Gridiron Dynasty Updates

Changes within the last 4618 days...

09/26/2023

  • - Fixed typo in Offensive Line Archetypes - Added map to recruit profiles to show human controlled teams near them - Added map to recruit summary page to show nearby competition

07/18/2023

  • - Added player "Archetype" ratings for each position, which give a better idea of how the player will perform with specific gameplans. - Added a Top Recruits page, which displays the top recruits for each position other than punter and kicker based on their archetype scores. - Added a user team map to the Jobs page, showing the amount of user competition across the world for each division. This will allow users to make better informed application decisions.

02/28/2019

  • Added player potential in the categories of Very Low, Low, Average, High, Very High to the player profile and to the recruit profile. To unlock for a recruit, you must complete a scouting trip. For players, it's only unlocked for your own, not for players on other teams.
  • Added 180 miles and 1400 miles to the distance filter on recruit search. These are important distance cutoffs relative to where the cost of trips jumps up.

02/26/2019

  • Added a feature to the recruiting summary page to allow a coach to submit recruiting actions to multiple recruits at one time.
  • Unlocked the "Add to watch list" option during the recruiting period, so that you can add recruits to your list without having to spend money on them.

02/20/2019

  • Some small recruiting updates: - Added the actual school names to the considering column on the Summary and Search page. This includes an indicator for human-coached schools. - Added a "Considering" tab on the recruit profile page that shows details about each school on the recruit's list.

11/01/2018

  • Fixed some sorting issues that appeared in Chrome.

05/26/2015

  • With the latest GD update we have pushed some bug fixes that have been an issue, the following issues have been fixed:

    1. PROBLEM: Advanced Depth charts were using the default depth chart if you had not saved your list. The confusion came because the list appears to be sorted correctly without saving it.
    SOLUTION: The updated login in the engine selection will use the same rating system as on the depth chart page. Now, regardless of what the user does, the depth chart page will correctly represent how the engine will use the depth charts.

    1.a. PROBLEM: Another depth chart issue was on kick returners, it would only select returners from the list of Wide Receivers had the depth chart not be saved.
    SOLUTION: The engine will now select returners as they appear on the depth chart from any position.

    2. PROBLEM: Fumbles appear to be returned for excessive yards on certain plays. The play by play report was misleading, most of these cases occurred during a long play that was fumbled at the end, but the play by play did not specify that. Also, the ball was recovered at a yard line that was not too far from the spot of the fumble.
    SOLUTION: On these plays, just as most other fumbles, they are not recovered closer to the spot of the fumble, and the play by play in these situations is more descriptive.

    3. PROBLEM: At the end of the second half, if the clock was already stopped with short time a team might not call for the Field goal.
    SOLUTION: Regardless of the clock state, the short time logic will choose an appropriate play call. (NOTE: The logic in determining the play call is still applicable. So there may be other reasons that a field goal attempt was not selected including but not limited too, max field goal range, current score, time outs remaining, etc.)

04/14/2015

  • Adjusted Job Processing - Job applications do not start processing until 9 hours after the job period has begun.

03/04/2015

  • Removed the season reservation requirement for Non-Conference Scheduling, Redshirts, and Rescinding Scholarships

07/10/2014

  • Introducing WISCast for Gridiron Dynasty!

    WISCast for Gridiron Dynasty lets you watch a game as it happened.

    - Control the Playback - Click play to start the game, or pause to stop the simulated playback. Control the speed of a game using the speed functions, or jump directly to the second half if you have already watched the first half. In addition there is a next play button that allows you to jump directly to the next play at your own speed.

    - Field View - Watch how each play happened on a field view. The plays are distinguished by different images to represent run plays, pass plays, negative plays or kick plays. Also, each play includes the direction of the play and the down of that play.

    - Play By Play - View the play by play as it is happening in the game playback. The latest play is at the top, and the summary of the drive is included in the title. You can jump to any half to view the information and when clicking on the drive it will align the data in that drive with the view on the field view.

    - Last Play - Learn more about exactly what happened on the play by watching the last play. It will have more detailed information than the Play by Play about what transpired on a play.

    Avoid spoilers with the GameResults page

05/13/2014

  • Core Changes
    New DIII Beginner Mode
    Intermediate and Advanced Modes at DII and above

    UI

    Office
    New Layout
    Added timeline to show status of season
    Added tasks to be performed each day

    Chat
    Chat has its own page
    Now allows chat between conferences

    Coaching
    All of the Coaching pages have been redone

    Roster Page
    Added Roster View/Options

    Practice Plan
    Added default positional practice distribution categories for each position
    New layout makes it easier to read and increases the ease of access

    Depth Charts
    Added Drag/Drop functionality

    Game Plan
    New layout that makes it easier to read and added table below to summarize game plans easily
    Added current or next game overview to page so you can adjust game plans accordingly

    Playbooks
    When creating a new playbook you are taken to a wizard to simplify the process of filling out all fields
    Added sliders and drop downs to page to change all values according very quickly

    Formations
    New layout
    Added edit and view only modes
    One page to edit and update all of your formations


    Position Roles
    New structure with added view/edit mode

    Misc.
    Slightly reduced the amount of effort SimAI puts into recruits at the DI and DI-AA levels.


    Engine Changes
    Introduced a newer model of Fatigue. Fatigue is critical to how a game is played, and while there is still some refinements to be made over the next couple of weeks the new model will better represent fatigue.

    updated the play by play to include better description of whose covering, which line has the advantage, where the ball is thrown, who the penalty is on, and many more.

    patched an interception bug that made return yardage significantly less than it should be

    Fixed bug of fumbles and interceptions in endzone assinging the wrong score type

    Updated decline penalty logic to be more reliable

    Update 4th quarter decision making and time clock management to be more relevant

10/18/2013

  • We're proud to announce the release of Gridiron Dynasty 3.0. The new version of our college football simulation game is a major re-write and is full of significant improvements and additions. Thanks to your suggestions and guidance we have incorporated many new features and improved upon the existing game engine technology.

    There are two parts to the latest update: A refreshed User Interface and a new Game Engine.

    The new User interface allows you to set up your team quickly and easily to get you ready for the season. If you are looking for more, it also provides added depth to allow you to control your team from the personnel on the field for a particular formation to creating or selecting a new game plan for most situations in the game. The new coaching section allows you to control each aspect of your team.

    The new Game Engine has changed the way it processes plays. Rushing and Passing systems have been changed to allow for a more realistic feel on each play. In addition, the expanded play-by-play will give you a better understanding of what occurred on each play. The focus has been placed on minimizing the decision points and allowing for a play to be determined more on the attributes and game planning than on luck.

    For more information, check out the update post on the Critical News forum.

    NOTE: Some UI changes will be noticed immediately. The majority of the changes will not be useable until your world rolls over to version 3.0. This will occur at the start of the coaching sign up for each world. Bryant and Yost will be the first two worlds that will rollover on Oct 23rd.

08/07/2012

  • We have turned off the ability for players to declare early for the NFL draft. There are far too many players leaving that should not be leaving under realistic circumstances, so until we can review this feature and implement it better, we are not going to allow anyone to leave early.

04/19/2012

  • Gridiron Dynasty has been updated:
    • Rescind unprocessed recruiting actions on recruit's profile History tab
    • Split offensive and defensive playbook selection
    • Display fatigue percentages for Rest Levels on depth chart page
    • Display rush distribution percentages on depth chart page
    • Reduction in pick 6 chances
    • Minimum reward points for DIA National Champion


    Check the forums for more details.

01/03/2012

  • Gridiron Dynasty has been updated:
    • Formation IQs for players are now displayed on the Formations tab of the Team Profile.
    • Fixed a bug where Special Teams Rating was not being calculated correctly.
    • Fixed a bug where the engine was not using the Active Playbook's Basic Play Style for 4th Down calls.
    • Improved logic to decline penalties on 3rd down.
    • Fixed a bug that would not allow you to set special positions (e.g. Third Down Back) to None.
    • Improved 4th down logic to call more FGAs when in close range (FAQ update to follow).
    • Increased default Max FG setting from 45 to 54. Mostly affects Sim AI and new coaches.
    • Updated Player's Guide.

11/15/2011

  • A new release has been pushed out with many changes, including Formation IQ, updates to the engine, updates to the Job Processing, and more. Please check the forum thread HERE for the details.

Please note: Release notes can become stale. Please rely on the product's Rules, FAQ and Player Guide for official details and information.

Terms of Use Customer Support Privacy Statement

© 1999-2024 WhatIfSports.com, Inc. All rights reserved. Use of this website (including any and all parts and components) constitutes your acceptance of these Terms of Use and Privacy Policy. WhatIfSports is a trademark of WhatIfSports.com, Inc. SimLeague, SimMatchup and iSimNow are trademarks or registered trademarks of Electronic Arts, Inc. Used under license. The names of actual companies and products mentioned herein may be the trademarks of their respective owners.