A few people have asked about the new fielding engine. The main aim was to give more realistic field settings, so that slips had to be closer together to avoid missing catches (as they are in real life) and close fielders for spinners needed to field closer to the wicket. The change is that players reaction times and ability to move to the ball have been altered, so that they can only use static catches initially (where they can move their hands or dive but not their feet). This means spread out slips can often still get to the ball by diving, but dives have a higher chance of drops, so there's a big advantage in using field setting as they are in real-life.
Having tweaked the timings to get that working (major job), the run scoring engine was then re-modelled so that scores are realistic. The change means the game simulates the balance between attacking and defensive fields more accurately.
I've also ironed out a few kinks in the scoring rates at various aggression levels, so that everything is balanced to give correct scores in all formats. There were changes to the balance of wickets as well and I altered the number of LBWs, which was a little high in pervious versions.
Having tweaked the timings to get that working (major job), the run scoring engine was then re-modelled so that scores are realistic. The change means the game simulates the balance between attacking and defensive fields more accurately.
I've also ironed out a few kinks in the scoring rates at various aggression levels, so that everything is balanced to give correct scores in all formats. There were changes to the balance of wickets as well and I altered the number of LBWs, which was a little high in pervious versions.
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