Football Manager Series

In FM24 to continue the game it takes you through all the emails, so when you click continue game it displays the next email.
In 26/27 you have to manually click the email - There isn't even a next email button.
I've seen a lot of complaints about this, and (apparently) you can change this in the settings. It's weird that this isn't the default (you need to check all your emails before moving to the next day surely, it makes no sense to ignore the game), but it's not.

As for the rest of your post - well, I'm saying "apparently" to the above because I just can't find the motivation to put the game back on today to confirm it. Which tells you everything (when FM24 was almost part of my daily routine).
 
Just whilst morale is low, maybe this will cheer you up. Tomorrow at 16:00 CET the trailer for my 3d Stadium Megapack will drop!


I'm obviously hoping that SI will keep improving the game, and to an extent I think they will. This is just the pre release so things are bound to change ahead of the 10th when it fully comes out :)
 


This is what makes me think, much like EA's gameplay team, they just don't know what they're doing. Which is so hugely depressing as a gamer.

Plus, if you can do this at Spurs, it's not really a sim is it?



EDIT: Yeah, transfers are definitely not realistic...



EDIT 2:

 
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Sorry, but this is not the concept of football manager



I'm not so sure, I only see this as a good thing to help immersion at the end of the day. I'm a huge geek that's been playing it since 1992, and I currently design new kits each season on FM kit creator if I'm enjoying a long term save. After all, it's more realistic to have a different kit each season. I'd be more concerned if SI were implementing it themselves over other features.
 
Sorry, but this is not the concept of football manager


Personally I absolutely love this - makes more sense than kits freezing in time for ten years, given how often clubs change kits nowadays! It's absolutely genius IMO.

The mods are all absolutely amazing, it's a fantastic community. Just a shame it's so expensive... Thank God for people like @BassyBoyYT, who is releasing his mod free on the official release day. A real hero.
 
TBH I have not really looked too much into the stats after games and what not.
It might be because I play the game on Key Highlights only but I see pretty much the same goal over and over.
The same 1 on 1 , the same long range low drive into the bottom corner and the 6 yard tap in - Same goals all the time, it is worse than watching Arsenal corner routines.

But it isn't just the goals, it is the constant players hoofing the ball forward out of play, players having a poor touch out of play, running over the ball is the best one - Every other player having the same haircut of shaved with different colour hair.
The problem is I can't go back to the 2D view as been playing with the 3D now for a number of years.

The UI has been massively improved but that is the same as saying I improved the Robin Reliant and gave it 4 wheels for better handling and stability.
The UI couldn't of been made worse if they tried but it still way off FM24 - Everything is blocky and horrible and looks like it has been made in Microsoft Publisher (if anyone remembers that).

I think now I am completely done with the demo and won't be going back to FM27 until it is free on Epic Games in 6 months time.

It looks like I will be doing another year of nostalgia with FM24 and old Championship Manager games for the next year.
This is pretty much the same rant as before - But I am just so annoyed at how much they have f**ked up by switching to Unity.
 
This is pretty much the same rant as before - But I am just so annoyed at how much they have f**ked up by switching to Unity.
The thing is though, with the match engine (which is your biggest complaint I think - and mine)... As I said above, it's been ported wholesale from FM24 and then iterated on. Unity is an animations layer. The engine runs externally from Unity.

Which is scarier if anything - because there's mounting evidence that SI are making surface-level tweaks to the match engine to "fix" e.g. pressing being overpowered, and breaking other things as a result, instead of making deeper changes to what makes pressing successful (e.g. making stamina much more deeply impacted by it).

I say "scarier" because it seems like the talent that made FM what it is (or was), i.e. the best football simulator we had (even if it was far from perfect), has gone.
 
I'm far along into making FM2007 work with 2026 rules and FM27db.

At the moment, custom start years work, new sub rules work, database works, new competitions work, and I'm 70% there into a release with an open framework.

After i finish with FM2007 which is my eternal love, I will do the same (which is easier) for FM17, the last game with a proper 2d view.

So, SI can do whatever the hell they want, I'll just use their DB :)

The move to Unity was to make creating a game for PC and Consoles easier, but Unity is the worst engine possible for UI's. The game (FM27) has underlying code that carries over since FM2007 at least - I decompiled most of it (27). So that the "game engine was maxed out" was a blatant lie. It's still the same game engine just with a new coat of paint on top.

If/when they figure it out, good. Till then, FM2007 and FM17 will suffice for me :)


Also, for something different, check this project of open sourced CM01/02
https://maxevans60.github.io/cm0102-bosman-edition/
 
I'm far along into making FM2007 work with 2026 rules and FM27db.

At the moment, custom start years work, new sub rules work, database works, new competitions work, and I'm 70% there into a release with an open framework.

After i finish with FM2007 which is my eternal love, I will do the same (which is easier) for FM17, the last game with a proper 2d view.

So, SI can do whatever the hell they want, I'll just use their DB :)

The move to Unity was to make creating a game for PC and Consoles easier, but Unity is the worst engine possible for UI's. The game (FM27) has underlying code that carries over since FM2007 at least - I decompiled most of it (27). So that the "game engine was maxed out" was a blatant lie. It's still the same game engine just with a new coat of paint on top.

If/when they figure it out, good. Till then, FM2007 and FM17 will suffice for me :)


Also, for something different, check this project of open sourced CM01/02
https://maxevans60.github.io/cm0102-bosman-edition/
Love to see work like this, good on you.

I've started using Winlator (PC emulator) on my Android foldable phone (so you get a decent size screen and you can play on-the-go) - CM 01/02 is good, but CM 03/04 with the 2D engine I just adore. The processing speed is horrific, but someone on Reddit has vibe-coded an updated version (click here). However, he's updated it to the 25/26 DB and I'd so much rather play the original season, which is a real shame for me!

Out of interest, why did you pick FM2007 to work on rather than e.g. 2006 or 2008? I'm fascinated by what people think is the best version, it's an interesting topic. One of the reasons I like CM 03/04 is the fact that tactics are e.g. five "defend/attack" settings as opposed to a 20-point slider, which is just silly IMO. But I don't know when they ditched that slider.
 
Mostly because I think the match engine is more true to what you expect to see in a real match. And because of nostalgia, of course. I'm playing since CM00/01, all these years the only two FMs I keep coming back to are 07 and 17, they clicked with me for whatever reason.

For starters, with this mod of mine you can use the original FM2007 with modern UI scaling support and any resolution and window size, which was a limitation before:
https://github.com/paokkerkir/FM07-HD

For FM07, I also have in my roadmap plans to update the match engine with 08 engine as an option, this seems quite straightforward to do. I'm looking into 09 engine and forwards as well, but this is where tactics (removed arrows) and player roles started taking their role, so it needs more research.

For FM17, I'm looking into ways to implement a few finetunings of FM24 modded match engines in it - not sure if feasible or if it is even right to do so, but we will see in a later stage.
 
When I first saw one of these kinds of goals, I didn't post it because I thought "well okay, it's a one-off thing, it's a bug, these things happen".

These are now at least the tenth time I've seen goals like this in the last few days.

What the hell have they done to the match engine and how is this in the preview-release build (reminder, NOT A BETA)?







 
Mostly because I think the match engine is more true to what you expect to see in a real match. And because of nostalgia, of course. I'm playing since CM00/01, all these years the only two FMs I keep coming back to are 07 and 17, they clicked with me for whatever reason.

For starters, with this mod of mine you can use the original FM2007 with modern UI scaling support and any resolution and window size, which was a limitation before:
https://github.com/paokkerkir/FM07-HD

For FM07, I also have in my roadmap plans to update the match engine with 08 engine as an option, this seems quite straightforward to do. I'm looking into 09 engine and forwards as well, but this is where tactics (removed arrows) and player roles started taking their role, so it needs more research.

For FM17, I'm looking into ways to implement a few finetunings of FM24 modded match engines in it - not sure if feasible or if it is even right to do so, but we will see in a later stage.
It's not nostalgia. When you reverse engineer those code which is easily done by AI and you figure out what attributes impact what, FM 2007, FM 2008, FM 2017, FM 2014 are very superior to that than the modern FMs. It actually properly takes attributes into account rather than do a lot of pseudo RNG code(which for some reason, they pushed more into modern Football Manager). One of those cases where passing. Passing attribute literally doesn't matter that much starting from FM 2020 i believe because the RNG factor is so so high. So when you look at for example FM 2021's passing completion of teams, they all average around 85% regardless of team quality. You will find factors like that everywhere in modern football manager, even FM 2024. The reason why physical stats are so strong is because they have the least amount of RNG as the coefficient as opposed to technical and mental stats that weighs a lot in RNG rather than attributes. Ever wonder why in most the match, you concede a banger against a player who scored their first goal for the team after like 30 matches? That's why. Older FM just had less RNG coefficient for technical, mental stats and the equation was a bit more simple. Tactics are pretty uniform and less affected by any sort of RNG so therefore they have a very high impact. Now i see why they decide to add such a high RNG coefficient. Without it, you will have a league where man city wins the league by like 105+ points and having a GD of 150. They put a banaid solution in order to fix all of the complex equations and balance the original attribute calculation and instead just capped it with RNG. The thing is i didn't buy FM 27 but it's pretty easy to know if it's the issue by just checking the data and stats if it's still the same output. I really wish someone made an updated patch for the classic FM though.
 
Things like this make me question what they've been doing for the last 12 months - maybe simply working on FM26 to fix everything?

 
Update from SI's community manager:

(In short - bugfix update today, followed by one on release day, followed by a match engine tweak at some point but who knows when...)

"A small update for FM27 is being rolled out now across all platforms supporting the Free Play Launch Preview. This update addresses a couple of reported issues that the team were able to identify, solve, and verify over the weekend:
  • Added a clickable scroll bar to the Advanced Setup screen to help players select clubs at the bottom of a league list
  • Resolved issue causing squad registration messages to sometimes not appear for UEFA club competitions, leading to unregistered senior players
  • Resolved issue causing the Save Game option to not be selectable if players experienced the issue above with UEFA squad registration not appearing
As we covered last week, an additional FM27 update is planned, to support the full launch from 10 November, bringing further optimisations.

Following this will be the game’s first post-launch update, where more player reports will be addressed. One area of focus here is the 3D match engine, where we’re combining internal data and player reports (including on defensive behaviour, pressing, chance creation and more) to establish what changes can and should be implemented.

We’ll keep you posted on all of this on the way to FM27’s official launch and beyond. Thank you to everyone who has used our bug reporting system to report something; please continue to do this if you experience anything you’d like the team to investigate."
 
Absolutely beautiful skins coming out (even though today is the last preview day) - including ones that bring the sidebar back.

How gorgeous is this?



But this one (along with "hacking" attribute colours to hide them) has my heart, as it's full of stats and has no need for an external program to see them.



EDIT: Plus, this guy is on a mission to return FM24's UI to FM27.

When you see the side-by-side comparison... It's not nostalgia. It's a huge downgrade.

 
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