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chaos

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Everything posted by chaos

  1. Kirk Muller is 4s across the board. There are 5 players with 6 Shot Accuracy: - 4 of them (Mario, Lindros, Khristich, Robitaille) have 4 Shot Power. - 1 of them (Petr Nedved) has 2 Shot Power.
  2. Below is the draft order for C league. You will be choosing from the drafted teams in the CDL S2 ROM. To look at the rosters, you can use the google doc that @kidswasted made: https://docs.google.com/spreadsheets/d/1XnW7ehvP7k5NqCjlQekoWApDZROkdyuNx_6MqIAssWg/edit#gid=1436647210 Become familiar with a few teams, so when it is your turn to draft, you have a list of teams you prefer. I will officially start the draft on Friday, March 19th, but you guys can start drafting before that (deadlines won't take effect until March 19th). The ROM can be downloaded from the Discord channel in the Pins. I'd link it here, but it might change, and the newest version would be linked in the channel. The draft list was randomly generated: @INDIO @niuhuskie224 @SlapshotSean @boehm23 @Joe H @kidswasted @Raidercanuck1329 @Heinz57 @dmm1000 @jay22 @Logans Legends @jcariello @Triple A Post your picks in Discord.
  3. Team: Calgary Flames LW: Wayne Gretzky C: Cam Neely RW: Pat Verbeek LD: Jamie Macoun RD: Teppo Numminen G: Patrick Roy 3D: Kevin Dahl Extra: Craig Janney Change Doug Bodger from #8 to #3
  4. Guys, you won't be selecting teams right now. Once the Season 2 draft is over, then I will announce a C draft where you will pick from the drafted teams.
  5. Yeah gonna just use the same rom so team and roster unfortunately
  6. I'm not sure if you understand, you're gonna have to wait until the Season 2 A/B draft before you can choose a team. Or maybe, I can make this based on Season 1 teams?
  7. CDL Season 2 C League Signups CDL (Chaos Draft League) is a player draft league with the following: boosted Goalie stats (+1 to each Glove/Stick and +1 to Agl to all goalies except Roy and Balfour) shorter Goalie switch time (less time holding the B button to switch) farther Goalie range (can move farther out than vanilla 94 ROM) 1 min Penalties Warm/Cool player bonus (a weaker version of Hot/Cold). No Team Bonuses (Home/Away PP/PK all set to 0) Player Body Checks For/Against counted, as well as a +/- Stat I'd like to start a C league which would be used like a Farm league. Instead of a "Waiting List" for B league, you would be entered into the C league and would either be promoted at the end of the season to B, or used as a replacement coach during the season. C league coaches would not participate in the draft, but a team selection draft will be held. After the A/B player draft is over, the C coaches will pick from the pre-drafted teams from A and B leagues. They will play a regular season with them, along with a playoff. The C league champ and the next best coach based on reg. season record will be promoted to B league for the next season, while the bottom 2 coaches from B will be relegated to C league. Also, if there are any drops from B league between seasons, a coach from C league will be asked to fill in the spot. What I hope to do is interest newer players (C level and lower B level Classic league players) in draft leagues. Learning how to draft a team can be a process, and trying to find players who best fit your type of play can be hard, apart from the superstars. By using a pre-drafted team, you can get more exposure to other players, and find some you would like to draft once you join B league. The season length will depend on the number of players. I don't expect it to be more than 40 games. I will allow up to 20 sign-ups this time around. Coach List: - @kidswasted (from CDL S1) - @Raidercanuck1329 (from CDL S1) - @SlapshotSean (from CDL S1) - Joe H - Triple A - Logan's Legends - whalersmightwin (jay22) - dmm1000 - boehm23 - jcarriello - INDIO - niuhuskie224 - Heinz
  8. Yeah, once I get an idea on who's playing, you can do that if you like.
  9. CDL Season 2 I plan on starting this up as soon as CDL Season 1 finals are over. Relegation and Promotion As was discussed at the beginning of Season 1, the bottom 2 teams in A will move down to B, and the B champion and team with the best regular season record during the season will move to A (if it happens that the best team won the championship (like they did in this case, then the second best team in the regular season will move up). This depends on who is returning, but as of right now: Moving to B - @kazelegend and @sheehy (mikegartner22 and dantml were replacement coaches, and since they played with teams they didn't draft, are exempt. Dantml will be in B anyway. Moving to A - @sonoffett87 and @Mitch Kramer (Chris O) Again, this could change, depending on who is returning, signing up, etc. There could be more movement. Expanding Sign-ups In the past it always seemed hard to get into a draft league, mostly due to carry over of coaches. While classic is fun in a way, draft leagues are definitely more fun. But, it can be daunting for a new guy, knowing who to draft when, and how to draft a team to your strengths. A long time ago, when Blitz was running, @smozoma wanted to implement a kind of "farm" league, where instead of going through the draft process, a new coach can choose a pre-drafted team and use them for a season. At the time, I thought this was a great idea, though I think it only went on for a season? So, I'd like to add a C league. A and B leagues will be 12 teams each, and will participate in the CDL Draft. C league coaches will have a team selection draft, once the draft is over. This will not hold up the A and B regular season - I'd like to make that clear. I will limit C league teams to 16. Also, there will be promotion and relegation. The lower 2 teams in B will drop to C, and the C league champ and top team in C will move into B and join the draft the following season. I'd like to see how this rolls out and decide after the season if it should continue or not. Draft News Once CDL 1 ends, and signups are all done (1 week for A and B signups, or until we are filled up), I will post the draft order. The draft order will use the previous season's record as a base. The A champ will pick last in the list, the B champ will pick 18th, and the 2nd promoted player from B will pick 15th. The 2 teams from A that were relegated will pick 16th and 17th. The rest of the selections will go by winning pct from CDL 1, regardless of A or B league. Note, there is currently a vacant A league team. The coach taking over that team will pick 19th. I plan on doing a live draft for the first 5 rounds. The time will be announced at least a week ahead of time. We can do a zoom meeting, or a Discord audio chat or something, I'll figure this out. 2 minute limits on picks during the live stream. If you cant make it or need to step out, leave a pick list or a phone number and I'll text you, if deadline passes, you get best available, depending on position of need. If we get through it quick, we can continue picking. After the live stream, draft will continue on Discord. I don't want the stream to last more than 2 hours though. League Info From feedback, it seems most had fun with the ROM. For the most part, the ROM will not change: - 5 min periods, 10 min OT, 1 min Penalties - Quicker control and longer range of Goalie - Goalie stat boosts (+1 to agl, +1 to each Stk/Glv attribute, excluding Roy and Belfour) - 0 Team Bonuses and PP/PK bonus I will add a small Home Team Bonus in the Playoff ROM only, to make home ice a little more meaningful. There will be no negative bonus for the Away Team, though. Static vs. Hot/Cold: Answer the poll on this. - Static ROM (no hot/cold to player attributes) was used in CDL 1. This means there were no changes game to game to player attributes, they were always the same. - Hot/Cold - similar to how it is in Classic. Though, I would reduce the effect. A player can be hot or cold on all its skill attributes and this can change from game to game. Classic has 5 different levels of hot/cold, 3 cold (very cold, mild cold, cool), and 2 hot (warm, and mild hot), that the game chooses randomly each game per player. I would reduce this effect to 1 cold and 1 hot (cool and warm). So, there would be a 60% chance there would be no bonus, 20% they would be cool, 20% they would be warm. You will be able to tell this by looking at the Edit Lines screen and checking attributes (hack would be done to make sure they are accurately displayed, unlike classic). This just gives some kind of "real-life" effect to the game. Let me know if you are returning or not, make a vote, and also include a good time for draft stream (evening, weekend, etc). I'll take this into consideration. Also, next season and every season after that, no more changes to the ROM.
  10. did you look at this? - Gives you a starting point to look for the logos.
  11. Let me know what topic it is, I can pin it to the top of the nhl95 section
  12. Love the graphics job Raph! Didn't even notice the CDL zamboni or the CDL logo on ice, gonna have to look for that!
  13. Trades are allowed until 12 midnight eastern tonight (January 6th). After that the ROM will be finalized.
  14. Team Name: Calgary Flames aka Calgary Bruins LD: Ray Bourque RD: Kevin Dahl LW: Nikolai Borshevsky C: Cam Neely RW: Adam Oates X: Mike Ricci 3rd D: Bruce Driver G: John Blue
  15. You can drop a player and add one who went undrafted, or was dropped here. Reminder: You need 6F, 4D, 2G for your final team. Link to sheet - https://docs.google.com/spreadsheets/d/1HPKKAefVKaWAs2mx5-4hzPz1ceeXk1P3Da5iM9_GfeA/edit?usp=sharing You have until midnight eastern tonight (Jan. 5th) to make drops and adds.
  16. Corbettkb: trades 20 and 68 to AJ for 14 and 83 trades 29 and 77 to to scribe for 41 and 56
  17. @dcicon5148 receives Jeremy Roenick, 2.23, 4.23 @Uncle Seth receives 1.10, 2.15, 4.15
  18. 1.5 szpakman takes Selanne 1.6 Sheehy takes Ciccarelli 1.7 sonoffett takes Gartner 1.8 scribe takes Klima 1.9 raidercanuck takes Fleury 1.10 UncleSeth takes Recchi (trade with dcicon)
  19. Trades that have been confirmed will be posted here
  20. You have 10 total trade assets. So, for example, if you trade 2 players and a pick in a single trade, you have used 3 assets, and are down to 7 that you can use in other trades. Use this thread to talk about trades.
  21. This season will have 24 teams. League is split into 2 sub-leagues, A and B. The season will be 44 games long (4 against each opponent), followed by the playoffs, which will be the top 8 PTS leaders in each league, seeded by Win %. Points is standard 94 - 2 points for a W, 1 point for a T. OT will be standard 10 min. A League - @angryjay93 (SJ) - @kingraph (ANH) - @corbettkb (DAL) - @Sebe_The_Legend (HAM) - @Uncle Seth (OTT) - @dcicon5148 (LVK) - @kylewat (HFD) - @JSchmidt (CGS) - @Scribe99 (EDM) - @sheehy (HAL) - @kazelegend (DET) - @Lupz27 (NYR) B League - chaos (CGY) - @kidswasted (BOS) - @Mitch Kramer (PIT) - @Mr. T (CHI) - szpakman (BUF) - @sonoffett87 (LA) - @LeifErikson (WPG) - @CoachMac (MIN) - @danTML7 (TOR) - @hokkeefan (VAN) - @SlapshotSean (QUE) - @Raidercanuck1329 (PHI) I will post draft details tomorrow.
  22. PP/PK Bonus This game took place between LA and BOS (LA was Home). I watched the centers this time (Gretzky and Oates). I should have swapped players, since these 2 have maxed values for some of their attributes, but you can still see the change in ShA here. The first shot was taken at the START of the PP. The second at the next faceoff (during PP for LA). LA is Home (Gretzky) and Away is BOS (Oates). If you look at "Away C[6]" this is ShA for Oates. His ShA goes from 15 (or 21 decimal) to 13 (or 19 decimal), or a -2 drop. Remember these stats are on a 0-30 decimal scale, not 0-100, so a small difference matters. Gretzky on the other hand, his "Home C[6]" value ShA goes from 0C (or 13 decimal) to 0E (or 15 decimal). He gets a +2 bump. The PP/PK byte for BOS is 21, for LA is 12. But you can see here, the PP bonus for LA is clearly +2 (or the second digit), and for BOS is -2 (or the first digit). This is confirmed in looking at the code as well. Might be easier to look at this. Note Gretzky misses out on some PP bonuses because he's already maxed out at Passing and StH: 1st Period FO PP - 2nd Faceoff 1st Period FO PK - 2nd Faceoff Attribute (in Hex) Gretzky - C Gretzky - C Oates - C Oates - C Wgt 20 20 38 38 Agl 1E 1E 1B 1B Spd 15 15 16 16 OfA 08 08 08 08 DfA 09 09 08 08 ShP 0B 0B 11 11 ShA 0C 0E 15 13 Pas 1E 1E 1D 1D JNo 99 99 12 12 Rgh 01 01 02 02 StH 1E 1E 1A 18 End 1E 1E 1B 1B Agg 01 01 07 07 Fight 02 02 00 00 Chk 0B 0B 11 11
  23. COMEBACK BONUS Here's an example of the comeback bonus. This game featured CHI at LA. I watched the attributes for both RW (Larmer and Sandstrom). I recorded what their attribute values were at the start of the 1st period. This would include the hot/cold bonuses and the Team Home/Away Bonuses. Then, I recorded the value at the start of the 3rd period. LA was leading at this point, 3-2. CHI was given the comeback bonus at this point. Note the values in BOLD. 1st Period FO 3rd Period FO 1st Period FO 3rd Period FO Attribute (in Hex) Sandstrom - RW Sandstrom - RW Larmer - RW Larmer - RW Wgt 48 48 38 38 Agl 12 12 15 15 Spd 12 12 15 15 OfA 09 09 0A 09 DfA 0B 0B 08 08 ShP 17 17 15 15 ShA 18 18 14 14 Pas 0E 0E 14 14 JNo 07 07 28 28 Rgh 08 08 10 14 StH 13 13 14 14 End 0D 0D 1E 1E Agg 0D 0D 0B 0B Fight 08 08 04 04 Chk 0D 0D 15 17 As you can see, Larmer got a boost in OfA (remember, lower is better for this), Rgh, and Chk. These values are in Hex, so the 14 in Rgh equates to 20 in decimal (30 would be the max, or 1E in hex). Above is a screenshot of the same game, tied at 4-4 with 4:22 left in the 3rd period. Both players receive the comeback bonus. Sandstrom is Home, Larmer is Away. Sandstroms OfA went from 09 to 08, Rgh from 08 to 0C (an increase of 4, from 8 decimal to 12), and Chk went from 0D to 0F (increase of 2, from 13 decimal to 15). Example showing how the Comeback bonus disappears with a faceoff with under 2:30 left (this one was 1:40 left). First screenshot is start of 3rd, LA (Home) playing CHI (Away), LA down 4-0, second is at a faceoff with 1:40 left: You can see how the values for Rgh and Chk are lower in the second shot (0E to 0A, 14 decimal to 10, and 11 to 0F, or 17 to 15).
  24. We know for certain that, in the game, each player has a base value between 0-6 for each of their skill attributes (weight is a number given in a 0-15 scale). But, as many of you have noticed, there will be games where a player feels "off" or "hot". That is because the game adds some "bonuses" to these base values, to give them and the team a more "realistic" feel. I was looking at the game code to see if I could minimize them, when I came across some new findings. Some of these topics have already been covered in other threads, but I'll rehash them quickly. Special thanks to @smozoma and @kingraph for their help with this. Before we go over bonuses, I want to cover how the game uses the player attributes: Weight (Wgt) - Used to determine who wins a check. It also has an affect on how fast a player can get up to speed. Agility (Agl) - Think of this as acceleration. A higher number means the player reaches top speed sooner. This may also have an effect on the turning ability. Speed (Spd) - Think of this as the top speed of a player when skating. Offensive Awareness (OfA) - We aren't sure of the awarenesses completely, but smoz thinks it's related to how large of a radius a player can "see". If the puck is in this area, the player will go for the puck. Also, it seems to determine where the player sets up in the offensive zone. Defensive Awareness (DfA) - See above, but setting up in the defensive zone. These two seem to feed off each other. If the ratio is close to 1 (like 4/4 awareness), they don't seem to excel in one awareness or the other. Shot Power (ShP) - Puck velocity from a shot, and also possibly how fast a player releases the puck. Shot Accuracy (ShA) - How accurate the shot is. Stick Handling (StH) - Ability to receive a pass. Ability to keep a puck during an attempt to take it from you or take it from the puck handler. Ability to resist a check. Ability to retrieve a loose puck. Passing (Pas) - Affects passing ability. Also, might have an effect with pass velocity. Roughness (Rgh) - Smoz I believe figured out this is Pass/Shot Bias for CPU players. The higher the number, the more they shoot instead of passing. This is not displayed in game, and the "Roughness" label is not really correct. This is a holdover from when the attributes were first found in the game when poking around the ROM. It was originally believed to be used for fighting. I will use Roughness here for "backwards compatibility". Endurance (End) - Stamina, effective when using line changes. Aggression (Agr) - Not sure, but this may determine how aggressive a player is to chasing the puck carrier. Checking (Chk) - This seems to determine how often a CPU player initiates a check. Might be tied to Aggression. Handedness (Hnd) and Fighting (Fgt) - If the number is even, the player is L, if it is odd, the player is R. The rest of the value is a fighting value, which may not be used in 94. The above are rated on a scale of 0-6 (except for Weight and Fighting, which is 0-15). What you see in the edit lines is not entirely true (this is even with smozROMs edit lines fix). The base attributes are as follows: 0 = 25 1 = 34 2 = 43 3 = 54 (3 * 18) 4 = 72 (4 * 18) 5 = 90 (5 * 18) 6 = 108 (6 * 18) (displayed as 99 on Genesis, and 100 on SNES in the Team Roster/Edit Lines pages) Weight Ratings (in lbs.): 1 = 148 2 = 156 3 = 164 4 = 172 5 = 180 6 = 188 7 = 196 8 = 204 9 = 212 10 = 220 11 = 228 12 = 236 13 = 244 14 = 252 These are displayed values, but not the values used by the game. So while these values may have some meaning to you, there's really MUCH less variation than you think. The game takes the 0-6 value, multiplies it by 5, and stores that value. The max value any attribute, regardless of any added bonuses, is 30 (or 1E in Hex). So, a player with a 6 rating at an attribute, can never be hotter (6 * 5 = 30, the max), but they can be colder. Also, a player with a 0 rating on an attribute, cannot be colder, only hotter. After this calculation, the In-Game Bonuses are added. NOTE: Awareness values are calculated in-game much differently. While all other attributes, the higher the in-game value, the better, the Awareness works opposite (the lower the in-game value the better). Don't think about this now, I will show more later. For an example, we will use Jeremy Roenick's Shot Accuracy. It is a default 5 value. His rated value is 90, but his in-game value is 5 * 5 = 25. NOTE: These were tested with Genesis, but I'm guessing it's the same for SNES. In-Game Bonuses: The game does a check every faceoff, and applies these bonuses as needed to the on-ice players only. Hot/Cold Bonus - A single random bonus is applied to EVERY attribute (except Weight and Fighting). This is a bug, as the game actually generates a random bonus for EACH of a player's attribute, to make it more "variable", but ends up only using the first value for all the attributes. @smozomacovers this in his smozROM hack, which can fix this bug, or remove the random bonus entirely. The bonus is a -3 to a +2 bonus on the IN GAME VALUE. Ex: Jeremy Roenick has a 5 for Shot Accuracy. His default in game value (before bonuses) is 5 * 5 = 25. This game, his hot/cold bonus is -2. So, this changes his ShA to 25 - 2 = 23. You can also think of it as he now has a 4.6 ShA instead of a 5 (each point of bonus = 0.2). From a ratings standpoint, this would vary the base rating from -9 to +8 (in-game values of -3 - +2). I will go over the ratings screen later on. Team Bonus - This is applied to OfA, DfA, StH, ShA, and Pas. The Team Bonus value is usually on a scale from 0 to 3, and there is a separate bonus for Home and Away. The Home bonus is a positive bonus, and applied to the Home Team. So the higher the value, the better. The Away bonus is a negative bonus, and applied to the Away Team. So the lower the value, the better (0 is best). Ex: JR's current ShA is a 23 value. CHI is playing at Home this game, so he gets the Home Bonus (CHI Home Bonus is 2). So, his new ShA is 23 + 2 = 25. Team PP Bonus - This is applied to OfA, StH, ShA, Pas. The PP Bonus is on a scale from 0 to 3. It is a positive bonus. Ex: JR's current ShA is 25. CHI goes on the PP. The Team PP Bonus is 0 (more on that in a moment). So, his ShA does not change in this case. Team PK Bonus - This is applied to OfA, StH, ShA. The PP Bonus is on a scale from 0 to 3. It is a negative bonus. Ex: JR's current ShA is 25. CHI goes on the PK. The Team PK Bonus is 1 (more on that in a moment). So, his ShA goes from 25 to 25 - 1 = 24. BUG ALERT! - Remember I said the bonuses are applied at every faceoff? The PP and PK bonuses are supposed to be applied at the opening faceoff of the PP. But, they are not! They are applied ON THE NEXT FACEOFF DURING THE PP. And, once these are applied, they will continue to be applied even after the PP is done, until the next faceoff. - Also, we have been wrong about the PP/PK byte. I believe this is a bug. For example, Boston has a 2-1 PP-PK Team bonus, according to what we know about the Team Byte Data. But, the game actually uses the second digit (1) as the PP bonus, and the first digit (2) as the PK bonus! So, in reality it's a 2-1 PK-PP bonus. A team like ANH has a value of 02, which would mean no PK bonus (which is good, a 0 change), and a +2 (or think of it like a 0.4 point increase to the original attribute) increase to OfA, Pas, and StH during a PP! Comeback Bonus - This is a new finding (and has a bug). Beginning at the start of the 3rd period, at each faceoff, the game will check the score and see if there is a tie, or a lead. It then applies a +2 bonus to OfA, Chk, and a +4 bonus to Rgh. This mostly benefits the CPU players, as Chk and Rgh increases more than OfA (again, because of the way it's calculated). This bonus is applied to BOTH teams if there is a tie, and to the LOSING team if applicable. It also is applied for the whole OT (to both teams). So what this means is CPU controlled players become more aggressive with checking, and if you are playing 1 player, the CPU team will take more shots. The OfA bonus helps those who have lower OfA (not so much with 5 and 6 rated players), to sit in better spots for one-timers and rebounds. Roughness (Passing Bias) is a hidden stat. It doesn't show up on the ratings screen. JR has a 2 Rgh rating or a 2 * 5 = 10 in-game value. Which means he passes more than he shoots (controlled by CPU). This bonus would bump him up to 14 in-game value. BUG ALERT! - The Comeback bonus does a check at each faceoff, not just looking at the score of the game, but also the time remaining (in the 3rd period only this is checked). If there is a faceoff with less than 2:30 remaining, it REMOVES the bonus. I think they intended to only apply this bonus with less than 2:30 remaining in the 3rd, but they messed up. So imagine losing in a 10 min period game, where you would have at least 7:30 of bonus over your opponent. You can thank this bug. PLAYER RATINGS - Warning, this will get a little complicated You are used to seeing player attributes on the Edit Lines and Team Roster screens in a 25-99 or a 25-100 scale. But, the game really sees them in a 0-30 scale, like what was shown above. So, there is much less variance in the game than what you see on the ratings screen. Remember I said the ratings Hot/Cold values were -9 to +8? Yes, this is the displayed ratings variance, but the in-game variance is really -3 to +2. So, what does this mean? Example: JR has a 5 ShA. This game, his hot/cold is -7. His ShA rating display would be 5 * 18 = 72, and then 72 - 7 = 65. His in-game value is 25 (5 * 5 = 25). The game takes that -7, divides it by 3, and dumps the remainder (-7 % 3 = -2). Then, adds it to his in-game value, so 25 + -2 = 23. But, what if his hot/cold bonus was -8? The ratings display would be 72-8 = 64. His starting in game value is 25, then -8 % 3 = -2. So, 25 + - 2 = 23. So even though his hot/cold bonus changed, it didn't effect his in-game value (the value the game actually uses). So you can look at all the In-Game Bonus (Hot/Cold, Team, PP/PK, Comeback) as so, with the effect on the 25-100 rating scale - -3 (-9 through -11 rating change) -2 (-8 through -6 rating change) -1 (-5 through -3 rating change) 0 (-3 through +2 rating change) +1 (+3 through +5 rating change) +2 (+6 through +8 rating change) +3 (+9 through + 11 rating change) +4 (+12 through +14 rating change) Even though there's a variance in the ratings, I believe it's just for display purposes. The in-game value uses the values in bold. Also, the Edit Lines and Team Roster ratings displayed DO NOT show any of the Team Bonuses, just the default rating + the hot/cold bonus. The lesson here is the Edit Lines and Team Rosters never show you the exact rating for an attribute. AWARENESS CALCULATION Offensive and Defensive Awareness in-game values are calculated differently, and thus the in-game bonuses have a different effect on them. The other attributes that get bonuses are calculated in game as so - Default attribute value (0-6) * 5 + in-game bonuses (ranging from -3 to +4 in some cases) Offensive Awareness = [30 - (OfA attribute value + hot/cold bonus + PP bonus + PK bonus + Team bonus + Comeback bonus) / 2] / 2 (yes, it's confusing, remember PEMDAS) Defensive Awareness = [30 - (DfA attribute value + hot/cold bonus + Team bonus) / 2] / 2 All you have to know here, is that the bonuses have a larger effect on players with lower awareness. The lower the awareness, the larger the bonuses make a difference. Players with 5 or 6 Awareness attribute value will not benefit as much from the bonuses as players with 2-4. But, if the bonuses are all positive, a player with a 5 rating may benefit with a small bump. Also, the LOWER the total value here, the higher the actual Awareness of the player (unlike the other attributes, where higher value is better).
  25. Look under Settings-Input-Input Hotkey Binds and theres a hotkey combo for Toggle Menu. It could be a combination of your buttons, Set it to none.
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