PureSim Baseball 2007 Official Release 1.72 - Release Notes
©2008 Shaun Sullivan
Released July 20, 2008
v1.72 Updates and Fixes
- Fix - FINALLY found and fixed rare error in incorrectly attributing the losing pitcher
- Fix - Another rare but annoying situation where a relief pitcher was being charged an unearned run where it should have been earned.
This would happen in the following scenario: Pitcher A is pitching and Batter X reaches base on error with 2 outs. From that point on baseball rules dictate that all future runs
allowed that inning by Pitcher A should be marked as unearned. However, if a reliever is brought in this is not the case, the rules state that the reliever is now responsible for earned runs on batters he allowed to reach base regardless of the fact that Pitcher A could have gotten out of the inning had it not been for the 2 out error.
So for example if the reliever subsequently gave up a home run to Batter Y then the Batter Y run should have been charged as an earned run to Pitcher B it was not. This was a fun one to finally track down!
- Tweak - Game log now points out the case when a reliever blew a save opportunity
- New! - This patch includes all 21 awesome addins created by PureSim Community member Stephen Lucey (Crashdavis). Crash created these
addins using the built in Software Development Kit (SDK) that is included with every copy of the game.
Check out the documentation and
samples included in the SDK folder in your PureSim install directory. PureSim supports mods created in VB.NET, C# and VB6! All database files in the game are
open, accessible and documented.
All addins can be accessed from the addins dropdown menu or by visiting the addins page in PureSim.
- New! - 21 additional historically accurate MLB season schedules. Thanks again to Crashdavis!
Thanks again to Crash for the awesome work on this stuff. Visit his site for even more cool PureSim stuff at http://home.insightbb.com/~steven.lucey/crashdavis.html.
v1.71 Updates and Fixes
- Tweaks - Numerous speed improvements in simulation engine and initial player generation.
- Fix - Strikeouts were inflated for some real pitchers that had seen limited real-life action when they were imported into PureSim.
- Tweak - Improved real player import algorithms.
- Tweak - Improvements to the AI's rotation setup decisions.
- New - Added new roster size option of 40. This is a nice one for playing with real players. In many of the seasons, lahman can actually have more than 35 players worth of data. So it's a nice number before 50, where typically scrubs would end up getting generated to fill the holes. Note, this is a better option for contemporary seasons as there tends to be more players available.
- New - Added support for the newly released Lahman 2007 data. In order for this to work you must download and unzip the
lahman database Download it here. NOTE! Be sure to download the on labeled Version 5.5 - Microsoft Access -- PureSim can only read that version.
After unzipping lahman55.mdb copy it into your c:\Matrix Games\PureSim Baseball 2007 folder (or wherever you installed to). If you did this
correctly then the next time you launch PureSim you will see a dialog indicating that the database will need to be processed. This will
take SEVERAL minutes, so please be patient. After that, you'll be all set and PureSim will now use all the updated and tweaked data in the new Lahaman database! Have a good baseball season!
v1.70h Hot Fix
- Fix - If the manager tendency for pinch hitting was set to "Never pinch hit" the AI would still sometimes pinch hit.
- Tweak - The fatigue model was too generous with closers, they were recovering too easily each day.
- Fix - In rare cases, the AI would hit the cut off man instead of trying to throw out the winning run at home if the runner was
attempting to tag up.
v1.70g Hot Fix
- Fix - Error 3011 when opening associations created with VERY old versions of PureSim 2007 (or PureSim 2005 Gold Edition).
- Fix - Fixed some issues with incorrectly charging earned runs in some situations
v1.70f Hot Fix
- Fix - Random error 65535 Access Violation when human was managing game and prompted to tag up on fly ball.
- Fix - Error 91 in human managed game if human manager was trying to steal 3rd and there were runners on 1st and second and runner on first had a low speed rating
- Tweaks - Tweaked player fatigue modeling. It was a little too harsh on older players in some cases (especially when modeling real players in situations where PureSim was simming seasons after the player had retired in real life, but he was still around in the PureSim universe)
v1.70e Hot Fix
- Fix - Error 91 after the end of a managed game (only happened if the user was managing the game *and* there was more than a 1 day layoff until the next day with scheduled games!) Chalk one up for the new error detection and reporting code yes!
- Fix - Recent bug introduced somewhere around 1.60 making it almost impossible for a human manager to steal in a game they were managing.
- Fix - A few more errors that happend on non US-English systems. (Thanks Bernd!)
- Fix - Changes to try and avoid extremely rare and difficult to reproduce error 70 that would occur sometimes when interacting with grids.
- Tweaks - Some robsutness tweaks to degrade gracefully if certain graphics engine components are unable to load (I have seen this issue with 2 users out there, so it's pretty rare). Typically manifested itself as an error 429 when trying to launch the game.
- Fix - Rare "Automation Error" caused by DirectX issue. only seen on a handful of very specific video card / DirectX version combinations
- Fix - 3022 error that could happen at various times if using a custom imported, non 162 game schedule.
- Fix - Rare "no current record" error from Front Office -> Team Transactions screen
- Fix - HTML Almanac player list by letter showing duplicate entries. You will need to rebuild all almanc files 2 time after applying the patch, this will clear out the issue, if in fact you are using the HTML Almanac feature at all :)
- Fix - HTML Almanac "page unavailable." This was related to the previous issue, again it will be cleared up after a rebuild of you HTML almanac.
- Fix - In some league configurations for associations created with earlier versions of PureSim, on the Almanac's main screen where it shows the Leagues section underneath Teams and Players, some times years were being skipped. Again, fixed after a rebuild is run.
- Fix - On some minor league player cards "[OBJECT]" would be displayed instead of a "0" in the stats summary beneath their name.
v1.70d Hot Fix
- Fix - Error 3031 when using a template association created with the intial release of PS 2007
- Fix - Error when clicking on "View Today's Games" when using non US-English regional settings in Windows (Found on German version initially)
- Fix - Error "Parameter Expected.." in the roster expansion phase when using non US-English regional settings in Windows (Found on German version initially)
- Fix - Very rare "Permission Denied" after closing the Minor League roster management dialog. (I found one case where this happened so, hopefully this is the one that was reported by 2 or 3 of you guys)
- Tweak - On the "Retirements" dialog, cleaned up how a retired player's stats are displayed. They are now displayed to the right of the player's name and a line is no longer being displayed under the player. This was causing some confusion as to who the stats info actually applied to.
- New - Integrated error reporting and tracking. If there are any issues with the game, (compatibility, crash, conflict etc.) PureSim will now present the user with a dialog that will allow detailed error information to be submitted to the developer. This will lead to easier diagnosis of issues, especially environmental/OS related errors.
v1.70c Hot Fix
- Fix - Rare "Unable to connect" crash error at startup.
v1.70b Hot Fix
- BONUS - Because I love you guys, I have included full 2007 MLB Players/Stats in the "Hot Fix." Please buy the game next year too ok? :)
- Fix - Milestones were only gettign written for players if they hit the milestone exactly in a game. For example if a player hadd 199 HR before a game started and then hit 2 homers in the game (giving him) 201, then the 200 HR milestone would NOT get written for him. Note this fix will only work moving forward, it doesn't fix the case where this situation has already happened.
- Fix - Fixed a *very* rare error 9 crash during September call-ups.
- Fix - If a real player played 0 games in the field in a season (e.g. Frank Thomas for the Jays in '07) they were not getting imported
- Tweak - Improved lineup generation AI in particular around who to make the DH
- Tweak - Some minor tweaks to real player import code moeling algorithms.
v1.70a Hot Fix
- Fix - If a team was ahead by 1/2 game on September 1st PureSim would crash with an error #9.
v1.70 New Features/Tweaks/Fixes
- Fix - Pitchers were not getting proper rest if there were consecutive off days.
- AI - The AI will now reset it's rotation to use the #1 starter in the first game after a long break (like the all star break).
- Tweak - Sandbox mode now defaults to 35 man rosters instead of 60 (It can be changed to 60 of course, this is just a change to the default selection at association creation time.
- Fix - When playing in Sandbox mode, and attempting to import real players, PureSim would import duplicate players regardless of what the "[x] Allow Duplicates" option was set to.
- AI Tweak - Robustness improvements to the draft AI in Sandbox mode.
v1.69 (Internal Test Build - No Release Notes)
v1.68 (BETA) New Features/Tweaks/Fixes
- AI - The AI is a little more conservative about using relief pitchers with nagging minor injuries.
- Tweak/Fix - Fixed issues with statistical results (especially around really high numbers of K's) if using the "In Season Ratings Changes" option. This option is now fully supported and should be solid. Note, you will need to re-start any associations with this option to see the benefits of these fixes. This was much more of an issue in the past when using real players -- the fictional algorithms were already pretty solid.
v1.67 (BETA) New Features/Tweaks/Fixes
- AI - Improved September call-up AI. Teams will no longer just fill the majors with 40 players, some will maybe only bring a very few players. A key factor the AI will consider here is where it is in the standings. Teams that are hopelessly out of the race will be MUCH more likely to bring 5-10 players whereas teams in the thick of a pennant race will be super judicious around call ups.
- Fix - In some cases, if a hitter for a human managed team was injured in a game being managed, after the game the player would appear as fully healthy (e.g. the injury was not reflected)
- Fix - If a Batter on an AI managed team incurred an injury in a game being played out live, the AI would sometimes not do the appropriate substitution.
- Fix - Contract Status Report now includes players that are on the Disabled List
- Fix/Cosmetic - Erroneous pbp message saying "There are no pitchers available to sub" when a human manager's pitcher was hurt and he subbed for him
- Fix - In sandbox mode the AI would sometimes lock on "Evaluating GM Tendencies" after the September Roster Call-ups
- Tweaks - Multiple improvements to Multiplayer/FTP robustness
v1.66 (BETA) New Features/Tweaks/Fixes
- Fix - If a base runner was injured, forcing the human manager to make a lineup substitution, the replacement player was not always displayed as the new base runner, and in some cases the sub never showed up in the box score.
- Optimizations - Improved game simulation speed by about 8%-9% (more noticable on slower machines)
- Fix - In some cases, (even when the user was not playing in unattended auto play mode) during the off season the AI
would re-shuffle a human owner's rosters.
- AI - AI slightly less likely to use a player with a minor injury as a pinch hitter -- It tries a little harder to rest a guy if he didn't start and he he's a little hurt.
- Fix - If user had an empty roster (in sandbox mode for example) and they went to their modify roster screen and hit "auto assign" PureSim would hang in a "Thinking..." loop
- Fix - Sandbox mode was not letting the user change the "Append Year to Player Name" option
- Fix - The "Import Real Players and Teams" dialog was not always respecting the "Append Real Year" option.
- Fix - Error 94 when importing real players from pre-1900 that had a NULL or empty first name field in the Lahaman database.
v1.65b (BETA) New Features/Tweaks/Fixes
- Fix - Crash when simming games on 1.65 when teams had demoted a pitcher
v1.65 (BETA) New Features/Tweaks/Fixes
- New - When expanding the dialog to name the expansion team and select a region now allows the user to select from a dropdown of real life franchises. This is useful
when you are playing with real players in player affinity mode. By choosing a real lifew franchise from the dropdown you will establish a link from the expansion team to a real life team and affinity mode will work for the expansion team moving forward. (Note: teams already represented in the association are excluded from the list of choices).
- Fix - Error 94 when doing amateur draft in an association setup for player affinity mode - would only happen if the user chose to expand the association (error would happen in the first ammy draft after expansion)
- Fix - Rare "Scouts Evaluating Talent" phase kicking in too often during ammy draft / import phase. This was more likely to happen in an association setup for player affinity mode, but there were cases when it was happening in other configurations
- Fix - Wild Pitch stats were not getting reset after each season for pitchers, so it always would display as their career totals
- Fix - Corrected SLG calculation error on almanac screen
- Tweak - Improved WP ratios
- Fix - When viewing post season box scores from the Almanac, the screen was clipped and some buttons were not visible.
- Fix - WHIP was not being updated in game based on the current game results
- Cosmetic - No longer showing "Career Stats:" with a blank line on the retirements dialog for players that retired but never played. It now simply lists their name.
- AI - More solid improvements to bullpen AI usage... One notable one is how the bullpen is employed on days when the closer is not available. The AI will now be more likely to go to its best non-closer in the pen when its a save situation as opposed to stinking with an average middle reliever too long. This was not a big problem, but the AI is certainly better.
- AI - AI is MUCH less likely to get itself in a situation where it needs to bring in a starter to pitch in relief. On rare ocassions the AI could exhaust its bullpen prematurely. Again, this was pretty rare but it was happening from time to time.
- Fix - In associations with schedules that were not exaclty 162 games, the 40 man roster expansion phase was happening too early. In non-162 game associations, roster expansion will happen after approx 80% of the season has been played.
- Tweaks - Many fine-grained simulation engine tweaks for more and more accuracy. I simmed 2006 MLB hundreds of times as well as seasons from earlier time periods and stats are better than ever!
- Tweak - Due to some recent changes there were actually a bit too many Complete Games in the modern baseball era.
This has been tweaked down appropriately.
- NEW! - For those of you that use the speech engine feature that announces the batter when he comes to the plate, I added
a new field to the edit player screen named "Text to Speech" You can fill in this field with a more phonetic spelling of the
players name if you feel the speech engine is butchering the pronunciation. Since my all time favorite game growing
up was Earl Weaver Baseball on the Amiga, many of you may remember it had this feature. Consider this homage to Eddie Dombrower, that game's developer. Believe it
or not Eddie and I actually discussed collaborating on a baseball game not too long ago -- didn't get far into discussions but it was pretty cool given how long I had
admired his work.
- AI - Tweaked GM AI, in rare cases, if a team had a really weak bench they would play the regulars to the point where the entire lineup was pretty worn out. The AI will still stay with the regulars more here
but it also will attempt to keep from exhausting the team.
- Cosmetic - If a switch hitter was batting against a right handed pitcher the caption over his name did not relect that he was hitting from the Left side. Note this was only cosmetic, and he was showing up on the correct side on his on-field graphic.
- AI - Tweaked real player retirement logic just a tiny bit, adding a little more weight to whether they were retired in the given year in real life. This impacts ironmen like Ripken in a good way, and can cause some of the below avg unsigned guys to be even more likely to hang it up if in real life they were already retired at that point.
- AI - Many tweaks to roster promotion demotion AI. In an effort to better mirror real life, the AI is much more likely to "settle down" as the season progresses, meaning it will not be quite as active on this front as
the roster begins to solidify.
- Cosmetic - After September call ups, sometimes pitcher names were overlapping the legend on the team rotation screen. The legend is now in the top right of that screen.
v1.64
- NEW! - September call-ups. After September 1st (or an earlier pro-rated date when using custom schedules) Teams can
expand their major league roster to as many as 40 players (35 in an a 35-man association). Once the post season begins, teams
must trim back to 25.
- AI - Teams that are way out of the race late in the season will tend to do a lot more pinch hitting, running etc, especially
after the September call ups
- AI - Teams that have clinched the division title will be more proactive about resting marquee players and replacing them late in the game so they can rest up better for the playoffs
- Fix - If the user chose to watch the first post season game then the AI would not go through it's "Preparing for the playoffs" phase leading to all kinds of issues!
- Fix - In post season games that the user decided to watch as opposed to sim, position players were getting too much rest
- Fix - Rare lockup when simming related to AI lineup generation code
- Cosmetic - The real life stats tab on player cards now shows the column header row again is the player played enough seasons where the stats scroll to the point where the column header row was not visible on the screen.
- Fix - The Real Life stats tab for real players was sometimes not calculating SLG correctly for players (note, their PureSim generated SLG was correct, just not the screen that showed their real life SLG)
- Cosmetic - When playing PureSim in a Window, the window caption now includes the currently loaded association name, it is also included in the window title displayed when the user is ALT-TABBING to switch between applications in Windows.
- Cosmetic - When playing PureSim in a Window, puresim no longer shows it's custom minimize and close window buttons, it was redundant, as they are already displayed on the window's title bar.
- Cosmetic - Added minimize button to Game Play screen (only visible if playing PureSim in full screen mode)
- Tweak - The rookie of the year eligibility has been changed. Any player that did not pitch more than 50 innings in a season or get more than 150 PAs is now eligible
v1.63
- Fix - In some association configurations, pitchers were not getting any rest before the post season.
- Fix - Error 3022 in amateur draft when skipping human picks in some cases.
- Fix - When using the "Import players prior to their real debut" option, in the initial season the option wasn't
being respected. It was working for all subsequent seasons though.
- Tweak - AI Lineups featured the catcher hitting leadoff more than would be
considered realistic..
- Tweak - Roster AI does a better job of looking at last season's performance when making roster moves before a new season. Sometimes it was a little to influenced by ratings. This change is not too significant but I have seen some cases where a guy hit .300 one year and found himself in the minors the next season. This code forces the AI to classify players as "established" and treat them as such. After a certain point in the current season the AI will start to consider the current season's performance more heavily.
- Tweak - AI Lineup is less likely to have an established power hitter in the 1 or 2 slot..
v1.62
- Tweak - Integrated some of the new roster promotion/demotion AI code I was working on for PureSim 2009, AI
should be improved a bit here. I figure I might as well get this code out into the wild ASAP, so it will be even
better for PS 2009!
- Fix - Even if an association was created with the [ ] Import Real Players before their true debut year OFF,
PureSim would still sometimes treat this option as ON and start brinign in players brefore their true MLB debut year.
- Fix - 'XXXXX' was appearing in place of Rookie Pitcher Award
- Fix - All star selections were not being written out (Bug apparently introduced in 1.61)
- Tweak - Improved lineup AI for associations using real players. Added in a
small heuristic that takes into account how often the player appeared in the "real"
season being simulated. Has a nice (not overly large) impact on improving
playing time to be even close to what it was in real life.
- Tweaks - Made some tweaks to the sim engine. Based on some detailed analysis
HR's were just a tad bit inflated -- they are now slightly reduced. There should be
a few more doubles and triples as well. Very small changes here, likely only noticeable by that hardest of the hard core simmers.
v1.61
- Tweak(s) Significant work done on pitcher usage:
- Better CG stats (especially in time periods where CG's were *MUCH* more
frequent than in modern baseball.
- Better closer usage. Not quite as aggressive to go to the closer espcially
if the starter is in there, picthing well, not out if gas and he's not in
any real trouble. The closer may still be called for, but it's not a 100% decision.
Basically, the engine is accounting for the fact that managers will sometimes
give their marquee guys a chance to finish the game if they are cruising.
This is less likey to happen in years closer to modern baseball, but it
still plays a role.
- The AI is less likely to pinch hit for the starting pitcher if he has
a good lead is not fatigued. The AI will tend to try and conserve
it's pinch hitters more in this situation so that they might have
more options is the game gets really close at some point.
- Tweak - AI Team's a re a little less likely to shuffle their standard lineups if they are
playing really well.
- Optimization - Optimized the new pitcher fatigue code resulting in about a 15% improvement in end
of day simulation processing speed. Noticeably faster than 1.60 when doing unattended
autoplay.
- Cosmetic - Some more minor tweaks to the Box Score layout (Centering of the numbers in the linescore)
- Cosmetic - Used a larger font on the "Season Stats" tab on the player card to make better use of the
screen real estate
- Cosmetic - On the "Real Stats" tab of a player card for a real player, the row in real life that
matches the PureSim association's current season is highlighted in yellow.
- Tweak - The append year feature (e.g names like Williams'46) now defaults to OFF unless in
sandbox mode, where it defaults to ON.
- FIX - New fatigue modeling for pitchers added in 1.60 was doing a
poor job with starter recovery in 4-man rotations. Starters in 4-man rotations
now recover at a much more realistic rate (algorithms form 5-man rotations remain
unchanged from v1.60.
- FIX - If user created an association at a time when they had no custom photos on their
computer then PureSim would default to [x] Show Player Photos option "OFF." This made
it confusing for players when they subsequently added player photos and wanted to use
the "Auto Assign Player Photos" feature on the options dialog (since it was disabled
until the user checked the [x] Show Player Photos option back ON. Now the button
is always enabled and implicitly sets the option to "ON" when a player clicks auto-assign.
That was a mouthful for such a small fix.
v1.60
- FIX - DirectX engine now fully operational (On Vista and XP). Even though I thought
the last release was working there were still cases where it was not
initializing properly. Fireworks are back now (really, I mean it this time).
Hopefully I will start to exploit the deeper DirectX support with future
releases.
- FIX - When managing a game live, the pitcher's ERA was not being calculated correctly if he
game up UNEARNED runs in the current game being managed (note is WAS being calculated
correctly in his stats, it just wasn't being displayed correctly on the in-game screens.
- Speed - Opimized the AI's "Evaluating GM Tendencies phase" results in a noticeable simulation
speed improvement between game days.
- NEW - Brand new re-vamped box score screen with many layout and information improvements.
- NEW - Added navigation links to box score screen to make it easy to quickly browse all of
a team's box scores.
- NEW - Completely revamped pitcher fatigue and recovery modeling algorithms.
- NEW - Added an estimated % of fully rested to the pitcher's player card next to the description
of his current fatigue level.
- FIX - If player affinity mode was on and the association was more than 3 years past where there
was Lahman data then the amateur draft was taking way too long.
- FIX - *Very* RARE error 3021 when building Almanac
Previous updates and patches
- Tweak - Improvements to player affinity mode. Teams even more likely to choose player in
the ammy draft if that player was on the team in real life.
- NEW - Re-implemented DirectX support for full Vista compatibility which has allowed us
to bring back (by popular demand!) the Fireworks Display that happens on field
when the home team hits a home run.
- NEW - Added "[x] Enable Fireworks Graphics" option to the game options for those of
you that don't want to see the fireworks.
- NEW - New historical normalization when importing real players improves how well the engine
handles bringing players in from different time periods. For example, '27 Babe
Ruth will give Barry Bonds a run for his money if he's imported into the modern
era. The new normalization algorithms do a better job of looking at how players
performed relative to league averages and then adjusting their stat model to refelect
that based on the year they are imported into.
- NEW - Sanbox mode now supports creating 2 team associations with varying season and
series lengths. In combination with the new improved historical normalization
algorithms this brings new life to what if? ('27 Yanks vs. '04 Red Sox!) scenarios
- NEW - Standings screen now shows 1st place team's magic number when nearing the end of the season
- NEW - Standings screen now shows "(Clinched)" next to the 1st place team if they have clinched
ther division
- Tweak - Quickstart draft is a little quicker (disabled some of the screen updates, which most likely
were not important to a user creating an association using the Quickstart feature.
- SDK - Added some user-created mod (addin) samples. Thanks to PureSimmer Steven (crash davis) Lucey
for the nice clean VB6 addin samples! Keep these coming folks
- FIX - The ammy draft was skipping the human owner's pick in some associations if the
association was based on real players.
- Fix - If user did "Quick load" from the main game menu and was presented with the
multiplayer login dialog, and then pressed cancel - PureSim was crashing
- Fix - Player right-click context menu was not being positioned properly when PureSim
was running in windowed mode in a resolution greater than 1024x768
- Tweak - If the user is doing a pure historical replay then PureSim will now automatically
progress through the initial draft phase at high speed (since it's really just
loading teams, not doing a draft) This way the user doesn't have to click
"Run unil my pick..." in order to kick off the process
- Fix - CE release 1 introduced a bug where the team dropdown selector on the side menu
was not working (the team names were in there but you couldn't pick a team)
- Fix - PureSim was not always respecting the options to enable/disable sounds
- New - Added new option to disable/enable the bat crack sound effect that plays when
the user moves from screen to screen. This way the user can still have in game
and ambient sounds when they only wanted to disable the menu sounds.
- New - Added new sample VB.NET project to the SDK\ folder that demonstrates how to
read and write to PureSim association database files. This is for mod developers
and is not a game "feature."
- New - Removed DirectX 8.0a dependency. This gets us 100% compatibility with
Windows Vista, with full support for ambient sounds, animated ball flight and
UI effects. PureSim now can run on any system with DirectX 3.0 - 10.0.
The only concession is I had to remove the fireworks display after a
home run, but that was getting old anyway :)
- New - Completely revamped initial and amateur draft interface, much more information,
much more interactivity, and quite a bit more immersive.
- New - "Quick Links" feature adds handy links (on every screen!) to Minor League Roster
management, Major league roster management and team front office screens.
- New - Added standings for the human player's team's division on the main association screen
in the team summary window
- New - Opened up database format. Previously, PureSim association databases were password
protected. You can now open up any .PSA/.PSX file using Microsoft Access 2003 or later. This
could prove useful for 3rd party mods and utilities. Please make BACKUPS of your associations
before poking around. Due to time constraints I can't provide much more support than the
comments you'll see in the database, so you may need to do a little trial and error in there.
Hopefully at some point I can release some code that shows some simple examples of working with
the database.
Each association has a minimum of 2 databases with .PSA and .PSX extensions respectively.
Association databases reside in the PSA\ subdirectory in whatever folder you installed
PureSim to.
- Fix: Error: "Assertion Failed" or "No Current Record" in CSimOne Game
when autplaying/simming.
(Very rare bug Introduced in 1.50, it took me 22 simmed seasons to
even see it once.)
- Fix: If the last remaining game to be played game on a given day was played
out
instead of simmed then after the game PureSim was not running through
it's end of day logic.
- Fix: Error 3021 when selecting team from team dropdown menu.
- New: Windows Vista(tm) Compatibility
As of v1.50 We have updated PureSim's installation and game files to
be compatible with Windows Vista RTM (Build 6000 and later). If you
are running under Vista be sure to see the compatibility information
at the following web page:
http://www.puresim.com/vista.html
- New: PureSim now includes real players from the 2006 MLB season
- New: Finalized official support for loading add-ins and expansion packs
created using the .NET Framework 2.0 (For example using the
freely available Microsoft Visual Basic Express 2005 and Microsoft
Visual C# 2005.
More updated info coming for modders/developers soon!
NOTE: PureSim supports creating add-ins in VB6 and .NET 2.0.
.NET 1.x is NOT a supported platform.
- New: Updated GM AI. Primary changes involve the AI being much more
protective of its up and coming prospects. The primary difference
should be that it will be a bit more difficult to pry an organization's
top prospects away unless you are really willing to offer up some
top veteran talent or similarly touted prospects.
- New: Multiplayer functionality now fully online with official Matrix
servers. (Though the game still allows for a personal/custom
FTP server, using the Matrix servers is the preferred means
of play for multiplayer moving forward, as it provides a consistent,
supported multiplayer experience for all)
- New: Using the new aging model is an optional setting at association
creation time (With existing associations, you will be prompted
when upgrading to v1.50)
- New: On the modify roster screen a padlock icon is now displayed next to a
player's name to provide a visual cue to denote that he has been
locked into the lineup or a pitching staff slot via a "Player Usage"
setting. (Note Player Usage settingscan be edited by clicking
the "Player Usage" button on a player's card.
- New: Player career arcs (aging, improvement, decline) can now be configured
to occur gradually over the year instead of just in the off season.
In other words, you'll see subtle ratings changes multiple times
over the season for players. So, you'll probably want to watch
players more closely during the year since their skills are changing
more dynamically, as opposed to previous versions of PureSim where
you would pretty much look at ratings after the off season.
This feature is optional.
- New: Added new option to dump all players to the draft pool when doing a
"Real Major League" association.
- New: Now using 7z for multiplayer association compression resulting in 3x to
5x smaller file sizes resulting in greatly improved upload/download
times.
- New: Improved algorithm for calculating SPEED rating for imported real
players.
- New: Added overall range Factor (RF) to player card (Tracked for current
season only).
- New: Now tracking Outs Played, PO, AS, and E by defensive position for each
player (Note, these numbers won't be correct until a fresh season begins
in
your association.)
- New: Added Range Factor and FPCT breakdown by position to the defensive chart
that can be summoned from the player card (Note, these numbers won't
be correct until a fresh season begins using 1.50 with your
association.)
- New: The new "early player debut" feature recently added is now also
available for PureSim Classic mode associations that are using
the "Seed with real players" option.
- New: Major revamping of the stats display on the in game lineup card. There
are now links at the bottom of the lineup card that can toggle
its display between Season Stats, Toady's stats, Season vsL/R,
and Career stats.
vs. the current pitcher
- New: Added new optional setting to allow for importing duplicate real
players. This can be handy if you are doing "What if?" type
scenarios and want to have multiple versions of the same real
player in your association (say from different periods of
his career for example, or maybe Ruth as a pitcher and Ruth as
a hitter etc...)
- New: You can now create new pitchers and hitters before the start of the
initial draft.
- New: When auto-playing games, PureSim shows some detail about the user's
team's most recent game under the running scores. The score is
displayed along with info on the pitcher from the user's team
that got the decision as well as any HR's that the user's team hit.
Note for double-header's only the most recent game result is displayed.
- New: New option when using real players to bring in players before their
real life major league debut. This can be a cool option if you want
to play with real players and more than 35-man rosters. Players
are brought in a few years in advance based on their age at the
point the debuted in the majors. Their ratings will be adjusted
accordingly. This is optional (default=off) via the
"[x] Import Players Prior to their Major League Debut" option
on the initial "Association Customization Options" dialog that
appears at Initial association creation time.
- Manager AI Tweak: PureSim's AI had a tendency to over-use the top reliever
(sometimes giving him as many as 100 appearances per season)
This has been tweaked back a
bit, especially in the case of putting him in a game 3
or more consecutive times.
- Manager AI Tweak: In general if a starter had a rough first inning, the
AI had a tendency to maybe yank him a bit too quickly.
The AI is now a bit more patient with good starters
having trouble early. This hasthe added benefit of
improving rotation and reliever usage in general as well.
- GM AI Tweak: In too many cases, players would have nice, long careers but
spend the last season or two in the minors. The GM AI now
is less likely to place an aging, proven vet in the minors.
This should lead to a bit more realistic career arc for
players, since this rarely happens in the real world.
- Tweak: Greatly improved MVP award calculations. Previously the award was
too heavily influenced by RBI totals.
- Tweak: When simming multiple seasons using the "Sim until year:" field,
PureSim now prompts the user if they want to build the HTML
Almanac after the completion of the sim cycle.
- Cosmetic: Wrapping issue on career stats page for batters that had 10
seasons or more of career stats compiled
- Cosmetic: Fixed a few typos.
- Installation: PureSim now installs the latest version of the Microsoft .NET
Framework (2.0) (You will only see this install if your
machine does not already have the Framework. Most people
already do, since it is pushed out via Windows Update.)
- Update: Re-integrated PureSim's add-in download feature with the PureSim
server. Expect us to release add-ins and expansion packs over
the next few months that you can download and install from
directly within the game.
* If you are a skilled developer (VB6/NET/SQL/DHTML) and would be
interested in creating add-ins see the "SDK" folder under your
PureSim install for some samples on how to create add-ins.
Please send an email to shaun@puresim.com if you are a developer
and are interested in modding the game.
- Tweak: Multiple tweaks to multiplayer FTP code to improve robustness.
- Cosmetic: On the player card for retired players, the summary stats (that
display under the picture) was getting clipped if the player was
a hitter and they had more than 1,000 RBI.
- Change: Removed 70-man rosters due to some game instability issues.
This may return for PS 2008. Note: If you already have
a 70-man roster it will still work moving forward, but support
for creating a new 70-man config is now removed.
- Tweak: Added logging support for multiplayer associations. The way this
works is all FTP commands sent by PureSim to the FTP server are
logged in the file ftp.log in the user's [puresim install
folder]\psa folder. This file can prove useful when
diagnosing FTP connectivity issues in multiplayer associations.
- Tweak: If a player submits roster moves while the commish is logged into
PureSim, but BEFORE he has simmed a game since the last upload
cycle, PureSim will now apply those roster moves right before
the first game in the current cycle is simmed.
- Tweak: No longer prompting the human manager for a tag up decision if
a runner is on first and a fly ball is hit.
- Tweak: Added some new background images (Lineup, Modify Roster, Defensive
scouting report) Thanks to PanzersEast!
- Tweak: User now prompted if they want to update the HTML Almanac in the off
season.
- Cosmetic: Added current association date to all menu screens
- Cosmetic: Fixed some text wrap issues on the new in-game lineup card feature
- Cosmetic: Some of the new verbiage on the lineup card showing how a player was
doing in the current game found its way into the play by
play window. The pbp window has been changed back to the way
it always displayed this info.
- Tweaks: More tweaks around fly ball distances and physics. Distances should
be decent now regardless of park. Note: When making a tag
up decision, the most important thing to look at is PureSim's
description of the depth the ball was hit (Shallow/Medium/Deep)
the distance traveled in feet matters as well, but that
is taken into account by PureSim's description.
- Tweak: PureSim will also now indicate if a ball was hit off the wall. It
has always calculated this, but was not always letting
the user know if that was the case. Build a park with short fences
and 50' walls and enjoy :)
- Tweak: Throttled back early/early-mid season trade activity. There was a
little to much maneuvering going on in May/June.
- Tweak: Improvements to ball flight distance calculations
- Tweak: Human player can now call for hit and run with two outs (At their own
peril!)
- Tweak: Runners were not advancing for extra bases on OF errors. With v1.50
there is approx a 60% chance runners will advance an extra base
on an error in CF, and a 75% chance on errors in LF and RF. Note,
if a hit and run was on, then the runner will always get an extra
base or two.
Note, these defaults are "tweakbale" via the following new XML
entries: FIELDING_ERRORS_THROW,
FIELDING_ERRORS_THROW2BASE, FIELDING_ERRORS_OF_MULTIBASE
The chance is also adusted based on the player's speed.
- Tweak: Reduced chance of grounding into a double play on a hit and run
- Tweak: Greatly reduced the chance of a runner being doubled up on a hit and
run when the batter hits a fly ball to the OF. Note, on Line
drives there is still a significant chance he'll get doubled up.
- Fix: In rare cases if a player on a human-owned team received a
career-ending injury when simming multiple games the human owner
would be notified that his roster needed to be fixed and the game
would then crash or freeze up on the modify roster screen.
- Fix: Fixed a number of bugs in the expansion draft and the subsequent report
displayed after the expansion draft, where the actual report did
not properly report on the previous team in all cases.
- Fix: In the expansion draft, it was possible for a team to lose a
player to the draft that didn't actually sign to one of
the expansion teams.
- Fix: Rare case in the expansion draft where not all new expansion teams
actually made picks.
- Fix: Fixed floating point calculation error when importing certain pitchers
with an extremely low amount of real life appearances causing them to be
rated much too high
(Typically "Stuff" was where the overflow was happening) This
led to certain really horrible players like George Curry (1911) and
Jim Cosman (1970) to end up being used way too much, while at the same
time performing HORRIBLY, throwing league stats and ratings way
out of whack in some cases. Since PureSim's ratings are
percentile-based, this had a pervasive impact on the entire
ratings curve in the league.
This was even more extreme when using the "[x] Import players prior to
their major league debut" option.
- Fix: Rare error 91 when opening a minor league player from the minor league
roster screen (only would occur if association was created with a
prior version of PureSim (PureSim 2004, PureSim 2005, PureSim 2005
Gold) and then upgraded to PureSim 2007.
- Fix: When a player was being edited and the secondary position was removed,
PureSim was not respecting the change, so it was not possible to
change a player from having 2 positions to 1.
- Fix: If the "Lock on roster" hint was used on a player's "Player Usage"
option, then it was not always being respected when the user
selected the "Auto Assign Roster" button on the modify roster screen.
- Fix: Extrememly rare lockup that could occur if a player got an extremely
sever injury (e.g. 12 months recovery time or more) that was not a
career-ending injury.
- Fix: Fixed a number of GPF/Crash issues when uploading/downloading
multiplayer
associations.
- Fix: Since 7z was added as the new compression method for PureSim we have
discovered some installation issues on some machines. v1.50
installs all 7z compression modules required. This should fix the
compression/downloading issues folks have been having with the new
compression code.
*** SPECIAL NOTE: By default when a PureSim association is compressed
and uploaded to the FTP server the file extension is set to ".zip"
However, this is not a "WinZIP" type zip file, it uses the .7z
format which has a much higher compression ratio. The reason we
name the file with a .zip extension is to get around issues where
certain servers do not support users downloading compressed files
that do not end in .zip. So, if you are manually trying to
download and extract your leagues files you will have to download
the .zip file, and rename it to end in .z7. Next I suggest you
grab WinRar to use as a utility to extract/manage .z7 files
(http://www.rarlab.com/download.htm)
- Fix: Fixed a few lingering issues with importing real players into a
sandbox mode association.
- Fix: When doing intial draft, if human chose to do custom filters, after
applying custom filters in some situations involving pitchers,
but while viewing batters, a "no current record" would result.
- Fix: Roubustness tweak. Previously PureSim would not start if there were
*any* associations in the PureSim folder that were corrupt. It
will now start in this case, however the association will not be
listed in the dropdown on the "Load Association" dialog.
- Fix: Rare error 9 when attempting to sign a pitcher in the ammy draft
in a 30 team association.
- Fix: Error 91 if running in unattended auto play, which is then canceled,
followed by a message indicating that the human team'sroster is
invalid and "you will now be taken to the modify roster page..."
Rare, but it was possible this could occur.
- Fix: Fixed an issue where certain PureSim 2005 associations would not
upgrade properly to PureSim 2007.
- Fix: HTML Almanac was not showing splits when generated during the first
season of an association if the user attempted to build it before
the season was over.
- Fix: In a situation where the game is tied and home team can win in the
bottom of the 9th (or later) if a runner was on third (not forced)
with 1 out, and a ground ball was hit, the defense sometimes
would throw to first, allowing the runner at third to score
the game winning run. The defense will now come home in this situation.
- Fix: Rare lockup that could occur in the postseason if the next scheduled
starter was too fatigued to start and the best candidate to start
in his place is too injured to play.
- Fix: Error 13 (and sometimes error 9) when managing a game and changing a
position player's position to "P" from the in-game lineup card.
- Fix: Fixed pesky injury bug that was resulting in players healing from
injuries "instantly" after a day (happened only on players NOT on
the DL). Phew, this one was driving me crazy, it was a semi-random,
rare issue, but has been squashed!
- Fix: Fixed issue with player's with career-ending injuries healing enough to
return.
- Fix: Error 9 when attempting to access roster page of a team in Sandbox mode
(Related to issue with incorrectly importing a player in Sandbox
mode's "Import Real Player" feature.
- Fix: Error 9 when trying to expand from 2 leagues, 20 teams 10 teams in
division, to the next available progression (24 teams).
- Fix: Error 91 on lineup card if a PH in the 9th slot did not have a position
assigned yet and the user attempted to assign them a position
(could get in this state sometimes when doing a double switch)
- Fix: Rare Error 91 when trying to view a player card by clicking a link on a
PSPN issue.
- Fix: On the in-game manager screen "B[U]nt was only possible by pressing the
"U" key (The user was not able to click on it).
- Fix: If the user was presented with the dialog that displayed new hall of
fame members just elected then clicked on a the link to view one
of the newly elected hall of fame member's player card, then
clicked "Stats History" followed by choosing "AAA" from the
dropdown, PureSim would crash to the desktop.
- Fix: Rare Error 91 when attempting to hit with a runner on second if the
batter flew out.
- Fix: Another rare Error 91 on the in-game lineup card (when managing a game)
- Fix: Error 91 on trades dialog when switching teams if both teams were
human-owned.
- Fix: Rare issue with players being reported as injured in game, but not
injured after.
- Fix: Similarly rare issue where players were appearing to heal by miraculous
amounts. What was really happening here was players were getting a new
injury but it was less serious than the previous one, so it
would appear to be a miraculous heal.
The injury model now is much more likely to yield an aggravation to an
existing injury if you play a hurt player. The only way for a
player with an existing injury to get a new injury type is if the
game determines the new injury is more severe than the
existing one. Got that? :)
- Fix: If the manager called for a Hit and Run with 2 outs and the batter
struck out then PureSim would crash.
- Fix: The following sequence was causing PureSim to crash:
1) open any minor league player sheet
2) hit "shop player" button
3) Hit "shop player to all teams" button
4) examine the player sheet of one or more players from other teams
5) decide you don't want to trade and start cancelling all of the
windows you've opened
6) close the player sheet from the original minor league player you
were trying to trade -- crash
- Fix: If num-lock was on and the user presses the "2" key on the numeric key
pad PureSim was interpreting it as a "b" hence a bunt would be
called for instead of a steal.
- Fix: In some cases, when the play by play indicated a player made a two base
throwing error, the resulting error only played out as a one
base error.
- Fix: Rarely, fly balls would be reported as traveling 0' (in the red box)
when watching a game.
- Fix: Fixed error 91 while simming games.
- Fix: SLG was being calculated incorrectly in some places in the HTML Almanac.
- Fix: AI sometimes had a tendency to do major roster shuffles (with highly
questionable moves) just before the post season.
- Fix: Fixed problem introduced in v1.19 where PureSim would not properly
start on Windows 98, Windows ME and some pre-SP2 versions of XP Phew!
that was a killer. Thanks to VMWare for their awesome virtualization
technology that let me build a clean Windows ME virtual machine
installation from scratch so I could finally debug and fix the issue.
It took 5 hours to finally find it, but I sure feel better.
- Fix: In some pre-1920 associations the game would sometimes get caught in a
loop while the GM/AI was thinking.