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  • New! - 2011 Projected MLB roster option now available as an option when creating a new association. Note, as of 3/21/2011, the opening day rosters are still not fully tweaked. We will continue to tweak and update them as 2011 opening day approaches. Feel free to use the in game roster management and player editing tools to make any changes you see fit.
  • New! - 2011 official schedule.
  • New! - Totally re-built trade AI!
  • New! - New "TRU-Emotion" Trade-AI. If you continually attempt to pry a player away from an AI team via trade, after a while the AI will grow impatient with you. Ultimately it will take a player off the table for good, for the season (with you at least.) The AI will warn you when it is getting close to running out of patience, so if you see it start to indicate that it is frustrated, you best sweeten the pot quickly. The AI's patience is directly related to the Trade AI slider. Note, the AI "remembers" all deals you have tried for a given player in a given season. When a new season begins, they'll come in with a fresh attitude, so you have to wait until the next season to have any hope of getting the player.
  • New! - New difficulty slider for Trade AI (under "More Options" in options and utilities).
  • New! - New Fatigue model option. When using real players you can choose "Strict" or "Age-Based" Strict will model player fatigue more closely based on how much he played in real life. "Age-Based" does fatigue modeling solely based on the player's age, playing time, and position he plays. NOTE: Age-Based is NOT available when using TRU-Life Strict season replay mode.
  • New! - Greatly improved defensive position assignment algorithms for real players (both at initial import and as far as adjusting over time.) As for the adjusting over time aspect, each season depending on the development mode being used, player's primary and secondary positions can possibly be updated based on real life. "TRU-Life" looks at a 2-3 year window, and "TRU-Life Strict Replay" looks at the current season getting ready to start *ONLY*. Note, when an existing assn prior to beta 22 is upgraded, PS will automatically re-assign positions, so check your team roster after you upgrade your assn to this beta.
  • New! - The rich get richer... If a "Major Market" team has what is deemed to be an excellent season, their available finances pool will grow (in addition to any inflationary adjustments). Regions that currently are categorized as "Large Market" are: New York, Los Angeles, Chicago, Boston and Philadelphia. The increase is also scaled relative to the market size. This makes it even tougher to win with a small market team.
  • New! - PureSim Challenge mode. No edits allowed, no switching teams, no temptations. Don't do too poorly or you might get fired for good!
  • New! - Revamped Approval rating score system. The approval rating is assigned at the end of each season and is consists of a 1-1000 score. Below a 500 score is considered poor. The score is made up of many factors, including team season performance, payroll, talent development, consistency over time, free agent and trade moves, and more.
  • New! - 2 new ratings scales: (20-80) - This is actually the scale used by major league scouts, so I am a little embarrassed it took this long to get in the game!, (1-3) Ratings Scale (Colors of ratings bars will always be black)
  • New! - No Ratings Option (For continuity of screens all ratings show up as "1" -- Colors of ratings bars will always be black)
  • New! - Major Update - All 19 of Steve Lucey's officially supported addins have been updated.
  • New! - Option to show an abbreviated set of player ratings on the graphical roster view (new drop down options).
  • New! - Major Update: Tru-Life Transactions mode now has transaction data that extends from 1920-2010! (Updated "TRU-Life Transactions Guide.pdf" available in PureSim game directory.
  • New! - Completed support for FREE "Lite" version of PureSim. PureSim Lite has full functionality, but is restricted to the PureSim Challenge game mode. In addition, only a subset of real major league seasons are available for replay when using real players. PureSim Lite's challenge mode requires that you meet a certain challenge score each season or you will be fired. If you are fired you have two options: 1) Start a new association with the free lite version and do a better job. 2) Purchase the full version, continue with your association, and turn things around!
  • New! - All New fictional player position assignment generation models, for more realistic position distributions as well as even more realistic primary/secondary position combinations.
  • New! - New conservative base running check box added to in game manager [M]ore strategy screen. When checked, existing base runners will not be as aggressive with attempting to take extra bases when advancing.
  • New! - New player release rules - Teams are now responsible for a one-time contract buyout hit of 100% of the total remaining value of a player's contract. The hit can be huge in the current season, but once the season is over, the obligation is off the books.
  • New! - New improved roster assignment AI logic implemented (who to put on Major League vs. Minor League rosters). In modern baseball the AI prefers a 15 hitter / 10 pitcher mix as opposed to its previous 14/11 affinity.
  • New! - No longer requiring 80x80 logo file formats. PureSim now supports any size logo in PNG (transparency supported), GIF (transparency supported), JPG and BMP forms and dynamically re-sizes them appropriately in-game. No need to use image resizing programs anymore.

  • New! - Added Qualifier and Position Filter controls to the Stats->Sortable Batting screen.
  • New! - Player card now includes a direct link to the Player's page on www.baseball-reference.com (in addition to the Google search option. Please consider supporting Baseball Reference.com it is a great site.
  • New! - .GIF and .PNG file formats are now supported for ball park backgrounds (in addition to the previously supported .JPG) Note, this functionality requires IE7 or IE8 to be installed on your computer.
  • New! - PureSim can now accept any size Ball Park photo, and animation will be fine (the game now automatically re-sizes the image at runtime to the required 1024x768). No modifications are made to the original source image.
  • New! - Multiple changes to the stats/sim engine. More varied performers, less regression to the mean for individual player performance.
  • New AI! - New algorithms for calculating player potential ratings in real player associations.
  • New! - "We Want" feature added to trade interface, allows user to filter by position or position class for the type of player they are trying to obtain in a trade.
  • New! - Edit Team Colors - This feature lets the user choose 2 colors for each team: the "Main" color (used for backgrounds) and the "Accent" color (typically used for foreground text). The colors are currently only respected by the GameCast screen but I will add them to other places over time and based on user suggestions.
  • New! - Added link to www.baseballreference.com on the Stats And Reports -> Team Batting and Pitching screens. This makes it easy to see how the season you are simming matched up to the real-world results.
  • New! - All new GM AI when using real players!! (Free Agency, Player Evaluation and Amateur Draft AI completely overhauled.) This is the first cut, but I feel it is much stronger than PS3 from a "macro-level." I'll be interested in your feedback, as this was a massive undertaking of a design that has been in my head for months.
  • New! - For fictional leagues PureSim now generates generic "Square" logos with random colors (always making sure contrast is appropriate) and the Team letter in it, and assigns the team the associated color scheme.
  • New! - New "shop player" UI now functional.
  • New! - Multiple enhancements to the trade user interface.
  • New! - Completely re-wrote code that assigns pitcher W/L decisions. Very clean now, and looks great. Should also be much easier to track issues should we find some edge-cases.
  • New! - Added "Injury Frequency" slider to the Options->More Options tab under "Options and Utilities."
  • New! - Triple Play possibility added.
  • New! - Pick Off possibility added along with chance of throwing error and Balks being called.
  • New! - Throwing error can occur during SB attempts now.
  • New! - WAR sabermetric statistics to the Sabermetric Report located on the Statics page; bringing the total in-game saber stats to 27!
  • New! - 40+ HR's in Historical seasons modeled closer to real life when development model chosen.
  • New! - 45+ SB's in Historical seasons modeled closer to real life when development model chosen.
  • New! - 250+ Pitcher K's in Historical seasons modeled closer to real life when development model chosen.
  • New! - TeamLeaders.dll addin replaces the SampleAddin.dll. TeamLeaders will show each franchises Top 5 Hitting and Pitching leaders.
  • New! - Added Defense views to graphical roster view (Hands/Arm/Range). Note this only groups players under positions marked as their primary or secondary ones.
  • New! - Added link to view past GM Scores (with the current team in bold) from the team front office screen. It is in the same spot where the Approval rating use to be.
  • New! - When playing with real players and Teams PureSim now automatically assigns appropriate team colors to MLB teams (these are updated once per season to reflect historical franchise color scheme changes as well). Note, the colors are not perfect, so if anyone wants to lend a hand let Steve (CrashDavis) know.
  • New! - Completed integration to support automatic import of PadresFan's custom ball parks. If PureSim detects that Padre's ball park mod is installed then at association creation (just after retrosheet schedule import) and then each season after, it will automatically import the correct custom park backgrounds and layouts. Basically, this is like auto-import of logos and faces now added for 150 parks! Special thanks to Al Wilson for all the hard work on this.
  • New! - Create player function now allows the user to flag the player as an amateur (From the drop down in commissioner tools).
  • New! - Beta manual included ("ps 4.pdf" in game directory)! Thanks MILLIONS to Tim Plum and team for driving this!
  • New! - Rebuilt engine components that handle tagups (probability to attempt, percent success, and AI determination of attempting to throw out or not). New engine is based on exhaustive research of real MLB game data by situation. Ratings play a more granular role in the outcome as well (Arm/Speed).
  • Tweaks - Official support of Internet Explorer 9 (released 3/14/2011 from Microsoft). PureSim uses components of IE in the game user interface, so while you don't need to make it your default browser, or use it to browse the Web, we suggest you always have the latest official version of IE installed on your computer to ensure the best experience with PureSim. (Note, IE9 is NOT compatible with Windows XP.)
  • Tweak - Major reworking of the macro financial models. Pretty late to make such a large change, but it had to be done. Note, the net result is a smaller disparity between team financial resources in some cases (more closely matching real life). This was particularly a problem in early years (Pre 1930's) when not requiring full rosters. Super small market teams simply were not fielding large enough teams, leading to other trickle down issues with super high scores, etc...
  • Tweak - Multiple tweaks to revenue sharing calculations.
  • Tweak - Tweaked pitches per batters faced up a bit, it was a bit low for some time periods.
  • Tweak - More sim engine changes to reduce rare, but outlandishly high scoring games. There were still too many outliers (though some of this was a trickle-down impact from financial/lack of player issues in associations with "Require Fully Socked Rosters = OFF" which was addressed in the financial model tweaks.
  • Tweak - Reduced the chance of runners being thrown out attempting to tag up on very deep flies (350+, 400+ feet).
  • Tweak - Added some additional columns to the "Team Finances Report" (Under Stats & Reports -> Misc Reports).
  • Tweak - Slight tweak down for K's in pre-1913 time period.
  • Tweak - When using TRU-Life transactions, players will retire in the season they did in real life, or as close as possible barring any extreme circumstances. Previously the "TRU-Life Strict Seasonal" development mode was the only time this was in effect. It now applies when using TRU-Life Transactions as well.
  • AI Tweaks - A few final tweaks to pinch hitting AI.
  • Tweak - GM Score displayed on Team front office page is now an average of all that team's GM scores. AI is a little more aggressive with pinch hitting for middle relievers, especially in the modern Baseball time period.
  • Tweak - When displaying defensive stats on player card, graphical roster view, and defensive scouting report, the same order of "Hands, Range, Arm" is used left to right.
  • AI Tweak - AI more careful with pitchers that have minor injuries.
  • Tweaks - Final GM Challenge score algorithm tweaks.
  • Tweaks - Final tweaking for all team colors, all should look good and with acceptable contrast.
  • Tweak - Minor tweak to the bonus calculation in WAR stat.
  • Tweak - Slightly reduced aggressiveness of runners attempting to score, slightly reducing outs at the plate.
  • Tweak - Tweaks to MLB default colors to assure text legibility.
  • Tweak - Slight reduction of number of runners thrown out when taking an extra base on a hit (for example 1st to 3rd on a single).
  • Tweak - When on main team screen, the main caption bar background color will reflect the selected team's color scheme.
  • AI Tweak - Greatly reduced situation where the AI would determine it should let the pitcher bat, but then turn around pinch run for him if he reached base.
  • Tweak - AI more conservative with putting a player on the 60 day DL. Usually has to be 8 1/2 to 9 weeks now.
  • Tweaks - A few *VERY* minor tweaks to real player import when using TRU-Life Strict seasonal. Note: In order to build a player model in TRU-Life Strict Seasonal a Hitter must have had at least 19 ABs in the season being imported, and a Pitcher must have recorded at least 10 IP. Those limits do not exist when using standard TRU-Life.
  • Tweak - Added link to view PDF manual from the main game menu.
  • Tweak - Removed TRU-Life Transactions mode from PureSim Lite/Free version.
  • Tweaks - Added more stats to the Team Rotation screen.
  • Tweak - Cleaned up Team Lineup screen.
  • Tweak - PSPN Preseason Most Feared Hitters projections tweaked.
  • Tweaks - More improvements to outlier simulation model algorithms.
  • Tweaks - Tweaks to long term financial modeling to improve some revenue disparities that were too "disparate".
  • Tweak - To match what is customary in Baseball announcing, now only reporting when a pitcher is no longer on the hook for the loss/win when the pitcher is no longer in the game. There will still be initial notifications where applicable.
  • Tweak - Brought back *option* to import real player / real life stats.
  • Tweak - A select few Sabermetric stats to the matchup box in-game.
  • Tweak - Final MAJOR improvements for release to real-player sim engine. In particular, outliers for Home runs, SB's, and Pitcher K's have been totally re-tooled. The realism is simply amazing. PureSim is BY FAR the most realistic career baseball simulation game available!
  • Tweak - Super-large market teams now more likely to escalate free agent bids significantly.
  • Tweak - Reduced situations where the AI allowed a pitcher to bat then replaced him almost right away in the next inning when he was pitching.
  • Tweak - Catchers sitting out a game / resting are less likely to be thrown into pinch hitting duty, thus reducing C appearances to more realistic levels.
  • Tweak - Approval Rating of 1000 in GM Challenge mode not possible without winning World Series.
  • Tweak - Approval Rating on Front Office Screen scales properly in GM Challenge mode.
  • Tweak - Improved roster assignment AI for pitchers in fictional associations.
  • Tweak - Removed requirement of having a full 25 players in the majors when playing with "Require Full Rosters = OFF"
  • Tweak - Multiple improvements to bullpen AI handling, leading to better spread in bullpen usage.
  • Tweak - Assess League Fees, when applied, no longer sets the teams finances to the max allowed.
  • Tweak - List of Assn Configuration options now indicates which configurations are based on actual MLB configurations used in the past.
  • Tweak - Minor cosmetic wording of text made to Expansion Dialog for clarity.
  • Tweak - Removed "Are you sure?" prompt that appeared each time a player was promoted to the majors from the manage minors screen.
  • Tweak - On Ammy draft screen if the human is drafting, the "Continue..." button's caption has been changed to a more clear "Run Until my Pick" caption.
  • Tweak - Shrunk down association creation dialogs to better fit when using 1024x768 resolution.
  • Tweak - Injury Freq tweaked for Tru-Life Transactions to avoid situations where there was not even enough players available to field a team (leading to AI lock-ups).
  • Tweak - Retired notice on Player Card now shows as white text.
  • Tweak - When using Tru-Life Strict Development model adjusted to handle some players with outlier HR seasons.
  • Tweak - Brought back the ability to import individual real players from years prior to 1900. (All the way back to 1871!)
  • AI - Fictional AI does a better job valuing youth and potential (*higher* than previous versions).
  • Tweak - Catcher endurance tweaked down slightly in fictional associations.
  • Tweak - On the modify roster screen, grid sort orders are now "sticky" and re-applied after grids are reloaded due to roster moves, rotation, lineup changes etc...
  • Tweak - On the manage minor leagues window, grid sort orders are now "sticky" and re-applied after grids are reloaded due to player moves.
  • AI - With Fictional Players the GM AI is now more careful with not rushing prospects when assigning them to minor league (A/AA/AAA) levels. In general they AI will try (within reason) to achieve a mix where player age breaks down as follows: A: 18-19, AA: 20-21, AAA:22-23+
  • Tweaks - Multiple tweaks to fictional stats models / time period-specific fictional stat models, etc.
  • Tweak - Reduced HR's by pitchers batting (in Fictional and Real models).
  • Tweak - Reduced freq of AI pick-off's.
  • Tweak - Increased chance of throwing error and balks on pick-off attempts.
  • AI Tweak - Multiple improvements to AI management of the bullpen, leading to more realistic relief pitcher IP's, and an increased emphasis on bullpen depth.
  • AI Tweak - Tweaks to relief pitcher fatigue modeling.
  • AI Tweak - Improved AI's tagup decisions in some cases. Especially on balls not hit deep where there is a significant disparity between the fielder's ARM and the runner's speed. Players were running into about 14% more outs than real life in certain tagup situations.
  • AI Tweak - Improved SAC bunt AI in cases where the pitcher is going to be the next batter. Unless the AI is almost sure it will follow up the SAC with Pinch hitting for the upcoming pitcher batting, it will no longer call for a SAC bunt in this situation.
  • Tweaks - Slight increase to SAC bunt success rates. Also slight decrease in the case where the player was not even able to get a bunt down either way. Analysis shows the rates are all well within acceptable limits at this point.
  • AI Tweaks - Improved lineup generation algorithms. Secondary positions now carry a little more consideration when filling out the optimal lineup. Also, reduced the impact of real life games played for real players when filling out the lineup card (except in TRU-Life Strict Seasonal mode, where it still has a significant influence). Note, the resulting lineups with the new AI may be the same or *very* similar to previous betas in a lot of cases depending on roster composition.
  • Change - Challenge mode now defaults to a 1-5 ratings scale requirement.
  • Tweak - Improved gold glove calculation for pitchers. There were some cases where it was possible for a closer with low innings pitched to get the award.
  • Change - Removed 36 and 40 team association configurations.
  • Tweak - Injury frequency in Tru-Life Transactions assn's reduced to prevent massive team injuries creating roster problems.
  • Tweak - Improved success rate of runner advancement/scoring on a hit in situations where the runner was already moving on the pitch (eg. full count, 2 outs and he's forced). This was particularly glaring with a runner on second, running with the pitch (with lower than avg speed) being thrown out at home on a single to the outfield.
  • Tweak - Brought back display of minor league level on all views on the graphical roster view (when viewing BOTH majors and minors).
  • Tweak - Added minor league assignment back to Graphical Roster Screen.
  • Tweak - No longer showing the "Are you sure?" prompt to the user when he is on the minor league roster screen moving players between various levels of the minors.
  • Tweak - Removed "classic" beep sound that was played when the game showed pop up messages to the user.
  • Tweak - Reduced the chance of 5-6 ground outs and 5-6-3 DP attempts. Note, it is still possible for standard force plays but only ~5 times out of every 1,000+ situations, as for 5-6-3 DP's it is closer to 1 in 10,000 chance of seeing it now, so pretty much gone...
  • UI Tweak - On graphical roster DL players show in red.
  • UI Tweak - On graphical roster, minor league levels descriptions are now only displayed (e.g. translations for AAA/AA/A) when viewing minors only. This keeps the mini grids at each position a little more legibile.
  • Tweaks - More good improvements to real player ratings and modeling algorithms.
  • Tweak - In challenge mode, user is required to select a team during the association creation phase.
  • Tweak - Greatly reduced how often unrealistic geographical regions appear (as player home towns, and when random team regions are assigned during association creation).
  • UI Tweaks - Misc UI tweaks to the free agent offer sheet dialog (wider, centering, added pct increase to offer detail text etc...)
  • AI Tweaks - Ammy draft AI tweaks when using real players.
  • Tweak - Removed some visual cues discernible on the player ratings bars on the player card that may have indicated degrees of difference in ratings at low granularity (numbers are no longer aligned on a 1-100 scale, rather based on the native ratings scale of the association).
  • Tweak(s) - Free Agent period speed improvements (Should be super-fast now!!!).
  • Tweak - AI was previously leery of in-season free agent signings thrown into deals in a attempt to flip them. It now also reticent with free agents just signed in the previous off season.
  • Tweak(s) - AI more aggressive with its finances, especially the larger market teams.
  • Tweak(s) - Free Agent period AI improvements.
  • Tweak - On the who's hot who's not section of the team pages... Batters & Pitchers have their full names spelled out.
  • Tweak- Pick-off errors have been reduced.
  • Tweak(s) - Multiple tweaks to defensive ratings assignment algorithms.
  • UI Tweak - Showing primary and secondary positions after the player name on the "Defensive Chart" accessible from the player card.
  • AI - More general trade AI improvements.
  • AI - Default trade AI slider value lowered from 30 to 20.
  • AI - AI now frowns upon the case where the other team is trying to offer up / flip a player they just picked via an in-season free agent signing (unless the player is too good to pass up!)
  • Tweak - The trade screen will now show ALL players a team will offer for a given player when the user adds a player to the deal. The shop player screen will only show a max of 20 possibilities per team (sum of Pitchers and Hitters) for a player being shopped.
  • Big Tweak - More, significantly impactful, performance improvements to the processing time of the off season free agency period.
  • AI - Many improvements to AI regarding doing in-season free agent signings. In some cases it was releasing players already on the roster that were arguably, just about as good as the guy being picked up. Now, if that is the case, and the guy being picked up is not really likely to make an appreciable impact, then the AI will be as aggressive in doing the signing, and settle with what it has.
  • Tweak - Some very (as in barely discernible) minor improvements to AI "thinking" speed while simming.
  • Tweak - Related to the previous tweak, and some additional AI to ensure that the free agent period no longer chugs along barely signing anyone for weeks at a time.
  • Trade AI - Improvements in all facets. Unless I hear any huge shouts from the testers, this is the last major re-working of trade AI code for PS4. Tweaks will be considered, but this code is too delicate to churn, especially with it at a pretty good point.
  • Trade AI Fixes - Note, fixed reported issues in the mini trade AI preview build.
  • Tweaks - Improvements to roster assignment AI to deal with dire situations with roster composition and cash flow leading to it hanging in a loop, unable to continue.
  • Focus: Make trading more *fun*. Things were getting a little too clinical and stingy, so I did a lot of work on this aspect. This is a bit of a radical AI update, so we'll see where we are when the dust settles. Note, I plan on closing the book on major changes to the AI as soon as this wave settles and we have reasonable consensus amongst the testers that it provides a good mix of challenge and fun.
  • AI - Greatly improved how dynamic AI is, more deals to be had, more bar room discussions, more fun.
  • AI - GM state has more influence in trade dynamics. For example, a team in a mode to aggressively get better now, will mortgage the future a bit more, with less weight paid to youth. The antithesis applies as well, where teams trying to get younger Will covet youth even more than the past.
  • AI - Better job with no longer stressing power too much for some types of players, for example middle infielders. Sometimes high contact, low power guys were a little too under-valued. (R. Ashburn is a great example).
  • AI - Increased granularity and impact of trade AI slider. I suggest you adjust in smaller increments as of this build...
  • AI - Exponential value algorithm around endurance now applied to middle relievers / spot starters. A reliever with 60 endurance will be exponentially more valuable than a guy with say 30, accounting for the fact that he can contribute a lot more to the team. In modern Baseball closers are not penalized here. (Visualize a curve representing AI player valuation that starts to rise very quickly if you picture the X axis having endurance 1-100 and the Y axis having Other Ratings Avg weighted. It looks almost like a hockey stick...
  • AI - It is now more possible to work out lopsided deals (2-1, 3-1 etc) for really good/great players as long as they involve high caliber players on the lop-sided end.
  • AI - Reduced AI's patience a bit. You'll need to work out deals a little quicker. Every offer counts!
  • AI - Improved bullpen AI, better closer usage, a little slower with the hook if a starter is throwing a gem, even if he is tiring. The degree of the leniency varies based on the time period.
  • AI - AI is much more fiscally aggressive, especially during free agency.
  • AI - GM/Trade AI is more strongly considering a player's value in regards to where they are on defensive spectrum when evaluating trades. Pitchers are considered relatively to the pos players here as well.

    If you are "hard core" and interested in seeing the actual multipliers currently employed, see the DEFENSIVE_SPECTRUM tags in the puresim.xml file. If you don't know what the xml file is, do not worry; you don't need to :)
  • AI - Toned down trade AI's affinity for middle relievers a bit.
  • AI - AI Now does not do releases in the off season until after the ammy draft, as this gives it a better perspective on the roster composition going into free agency.
  • Tweak - When using the "strict" fatigue model with real players, position players were tiring too quickly. Note TRU-Life Strict Seasonal development mode's fatigue model was not changed, this tweak only pertains to standard TRU-Life mode.
  • UI Tweaks- Added OBP and SLG under player photo to be more prominent.
  • AI - Tightened up a few more cases where the AI was getting sign/release/sign/release happy with the same player in the same season.
  • AI - Some very significant improvements to GM/AI especially around in-season free agent signings and subsequent player releases. The AI does much better job of not grabbing a journeyman free agent during the season. In particular, protecting young players from getting released if the FA signing would have been a catalyst for it in the past.
  • UI Tweak - If playing a game and teams are both set to the default white on black color scheme, the offense player labels will automatically be inverted to black on white to provide some differentiation.
  • UI Tweak - When the Lineup card is opened before the game starts, players currently in the lineup have their name displayed in bold.
  • UI Tweak - Re-organized the team lineup screen a little to make sure the names would no longer bleed into the logo if a guy in the batting order had a super-long name.
  • Tweak - Even more improvements to GM AI, especially the ammy draft AI, which was already greatly improved since beta 13.
  • Tweak - Improved player statistical result variability in fictional associations especially with K's, BB's and HR's.
  • Tweak - In fictional associations, Pitchers appearing as batters were hitting a bit too many home runs.
  • Tweak - For strict durability model, the window range that a player durability calculation is made on for real player has been narrowed (from 10 years to 3).
  • Tweak - More improvements to player potential ratings calculations.
  • Tweak - Trade/GM AI - Toned down the amount the AI was coveting/in-love-with future hall of famers.
  • Tweak - Stolen Base numbers were way too low (introduced somewhere in one of the earlier betas).
  • Optimization(s) - Misc optimizations to the association database format to improve simulation speed.
  • Optimization(s) - Reduced memory footprint, for better performance on under-powered machines (like NetBooks).
  • Cosmetic - Cleaned up some cosmetic issues on the modify ball park screen after exiting the "Configure for PSPNCast" mode.
  • Tweaks - Multiple improvements to player development and ratings calculation (for real players).
  • AI Tweaks - Improved contract year offers from AI (more cognizant of where player is in their career trajectory.)
  • Tweak - Added a little more granularity to the player potential verbiage on the player card. There is now a "Starting to Peak" description that indicates a player is transitioning from the end of his development phase into his "At peak" period.
  • Tweak - Player card now reflects team color scheme in the header.
  • Tweak - Changed fidelity of Injury slider and also split it into 2 sliders for injuries: 1 for pitchers, 1 for fielders. Note, the values will default to whatever is in the XML / 100 (for you hardcore tweakers). So 1.25 in the XML will be 125 in the slider.
  • Tweak - Toned down number of double plays.
  • Tweak - Brought back feature that allows human to negotiate trades with the AI in associations where "AI Trades" is off. The AI Trades option refers to whether the AI will trade with the AI but has no bearing on a human negotiating a deal. (This is how past versions of PS worked, before the new trade engine and UI)
  • Tweak - Toned down in-game use of Team colors to only employ the team color schemes on the window captions and player labels.
  • Tweak - Very minor speed optimizations in the sim engine.
  • Tweak - The "Shop Player" button on player card now moves directly to the shop screen, as opposed to being on the trade screen with the user being required to click "shop" from that screen.
  • Tweak - Defensive player photos were remaining visible on the field for too long after the play was resolved.
  • Tweak - Dialed the Arm Calculation back down a little.
  • Change - PureSim DirectX engine no longer optional. The game will ALWAYS attempt to use DirectX acceleration for animation and only fall back to software rasterization if DirectX cannot be initialized.
  • AI Tweak - AI is now a little more patient (e.g. less likely to release) with young, early round ammy draft signings for the first few years after they are signed. Note, there are still factors that can override this, and it was already being patient with them in the past, this has just been tweaked up a bit.
  • Tweak - Arm ratings at player creation time adjusted upward slightly.
  • Tweak - pitcher ratings for Stuff, Control, Velocity tweaked if player had very few appearances.
  • Tweak - 1 game playoffs with 4 man rotations was not considering the use of SP#1 (because he had not rested 3 days) yet. SP#1 will now be considered.
  • Tweak - League strikeout totals too low during the dead ball era with TruLife development. Improved.
  • Tweak - (Cosmetic) OPS and OBP stats position swapped in Season Browser Batting Leaderboard page.
  • Tweak - Minor performance improvements, mostly related to the new W/L determination code.
  • Tweak - Outliers for SB in development improved.
  • Tweak - Triple Play chance improved.
  • Tweak - WP & PB chance improved.
  • Tweak - Pick Off chance improved.
  • Tweak - Game now can open associations even if they are open in another database program such as Access or OpenOffice.
  • Tweaks/AI - More tweaks to trade AI, and improvements/fixes to issues introduced in the last beta to the trade AI user interface.
  • Tweak - Tweaked bullpen usage, more likely that some of the lower relievers in the depth chart will get used in way ahead / way behind type situations.
  • Tweak - Added criteria to logic (including Squeeze attempts). Percentage of success lowered.
  • Tweak - Pitchout on right pitch possibility decreased.
  • Tweak - Editing of the PbP verbiage regarding "INFIN.Failed".
  • Tweak - Runs For/Against in Game Preview was inaccurate.
  • Tweak - Total Bases criteria added to Hall of Fame calculations.
  • Tweak - More PbP verbiage edited regarding sending runners on 3-2 counts.
  • Tweak - Balls & Strikes verbiage edited for better visualization in game logs.
  • Tweak - Too many arbitrary foul balls with 2 strikes on batter was driving up pitchers pitch counts unnecessarily.
  • Tweak - Added No-Hitters criteria to Hall of Fame calculations.
  • Tweak - Lowered Closers save percentage threshold from 90% to 80% in Hall of Fame calculations.
  • Tweak - During player creation, calculating the Speed ratings were taking into consideration the # Triples a player hit. This may be true in in real life, but the game engine does not factor speed when determining a triple has been hit. The end result was, players Speed ratings across the league were too high. This presents a problem because Speed is a factor only for Stealing and Tagging-up. So, you'd have guys like Musial and Clemente stealing way more than they should. The Triples factor has been removed from the Speed calculation.
  • Tweak - Stolen Base modifiers in XML file modified to account for reduction of Speed ratings (see above).
  • Tweak - Number of fielding errors in Real Player assn's lowered slightly. There were too many games with anywhere from 3-5 errors.
  • Tweak - Chance for eventual BB after unsuccessful pitchout increased by .20.
  • Tweak - Pitcher fielding errors added to Team Fielding calculations.
  • Tweak - Manually forcing a player into the Hall of Fame can now be done between the draft and start of post-season.
  • Tweak - Division names no longer forced (ie., not required).
  • Tweak - Managers DB updated to reflect managerial changes for 2010.
  • Tweak - 3-way division tie breakers expanded.
  • Tweak - In Tru-Life Transaction mode, Starting Pitching rotations based on real life # Games Started. Not exact, but much closer than before especially if you have more than 5 real starters at major league level.
Notes below are from the beta period, and included for reference here.





PureSim 4 - Final RC - Release Notes.
  • Misc Cosmetic Fixes
  • Fix - 2011 Roster was not respecting alternate ratings scales.
PureSim 4 - Release Candidate #4 - Release Notes.
  • New - 2011 Projected MLB roster option now available as an option when creating a new association. (Note, if you have mods like parks, photos and logos installed then PS will pick them up when you create an association with the 2011 option.)
  • New - Added 2011 Retrosheet schedule.
  • Fix - In very low resolutions (less than 768 pixel height) the Trades UI was being clipped. DISCLAIMER: this is technically an unsupported resolution.
  • Fix/Tweaks - Multiple tweaks and fixes to the player creation model (when creating a fictional player from scratch and adding him into a real player association.) There were some issues where ratings would drop way down when aging was applied to the player. In order to benefit from these fixes you will have to either create new players or be sure to open an existing one and make some minor edits to his ratings to make the new modeling kick in for him.
  • Fix - Crash/Lockup when running with Internet Explorer 9 installed and accessing the "Team Reports" menu option from the Team screen.
PureSim 4 - Release Candidate #3 - Release Notes.
  • Fix - In certain situations where a fly ball or ground ball that resulted in a run scoring actually happened after the total number of outs recorded + the number of errors in the inning would have ended the inning, the runner scoring on the out was incorrectly being charged as an earned run, it should have been unearned because the inning would have already been over. (This bug only happened if the error took place when there was < 2 outs.)
  • Fix - If the human manager pinch hits for the pitcher, there is now a notification the next inning and the interface takes the player directly to the lineup card where they are instructed to put a pitcher into the game. A bug introduced in a previous beta was suppressing this behavior.
  • Fix - If there was a runner on 3rd in a situation where the game would end if he scored (bottom of 9th+) and a ground ball resulted in the runner being cut down at home, then the batter was not properly being listed as being at first base. (This only happened if the infield was *not* drawn in.)
  • Fix - No Current Record error when creating fictional associations with a year number of less than 1900.
  • Fix - On a Balk with a runner on first, in some cases the PbP text would still refer to the runner being on first (though he was correctly advanced to second, and shown to be on second on the field.
  • Cosmetic - Cleaned up default window positions (proper centering, alignment, etc.) for gamecast. Note, this change to the defaults will ONLY be seen in new associations, since existing association parks already have each of their existing park's window locations saved.
  • Tweaks - Official support of Internet Explorer 9 (released 3/14/2011 from Microsoft). PureSim uses components of IE in the game user interface, so while you don't need to make it your default browser, or use it to browse the Web, we suggest you always have the latest official version of IE installed on your computer to ensure the best experience with PureSim. (Note, IE9 is NOT compatible with Windows XP.)
  • Change - Free version no longer supports allowing human to manage games. It is limited to challenge mode, GM-only. Note, the user can still watch the games play out, they just cannot manage.
PureSim 4 - Release Candidate #2 - Release Notes.
  •  Fix - Wrong pitcher getting credited with the win. 
    RP3 now correctly gets a Blown Save AND a Win in this scenario:
    
    (SP=starting pitcher; RP1=first Relief Pitcher, etc.)
    SP injured after 2.1 IP with his team ahead 1-0. 
    RP1 pitched 3.2 scoreless innings leaving with score still 1-0. 
    
    RP2 entered at beginning of 7th inning and pitched one scoreless inning then gave up hit to 
    start of 8th inning.
    
    RP3 entered with none out, one on in 8th inning and gave up a hit that tied the score. 
    Run was charged to RP 2 (correct) and RP3 was given BS (correct). 
    
    RP3 then pitched 2 scoreless innings (remainder of 8th and all of top of 9th). 
    Score going into the bottom of the 9th was 1-1. RP3 was pinch hit for in bottom of 9th and 
    pinch hitter won the game. RP1 was credited with the win (incorrect). 
    
    RP3 should have been credited with the win since even though he blew the save, his team 
    won the game before another pitcher for his team entered the game.
    
    
  • Fix - Fixed case where very small stat/BAVG discrepancies might appear when comparing PBP/Splits/Player card for a batter. (Note, this will not fully correct itself until the next new season begins in your association.)
  • Fix - There were a few context menus that still provided access to the "Edit Player" functionality when in GM Challenge mode.
  • Fix - Fringe case where AI would bring pitcher in, but replace him before he threw a pitch. (Note, there is still a cosmetic possibility of seeing the case where the AI announces that a pitcher will be coming into the game if the pitcher he is replacing was just injured and it was the last out of the inning, then he gets pinch hit for the next inning before throwing a pitch, when his team is at bat.)
  • Fix - Rare lockup during ammy draft after a few seasons in early baseball (earlier than 1920).
  • Tweak - Major reworking of the macro financial models. Pretty late to make such a large change, but it had to be done. Note, the net result is a smaller disparity between team financial resources in some cases (more closely matching real life). This was particularly a problem in early years (Pre 1930's) when not requiring full rosters. Super small market teams simply were not fielding large enough teams, leading to other trickle down issues with super high scores, etc...
  • Tweak - Multiple tweaks to revenue sharing calculations.
  • Change - Revenue sharing now happens after the post season is complete (or optionally if the last game of the season is over in an assn that does not have playoffs).
  • Tweak - Tweaked pitches per batters faced up a bit, it was a bit low for some time periods.
  • Tweak - More sim engine changes to reduce rare, but outlandishly high scoring games. There were still too many outliers (though some of this was a trickle-down impact from financial/lack of player issues in associations with "Require Fully Socked Rosters = OFF" which was addressed in the financial model tweaks.
  • Tweak - Reduced the chance of runners being thrown out attempting to tag up on very deep flies (350+, 400+ feet).
  • Tweak - Added some additional columns to the "Team Finances Report" (Under Stats & Reports -> Misc Reports).
  • Tweak - Slight tweak down for K's in pre-1913 time period.
  • Tweak - When using TRU-Life transactions, players will retire in the season they did in real life, or as close as possible barring any extreme circumstances. Previously the "TRU-Life Strict Seasonal" development mode was the only time this was in effect. It now applies when using TRU-Life Transactions as well.
  • Change - No longer allowed to edit ratings when using ratings scale other than 1-100.
  • Cosmetic - Minor changes to main game menu, text alignment etc.
  • Cosmetic - In game visual pixel artifacts on lineup/match up windows when team has light/white primary colors
PureSim 4 - Release Candidate #1 - Release Notes.
  • Fix - In some schedule configurations, players were healing a day or two too fast and coming off the DL a day or two before they should have been eligible to.
  • Fix - Too much healing taking place before the off season was beginning, so players were getting very slightly artificially inflated healing during the period between the last game of the season and the first game of the playoffs.
  • Fix - Graphical roster view defense report now displays players at both primary and secondary positions, as well as whatever position they have been assigned to in the lineup.
  • Fix - Duplicate logo artifacts / caching issues on scores and schedules screen.
  • Cosmetic Fix - In certain cases, when a player was on the DL, under his name on the player card it would say: "(Playing in )" instead of "(On Disabled List)".
  • AI Tweaks - A few final tweaks to pinch hitting AI.
  • Tweak - GM Score displayed on Team front office page is now an average of all that team's GM scores. AI is a little more aggressive with pinch hitting for middle relievers, especially in the modern Baseball time period.
  • Tweak - When displaying defensive stats on player card, graphical roster view, and defensive scouting report, the same order of "Hands, Range, Arm" is used left to right.
  • Cosmetic - A few more tweaks to button colors -- lightened the brown and used a more compatible green color on the player card.
PureSim 4 Beta Build #41 - Release Notes.
  • Fix - VERY rare issue with extremely high score because pitcher left in game to die :)
  • Fix - Multiple fixes/improvements to bullpen management AI, tweaking down slightly patience the AI has with a starter in the modern baseball era. Should also address the pitcher staying in to long when managing against the AI issue.
  • Fix - Ballpark designer ball flight location tools were not being reset properly after modifying a park, and then importing another. When the user would visit the designer for the second park he would see locations from the previous park edited.
  • Fix - Rare error 11 during processRetirements.
  • New - Added Defense views to graphical roster view (Hands/Arm/Range). Note this only groups players under positions marked as their primary or secondary ones.
  • New - Added link to view past GM Scores (with the current team in bold) from the team front office screen. It is in the same spot where the Approval rating use to be.
  • AI Tweak - AI more careful with pitchers that have minor injuries.
  • Tweaks - Final GM Challenge score algorithm tweaks.
  • Tweaks - Final tweaking for all team colors, all should look good and with acceptable contrast.
  • Tweak - Minor tweak to the bonus calculation in WAR stat.
  • Tweak - Slightly reduced aggressiveness of runners attempting to score, slightly reducing outs at the plate.
  • Tweak - Tweaks to MLB default colors to assure text legibility.
  • Tweak - Slight reduction of number of runners thrown out when taking an extra base on a hit (for example 1st to 3rd on a single).
  • Cosmetic - Ballpark designer's home matchup and lineup windows were not the same alpha as other windows.
  • Cosmetic - New button default colors.
  • Cosmetic(s) - Multiple minor color changes and polish throughout.
PureSim 4 Beta Build #40 - Release Notes.
  • Fix - Certain triple plays led to the batter that hit into it leading off the next inning.
  • New - When playing with real players and Teams PureSim now automatically assigns appropriate team colors to MLB teams (these are updated once per season to reflect historical franchise color scheme changes as well). Note, the colors are not perfect, so if anyone wants to lend a hand let Steve (CrashDavis) know.
  • Tweak - When on main team screen, the main caption bar background color will reflect the selected team's color scheme.
  • AI Tweak - Greatly reduced situation where the AI would determine it should let the pitcher bat, but then turn around pinch run for him if he reached base.
  • Fix - Pos players that were injured, but not on DL were not getting proper healing on days where their team had a day off.
  • Cosmetic - Reduced transparency applied to park photo on team ball park screen.
  • Cosmetic - Defaulting to photo view when user clicks "Modify Park" from team ballpark screen.
  • Fix - Issue with not importing parks that have a "." in their display name in PS.(U.S. Cellular for example)
  • Fixes - misc other parks import issues.
  • Tweak - AI more conservative with putting a player on the 60 day DL. Usually has to be 8 1/2 to 9 weeks now.
  • Cosmetic - Changed mgr tendency background to off white to ease contrast and risk of epileptic seizure :)
  • Tweak - Updated beta manual as of 2/26/2011.
PureSim 4 Beta Build #39 - Release Notes.
  • New - Completed integration to support automatic import of PadresFan's custom ball parks. If PureSim detects that Padre's ball park mod is installed then at association creation (just after retrosheet schedule import) and then each season after, it will automatically import the correct custom park backgrounds and layouts. Basically, this is like auto-import of logos and faces now added for 150 parks! Special thanks to Al Wilson for all the hard work on this.
  • Fix - If a human was manging a game and the AI Pinch hit for the pitcher, in some game situations (depending on the play result of the Pinch Hitter's AB) the Pitcher was still in the game, pitching the next inning.
  • Fix - If a human was manging a game AI would leave pitchers in WAY too long.
  • Fix - Error 3265 in Game Preview report.
  • Tweaks - A few *VERY* minor tweaks to real player import when using TRU-Life Strict seasonal. Note: In order to build a player model in TRU-Life Strict Seasonal a Hitter must have had at least 19 ABs in the season being imported, and a Pitcher must have recorded at least 10 IP. Those limits do not exist when using standard TRU-Life.
  • Cosmetic - Removed everybody's favorite, the "Pop Corn" background image :)
  • Cosmetic - Added some new background graphics.
  • Fix - Very rare error 3021 when attempting to promote a relief pitcher when there were no relief pitcher rols set in the major league rotation yet.
  • Cosmetic - On the Minor League Roster Management Screen fixed incorrect tooltip text for "Auto Assign" button.
PureSim 4 Beta Build #38 - Release Notes.
  • New - Create player function now allows the user to flag the player as an amateur (From the drop down in commissioner tools).
  • Fix - Conservative base tuning option was showing as unchecked if user selected it, and then summoned the dialog again during the same at bat.
  • New - Beta manual included ("ps 4.pdf" in game directory)! Thanks MILLIONS to Tim Plum and team for driving this!
  • Tweak - Added link to view PDF manual from the main game menu.
  • Tweak - Removed TRU-Life Transactions mode from PureSim Lite/Free version.
  • Fix - Rare lockup doing replays of seasons (for example 1980) with tru-life transactions AND require fully stocked rosters both ON.
  • Fix - Challenge mode was causing require fully stocked rosters option to be set to ON when using TRU-Life transactions which is not valid. TRU-Life transactions requires that option to ALWAYS be off.
  • Cosmetic - Fixed message under "Lock Batting Order and Position usage option.
  • Cosmetic - Fixed verbiage on advanced simulation options dialog.
  • Tweaks - Added more stats to the Team Rotation screen.
  • Tweak - Cleaned up Team Lineup screen.
  • Fixes - Updated Retrosheet Schedules for 1965,1975,2002,2003.
  • Fix - During an AI pitching change/Pinch Runner/Pinch hitter the human manager is given opportunity to reset his strategy.
  • Fix - When a walk forces in a run (bases loaded), you will now get the news batter walked before the news of the run scored.
  • Tweak - PSPN Preseason Most Feared Hitters projections tweaked.
  • Fix - Leaderboard in the Almanac now shows correct years for imported prior stats.
  • Tweaks - More improvements to outlier simulation model algorithms.
  • Fix - On "Edit Team Notes" screen the "forum" link was not pointing at the PS4 Forums.
  • Fix - When choosing Stats and reports "Career Totals" option and using real players a year number was being incorrectly displayed next to the player's name. One thing to note, the Career totals stats will be brought into PS from a player's past seasons, but the total will not include the season being simmed. So for example, if you are playing the 2010 season and Joe Shmoe had 190 HRs from 2000-2009 and 10 in 2010, hist career total in PS will be 190, since you are actually playing out 2010 in PureSim. It *will* show 2010 and his real life total on the "Real Life Stats" tab on his player card.
  • Fix - Signing FA's via Roster Screen by humans no longer possible during initial draft, ammy draft, FA Draft, and postseason.
  • Fix - Auto-Fill Rosters via Roster Screen by humans no longer possible during initial draft, ammy draft, FA Draft, and postseason.
  • Tweaks - Tweaks to long term financial modeling to improve some revenue disparities that were too "disparate".
  • Tweak - To match what is customary in Baseball announcing, now only reporting when a pitcher is no longer on the hook for the loss/win when the pitcher is no longer in the game. There will still be initial notifications where applicable.
  • Tweak - Brought back *option* to import real player / real life stats.
  • Tweak - A select few Sabermetric stats to the matchup box in-game.
  • Fix - A few of the Sabermetric Reports would cause a RTE early in the season before all teams had played 1 game. Now, at least one team must have completed a game.
  • Fix - Game Preview wasn't displaying player photos for DL/Injured players.
  • Fix - SB/HR addin now shows correct Year for Prior Imported Stats.
PureSim 4 Beta Build #37 - Release Notes.
  • Tweak - Final MAJOR improvements for release to real-player sim engine. In particular, outliers for Home runs, SB's, and Pitcher K's have been totally re-tooled. The realism is simply amazing. PureSim is BY FAR the most realistic career baseball simulation game available!
  • Fix - Full Almanac and Season Browser will now display players correct previous team(s) with prior imported stats.
  • Fix - Very rare error 735 and error 365 when clicking "Show Minors" from modify roster screen.
  • Fix - Pitching stats on Sortable Pitching Grid - when launched from Team pages - is no longer bolded.
PureSim 4 Beta Build #36 - Release Notes.
  • New - Announcing beta-level support running PureSim on a computer where Microsoft Internet Explorer 9 Release Candidate 1 (RC1) is installed. IE9 RC1 Can be downloaded here.
  • Fix - If user released a player and tried to re-sign him from the "Sign Free Agent" link, they were correctly be advised that they could not re-sign a player released in the current season, but if they used "Ask Scout" and that player is the one the scout recommends it was possible to sign him.
  • Fix - Rare lockup / crash when selecting stats history from player's card.
  • Fix - Possible error 3022 when user attempted to import duplicate players with extremely low real-life games played in early 1900's.
  • Fix - Game play was not pausing for human batter to reset offensive strategy after AI made a pitching change.
  • Fix - Disabled Import Player when using Tru-Life Transactions.
  • Fix - Players who are injured bad enough to be tagged as "UNABLE to Play" but have not yet been placed on the DL, will not appear on the pregame lineup card; and you will not be allowed to substitute them into the game once the game has started.
  • Fix - Injured players will now only heal once per day when there are double headers on the schedule.
  • Tweak - Super-large market teams now more likely to escalate free agent bids significantly.
  • Tweak - Reduced situations where the AI allowed a pitcher to bat then replaced him almost right away in the next inning when he was pitching.
  • Tweak - Catchers sitting out a game / resting are less likely to be thrown into pinch hitting duty, thus reducing C appearances to more realistic levels.
  • Tweak - Approval Rating of 1000 in GM Challenge mode not possible without winning World Series.
  • Tweak - Approval Rating on Front Office Screen scales properly in GM Challenge mode.
PureSim 4 Beta Build #35 - Release Notes.
  • Fix - Error 13 using the "Create Hitter" feature.
  • Fix - Lock ups with "Require Full Rosters = OFF" and teams having fewer than 25 total active players available to fill major league roster.
  • Fix - Should not require human owner to have perfectly valid roster composition during the "Finalize Rosters" / non in-season phases.
  • Fix - Rare "No current record" when using the "Ask Scout" button in a situation with "Require Full Rosters = OFF"
  • Tweak - Improved roster assignment AI for pitchers in fictional associations.
  • Tweak - Removed requirement of having a full 25 players in the majors when playing with "Require Full Rosters = OFF"
  • Tweak - Multiple improvements to bullpen AI handling, leading to better spread in bullpen usage.
  • Tweak - Assess League Fees, when applied, no longer sets the teams finances to the max allowed.
  • Tweak - List of Assn Configuration options now indicates which configurations are based on actual MLB configurations used in the past.
  • Tweak - Minor cosmetic wording of text made to Expansion Dialog for clarity.
  • Tweak - Removed "Are you sure?" prompt that appeared each time a player was promoted to the majors from the manage minors screen.
  • Tweak - On Ammy draft screen if the human is drafting, the "Continue..." button's caption has been changed to a more clear "Run Until my Pick" caption.
PureSim 4 Beta Build #34a - Release Notes.
  • Fix - Financial/Salary requests ($0!!!) could get totally out of whack with bug introduced in Beta 33. Unfortunately, if you had a beta assn that was stricken with this issue, it is likely corrupt and will need to be re-started.
  • Fix - When the "Require Fully Stocked Rosters" option was OFF, PS was allowing the human player to have more than 25 players on the major league roster (prior to September call-ups).
  • Change - Simplified financial user configuration options down to ON/OFF -- (removed custom financial scales and "Use Era Appropriate Salaries option (It is now ON by default and not configurable).
  • Change - Removed "Organic" player development mode with real players, there was too much overlap with the standard TRU-Life development mode / confusion. NOTE, existing Organic beta assns will be automatically migrated to TRU-Life when opened with this beta.
  • Tweak - Shrunk down association creation dialogs to better fit when using 1024x768 resolution.
  • Tweak - Injury Freq tweaked for Tru-Life Transactions to avoid situations where there was not even enough players available to field a team (leading to AI lock-ups).
  • Tweak - Retired notice on Player Card now shows as white text.
  • Tweak - When using Tru-Life Strict Development model adjusted to handle some players with outlier HR seasons.
PureSim 4 Beta Build #33 - Release Notes.
  • Tweak - Brought back the ability to import individual real players from years prior to 1900. (All the way back to 1871!)
  • AI - Fictional AI does a better job valuing youth and potential (*higher* than previous versions).
  • Fix - Create Pitcher/Hitter buttons were not always creating a hitter/pitcher (sometimes their functionality was inverted).
  • Fix - Challenge mode was allowing the user to change the ratings scale. As of Beta 33 the ratings scale for challenge mode is 1-5 and it is not editable.
  • Cosmetic - Message dialog was still showing PS3 logo.
  • Tweak - Catcher endurance tweaked down slightly in fictional associations.
  • Tweak - On the modify roster screen, grid sort orders are now "sticky" and re-applied after grids are reloaded due to roster moves, rotation, lineup changes etc...
  • Fix - When creating modern day associations, but with dramatically scaled down finances, scaling wasn't properly applied in all cases, leading to teams with too little cash and too many scrub players.
  • Fix - Spurious "No current record" error on the import player dialog.
  • Tweak - On the manage minor leagues window, grid sort orders are now "sticky" and re-applied after grids are reloaded due to player moves.
  • AI - With Fictional Players the GM AI is now more careful with not rushing prospects when assigning them to minor league (A/AA/AAA) levels. In general they AI will try (within reason) to achieve a mix where player age breaks down as follows: A: 18-19, AA: 20-21, AAA:22-23+
PureSim 4 Beta Build #32 - Release Notes.
  • New! - Major Update: Tru-Life Transactions mode now has transaction data that extends from 1920-2010! (Updated "TRU-Life Transactions Guide.pdf" available in PureSim game directory.
  • Tweaks - Multiple tweaks to fictional stats models / time period-specific fictional stat models, etc.
  • Tweak - Reduced HR's by pitchers batting (in Fictional and Real models).
  • Fix - Sabermetric 'WAR' report would produce a RTE 6 Overflow if no games had yet been played.
  • Tweak - Reduced freq of AI pick-off's.
  • Tweak - Increased chance of throwing error and balks on pick-off attempts.
  • New! - Completed support for FREE "Lite" version of PureSim. PureSim Lite has full functionality, but is restricted to the PureSim Challenge game mode. In addition, only a subset of real major league seasons are available for replay when using real players. PureSim Lite's challenge mode requires that you meet a certain challenge score each season or you will be fired. If you are fired you have two options: 1) Start a new association with the free lite version and do a better job. 2) Purchase the full version, continue with your association, and turn things around!
PureSim 4 Beta Build #31 - Release Notes.
  • AI Tweak - Multiple improvements to AI management of the bullpen, leading to more realistic relief pitcher IP's, and an increased emphasis on bullpen depth.
  • AI Tweak - Tweaks to relief pitcher fatigue modeling.
  • New - All New fictional player position assignment generation models, for more realistic position distributions as well as even more realistic primary/secondary position combinations.
  • AI Tweak - Improved AI's tagup decisions in some cases. Especially on balls not hit deep where there is a significant disparity between the fielder's ARM and the runner's speed. Players were running into about 14% more outs than real life in certain tagup situations.
  • AI Tweak - Improved SAC bunt AI in cases where the pitcher is going to be the next batter. Unless the AI is almost sure it will follow up the SAC with Pinch hitting for the upcoming pitcher batting, it will no longer call for a SAC bunt in this situation.
  • Cosmetic - On the screen that gives you a score the comma was mission from the / 1000 side of the text.
  • Tweaks - Slight increase to SAC bunt success rates. Also slight decrease in the case where the player was not even able to get a bunt down either way. Analysis shows the rates are all well within acceptable limits at this point.
  • AI Tweaks - Improved lineup generation algorithms. Secondary positions now carry a little more consideration when filling out the optimal lineup. Also, reduced the impact of real life games played for real players when filling out the lineup card (except in TRU-Life Strict Seasonal mode, where it still has a significant influence). Note, the resulting lineups with the new AI may be the same or *very* similar to previous betas in a lot of cases depending on roster composition.
  • Change - Challenge mode now defaults to a 1-5 ratings scale requirement.
  • Fix - When there was a career-ending injury, the AI was sometimes not re-balancing the roster (or in the case of "require full rosters" being on it was also sometimes waiting a few days to sign a free agent to fill the slot vacated by the player that retired with the CEI.
  • Tweak - Improved gold glove calculation for pitchers. There were some cases where it was possible for a closer with low innings pitched to get the award.
  • Change - Removed 36 and 40 team association configurations.
PureSim 4 Beta Build #30 - Release Notes.
  • New - New conservative base running check box added to in game manager [M]ore strategy screen. When checked, existing base runners will not be as aggressive with attempting to take extra bases when advancing.
  • Tweak - Injury frequency in Tru-Life Transactions assn's reduced to prevent massive team injuries creating roster problems.
  • Tweak - Improved success rate of runner advancement/scoring on a hit in situations where the runner was already moving on the pitch (eg. full count, 2 outs and he's forced). This was particularly glaring with a runner on second, running with the pitch (with lower than avg speed) being thrown out at home on a single to the outfield.
  • Tweak - Brought back display of minor league level on all views on the graphical roster view (when viewing BOTH majors and minors).
  • Fix - When there was more than 1 error made in an inning and the number of errors made in the inning + the number of outs in the inning would have been equal to 3 (thus ending the inning) there were some situations where runs that scored in this case were being charged as earned, when in fact all runs that score in this situation should be UNEARNED.
  • Fix - Fixed cases where the "Offer Extension" or "Promote/Demote" buttons on the player card where not being displayed when they should have. Note: there are still many situations where it is correct for them to be hidden (in game, when in trade talks etc..) so they should not always be visible.
  • Fix - AVG, OBP, and SLG column headers for postseason grid correctly ordered.
  • Fix - Almanac|Team Pitching Rotations: removed possibility of hitters being listed.
  • Fix - Demote option not available on player card after a sequence where the computer offered a trade, and the human explored possibilities, and decided not to do a deal.
  • Fix - Almanac|HoF Player Highlights|IP League Records was not converting IPs.
  • Tweak - Added minor league assignment back to Graphical Roster Screen.
  • Tweak - No longer showing the "Are you sure?" prompt to the user when he is on the minor league roster screen moving players between various levels of the minors.
  • Fix - In very rare cases, the lineup card in game was taking an exorbitant time (20-30 seconds) to open.
PureSim 4 Beta Build #29 - Release Notes.
  • Fix - Runner speed listed in game log was not always respecting the ratings scale setting for the association. (Note, this fix will only work for games played from Beta 29 forward, it does not fix completed games, as game logs are stored statically.
  • Fix - Stats & Reports Highlights section listing wrong team name in some cases. Note, this is only fixed for games completed with Beta 29 and forward).
  • Fix - PSPN Highlights story sometimes listing wrong team for Batters. Note, this is only fixed for games completed with Beta 29 and forward).
  • Fix - On the player card, the Pitches/GS stat was including pitches thrown in relief appearances.
  • Fix - Player photos were not being auto assigned properly from the photos in the \mods\faces\PresentDay folder if the year being used at association creation time was between 2000 and 2006.
  • Tweak - Removed "classic" beep sound that was played when the game showed pop up messages to the user.
  • Tweak - Reduced the chance of 5-6 ground outs and 5-6-3 DP attempts. Note, it is still possible for standard force plays but only ~5 times out of every 1,000+ situations, as for 5-6-3 DP's it is closer to 1 in 10,000 chance of seeing it now, so pretty much gone...
PureSim 4 Beta Build #28 - Release Notes.
  • Fix - When managing a game, if the user brought up the lineup card before the first batter appeared in the game, the highlight was advancing to the next batter on the visiting team in-game lineup card display.
  • Fix - Playing out a game: As the action on the field takes place, if user clicked to change the display to “Today”, or “Splits” or “Vs. Pitcher”, in some cases PS was advancing the highlighted batter in the lineup card.
  • Fix - In extremely rare cases, pitchers could be awarded the win and the save in the same game.
  • Fix - Wrong defensive player photo being displayed on field during game on certain line outs to the infield.
  • Fix - Closer being pulled in the middle of a save situation after only facing one or two batters and not having let up any earned runs in the inning.
  • Fix - Error 94 possible while simming / in off season if playing with real players and recently used the import or create player feature in to bring a new player into the association.
  • Fix - Prospects Addin was entering an endless loop if there were no pitching prospects to report.
PureSim 4 Beta Build #27 - Release Notes.
  • New - Major Update - All 19 of CrashDavis' officially supported addins have been updated.
  • Fix - Error 3420 in ammy draft.
  • Fix - Error 6 in off season process if association was NOT using financials.
  • Fix - Error 13 in off season process for some real player associations.
PureSim 4 Beta Build #26 - Release Notes.
  • Fix - The AI will only interrupt the human player with offers to explore trades for players it is truly interested in. In some previous betas it would offer to explore a deal but when the human got to the point of doing so, the AI would not show any further interest.
  • New - Option to show an abbreviated set of player ratings on the graphical roster view (new drop down options).
  • UI Tweak - On graphical roster DL players show in red.
  • UI Tweak - On graphical roster, minor league levels descriptions are now only displayed (e.g. translations for AAA/AA/A) when viewing minors only. This keeps the mini grids at each position a little more legibile.
  • Tweaks - More good improvements to real player ratings and modeling algorithms.
  • Tweak - In challenge mode, user is required to select a team during the association creation phase.
  • Tweak - Greatly reduced how often unrealistic geographical regions appear (as player home towns, and when random team regions are assigned during association creation).
  • Fix - The new more aggressive free agent AI was leading to cases where the user could not out-bid the AI for a free agent. The slider and amount possible has been increased to 250% to handle this case.
  • UI Tweaks - Misc UI tweaks to the free agent offer sheet dialog (wider, centering, added pct increase to offer detail text etc...)
  • Fix - Spurious Error 5 after consummating a trade initiated via the trade button on a player card.
  • Fix - "No current record" in off season process in in challenge mode and there were no human-owned teams.
  • AI Tweaks - Ammy draft AI tweaks when using real players.
  • Fix - When user was shown the "You need to put a pitcher in the game" dialog, it would sometimes refer to the pitcher as being injured.
PureSim 4 Beta Build #25 - Release Notes.
  • New - PureSim Challenge mode. No edits allowed, no switching teams, no temptations. Don't do too poorly or you might get fired for good!
  • New - Revamped Approval rating score system. The approval rating is assigned at the end of each season and is consists of a 1-1000 score. Below a 500 score is considered poor. The score is made up of many factors, including team season performance, payroll, talent development, consistency over time, free agent and trade moves, and more.
  • New - 2 new ratings scales: (20-80) - This is actually the scale used by major league scouts, so I am a little embarrassed it took this long to get in the game!, (1-3) Ratings Scale (Colors of ratings bars will always be black)
  • New - No Ratings Option (For continuity of screens all ratings show up as "1" -- Colors of ratings bars will always be black)
  • Tweak - Removed some visual cues discernible on the player ratings bars on the player card that may have indicated degrees of difference in ratings at low granularity (numbers are no longer aligned on a 1-100 scale, rather based on the native ratings scale of the association).
  • Tweak(s) - Free Agent period speed improvements (Should be super-fast now!!!).
  • Tweak - AI was previously leery of in-season free agent signings thrown into deals in a attempt to flip them. It now also reticent with free agents just signed in the previous off season.
  • Tweak(s) - AI more aggressive with its finances, especially the larger market teams.
  • Tweak(s) - Free Agent period AI improvements.
  • Tweak - On the who's hot who's not section of the team pages... Batters & Pitchers have their full names spelled out.
  • Tweak- Pick-off errors have been reduced.
  • Fix - "No Current Record" error when in the "Updating Defensive Position Assignments" after multiple seasons on the early 1900s.
  • Fix - If human manager pinch hit for the pitcher PS wasn't showing the "Please Put a Pitcher in the Game" reminder.
  • Fix - When using taxes, league fees were being charged at initial assn creation time, they should only be assessed after at least one season has been played.
PureSim 4 Beta Build #24a- Release Notes.
  • New - The rich get richer... If a "Major Market" team has what is deemed to be an excellent season, their available finances pool will grow (in addition to any inflationary adjustments). Regions that currently are categorized as "Large Market" are: New York, Los Angeles, Chicago, Boston and Philadelphia. The increase is also scaled relative to the market size. This makes it even tougher to win with a small market team.
  • Tweak(s) - Multiple tweaks to defensive ratings assignment algorithms.
  • UI Tweak - Showing primary and secondary positions after the player name on the "Defensive Chart" accessible from the player card.
  • AI - More general trade AI improvements.
  • AI - Default trade AI slider value lowered from 30 to 20.
  • AI - AI now frowns upon the case where the other team is trying to offer up / flip a player they just picked via an in-season free agent signing (unless the player is too good to pass up!)
  • Tweak - The trade screen will now show ALL players a team will offer for a given player when the user adds a player to the deal. The shop player screen will only show a max of 20 possibilities per team (sum of Pitchers and Hitters) for a player being shopped.
  • Fix - Defensive ability penalties were not always being applied properly to non primary and secondary positions, especially over time as positions were re-assigned dynamically based on real life. Note: Beta 24 will detect and repair this case upon upgrading associations created with prior versions.
  • Fix - Trade AI was inconsistent on who it offered on the shop screen and who could be picked in a deal if the user tried one-by-one offers on the trade user interface screen.
PureSim 4 Beta Build #23a - Release Notes.
  • Fix - In some situations, after a pitcher was pinch hit for, he was remaining in the game!
  • Fix - Fixed last case where the "Shop Player" results were not respected by the AI when the user went to make a deal.
PureSim 4 Beta Build #23 - Release Notes.
  • Big Tweak - More, significantly impactful, performance improvements to the processing time of the off season free agency period.
  • AI - Many improvements to AI regarding doing in-season free agent signings. In some cases it was releasing players already on the roster that were arguably, just about as good as the guy being picked up. Now, if that is the case, and the guy being picked up is not really likely to make an appreciable impact, then the AI will be as aggressive in doing the signing, and settle with what it has.
  • New - Greatly improved defensive position assignment algorithms for real players (both at initial import and as far as adjusting over time.) As for the adjusting over time aspect, each season depending on the development mode being used, player's primary and secondary positions can possibly be updated based on real life. "Organic" looks at a 5 year historical window surrounding the current year, "TRU-Life" looks at a 2-3 year window, and "TRU-Life Strict Replay" looks at the current season getting ready to start *ONLY*. Note, when an existing assn prior to beta 22 is upgraded, PS will automatically re-assign positions, so check your team roster after you upgrade your assn to this beta.
PureSim 4 Beta Build #22 - Release Notes.
  • Fix - NASTY bug introduced in 21 caused no relievers to *ever* get used, sorry!
  • Tweak - Some very (as in barely discernible) minor improvements to AI "thinking" speed while simming.
PureSim 4 Beta Build #21 - Release Notes.
  • Optimization - Massive speed increase to the off season Free Agent Period Free Agent period. It will now typically complete over 1500% faster than previous betas.
  • Tweak - Related to the previous tweak, and some additional AI to ensure that the free agent period no longer chugs along barely signing anyone for weeks at a time.
  • Fix - Recent bullpen AI enhancements were causing human manager pitching changes to get overridden by the AI in some situations (especially in modern era time periods where the closer is utilized).
  • Fix - Beta 20's installer was not properly creating the Debug Version shortcut in the PureSim Windows program group.
  • Robustness Tweak - Added code to detect the infamous "Microsoft/Neely Bug" ;) where improperly registered Microsoft Jet component on Windows x64 and dynamically patch it, if the specific case is detected.
  • Fix - The in-game link to post on the forums worked but the back space key was disabled. Full text editing keys are now supported.
  • Trade AI - Improvements in all facets. Unless I hear any huge shouts from the testers, this is the last major re-working of trade AI code for PS4. Tweaks will be considered, but this code is too delicate to churn, especially with it at a pretty good point.
  • Trade AI Fixes - Note, fixed reported issues in the mini trade AI preview build.
  • Tweaks - Improvements to roster assignment AI to deal with dire situations with roster composition and cash flow leading to it hanging in a loop, unable to continue.
PureSim 4 Beta Build #20 - Release Notes.
  • Focus: Make trading more *fun*. Things were getting a little too clinical and stingy, so I did a lot of work on this aspect. This is a bit of a radical AI update, so we'll see where we are when the dust settles. Note, I plan on closing the book on major changes to the AI as soon as this wave settles and we have reasonable consensus amongst the testers that it provides a good mix of challenge and fun.
  • AI - Greatly improved how dynamic AI is, more deals to be had, more bar room discussions, more fun.
  • AI - GM state has more influence in trade dynamics. For example, a team in a mode to aggressively get better now, will mortgage the future a bit more, with less weight paid to youth. The antithesis applies as well, where teams trying to get younger Will covet youth even more than the past.
  • AI - Better job with no longer stressing power too much for some types of players, for example middle infielders. Sometimes high contact, low power guys were a little too under-valued. (R. Ashburn is a great example).
  • AI - Increased granularity and impact of trade AI slider. I suggest you adjust in smaller increments as of this build...
  • AI - Exponential value algorithm around endurance now applied to middle relievers / spot starters. A reliever with 60 endurance will be exponentially more valuable than a guy with say 30, accounting for the fact that he can contribute a lot more to the team. In modern Baseball closers are not penalized here. (Visualize a curve representing AI player valuation that starts to rise very quickly if you picture the X axis having endurance 1-100 and the Y axis having Other Ratings Avg weighted. It looks almost like a hockey stick...
  • AI - It is now more possible to work out lopsided deals (2-1, 3-1 etc) for really good/great players as long as they involve high caliber players on the lop-sided end.
  • AI - Reduced AI's patience a bit. You'll need to work out deals a little quicker. Every offer counts!
  • Fix - AI flaw, not handling the case optimally where real players missed a year or two at certain points in the middle of their careers.
PureSim 4 Beta Build #19a - Release Notes.
  • Robustness - Now using "Registration Free" COM Interop to minimize deployment and installation issues of .NET-based COM components.
  • Installation - Improved compression on download/install.
PureSim 4 Beta Build #19 - Release Notes.
  • New - Full 2010 player database and roster update included!
  • New - 2010 MLB Schedule included!
  • AI - Improved bullpen AI, better closer usage, a little slower with the hook if a starter is throwing a gem, even if he is tiring. The degree of the leniency varies based on the time period.
  • Fix - When the AI became frustrated and took a player "off the table" he was erroneously showing up in the list of players available when the "shop player" feature was used. The AI still wouldn't trade for him, but it was a cruel bug/tease none the less :)
  • Fix - Fixed a few cases where the AI would lock up trying to do roster assignments, especially if it was 1 or 2 players over the acceptable roster limit.
  • Fix - Fixed an issue with the roster AI locking up on an assn upgraded from PS3.
  • Cosmetic - some debug messages were appearing in the game log.
  • Fix - Organic player development was holding back "pre-debut" players in the minors, but this is only how the TRU-Life modes should have worked.
  • Fix - Improved robustness of database conversion code for artifacts added on beta 18.
  • Change - Changed back to a standard AI mix of 14 pos players and 11 pitchers in modern baseball eras.
PureSim 4 Beta Build #18 - Release Notes.
  • Fix - With pre-debut import option on, some pre-debut players that should have been picked, were being left in the draft pool.
  • Fix - Error 3014 during amateur draft in some assn configuration / settings combinations.
  • Fix - Player card now lists AVG/OBP/SLG in that order to match real world standards

  • New - New player release rules - Teams are now responsible for a one-time contract buyout hit of 100% of the total remaining value of a player's contract. The hit can be huge in the current season, but once the season is over, the obligation is off the books.
  • New - Testing higher fidelity music playback code with my favorite Baseball song ever :) I won't be able to ship it with the final game, but it will be fun for beta :)

  • New - New "TRU-Emotion" Trade-AI. If you continually attempt to pry a player away from an AI team via trade, after a while the AI will grow impatient with you. Ultimately it will take a player off the table for good, for the season (with you at least.) The AI will warn you when it is getting close to running out of patience, so if you see it start to indicate that it is frustrated, you best sweeten the pot quickly. The AI's patience is directly related to the Trade AI slider. Note, the AI "remembers" all deals you have tried for a given player in a given season. When a new season begins, they'll come in with a fresh attitude, so you have to wait until the next season to have any hope of getting the player.
  • New - New improved roster assignment AI logic implemented (who to put on Major League vs. Minor League rosters). In modern baseball the AI prefers a 15 hitter / 10 pitcher mix as opposed to its previous 14/11 affinity.
  • New - No longer requiring 80x80 logo file formats. PureSim now supports any size logo in PNG (transparency supported), GIF (transparency supported), JPG and BMP forms and dynamically re-sizes them appropriately in-game. No need to use image resizing programs anymore.

  • AI - AI is much more fiscally aggressive, especially during free agency.
  • AI - GM/Trade AI is more strongly considering a player's value in regards to where they are on defensive spectrum when evaluating trades. Pitchers are considered relatively to the pos players here as well.

    If you are "hard core" and interested in seeing the actual multipliers currently employed, see the DEFENSIVE_SPECTRUM tags in the puresim.xml file. If you don't know what the xml file is, do not worry; you don't need to :)
  • AI - Toned down trade AI's affinity for middle relievers a bit.
  • AI - AI Now does not do releases in the off season until after the ammy draft, as this gives it a better perspective on the roster composition going into free agency.
  • Tweak - When using the "strict" fatigue model with real players, position players were tiring too quickly. Note TRU-Life Strict Seasonal development mode's fatigue model was not changed, this tweak only pertains to standard TRU-Life mode.
  • UI Tweaks- Added OBP and SLG under player photo to be more prominent.
PureSim 4 Beta Build #17 - Release Notes.
  • Fix - Fixed memory leak that would cause a continuous replay mode assn to crash after multiple unattended autoplay seasons.
  • AI - Tightened up a few more cases where the AI was getting sign/release/sign/release happy with the same player in the same season.
  • Finished wiring up the filters on sortable batting to work with past seasons (note, by design it does not work with career or all past seasons at this point).
  • UI - Menu forum link on standard left nav menu now takes user directly to PS4 forum inside the game's UI chrome.
PureSim 4 Beta Build #16.1 - Release Notes.
  • 16.1 New - Added Qualifier and Position Filter controls to the Stats->Sortable Batting screen.
  • 16.1 Fix - Crash when simming with DH leagues.
  • 16.1 Tweak - Windows shortcut for debug version will now do UAC elevation prompt to avoid user getting "Unexpected Error Quitting" if they are trying to run the debug version on Vista or Windows 7 with User Account Control enabled.


  • Original Beta 16 Notes Below

  • AI - Some very significant improvements to GM/AI especially around in-season free agent signings and subsequent player releases. The AI does much better job of not grabbing a journeyman free agent during the season. In particular, protecting young players from getting released if the FA signing would have been a catalyst for it in the past.
  • Fix - Extremely rare crashes when simming (related to determining if a passed ball occurred, and some steal AI logic). Note to Henry: I still was never able to duplicate these on my machine, so this fix is based on the info gleaned from the error report you sent.
  • UI Tweak - If playing a game and teams are both set to the default white on black color scheme, the offense player labels will automatically be inverted to black on white to provide some differentiation.
  • New - Player card now includes a direct link to the Player's page on www.baseball-reference.com (in addition to the Google search option. Please consider supporting Baseball Reference.com it is a great site.
  • UI Tweak - When the Lineup card is opened before the game starts, players currently in the lineup have their name displayed in bold.
  • UI Tweak - Re-organized the team lineup screen a little to make sure the names would no longer bleed into the logo if a guy in the batting order had a super-long name.
  • Fix - Full HTML almanac was not responding to user clicks on links or navigation tab in some cases.
PureSim 4 Beta Build #15 - Release Notes.
  • Tweak - Even more improvements to GM AI, especially the ammy draft AI, which was already greatly improved since beta 13.
  • Tweak - Improved player statistical result variability in fictional associations especially with K's, BB's and HR's.
  • Tweak - In fictional associations, Pitchers appearing as batters were hitting a bit too many home runs.
  • Tweak - For strict durability model, the window range that a player durability calculation is made on for real player has been narrowed (from 10 years to 3).
  • Tweak - More improvements to player potential ratings calculations.
  • Tweak - Trade/GM AI - Toned down the amount the AI was coveting/in-love-with future hall of famers.
  • Fix - In some assn configurations PureSim was setting Durability to 100 for all position players.
    NOTE: If this issue applies to your association, PureSim will automatically re-calculate player durability ratings the first time the association is opened with this beta.
  • Fix - Error 91 when shopping a player if one of the teams involved had a user-created player.
  • Fix - Continuous Replay Mode no longer making automated manager changes as seasons are simmed.
  • Fix - Incorrect Logo on pre-game lineup - If user attempted to change their starting lineup from the pregame screen and they were the home team, they were seeing the visiting team's logo.
PureSim 4 Beta Build #14.1 - Release Notes.
  • 14.1 Fix - Crash when simming with real players using Organic development.
  • 14.1 Fix - Crash when using fictional players introduced in initial beta 14 release.

    Original Beta 14 Notes Below

  • Fix - SB's and CS's were WAY off the charts high in Beta #13. Things have been brought back into line (though SB/CS numbers still need some attention depending on the time period in question).
  • Fix - PureSim was not cleaning up all temp files that it creates in the html\images folder.
  • Fix - Spurious error 91 when simming.
  • Tweak - Final major stats engine balancing. We have a solid base to tweak from here.
PureSim 4 Beta Build #13 - Release Notes.
  • New - .GIF and .PNG file formats are now supported for ball park backgrounds (in addition to the previously supported .JPG) Note, this functionality requires IE7 or IE8 to be installed on your computer.
  • Fix - Misc errors opening player cards of players on expansion teams in associations created with a version prior to Beta #8.
  • New - PureSim can now accept any size Ball Park photo, and animation will be fine (the game now automatically re-sizes the image at runtime to the required 1024x768). No modifications are made to the original source image.
  • Tweak - Stolen Base numbers were way too low (introduced somewhere in one of the earlier betas).
  • New - Rebuilt engine components that handle tagups (probability to attempt, percent success, and AI determination of attempting to throw out or not). New engine is based on exhaustive research of real MLB game data by situation. Ratings play a more granular role in the outcome as well (Arm/Speed).
  • Optimization(s) - Misc optimizations to the association database format to improve simulation speed.
  • Optimization(s) - Reduced memory footprint, for better performance on under-powered machines (like NetBooks).
  • Cosmetic - Cleaned up some cosmetic issues on the modify ball park screen after exiting the "Configure for PSPNCast" mode.
PureSim 4 Beta Build #12 - Release Notes.
  • New - Multiple changes to the stats/sim engine. More varied performers, less regression to the mean for individual player performance.
  • New AI - New algorithms for calculating player potential ratings in real player associations.
  • Tweaks - Multiple improvements to player development and ratings calculation (for real players).
  • New - Added link to www.baseballreference.com on the Stats And Reports -> Team Batting and Pitching screens. This makes it easy to see how the season you are simming matched up to the real-world results.
  • AI Tweaks - Improved contract year offers from AI (more cognizant of where player is in their career trajectory.)
  • Tweak - Added a little more granularity to the player potential verbiage on the player card. There is now a "Starting to Peak" description that indicates a player is transitioning from the end of his development phase into his "At peak" period.
PureSim 4 Beta Build #11 - Release Notes.
  • New - All new GM AI when using real players!! (Free Agency, Player Evaluation and Amateur Draft AI completely overhauled.) This is the first cut, but I feel it is much stronger than PS3 from a "macro-level." I'll be interested in your feedback, as this was a massive undertaking of a design that has been in my head for months.
  • Tweak - Player card now reflects team color scheme in the header.
  • Fix - The pitcher's box the avg against r or L hand batters was stuck on vsL. (bug introduced a few betas ago)
  • Fix - Rare "overflow" error when simming 60+ seasons with an association.
  • Fix - Fixed issue with 2002 MLB schedule.
PureSim 4 Beta Build #10.1 - Release Notes.
  • Tweak - Changed fidelity of Injury slider and also split it into 2 sliders for injuries: 1 for pitchers, 1 for fielders. Note, the values will default to whatever is in the XML / 100 (for you hardcore tweakers). So 1.25 in the XML will be 125 in the slider.
  • Note - For existing associations, this beta will automatically set the Injury sliders to a default of 225 for Hitters and 102 for pitchers
  • Fix - Crash when determining how to handle 3-way division ties.
  • New - For fictional leagues PureSim now generates generic "Square" logos with random colors (always making sure contrast is appropriate) and the Team letter in it, and assigns the team the associated color scheme.
  • Tweak - Toned down number of double plays.
  • Disabling the CTRL-K (Trades) hot key when in Transaction mode.
  • Tweak - Brought back feature that allows human to negotiate trades with the AI in associations where "AI Trades" is off. The AI Trades option refers to whether the AI will trade with the AI but has no bearing on a human negotiating a deal. (This is how past versions of PS worked, before the new trade engine and UI)
PureSim 4 Beta Build #9 - Release Notes.
  • Fix - When using the "change picture" feature from the player card, the picture wasn't being refreshed until the card was closed and re-opened.
  • New - Added "Injury Frequency" slider to the Options->More Options tab under "Options and Utilities."
  • Tweak - Toned down in-game use of Team colors to only employ the team color schemes on the window captions and player labels.
  • Fix - In assns with Trading disabled PS wasn't letting the user make manual trades, which should be allowed. The "Allow Trades" option should only have been enforcing the fact that the AI should not be involved in trading. It is still a useful tool for users to move players around regardless of whether trading is enabled.
  • Fix - When trading is off and the user manually goes to the trade screen the "shop player" and "suggest deal" buttons are now always disabled.
  • Fix - Fixed some issues with caching that were causing the lineup card backgrounds to not always respect the team colors.
  • Fix - When human is managing, if the AI did a PR and PH consecutively, the AI batting index would get out of sync.
  • Fix - No longer loading the Fielding grid when showing the Short List.
  • Fix - Home page Recent Notifications was not showing human owned team injuries.
  • Fix - When not using finances, the Make Trade button would cause an "Object Not Set" error in checkFinances routine.
  • Tweak - Very minor speed optimizations in the sim engine.
PureSim 4 Beta Build #8 - Release Notes.
  • New - Edit Team Colors - This feature lets the user choose 2 colors for each team: the "Main" color (used for backgrounds) and the "Accent" color (typically used for foreground text). The colors are currently only respected by the GameCast screen but I will add them to other places over time and based on user suggestions.
  • Fix - AI Pinch Hits for pitcher. Human mgr for defense not allowed to reset defense strategy. PH gets a hit and then PH appears as hitter again.
  • Fix - Crash from the "Shop Player" button on player card.
  • Fix - Crash from getting a trade offer from the computer while simulating games (if the user chose to explore the deal).
  • Tweak - The "Shop Player" button on player card now moves directly to the shop screen, as opposed to being on the trade screen with the user being required to click "shop" from that screen.
  • Tweak - Defensive player photos were remaining visible on the field for too long after the play was resolved.
  • Tweak - Dialed the Arm Calculation back down a little.
  • Change - PureSim DirectX engine no longer optional. The game will ALWAYS attempt to use DirectX acceleration for animation and only fall back to software rasterization if DirectX cannot be initialized.
  • Debug - Added some hooks to trap / retry the "I/O Error" reported by a few folks.
PureSim 4 Beta Build #7 - Release Notes.
  • New - "We Want" feature added to trade interface, allows user to filter by position or position class for the type of player they are trying to obtain in a trade.
  • Fix - Some Errors where not being reported when managing/watching game due to other events being triggered.
  • Fix - Fixed remaining text PBP timing issues in GameCast.
  • If a pitcher gave up a HR and zero earned runs for the game (which can happen with 2 outs and an error committed before the HR) then the HR was not counted in Player, CareerTotals, and CareerTotalsByTeam tables. Note: This is NOT a retroactive fix for seasons currently under way.
  • In some cases when a player was "shopped" via the "shop player" option, after selecting a player from the shop player grid, the AI would suddenly change its mind and not do the deal.
  • AI Tweak - AI is now a little more patient (e.g. less likely to release) with young, early round ammy draft signings for the first few years after they are signed. Note, there are still factors that can override this, and it was already being patient with them in the past, this has just been tweaked up a bit.
PureSim 4 Beta Build #6 - Release Notes.
  • Fix - Continuous replay mode still had some areas where the engine was using later year stat models as multiple seasons were replayed.
  • Fix - Fixed an issue with the new Win/Loss determination code that was wrong.
  • Fix - When using Continuous Replay option, all off season Team Stadium, Name, Relocation, DH, Expansion, Div Realignment code is now properly skipped.
  • Fix - When PlayerAffinity/Predebut option is used and the Team name changed or Relocated, the player was not drafted and fell through to Free Agency.
  • Tweak - Arm ratings at player creation time adjusted upward slightly.
  • Tweak - pitcher ratings for Stuff, Control, Velocity tweaked if player had very few appearances.
  • Tweak - 1 game playoffs with 4 man rotations was not considering the use of SP#1 (because he had not rested 3 days) yet. SP#1 will now be considered.
  • Tweak - League strikeout totals too low during the dead ball era with TruLife development. Improved.
  • Tweak - (Cosmetic) OPS and OBP stats position swapped in Season Browser Batting Leaderboard page.
PureSim 4 Beta Build #5 - Release Notes.
  • New - New "shop player" UI now functional.
  • New - Multiple enhancements to the trade user interface.
  • New - Completely re-wrote code that assigns pitcher W/L decisions. Very clean now, and looks great. Should also be much easier to track issues should we find some edge-cases.
  • Tweak - Minor performance improvements, mostly related to the new W/L determination code.
  • Fix - Assn creation options will now properly uncheck and disable the "enable expansion" option when using the "continuous replay" option to play the same season over and over.
  • Fix - User will not be prompted to use a new schedule each year when doing continuous replay mode.
  • Fix - 2003 Retrosheet schedule (2003Sked.txt) had bogus error in the date field for the last 4-5 entries for the following teams: (MON, CHN & FLO).
PureSim 4 Beta Build #4 - Release Notes.
  • Fix - Fixed all know issues of the wrong pitcher being assigned the loss.
  • Fix - Incorrect player photo sometimes appearing when managing or watching a game.
  • Fix - Trade AI slider was resetting to 30% of whatever the user had it set to.
  • Fix - Fixed timing issues introduced with text display, animation delays, etc. In the in-game experience.
  • Fix - Sometimes the game would pause waiting for a key press to continue the game play.
  • Fix - 1965 & 1975 Retrosheet schedules were not importing because those 2 files contained no LF/CR after each line.
  • Fix - When re-assigning positions in Transaction mode, PositionReductions for other positions were not being recalculated...leading to abnormally high # errors.
  • Fix - World Series or Inter-league games after 1973 was producing error if home team was DH team.
  • Tweak - Outliers for SB in development improved.
  • Tweak - Triple Play chance improved.
  • Tweak - WP & PB chance improved.
  • Tweak - Pick Off chance improved.
  • Tweak - Game now can open associations even if they are open in another database program such as Access or OpenOffice.
  • New - Added scripting language to test in-game situations, still not quite complete. Docs coming soon...
PureSim 4 Beta Build #3 - Release Notes.
  • Tweaks/AI - More tweaks to trade AI, and improvements/fixes to issues introduced in the last beta to the trade AI user interface.
  • New - Triple Play possibility added.
  • New - Pick Off possibility added along with chance of throwing error and Balks being called.
  • New - Throwing error can occur during SB attempts now.
  • New - WAR sabermetric statistics to the Sabermetric Report located on the Statics page; bringing the total in-game saber stats to 27!
  • New - 40+ HR's in Historical seasons modeled closer to real life when development model chosen.
  • New - 45+ SB's in Historical seasons modeled closer to real life when development model chosen.
  • New - 250+ Pitcher K's in Historical seasons modeled closer to real life when development model chosen.
  • New - TeamLeaders.dll addin replaces the SampleAddin.dll. TeamLeaders will show each franchises Top 5 Hitting and Pitching leaders.
  • Fix - Pitcher's Runs Allowed (Unearned) was not being reflected correctly in box score when an error occurred on play.
  • Fix - Standings in Season Browser was not sorting according to Win% in early part of season.
  • Fix - Strikeout/Throw-out on Hit-Run plays was repeating the result in game log.
  • Fix - Pinch-Hitter brought in after a SB attempt causes batting order to go out of sync when you are the in-game manager under certain circumstances.
  • Fix - Pitchers team and year was not showing when you selected All Past Seasons in Stats page.
  • Fix - Number of fielding errors a pitcher made after a game was inaccurate.
  • Fix - Duplicate transaction entries in Tru-Life Transaction mode.
  • Fix - Squeeze plays with runners on 1st & 3rd now processes runner on 3rd properly in addition to the credit for SAC or not.
  • Tweak - Tweaked bullpen usage, more likely that some of the lower relievers in the depth chart will get used in way ahead / way behind type situations.
  • Tweak - Added criteria to logic (including Squeeze attempts). Percentage of success lowered.
  • Tweak - Pitchout on right pitch possibility decreased.
  • Tweak - Editing of the PbP verbiage regarding "INFIN.Failed".
  • Tweak - Runs For/Against in Game Preview was inaccurate.
  • Tweak - Total Bases criteria added to Hall of Fame calculations.
  • Tweak - More PbP verbiage edited regarding sending runners on 3-2 counts.
  • Tweak - Balls & Strikes verbiage edited for better visualization in game logs.
  • Tweak - Too many arbitrary foul balls with 2 strikes on batter was driving up pitchers pitch counts unnecessarily.
  • Tweak - Added No-Hitters criteria to Hall of Fame calculations.
  • Tweak - Lowered Closers save percentage threshold from 90% to 80% in Hall of Fame calculations.
  • Tweak - During player creation, calculating the Speed ratings were taking into consideration the # Triples a player hit. This may be true in in real life, but the game engine does not factor speed when determining a triple has been hit. The end result was, players Speed ratings across the league were too high. This presents a problem because Speed is a factor only for Stealing and Tagging-up. So, you'd have guys like Musial and Clemente stealing way more than they should. The Triples factor has been removed from the Speed calculation.
  • Tweak - Stolen Base modifiers in XML file modified to account for reduction of Speed ratings (see above).
  • Tweak - Number of fielding errors in Real Player assn's lowered slightly. There were too many games with anywhere from 3-5 errors.
  • Tweak - Chance for eventual BB after unsuccessful pitchout increased by .20.
  • Tweak - Pitcher fielding errors added to Team Fielding calculations.
  • Tweak - Manually forcing a player into the Hall of Fame can now be done between the draft and start of post-season.
  • Tweak - Division names no longer forced (ie., not required).
  • Tweak - Managers DB updated to reflect managerial changes for 2010.
  • Tweak - 3-way division tie breakers expanded.
  • Tweak - In Tru-Life Transaction mode, Starting Pitching rotations based on real life # Games Started. Not exact, but much closer than before especially if you have more than 5 real starters at major league level.
PureSim 4 Beta Build #2 - Release Notes.
  • New - Totally re-built trade AI!
  • New - New difficulty slider for Trade AI (under "More Options" in options and utilities).
  • Fix - PS4 beta 1 was not able to upgrade PS3 associations.
  • Fix - User could visit the Trades dialog via the CTRL-K global hot key even if trades were off for the association.
PureSim 4 Beta Build #1 - Release Notes.
  • New - New Fatigue model option. When using real players you can choose "Strict" or "Age-Based" Strict will model player fatigue more closely based on how much he played in real life. "Age-Based" does fatigue modeling solely based on the player's age, playing time, and position he plays. NOTE: Age-Based is NOT available when using TRU-Life Strict season replay mode.
  • Fix - Base runners were not advanced on first and third GO throw to home out with 1 out Infield in and hit and run on.
  • Fix - Internet Explorer version detection code was incorrectly identifying IE8 as IE5 on systems that were upgraded from Windows 7 Home Premium to Windows 7 Ultimate.
  • Fix - Fixed some minor cosmetic refresh and timing delay issues when managing or watching a game being played out.