1. Patch 1.1.4.1
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  3. Patch 1.1.4.1 — 17 October 2026
  4. A focused update after 1.1.4: molotovs beside smokes keep burning, the pause between rounds follows the match speed, kits take pictures on the back and sleeves and can go without sponsor logos, the kit editor reaches the Workshop during a career, a monthly letter follows player reputation, the top reputation titles are won with trophies, promises to players hold, one loss no longer sinks a winning squad's mood, a player no longer plays one event for two clubs, the board no longer fires a manager whose club is playing, lawyers work by their Contract Work, Workshop errors say what to do, Chinese, Japanese and Korean text is sharper, older saves get a fair world ranking, AI clubs field a single AWPer and fill empty squads sooner, a player's potential no longer changes, and the tutorial's first match is played again. Everything below changed since Patch 1.1.4.
  5. New features
  6. Kit pictures on every place
  7. A kit now carries up to four pictures of your own: front, back, left sleeve and right sleeve; a sleeveless top takes two. Each lies over the colours and the pattern and can be moved, turned, resized and set above or below the logos. A kit from an older save keeps its picture on the front.
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  9. Workshop kit sets carry the picture of every place. A set that lacks one is refused, and the message names the place and the section to pick it again in.
  10. Kits without sponsor logos
  11. A kit can now hide every sponsor logo, in any career that wears it, Workshop kit sets included. In the kit editor's Workshop tab a button puts a set's kit on the shirt for a look.
  12. Reputation won with trophies
  13. Skill alone now lifts a player up to World star. Above it trophies decide: World elite needs a Major or a tier 1 win, Legend needs a Major. Stars of the database keep the title the database gave them while their skill holds it. A new glossary article explains the rules.
  14. The ERS figure explained
  15. The ERS under a match now reads as an estimate that becomes final after the event.
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  17. An "i" next to it, in the match window and on the result screen after your own match, opens a card that explains the figure and the ranking rules. On a touch screen a tap keeps the card open until you tap again.
  18. Monthly reputation letter
  19. On the first of each month EMTV reports how player reputations changed: how many players rose and fell, how your own club fared, the change of the month with the player's photo and club, and lists of risers and fallers with the old and the new rank, the biggest names first. A player you have loaned out counts as yours. No letter comes in a month when nobody moved.
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  21. The Workshop inside the kit editor
  22. The kit editor's Workshop tab now works during a career, with no trip to the main menu. It lists the Workshop's kit sets page by page with Subscribe and Unsubscribe on every row, and a set you subscribe to appears in your list at once. The search runs as you type; Enter and the Search button still work.
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  24. Your own private and friends-only sets are shown at the top. Every row shows the set's up-votes, subscribers and publish date, and for your own hidden sets who can see them.
  25. From the same tab you can publish or update your own set with a title, a description, its visibility and a cover picture (PNG or JPG up to 1 MB). The upload can be cancelled while it runs.
  26. Staff pictures by name
  27. A staff member's picture in the mod folder is now also found by the name the game shows: "Name Surname.png" or "Name_Surname.png", in the Staffs folder or in the folder of the role. Both the name and the surname are needed. A face picked in the game still comes first.
  28. Live match
  29. A molotov thrown at the edge of a smoke keeps burning. Before, about one fire in eight thrown next to a team's own smoke went out the moment it landed.
  30. The pause after a round runs at the speed you are watching, never slower than 1x: about 2 seconds at 4x instead of 7. The win banner and the round MVP fade with it.
  31. An attack that holds an empty site with the bomb now plants instead of walking off to the other site. Players on the far part of a large site did not count as being on it.
  32. Squad and players
  33. Promises made to players are kept. Before, a promise disappeared the next day, with no reward and no penalty.
  34. When a player demands a higher wage, "let me see what I can do" now promises a new contract within 30 days. A new contract keeps the promise and settles the demand; failing to offer one costs only what any broken promise costs. A player out on loan is not offered that answer.
  35. When a player asks to leave, "let me see" now postpones the answer instead of making a promise. Such promises in older saves are dropped without a penalty.
  36. A renewal, an expiring contract or a wage demand answered after a new contract has already started counts as kept at once.
  37. A lost match lowers the squad's mood by two steps at most, not three, so a happy squad no longer turns nervous after a single defeat. The first loss after five or more wins in a row costs one step, and the squad starts recovering the next day.
  38. A player's potential no longer changes. A player without a potential in the database had it worked out again every day from age and Skill, so it rose with each point of Skill and dropped on each birthday. It is now set once, on the first day of the career, and shown unchanged for life; from 25 on, age still lowers how much it counts in training, prices and loans. A career saved before keeps the figure each player shows on the day it is loaded. The glossary says so in all 21 languages.
  39. Staff
  40. A lawyer now works by his Contract Work, the rating his description names. Before, every lawyer answered as slowly as the weakest one, whatever his rating. An answer takes about 7 days without a lawyer and about 3 with a strong one; the role description and the Contract Work tooltip show the days.
  41. The coach's description says what his ratings do: each one sets how fast the player's attribute of the same name trains, a strong coach about a fifth faster than a weak one.
  42. The CEO's Leadership and Delegation tooltips are in every language, and Leadership shows how much it adds. Tooltips that promised effects the game does not have, on Communication, Financial Literacy, Vision and Public Image, are gone.
  43. Mood texts say that mood drifts toward Happy every day, and the Morale tooltip shows how fast it moves from above and from below and that the CEO's Leadership speeds up both.
  44. Transfers and contracts
  45. A player no longer plays one event for two clubs. A deal agreed while either club is playing an event now waits until both are out. Before, it went through the day the selling club was knocked out, and the buying club fielded the player in the next round of the same event. A free agent signing for a club in an event waits too.
  46. A loan that ends while the club that owns the player is playing an event keeps him with the borrowing club until the owner is out.
  47. When a loan runs past its end date because of an event or the squad freeze before a Major, the player's profile says so under the date.
  48. A loaned player cannot be sent back early while the club that owns him is playing an event; he goes once it is out. The button in that window now reads "Return" instead of "Fire".
  49. A roster buyout you accept while your own club is playing an event waits until your club is out, and the letter says why. The days of waiting do not shorten the offer.
  50. The tournament banner on a held transfer names the event of the club that holds it, and the later end when both clubs are playing.
  51. Renewal talks left stuck on older saves by a move between the club and its academy are repaired on load: the player stops writing "I accept" every day, and the renewal can be signed.
  52. The context menu no longer offers contract talks with the CEO, whose contract renews by itself.
  53. AI clubs
  54. AI clubs no longer keep two AWPers in the five for months. A club that sold a rifler could not buy one back, so its spare AWPer took the seat; it now buys the best rifler it is allowed to sign, and he takes the second AWPer's place.
  55. After an AI club signs a stronger AWPer, the old one sits on the bench and goes up for sale. The club keeps the rifler without whom the old AWPer would have to play: it no longer releases him, lets his contract run out, or sells or loans him, to you included. Your bid or loan request for him is turned down with that reason, and so is a roster buyout that would leave the club fielding both AWPers.
  56. A club with an AWPer no longer signs a young free-agent AWPer, and its academy no longer calls up an AWPer into a five that already has one. A seat freed in the five goes to a bench player who is not an AWPer when there is one.
  57. A player already up for sale who is benched again no longer brings a second letter about the sale.
  58. AI clubs no longer give a clearly weaker reserve a week in the five in place of a starter, which cost them matches they used to win.
  59. AI clubs left short at the start of a career fill their squads sooner: the weekly limit on emergency signings is lifted for the first four weeks of the transfer market.
  60. AI clubs may sign again four months after a signing instead of six; careers in progress switch over when loaded. A club with nobody under contract can always sign again.
  61. A women's club signs only women and every other AI club only men, on every road: signings, loans, poaching and bids for your players. Nobody already in a squad is removed. A women's club's academy signs only women and promotes no man into the women's five, Workshop databases included; a men's club's academy promotes no woman.
  62. An academy you close no longer signs players after it is closed.
  63. Career
  64. The board no longer fires a manager whose club has played within the year. The board could lose track of the club's last match, and a playing club then got the half-year warning and the dismissal for "a full year without a match". The board now checks the club's match record first. A career already ended this way continues when it is loaded, and the board withdraws the dismissal in a letter.
  65. A club taken over from the list starts with one sponsor, and one that would sign with it at its rating. Before, a club rated 0 could start with a tier S sponsor, which signs only with clubs rated 17 or higher. AI clubs keep their sponsors.
  66. The main menu no longer hangs on loading when the club of your last career has no logo.
  67. A new career can no longer start at an empty copy of the chosen club. This happened when a Workshop database applied itself while you were picking a club; the game now returns you to the club list with a message.
  68. If the game's own database cannot be read, the main menu says so: New Game and the tutorial stay closed, and saved careers still load.
  69. The tutorial's first match is played again. The opponent was a player short, so the qualifier was settled without a game; it now signs a free agent when the tutorial starts. The tutorial always runs on the game's own database, and the database you picked, a Workshop set or a file, comes back when it ends. New Game, Load and Continue wait while the game's database is being read.
  70. World ranking
  71. On saves from older builds, a lower-tier champion no longer gains less ERS than the clubs it beat. On load, the game fills the ranking history with the save's own matches and tournaments of the last six months.
  72. Club and Workshop
  73. Club stickers: a logo whose white parts reach its edge now sits on the dark plate, so white beside a coloured emblem no longer disappears into the paper. The enlarged view matches the shelf.
  74. In the Stickers section of Finances the Majors history scrolls every time, and the fire-sale bonus no longer shows thin yellow slivers.
  75. A failed Workshop publish says why and what to do: the upload broke off (turn off VPN, proxy or antivirus web protection, try another network, restart Steam), the Workshop is busy, there is no licence on this account (Family Sharing), the waiting period after a password or email change, a full Steam Cloud, a title already used, a full disk and more. Steam not running or in offline mode is named too.
  76. Problems with the item itself are named instead of "Publishing failed": a missing kit picture, more than one kit set, more than one database file, over 500 MB, or files changed while the item was being prepared.
  77. Workshop titles and creator names in Chinese, Korean or symbols are shown whole instead of leaving the row empty, and characters no game font can draw no longer show as squares.
  78. Interface and languages
  79. Chinese, Japanese and Korean text is drawn in the Regular face. It used the Thin face, and some strokes vanished at small sizes. Light text styles draw these languages in Regular, and bold Chinese and Korean stay bold. Korean has its own Regular and Bold fonts.
  80. The Teams and Players tabs in Statistics switch without the pause.
  81. Scouting filter attribute names show in Chinese, Japanese and Korean.
  82. Attribute figures are written with a dot whatever your system language.
  83. Hovering a shop item over the gear panel shows only the change, such as "+0.022".
  84. The gear bonus tooltip no longer describes the bonus as an attribute level.
  85. The training card's efficiency counts Productivity the way training does: with gear, condition and the CEO's delegation.
  86. Text fields show their cursor again in the library search, the trophy room search and the kit editor.
  87. The comparison window keeps a decorated player's honours inside the player's card when it is opened from a list. Before, they ran over the other player's row and off the window.
  88. Glossary
  89. Every article was checked against the game in all 21 languages, and checked again against how the mechanics work: training speed by potential and by the attribute's level, who trains and who does not, the daily decline at any age, the potential curve, the mood drift, the lawyer, sponsors, and Quick Result against the 3D match. The glossary now holds 123 articles.
  90. New explanations: how reputation titles are earned, how a Top 20 place adds to a player's Reputation, how much the CEO's Leadership adds to mood, and what the starred figure on a shop card means.
  91. The Veto article says who moves first: the higher-seeded club bans first, picks first in a Bo3 and a Bo5, and makes the last ban in a Bo1 and a Bo3. Seeding opens by ERS, then follows the stage's results.
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