player information, as well as tendency values for players on your own team. Scouting also lets you search for players with the traits you want.
Lane Ganking applies to laners and supports.
We aim to expand the selection of player traits further in 0.7.0.
Added All-Pro teams by position. At the end of the regular season, the top three players in each position (Top, Jungle, Mid, Bottom, and Support) are selected for the First, Second, and Third Teams.
Rewards: Selected players gain fans and Morale. Their clubs receive bonus prize money for each selected player equal to a percentage of the league championship prize (First Team: 5%; Second Team: 3%; Third Team: 1.5%), and also gain club fans. When a player from your club is selected, a separate news item details each player's prize money and fan gains.
Reviewing records: A new "All-Pro" tab under Records lets you view Spring/Summer selections by year, region, and league. The player history tab records All-Pro selections (position, rating, win rate, prize money, and fan gains), while team history records the number of All-Pro players produced each season.
Selections take place across all leagues, including AI clubs, starting with seasons whose regular season ends in this version or later. Past seasons in older saves are shown as having no records.
Adjusted the youth academy based on beta feedback.
The academy's starting tier now reflects the team's facility level. Previously, every team started without an academy and had to upgrade it from scratch.
Improved the growth curve for trainees.
Trainee Morale now responds to facility tier, recent scrim results, stalled growth, and stress. Hovering over the Morale label shows its components. The trainee list shows cumulative growth since joining.
Training reports now show progress toward the next attribute increase for the 3 players closest to it.
Adjusted fan numbers.
Increased fan gains for individual award winners.
Clubs now gain new fans for winning, finishing as runners-up, or placing among the top finishers in leagues and international tournaments, with notifications in the inbox.
Increased the weight of performance when calculating sponsor offer tiers, and added bonuses for qualifying for or winning international tournaments. The sponsor screen now shows the tier score breakdown and progress toward international tournament conditions.
Adjusted the transfer market.
The limit on transfer offers for players at the user's club now applies per player instead of per team. This resolves the issue where only one offer arrived every 3 days even with multiple players on the transfer list.
The restriction on reselling recently signed players has been shortened from 270 days to the same transfer window.
Added "5 bans (3/2)" to the ban count settings. Instead of banning all 5 at once, both teams ban 3 champions each and pick 3 each, then ban another 2 each and pick their remaining 2.
Adjusted champions.
Corrected Harpooner's skill hit detection radius and projectile launch positions, and adjusted the cone angle of the ultimate.
Improved the match engine.
Reduced situations where the team in the lead delays finishing a match it could end. Advancing on the Nexus is now prioritized when a winning opportunity is available.
Reduced indecisive wandering under towers and pointless pursuit of enemies that cannot be caught.
Improved decisions about when to use immortality, shield, and buff skills.
Added gamepad support.
Bug Fixes
Fixed an issue where Strongman's Skill 2 (Barbell Swing) and Spellbreaker's ultimate (Grand Shatter) were used on empty space, or used once beside an allied tower and then never used again. Both skills are now defined as area-of-effect skills centered on the caster and are only used when enemies are in range.
Fixed Siege Breaker's Skill 1 bonus damage to structures being displayed and applied as 0% in older saves. This value can also be changed in Database Edit.
Fixed rematch-avoidance pairing updates in Challengers Swiss matches not taking effect on the actual match day. Also fixed an issue where View Match Result Immediately could show results from the previous pairings after the pairings changed.
Fixed the missing seeding draw notification on the season's opening day when the first transfer window had been skipped.
Fixed previous-season placement bonuses being paid again during season settlement, or fan expectations being overwritten with results from an earlier season.
Fixed fans gained through inbox decision events being lost again at the end of the season.
Fixed clubs with no fans earning sponsor bonuses for fan growth without actually gaining any fans.
Fixed training facility, stadium, and merchandise production facility expansions proceeding without enough cash, or their costs not appearing in financial records. Merchandise production facility costs and cost reduction rates in custom databases now also display correctly.
Fixed the finance screen's "At this rate, funds will run out in approximately N months" warning appearing much earlier than it should because one-time costs already paid, such as facility expansions, were counted as recurring monthly expenses. It now uses only projected expenses and income for the remaining period.
Fixed AI clubs exceeding the promotion quota when promoting academy players in succession.
Fixed "Core Player" being incorrectly shown as the reason for refusing to sell a recently signed player.
Fixed contracts with staff from other clubs being finalized without enough funds to compensate for the remaining contract. Contract acceptance now uses the current offer, and both clubs' balances and news update immediately after the signing.
Fixed a one-year delay in counting staff members' time as free agents after their contracts expired, which delayed retirement checks.
Fixed progress getting stuck or the game closing when switching screens or going back during tutorial dialogue.
Fixed non-host participants being able to change shared settings in multiplayer depending on the reconnection order or the host disconnecting.
Fixed localization key names appearing instead of instructions on the lineup waiting screen while spectating in multiplayer.
Fixed champions added by champion packs or individual champion mods being missing from champion selection in multiplayer leagues and friendlies, or selected champions being excluded.
Fixed awards ceremony dialogue appearing as localization key strings.
Fixed group names in international tournament draw news appearing in English (Group A) even when playing in Korean.
Fixed the last row of the participating player list in fan service being cut off, and overlapping two-line text in the academy development policy list and bank/club value item names in languages with long labels.
Fixed the last sponsor offer being inaccessible when there were many offers, and long payment or bonus text overflowing the cards.
Fixed incorrect values, targets, and ages in some languages, visible formatting tags in text, and missing arrows on the finance screen.
To join the beta, right-click Teamfight Manager 2 in your Steam Library, open Properties → Game Versions & Betas, select "beta," and launch the game.
The beta program frequently updates content that is still in development. As a result, versions may be unstable, mods may not work properly, and using existing save files may make them incompatible until the update reaches the official build.
We would appreciate your beta feedback at [email protected] or through our official Discord channel (https://discord.gg/TKxAz2AJSp).
Thank you.
Hello, this is Team Samoyed.
We'd like to share the details of this patch.
Existing mods may not work correctly after this version update, so if you are using mods, we recommend disabling them or playing on a previous version until the mod creators have updated them for the new patch.
[img src="{STEAM_CLAN_IMAGE}/45467379/32eb7fb39e50a273acad96febf488ba52ec25b28.png"]
In your Steam Library, right-click Teamfight Manager 2 - Properties - Betas, then select the version you want and play; the game will run on that version.
Improvements
Players now gradually improve the language of their team's region simply by living there. Previously, it only rose if you assigned language training in a player's personal training plan.
Living there alone raises it only as far as two stars; above that it still rises through training only, as before. Players without a team are not affected.
A '0' option has been added for the number of additional champions. No new champions are added even when a major patch arrives, so you can keep playing with exactly the champion lineup you set at the start.
It can be selected on the new game screen, in the in-game settings, and in multiplayer room settings.
Expanded the coverage of the Stable API. For details on the newly added APIs, see https://github.com/teamsamoyed/TeamfightManager2Mod.
Bug Fixes
Fixed an issue where unnecessary warnings filled up the log during Solo Rank cleanup. The logs you send us when reporting a problem will now retain the content actually needed to identify the cause.
Fixed an issue where re-sign negotiations stalled in a waiting-for-response state and the contract expired. If you left the negotiation window open and looked around, the values being edited masked the previous offer, so negotiations past their deadline were never processed. This also resolves the issue where the News inbox skipped to an outdated contract item in that state.
Fixed an issue where the salary budget set on the finance screen reverted to its previous value the next day. An income-based budget adjustment that should apply only to AI clubs was being applied to the player's club every day as well.
Fixed an issue where classic SDK mods built for an earlier version were loaded instead of being rejected. Because the internal data structures changed in 0.5.7, these mods read the wrong locations and could cause an abnormal termination at startup. They are now blocked from loading, with a notice that the version does not match. Those mods must be rebuilt with the new SDK. Stable ABI mods are unaffected.
Fixed an issue in multiplayer where loading grew slower and slower for participants other than the host. The state transfer rate was fixed at 256KB/s regardless of connection quality, so loading times grew directly with the size of the save.
Fixed an issue where the initial stats of modded champions were not displayed. The initial-value tab showed the same figures as the current values and the increase/decrease highlight colors were missing; this has been fixed both on the champion info screen and on the in-match champion panel.
Fixed an issue where edits to coaching staff contracts in the database editor were not applied. The edits were saved, but salary, contract length and similar values were not carried into the game; player contract edits worked correctly.
Fixed an issue where edits to negative values in the database editor were not applied. Skill values stored as negatives, such as movement speed reduction, stayed unchanged after editing.
Fixed an issue where no fan reaction news appeared at all on days you won a match. Negative fan news, which is only shown on a loss, did not appear on screen yet still masked the positive news for the same date, so both vanished.
Fixed an issue where replays of 2v2, 3v3 and 4v4 matches played out differently from the actual match. The format determined by the match rules was not reflected in replays alone, so they were always recalculated on a 5v5 basis, changing monster spawns and the extent of the match.
Fixed an issue where transfers deadlocked because a club sold a starter and then never signed a replacement. Selling a starter blocks further sales until a replacement is signed, but the club's plan did not schedule that replacement signing, so the position was never released. Clubs now prioritize signings that fill the empty slot.
Fixed a bug where the player AI in the match engine did not correctly calculate some skill effects. Cases where it mistook Skill 2's effect for Skill 1's, or mixed Skill 1's effect with Skill 2's range, meant each skill's effects were confused at the decision level; these are now taken into account correctly.
If you encounter any problems while playing, feel free to reach us at
anytime.
Thank you.
Hello. This is Team Samoyed.
We'd like to share the details of this patch.
A new champion, ‘Strongman’, has been added. Strongman is designed as an AD-based tanky initiator.
Skill 1 (Shoulder Throw): Grabs one nearby enemy and throws them over the shoulder behind himself, dealing physical damage and stunning them.
Skill 2 (Barbell Swing): Swings a barbell in a wide arc, dealing physical damage to surrounding enemies and knocking them back.
Ultimate (Human Cannonball): Throws one nearby allied champion to a target location. The thrown ally gains a shield for a short time after landing, and enemies around the landing point take physical damage and are stunned. If there is no ally to throw, Strongman leaps himself.
[img src="{STEAM_CLAN_IMAGE}/45467379/724fad107f827deba2264a297b74c2579f139be5.png"]
A new champion, ‘Spellbreaker’, has been added. Spellbreaker is designed as a melee fighter who counters shields.
Skill 1 (Greatsword Sweep): Slashes widely in front, dealing physical damage and slowing for a short time.
Skill 2 (Shattering Charge): Charges a short distance, dealing physical damage to the first enemy hit. After the charge, damage taken is reduced for a short time.
Ultimate (Grand Shatter): Instantly destroys the shields of all enemies within the surrounding area. Enemies whose shields are destroyed take magic damage, are stunned, and cannot gain shields for a short time. Enemies who had no shield take only reduced magic damage.
[img src="{STEAM_CLAN_IMAGE}/45467379/630345651379cc6fd56b7988df3fa66f249092cf.png"]
A new champion, ‘Astrologer’, has been added. Astrologer is designed as an AP-based area-of-effect mage.
Skill 1 (Meteor Fall): Drops a meteor on a target location after a short delay, dealing magic damage to enemies in the area and reducing their movement speed.
Skill 2 (Constellation Link): Deals magic damage to enemies in a straight line and leaves a constellation mark on them.
Ultimate (Celestial Alignment): Draws a constellation over a target area, marking all enemies within it, then detonates the marks simultaneously after a short delay to deal magic damage. The more enemies linked, the greater the damage, and enemies already marked by Skill 2 take additional damage.
[img src="{STEAM_CLAN_IMAGE}/45467379/ac3be5358a61a1a3b8b361465c019ad69656fb78.png"]
A new champion, ‘Harpooner’, has been added. Harpooner is designed as an AD-based ranged crowd-control champion.
Skill 1 (Harpoon Shot): Fires a harpoon in a straight line, dealing physical damage to the first enemy champion hit. For a short time after the hit, it can be reactivated to pull yourself to the target or drag the target toward you.
Skill 2 (Piercing Shot): Fires a powerful harpoon in a straight line, dealing physical damage to the first enemy hit. The more health the target has lost, the greater the damage.
Ultimate (Surging Chains): Fires multiple chained harpoons in a forward cone, dealing physical damage to enemies hit and binding them in chains for a short time. Bound enemies have reduced movement speed, and if they move beyond a certain distance from each other the chains tighten, strengthening the slow and pulling them toward one another.
[img src="{STEAM_CLAN_IMAGE}/45467379/45cdbb175c0edb8c576fe2a810594259f3a8b66c.png"]
A championship celebration sequence has been added to make winning a title feel more immersive.
A sponsor system has been added. Sponsor offers of various kinds arrive depending on your team's standing, and meeting their conditions earns you additional operating funds.
A youth academy has been added. It is a long-term development facility where you scout young prospects yourself and raise them over several years; like other team facilities, it can be expanded up to grade S to increase capacity and development speed.
Tryouts: Held on March 1 and September 1 each year, gathering prospect candidates aged 13 to 17. The more capable your scouts, the more candidates appear and the more accurate the potential estimates become, and if none of the candidates appeal to you, you can pay a fee to gather a new set.
Development: Trainees grow every Wednesday, separately from first-team training. Growth speed depends on facility grade, training coach, development focus and condition, and the development focus can be set for the whole team and for each trainee individually. With two or more trainees, your academy plays weekly scrims against other clubs' academies.
Exits: From age 16 a trainee can be promoted to the first team, and if another club offers a transfer fee you can sell them for funds instead. A trainee who passes age 20 without being promoted leaves the team as a free agent.
AI teams run academies as well. The more players who come up from academies to first teams, the fewer new prospects are generated in that region, so youth development replaces part of the existing rookie supply route.
Fan service has been added. You can set the ticket pricing policy for home matches to standard, cheap or premium, and hold fan signing events and fan meetings to grow your fanbase and raise fan satisfaction. You choose which players attend each event; participating players gain morale but also gain stress.
A bank and club value have been added. Entering the bank from the finance screen shows your club value, which combines your squad, facilities, fans and cash, and you can take out a loan up to a set proportion of that value. Loan funds are reflected in your transfer and wage budgets immediately, principal and interest are repaid automatically every Monday, and if you have room to spare you can repay early to save the remaining interest.
Manager training now covers the new management content. The finance lesson has been expanded with explanations of the bank and club value, and you now learn sponsors after finance, the academy after coaching staff, and fan service after facilities.
An awards ceremony has been added. When a tournament you took part in ends, an invitation to the awards ceremony arrives, and attending runs the award stage for the winner, the runner-up and the individual awards (MVP, Best Rating, Most Kills, Most Assists, Most Solo Kills). Once the ceremony ends, a result report is delivered to your News inbox.
Individual award winners gain fans. The amount gained differs by category, and sweeping several categories increases it accordingly.
Individual awards have been added to international tournaments as well. News announcing the individual awards is delivered after the tournament ends, and international tournament awards increase fans by a larger margin than league awards.
Players' award histories are now recorded. You can check past awards and the fan gains at the time on the History tab of a player's detail view.
Improved the match result screen so that items, CS and damage types are displayed.
The basic macro flow of the match engine has been changed.
Previously, teams focused too heavily on simply taking an objective whenever one was up, which tended to make matches play out in a monotonous way. This has been improved so that the side starting an objective only commits when it judges it can secure the objective even by starting first, and the side responding also gathers its members properly and sets up a formation before contesting it.
Adjusted the logic for mid- and late-game lane management so that supports are far less likely to be caught out pushing a lane deep on their own.
Fixed general display errors in News inbox content.
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'd like to share the details of this patch.
Existing mods may not work correctly after this version update, so if you are using mods, we recommend disabling them or playing on a previous version until the mod creators have updated them for the new patch.
[img src="{STEAM_CLAN_IMAGE}/45467379/32eb7fb39e50a273acad96febf488ba52ec25b28.png"]
In your Steam Library, right-click Teamfight Manager 2 - Properties - Betas, then select the version you want and play; the game will run on that version.
Improvements
Strengthened the diagnostic logging used to track cases where the match record and the replay diverge. The server/client result comparison has been expanded from team totals down to individual players, so when a mismatch occurs the log retains the information needed to identify the cause.
If you run into this, sending us your log.log along with the save file is a great help in tracking down the cause.
Bug Fixes
Fixed an issue where the league selection list in the stats window during the draft expanded upwards and covered the ban/pick phase guidance.
Fixed an issue where Siege Breaker's 'Mace Strike' was not actually applying its bonus damage to structures. Skills with bonus structure damage now take towers and the Nexus as cast targets.
The skill description and the actual calculation have also been brought in line. As described, 40% is added to the base damage.
Fixed an issue where some champions' skill effects were not reflected in the player AI's decision to use skills, so those skills were not used at the right moment.
Vampire 'Sanguine Drain' and 'Blood Eruption' — damage and health recovery
Priestess 'Heavenly Prayer' — heal over time
Ice Mage 'Glacial Storm' — slow and dash denial
Fixed an issue where replays played out differently from the actual match when a player AI mod was in use. Replays are played back by recalculating under the conditions of the original match, but this recalculation alone was running on the default AI instead of the mod AI. This applies to both match replays and Solo Rank replays.
We are still investigating the remaining causes of these mismatches.
Cleaned up an issue where subscribing to a mod containing files in an old format logged a Ban/Pick AI error on every launch. Files that cannot be read are now logged with their path and then skipped, and those error logs have no effect on how the game runs.
Fixed an issue where, once enough in-game years had accumulated, the year selection list on the records screen expanded past the edge of the screen and could not be seen. List-style selection popups now open within the screen only, and any overflow is shown with a scrollbar.
Fixed an issue where the 'head-to-head record' in fan match prediction articles counted only the last 5 matches and therefore disagreed with the all-time record shown on other screens. The win probability calculation is unchanged.
Fixed an issue where not reading the files of a mod you had disabled was logged as an error.
Fixed an issue where, when playing as a second division team, the region tabs on the standings screen always opened on the first division. The league your team belongs to now opens first. Other region tabs still open on the first division as before.
Fixed an issue where the play icon on the match screen was drawn at low resolution and looked out of place next to the other buttons. It has been replaced with the same vector format as the pause and speed icons, and the button position and size are unchanged.
Fixed an issue where win and loss streaks were counted only from matches within the last 14 days and were therefore displayed as shorter than they actually were. Streaks are now counted in full with no time limit, and the threshold at which the related news articles appear becomes accurate along with it.
Fixed additional cases where the proceed button on the match result screen did not respond, making it impossible to move on to the next set or to the schedule. Six more points remained where progress stopped if team draft data failed to load; all of them now continue the match with default values.
This could occur when you were a multiplayer participant or were using a custom database.
Improved a case where the minimum appearance requirement applied to the average columns of career totals (average rating, average gold, damage, tanking, healing, average level) was not shown on screen, making players below the threshold look as though they had disappeared from the list for no reason.
The requirement in effect (50 or more matches, or at least 60% of the highest appearance count) is now shown above the list.
Players below the threshold remain in the list in grey, and hovering over them explains why. Rank numbers are assigned only to players who meet the requirement.
Fixed an issue where playoff and promotion play-off matches were not counted in tournament statistics. Individual career totals were correct; only the per-tournament statistics were off.
Statistics for past matches are not restored; counting is accurate from matches played after this patch.
Fixed an issue where starting a new game from existing save data left the previous game's per-patch champion records in place.
Fixed an issue where position buff values changed by a balance patch were not reflected in the position tooltip during matches and were displayed at their initial values.
Fixed an issue where, when scout dispatch costs had been adjusted with a custom database, the dispatch screen and the financial outlook displayed the unadjusted default values. The amount actually deducted was always the adjusted value.
Fixed an issue where the appearance randomize button for managers and coaching staff changed only the hairstyle and left the colors (hair, top, bottom, shoes) fixed at their defaults.
Fixed a bug where, after an in-game patch was applied, patch information for modded champions and some base champions was not properly reflected in replays, causing the match you watched and the replay to differ.
If you encounter any problems while playing, feel free to reach us at
anytime.
Thank you.
Hello, this is Team Samoyed.
We'd like to share the details of this patch.
Existing mods may not work correctly after this version update, so if you are using mods, we recommend disabling them or playing on a previous version until the mod creators have updated them for the new patch.
[img src="{STEAM_CLAN_IMAGE}/45467379/32eb7fb39e50a273acad96febf488ba52ec25b28.png"]
In your Steam Library, right-click Teamfight Manager 2 - Properties - Betas, then select the version you want and play; the game will run on that version.
Improvements
Changed how each region's rating is calculated, along with how the number of seeds is determined from the rating gap between regions, so that each region's results are reflected more accurately.
Added team logo and champion icon display to the Stable API for mod creators (ABI level 4). Mods can now display team logos (including custom logos saved in your save file) and champion icons on their own screens in exactly the same way the base game does. Because the game itself performs the icon positioning and cropping calculations, icons are always displayed correctly with no extra work required — even when champion art is updated or when a champion has been added by a mod — and existing mods continue to work without a rebuild. We have also corrected a reported error in the Stable API documentation describing the match record (replay) keys.
Adjusted transfer market weightings so that teams attempt to replace a starter only when they have solid financial room and a candidate genuinely capable of replacing them, rather than selling a starter on the optimistic assumption that a replacement will be found.
Improved the Ban/Pick AI so that it finds and responds to strong champions and compositions more quickly. In particular, the AI was slow to react to champions that had been buffed or nerfed after a patch; this has been improved so that draft trends shift more quickly in line with the patch.
Bug Fixes
Fixed a bug where a free agent receiving offers from several teams at once would not choose the team with the best terms and would ignore some of the contracts. Now, when a player receives multiple offers at the same time, they use those offers to pursue the best possible terms for themselves; and if your offer is rejected because the player signed with another team, you are notified through your News inbox that the transfer negotiation ended for that reason.
Fixed a bug where Shadowmancer's ultimate, 'Banishing Arrow', hitting a champion mid-dash would leave the target permanently unable to move or act even after the banish ended.
Fixed an issue where the number of segments on the health bar during matches did not match the actual health value. The health bar should be divided into one segment per 300 health, but rounding the spacing between segment lines to screen pixels accumulated error, which could throw the segment count far off. Your side and the enemy side also used different rounding, so the same health value could show a different number of segments depending on the side. It is now displayed accurately at one segment per 300 health regardless of side.
Fixed an issue in Deathmatch mode where some matches started as 5v5 even when the match size was set to 2v2, 3v3 and so on. The match size setting was applied only to matches that already existed at the moment it was changed, while matches created afterwards (practice matches, the Summer season and the following year's leagues, tournaments and promotion play-offs) were created at the default 5v5. The currently configured match size is now always applied at the moment a match is created, and matches that were incorrectly created as 5v5 in an existing save are corrected to the configured size when you reload the game.
Fixed an issue in the Deathmatch result screen where pressing the 'Proceed' button could produce no response and leave the screen frozen, making it impossible to move on to the next set or to the schedule.
Fixed an issue where the Solo Rank tab would occasionally show a black screen with nothing displayed.
If you encounter any problems while playing, feel free to reach us at
anytime.
Thank you.
Hello, this is Team Samoyed.
We'd like to share the details of this patch.
Existing mods may not work correctly after this version update, so if you are using mods, we recommend disabling them or playing on a previous version until the mod creators have updated them for the new patch.
[img src="{STEAM_CLAN_IMAGE}/45467379/32eb7fb39e50a273acad96febf488ba52ec25b28.png"]
In your Steam Library, right-click Teamfight Manager 2 - Properties - Betas, then select the version you want and play; the game will run on that version.
Improvements
If any position on your roster is still empty before the transfer window closes, you will now be notified in advance through your News inbox. If a position is still vacant on the closing date, a free agent is signed automatically to satisfy roster requirements — but until now this happened with no notice at all, so it could look as though a player you had rejected in negotiations had joined your team. You will now be warned 14, 7, 3, and 1 day before the deadline, giving you time to finish signings yourself. The minimum roster guarantee itself remains in place so that the schedule can proceed.
Improved how save files are written. The existing file is now replaced only after the new save has been confirmed as fully written, and the save from just before the replacement is backed up automatically. Even if the game is force-closed or the power goes out mid-save, your previous save is no longer lost along with it, and if the main file is damaged it is automatically restored from the backup.
Improved how training ratios (weekly schedule and training programs) are adjusted. Previously, changing one entry recalculated the other two proportionally, which disturbed the value you had just set and made it hard to build the combination you wanted. Now only the amount you changed is taken from the other entries, and the value you set immediately before is preserved, so you can reach the ratio you want in two adjustments. The total always stays at 100%.
Expanded error diagnostics. When the game closes abnormally or multiplayer communication fails, the location and cause are now recorded in the log file. Until now this information was not written to the log, so in many cases the logs you sent us were not enough to narrow down the cause. From now on, the logs you send will let us identify the cause in a much wider range of cases.
Hovering over the Condition entry in a player's detail view now shows that player's condition temperament as scouting information. Every player has a different innate condition baseline and range of fluctuation, but until now only the current grade was shown, so there was no way to tell why one particular player stayed in poor shape even when housing and rest were perfectly fine. You are now told about tendencies such as "swings widely" or "rarely rises," and when the issue is difficult to improve through management, that is noted as well. Players with insufficient scouting information are shown as not yet identified.
Added match record reading to the Stable API for mod creators (ABI level 3). Mods related to match analysis and replays can now migrate to the Stable API. Match records are provided read-only, so mods cannot alter match results, and existing mods continue to work as-is without a rebuild.
Improved the Ban/Pick AI so that it adapts more flexibly to meta shifts caused by patches and other changes. The AI has also been tuned to run the draft in a way that brings out each team's own signature picks, based on that team's characteristics. In addition, there was a bug in the Ban/Pick AI's meta learning over the course of a season that caused certain champions to be over-favored during picks and bans regardless of their actual performance, with that bias never resolving; this bug has been fixed as well.
Improved the player rating formula in MOBA mode. The rating criteria have been revised to reflect a player's contribution to winning more accurately than before, and the gap in average ratings between positions and between champions has been reduced.
Optimized club management simulation, solo queue handling and more to shorten loading times.
Improved the match engine AI in Deathmatch mode. Part of the MOBA mode AI work from the previous patch had been applied incorrectly, causing overly passive fighting; this has been fixed. Some additional improvements from MOBA mode have also been applied, improving combat overall.
Improved the logic related to the transfer market.
High-level prospects are generated more often than before.
Improved how each team manages its finances. Fixed issues where teams failed to manage their salary cap properly and released all of their staff, or could not sign good players and let their roster quality deteriorate.
Teams now attempt transfers more actively rather than re-signing their existing players.
Offers that fell through because the response deadline passed are now reported in your News inbox. Until now, transfer, signing and re-signing offers left unanswered by the deadline — along with final approvals — were cleared with no notice at all, so negotiations in progress appeared to vanish without explanation. You are now told which player or staff case expired, along with the date on which you can propose negotiations again. Cases cleared in bulk by skipping ahead through the transfer window schedule are still cleared without a separate notice, as before.
Balance Changes
Adjusted the revenue structure for merchandise sales. Merchandise for players with large fanbases barely dropped in sales volume even at maximum price, which made it far too easy to secure funds through merchandise sales alone in the late game.
Demand for merchandise from players and teams with very large fanbases is now subject to saturation. Sales volume at low fan counts is almost unchanged, but the rate of increase flattens out as fan counts grow.
Different merchandise types now sell at different frequencies. Low-priced goods such as posters and light sticks sell frequently, while high-priced goods such as gaming chairs and keyboards sell more rarely.
Raising the sale price now reduces sales volume more sharply than before. High pricing is now an option with a large profit per unit but slow inventory turnover.
Increased streaming revenue to roughly three times its previous value. This change reflects feedback that streaming income was far too small compared to other revenue sources, so allocating time to broadcasting instead of training now works as a genuine source of income.
Improved fan satisfaction so that it follows your results. Until now, fan satisfaction only moved up and down at random based on match results, so a team contending for the title could still be shown as 'Very Dissatisfied'. It now converges toward a level appropriate to your league standing compared against fan expectations, creating a natural flow in which fans are thrilled when you exceed expectations and disappointed when you fall short.
Fan reactions also vary depending on the opponent. Beating an equal or stronger opponent raises satisfaction sharply, while losing to a clearly weaker opponent drops it sharply. When a weak team loses to a strong one, it is accepted as the expected result and the drop is small.
Individual player fan satisfaction and fan expectation are now dynamic as well. A player's fan satisfaction now rises and falls with set wins and losses and with MVP selections, and the more fans a star player has, the higher their fans' expectations become.
AI teams now train their players' signature champions. Previously, AI teams never assigned champion training at all, so AI players' mastery only rose through match appearances and then stagnated. Teams with a head coach who has high training ability now develop players who dig deep into their signature champions.
Bug Fixes
Fixed an issue where the achievement related to the popularity of your five starters could not be earned through normal play. This achievement needs to check each individual player's popularity, but it was using the threshold value for team popularity as-is. Player fan counts are on a very different scale from team fan counts, making the condition effectively impossible to reach. It is now evaluated against a threshold appropriate to player scale.
Fixed an issue in the Russian language setting where amounts were displayed at 1/10 of their actual value, and amounts entered in K or M units were applied differently from what was displayed.
Fixed an issue where a damaged save file produced only an error with no identifiable cause. The game now detects that the file was not fully written and tells you so. Please note that content already lost from a damaged file is not recovered by this fix.
Fixed an issue where the year information shown when hovering over title and runner-up counts was hidden behind the mouse cursor.
Fixed an issue where the mouse cursor could become invisible after switching to full screen or changing the resolution.
Fixed an issue where some sounds could play right after launching the game even with sound effect volume set to 0.
Fixed an issue where sales volume could fail to recover to its original level after raising a product's price sharply and then lowering it again.
Fixed an issue where creating a multiplayer room with a custom database let only the host proceed while other participants stayed in the lobby or were dropped back to the title screen. When sending the data needed for the team selection screen, exceeding the transfer size limit caused the data not to be delivered at all, leaving guests waiting for data that would never arrive. Data not used in team selection is now excluded before sending, cutting measured transfer size by roughly 45–82%, so large custom databases that previously exceeded the limit can now host rooms normally. Team logos are preserved, and player faces are still displayed during matches exactly as before.
If you do still create a room with a custom database that exceeds the transfer limit, the host is now notified in advance. Until now there was no notice at all — only the other participants could not join, with no way to tell why.
Custom team logos and player/staff face images are now organized automatically to match their in-game display size when newly registered. Visible image quality stays the same, while storage size and multiplayer transfer load are reduced.
Fixed an issue where contract expiry notices kept arriving at the end of the season for players and staff who had already re-signed, halting schedule progress each time. Re-signed terms take effect on the day the existing contract ends, but the expiry notice was not looking at the newly signed contract period and checked only the expiration date on the old contract. Since most contracts end at the close of the year, these notices piled up at the end of the season. Notices are now based on the date a player or staff member actually leaves the team, so those who have re-signed no longer receive them.
Fixed a bug where combat contributions such as granting shields or buffs were not counted as assists.
Fixed an issue where changing Twin Tower values in the database editor had no effect and simply followed the Outer Tower values instead. During matches, Twin Towers were reading the Outer Tower settings rather than the Twin Tower settings, so no amount of adjustment to Health, Attack, HP Regen or Gold was reflected. Configured values are now applied exactly as set.
To keep the existing balance unchanged, the default Twin Tower values have been set identical to the Outer Tower. Saves already in progress are normalized to the same values as long as you have not edited the Twin Tower values yourself, so this fix does not change how matches play out.
Automatic balance patches now adjust Twin Towers as well. When tower health and armor change due to match length or snowball adjustments, both towers move by the same amount.
Fixed an issue where newly generated players could end up with the same nickname as an existing player. When drawing from the name candidate list, the game did not check whether a name was already in use, so duplicate names could appear in saves that applied a custom database or imported only the personnel data. Names already used by players, staff or managers are now filtered out, including names that differ only in capitalization.
Fixed a bug where replays of some matches played out differently from the actual match.
Fixed an issue where the News inbox displayed a rejection as though our own club had made it, when in fact another club had rejected or broken off signing negotiations for one of our players. Rejection and acceptance news did not record which club made the decision, so the screen incorrectly showed the player's current team — our own team in a sale negotiation — as the other club. The club that made the decision and the reason for rejection are now presented with the correct subject, and when a transfer fee negotiation is accepted, the wording matches the selling or buying side accordingly.
Fixed an issue where the response deadline display in the News inbox and the automatic cleanup after the deadline did not work when a selling club sent a transfer fee counter-offer.
Fixed an issue where the body text was not displayed when re-opening a negotiation news item if the player involved had since left the team (for example by becoming a free agent).
In multiplayer, when the opposing player directly rejects our transfer offer, the News inbox now shows which club rejected it.
Fixed an issue where 'Skip Empty Period' could not be used during the year-end break after the Summer international tournament, forcing you to advance day by day until the following year's transfer window. The skip target calculation only checked the remaining schedule within that year, so the stretch from the end of the international tournament final to the transfer window opening on January 1 of the next year fell outside the skip range. The skip button now remains available after the final ends, and skipping takes you to the morning of January 1, when the next year's transfer window opens. This applies to saves already in progress as well, and the wording in the skip confirmation popup has been updated to match the actual behavior.
If you encounter any problems while playing, feel free to reach us at
anytime.
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.
[img src="{STEAM_CLAN_IMAGE}/45467379/32eb7fb39e50a273acad96febf488ba52ec25b28.png"]
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.
Feature Improvements
Improved the Player History and Team History tabs to make recruitment and tournament records easier to view.
Applied several improvements to the Match Engine.
Improved path selection and retreat decisions during combat retreats. Situations where players engage and die despite having enough time to escape, or die because they fail to properly avoid dangers such as enemies and towers, will now occur much less frequently.
Improved team-based play decisions during combat. In large team fights, players will now be much less likely to prioritize their own survival, stay behind, and watch while their teammates fight. Team fights should now proceed in a more coordinated manner. Situations where players cancel an engagement and retreat immediately after calling to fight will also occur much less frequently.
Improved decision-making when defending the Nexus. When the Nexus is under pressure, players will now more actively push back minions and engage the enemy in an effort to prevent the game from ending for as long as possible.
Improved pathfinding logic so that players move along more efficient routes in various situations, including pursuit and evasion.
Improved some aspects of how teams operate while holding a late-game Epic Buff. Teams will now make better use of the buff to push towers, and situations where they suffer losses by trying too aggressively to secure Serpen as well will occur less frequently.
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.
Bug Fixes
Fixed an issue where the option to select the number of Ban Cards was disabled in the settings even when there were enough available champions.
Fixed an additional issue where, despite directly watching a match, the result screen and records could show the result of a different match. If the internal match number overlapped with a Solo Rank match continuing in the background, its result could be delivered as the result of the match being watched. This could cause saved win/loss records or replays to differ from the actual matchup. Match numbers are now handled separately by match type, and results received through Instant Result View are displayed only after confirming that they belong to the currently playing match and set. Existing records that were already saved incorrectly will not be restored by this fix.
Fixed an issue where, when an actual match shared an internal match number with a tutorial match, clearing or restarting the tutorial could also erase the ongoing match’s spectator registration, Ban/Pick timer, and entry status. Also fixed an issue where, when the Ban/Pick timer expired, champions from another match with the same number could be selected instead.
Fixed an issue where Deathmatch’s automatic balance patches used the standard mode’s lane phase, objective, and match duration criteria. Champions are now adjusted based on Deathmatch combat statistics such as kills, deaths, damage dealt, survivability, and healing, with statistics from matches ranging from 2 vs 2 to 5 vs 5 properly reflected.
If you encounter any issues while playing, please contact us at
at any time.
Thank you.
Current Release
Build 25928447
Uploaded Oct 14, 2026
System Requirements
How to Install
TeamfightManager2.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
Needed when extracting (WinRAR / 7-Zip) — not a site login.
53BD384C
5fe7f5edbd6833d59abeee7c3dcb3a22368c69c11c24b5984d8c34f08cb25cb3
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