Fantasy Football (FFB) version 1.0 coming Sept. 23(ish)
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- WhatBall
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Fantasy Football (FFB) version 1.0 coming Sept. 23(ish)
Just to let you all know that Christer made the official announcement over on FUMBBL that version 1.0 of Kalimar's FFB client will be released on or about September 23. (Site goes down the 23rd for the release, so barring issues, should be back up reasonably quickly.)
This version of the client has all the skills (including Fan Favourite) and cards (Magic Items deck so far). It is also much more stable and has some great enhancements. There has been a heavy amount of testing to ensure as close to 100% rules compliance as possible.
Hope to see you out playing!
This version of the client has all the skills (including Fan Favourite) and cards (Magic Items deck so far). It is also much more stable and has some great enhancements. There has been a heavy amount of testing to ensure as close to 100% rules compliance as possible.
Hope to see you out playing!
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- WhatBall
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Re: Fantasy Football (FFB) version 1.0 coming Sept. 23(ish)
For those that care, version 1.0 released. 100% complete rules and skills with the most intense beat testing of any former client version, Magic Items deck, and a boat-load of new optional house rules for leagues.
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Re: Fantasy Football (FFB) version 1.0 coming Sept. 23(ish)
Very interesting!
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Re: Fantasy Football (FFB) version 1.0 coming Sept. 23(ish)
eventhough I've seen the announcement several times last week I still sat down at my PC last night thinking I'd get to play a game. Very curious to see what they did with it though, tonight!
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Re: Fantasy Football (FFB) version 1.0 coming Sept. 23(ish)
Thanks for all the effort guys, this is what makes internet communities a great thing. Respect!
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- WhatBall
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Re: Fantasy Football (FFB) version 1.0 coming Sept. 23(ish)
Here is the list of options currently working in the client.plasmoid wrote:Very interesting!
https://fumbbl.com/index.php?name=PNphp ... ic&t=21942
Only a few are able to be used in [L]eague division currently, but hopefully Christer will set it up soon so they can be used. Some very fun ones, probably a few you recognize.
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Re: Fantasy Football (FFB) version 1.0 coming Sept. 23(ish)
Likey likey
Thanks for keeping me posted.
Thanks for keeping me posted.
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Re: Fantasy Football (FFB) version 1.0 coming Sept. 23(ish)
Oh, I like those extra options.
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Re: Fantasy Football (FFB) version 1.0 coming Sept. 23(ish)
I think a few of the big leagues are using them.
I'm pretty sure the German league (DFFL) is rocking around with a non-standard ruleset:
I'm pretty sure the German league (DFFL) is rocking around with a non-standard ruleset:
and they must have easily put a hundred games in with those rules. It'll be interesting to see if any other houseruled leagues start using custom rules.DFFL Rules wrote: Sneaky Git works as it does now and like Guard for fouling assists
+1 to the AV for a foul if the fouler is not in an opposing tackle zone
Right Stuff prevents Tackle from negating Dodge for Pow!
A player cannot use his skills that modify the Armour or Injury roll when using a Piling On re-roll
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- WhatBall
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Re: Fantasy Football (FFB) version 1.0 coming Sept. 23(ish)
Yes DFFL has run those options for a while. Currently they are the only 4 you can enable. Hopefully the other ones are available to use soon.
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Re: Fantasy Football (FFB) version 1.0 coming Sept. 23(ish)
Ok, so what isn't compliant?WhatBall wrote:has been a heavy amount of testing to ensure as close to 100% rules compliance as possible.
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Re: Fantasy Football (FFB) version 1.0 coming Sept. 23(ish)
* Stunned players do not revert back to Prone upon hitting them again.Chris wrote:Ok, so what isn't compliant?WhatBall wrote:has been a heavy amount of testing to ensure as close to 100% rules compliance as possible.
* Dump-Offs cannot be Pass-Blocked.
* Wizard or Cards cannot be used at turnover IF the turn ended due to a touchdown, the end of a half or a timeout.
* Diving Tackle is not useable by the thrower of a pass (that is during Pass Block).
* Re-Throwing bombs is not an Action (and therefor does not trigger any skills).
* Not all skills are optional as per the rules:
Compromises have been made to avoid "popup-hell" (as stated above). Most of these have been discussed to the death. Choices were necessary.
Tackle is always on. Same as Block.
Dodge is optional only if
1) The push is chainpush and the three opposite squares are occupied
2) It is the first turn after kickoff and a defending player has the potential to be pushed over the los int o the attackers half
3) The defending player is standing one square from the sideline and the opponent is pushing from the same row or from the row more infield.
(Copy pasted from Kalimar's thread on differences and the client options http://fumbbl.com/index.php?name=PNphpB ... ic&t=22352 )
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Fantasy Football (FFB) version 1.0 coming Sept. 23(ish)
Actually something I need to post on fumbbl, but stumpling upon it here during my morning read:Hitonagashi wrote:* Dump-Offs cannot be Pass-Blocked.Chris wrote:Ok, so what isn't compliant?WhatBall wrote:has been a heavy amount of testing to ensure as close to 100% rules compliance as possible.
What is the reasoning behind that one? I don't get it why that needed to be avoided in the ffb client.
The rest I understand and is reasonable.
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Re: Fantasy Football (FFB) version 1.0 coming Sept. 23(ish)
It's for technical reasons.
Namely, Dump Off is an action in the opposing turn, so you want to take an action inside an action inside the wrong turn...it causes the code to do horrible horrible things.
I'm sure Kalimar might get around to it if he can think of a way to make it fit!
Namely, Dump Off is an action in the opposing turn, so you want to take an action inside an action inside the wrong turn...it causes the code to do horrible horrible things.
I'm sure Kalimar might get around to it if he can think of a way to make it fit!
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- WhatBall
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Re: Fantasy Football (FFB) version 1.0 coming Sept. 23(ish)
As Hito mentioned, it is a technical issue. I believe you could PB a DO during one beta build, but as stated, it was a nightmare.
Considering how many odd situations we looked at in testing that almost never come up, I am quite confident the rules are 99.something% accurate. All the skills and they all behave as expected, except in some very unique situations.
Considering how many odd situations we looked at in testing that almost never come up, I am quite confident the rules are 99.something% accurate. All the skills and they all behave as expected, except in some very unique situations.
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