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Hoop League Tactics Available Now For iOS and Android Devices

Hoop League Tactics

Hoop League Tactics

Hoop League Tactics Available Now For iOS and Android Devices

Hoop League Tactics is available now for iOS and Android devices. The game features a fresh new take on the sports management simulation genre. Take control of your basketball team and lead them to victory, in turn-based tactical action. Manage your players between games by upgrading their skills and scouting for the next prospect to join your squad. Whether you’d rather control every action or watch from the sidelines, how you decide to play the game is entirely up to you.

Features

  • Turn based tactical gameplay featuring three pointers, dunks, blocks, steals, and more.
  • Create and fully customize multiple basketball leagues by changing team names, uniforms, and even court colors. Edit any player’s name, appearance, and ratings.
  • Choose a league and take your own basketball team through an in-depth Season Mode.
  • Draft players, negotiate contracts, and improve your team after every game with player progression and skill trees.
  • Manage your players fatigue and keep them fresh with load management to prevent injuries. Players will eventually retire after they’ve played too many seasons.
  • Play, watch, or simulate your own games and other team’s games around the league.
  • Increase fan support and team chemistry to gain more income to purchase team upgrades and attract players at a lower cost.
  • Full stat tracking for every player and team across multiple categories.
  • Earn individual accomplishments for your players from multiple end of season awards.
  • Qualify for the post season tournament and lead your team to the championship.
  • Continue playing for multiple seasons and win as many championships as possible.

This game was created by OS user, FlyRice. Make sure to read some additional details he sent to us below.

Hoop League Tactics is my X-COM inspired strategy game that I’ve been developing for a little less than a year. While it started off as basic turn-based gameplay, it eventually evolved into a hybrid team management simulator!

In Season Mode, you can play your own scheduled games or watch/simulate any game on the scoreboard. You’ll have to manage your players fatigue from game to game or they may get injured. You can draft rookies, sign free agents in contract negotiations, or even trade your players.

Progression wise your players gain experience which in turn lets you upgrade attributes and unlock unique skills. With money you earn after games, you can upgrade team personnel such as your training staff, development coaches, and talent evaluators. Players will age and eventually retire. By the end of their careers, they may have achieved many of the end-of-season awards handed out every season. These are just some of the aspects of Season Mode and you’ll be able to try it out very soon on Android and iOS!

Hoop League Tactics will be free to play but players will be limited to two full season unless they unlock Premium Edition. Premium Edition also unlocks addition save slots and full access to customization features so that you can create your own leagues before starting a season. There will be no ads or microtransactions beyond the single unlock for $4.99, on sale for $2.99 throughout the month of December.

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Discussion
  1. Developer here! One of my favorite aspects of the game is customizing your entire league. In the future I plan on adding an easier way of exporting and importing custom rosters so that players will be able to share them amongst each other.
    I hope you guys enjoy the game and I'll be glad to answer any questions you may have! I look forward to reading your impressions and different stories that you experience in Season Mode. Thanks for playing!
    I have just downloaded this game and played 2 games. It’s a really fun little game and has so much potential! I commend fly rice for the game it’s great.
    I highly recommend everyone having a look at the game, it’s free to try, and certainly consider buying the premium version of it, to support the developer who has been really active on the forums here.
    To fly rice, the game is loads of fun and I really like the season mode. I think if you are looking at building multiple seasons and progression aspects (franchise mode) then that is going to be great. I don’t know if with the premium where you say playing multiple seasons means you can play in a franchise sense, but I’ll give that a go.
    I will say that the game is really easy to score. My team is shooting 75% over the first 2 games, with my opponents shooting over 80%. I also find that the opponent will let their best player shoot over 90% of the shots, so they just have one player scoring 30 points with another scoring 2 points. It’s a bit lopsided.
    I also want to explore more with the movement ratings because it seems like the defender will always have the same amount of movement points as the offensive player, so if you try and run a player off screens then the opponent can navigate them and ends up right there again in decent defensive position. I really like how you have the shot clock at 14 with each movement costing one second. Great idea there.
    I also really like your progression, with players not gaining skill points after age 30 and only those badges. Can you explain if and how regression works in older players?
    I don’t know how you will continue this game but it’s loads of fun so far. :)
    tarek
    I have just downloaded this game and played 2 games. It’s a really fun little game and has so much potential! I commend fly rice for the game it’s great.
    I highly recommend everyone having a look at the game, it’s free to try, and certainly consider buying the premium version of it, to support the developer who has been really active on the forums here.
    To fly rice, the game is loads of fun and I really like the season mode. I think if you are looking at building multiple seasons and progression aspects (franchise mode) then that is going to be great. I don’t know if with the premium where you say playing multiple seasons means you can play in a franchise sense, but I’ll give that a go.
    I will say that the game is really easy to score. My team is shooting 75% over the first 2 games, with my opponents shooting over 80%. I also find that the opponent will let their best player shoot over 90% of the shots, so they just have one player scoring 30 points with another scoring 2 points. It’s a bit lopsided.
    I also want to explore more with the movement ratings because it seems like the defender will always have the same amount of movement points as the offensive player, so if you try and run a player off screens then the opponent can navigate them and ends up right there again in decent defensive position. I really like how you have the shot clock at 14 with each movement costing one second. Great idea there.
    I also really like your progression, with players not gaining skill points after age 30 and only those badges. Can you explain if and how regression works in older players?
    I don’t know how you will continue this game but it’s loads of fun so far. :)

    Hi Tarek, thank you for your support and for providing feedback!
    Multiple seasons means that after one season, you can continue your progression into the next season and you can do this an unlimited number of times. Without Premium, you can play two full seasons but to play beyond that you'll need Premium. Otherwise in order to continue playing for free, you can delete your current season to start up a new one. Premium also unlocks an addition two save slots so that you can have up to three different seasons simultaneously.
    I'll tweak the shooting percentages and AI behavior a bit more according to your feedback. They tend to feed the 'hot hand' a bit too much which is why one player that catches on fire can be the only one scoring.
    Regarding movement points, I've received good feedback about adding a Speed rating. So guards will have the best speed while centers will have the worst. What this will mean is that guards can move more tiles per second than a center can which will allow you to gain a bit more space on your shots if you end up in a mismatch.
    For regression, as a player ages they expend more energy during games and also take more time to recover if they sit out. Depending on their durability rating, they are at risk to more severe injuries the older they get and may even retire at an early age. So drafting a player with high potential but bad durability is a huge risk.
    I'll keep gathering feedback and incorporate as many suggestions into the game as possible so you can look forward to frequent updates to improve the game :)
    Thanks for playing and please don't hesitate to provide any more of your thoughts!
    Hey Fly Rice,
    As I’ve played more of the game I thought of an addition to make games longer if people want. Right now the default is 2 halves and 2 minutes each. Could you consider an option (maybe near the difficulty setting) of a choice between halves or quarters? And maybe a stretch objective could be 2 vs 4 minute periods. You probably would need to tweak the sim game stats too, but it would be awesome. Right now I’m seeing average team scores of around 20, with shooting % around 60% or higher. With quarters those scores would be around 40 points on average, with a toggle of 4 minutes AND quarters you would have an average of 80ppg for teams. Yes it might make games longer but that could be a user choice (plus with a mobile game you can usually just pause and come back to it later).
    The above would be a really awesome update if that’s possible.
    Let me know if you want more feedback and thoughts.
    tarek
    Hey Fly Rice,
    As I’ve played more of the game I thought of an addition to make games longer if people want. Right now the default is 2 halves and 2 minutes each. Could you consider an option (maybe near the difficulty setting) of a choice between halves or quarters? And maybe a stretch objective could be 2 vs 4 minute periods. You probably would need to tweak the sim game stats too, but it would be awesome. Right now I’m seeing average team scores of around 20, with shooting % around 60% or higher. With quarters those scores would be around 40 points on average, with a toggle of 4 minutes AND quarters you would have an average of 80ppg for teams. Yes it might make games longer but that could be a user choice (plus with a mobile game you can usually just pause and come back to it later).
    The above would be a really awesome update if that’s possible.
    Let me know if you want more feedback and thoughts.

    Hey Tarek, fun fact is that I originally coded the game to allow 2 or 4 periods, with length up to 20 minutes (12 if 4 quarters). I scaled it down when designing Season Mode so that I could balance the game for one setting rather than multiple configurations.
    I'll look into adding these settings back in once I balance out the game a bit more and when I'm able to implement mid-game saves.
    Thanks for the suggestion!
    Sent from my Pixel using Operation Sports mobile app
    FlyRice
    Hey Tarek, fun fact is that I originally coded the game to allow 2 or 4 periods, with length up to 20 minutes (12 if 4 quarters). I scaled it down when designing Season Mode so that I could balance the game for one setting rather than multiple configurations.
    I'll look into adding these settings back in once I balance out the game a bit more and when I'm able to implement mid-game saves.
    Thanks for the suggestion!
    Sent from my Pixel using Operation Sports mobile app

    Awesome. To be honest the way the game plays now I think 12 min quarters may be too much the way the game is balanced now, but great to know you are thinking about it. I’m having a blast.
    I have a question, when you scout a free agent using your scout, are they randomly generated players? Or is there an existing database?
    tarek
    Awesome. To be honest the way the game plays now I think 12 min quarters may be too much the way the game is balanced now, but great to know you are thinking about it. I’m having a blast.
    I have a question, when you scout a free agent using your scout, are they randomly generated players? Or is there an existing database?

    They are randomly generated, with their stats based on the ability of your scouts (seen in the Team Upgrades screen). The free agents that are already existing can be customized before the season from the Customization menu.
    Glad to hear you're enjoying the game! Let me know if you have any other questions :smile:
    FlyRice
    They are randomly generated, with their stats based on the ability of your scouts (seen in the Team Upgrades screen). The free agents that are already existing can be customized before the season from the Customization menu.
    Glad to hear you're enjoying the game! Let me know if you have any other questions :smile:

    Awesome. I’ll see how the scout improvements help the quality of free agents scouted.
    On another note, I’ve found that the % increases (particularly with stamina) that you purchase as a boost before the game don’t actually give you the right amount. I purchased a improve by 4% and it seems the players only improved 1-2% points, and an improve 10% which only gave a boost of maybe 3-4%.
    Is that by design? It seems players lose stamina after a game and those on the bench recover post game, but the boost is seemingly applied prior to the game (stamina wise) and not afterwards.
    Not sure if this is a bug or doing something I can’t make out.
    Also, I didn’t get the trophy when I won a championship. It says I have a trophy when I load the save game but I didn’t get the trophy. Does that make sense? Not sure if that’s another bug.
    tarek
    Awesome. I’ll see how the scout improvements help the quality of free agents scouted.
    On another note, I’ve found that the % increases (particularly with stamina) that you purchase as a boost before the game don’t actually give you the right amount. I purchased a improve by 4% and it seems the players only improved 1-2% points, and an improve 10% which only gave a boost of maybe 3-4%.
    Is that by design? It seems players lose stamina after a game and those on the bench recover post game, but the boost is seemingly applied prior to the game (stamina wise) and not afterwards.
    Not sure if this is a bug or doing something I can’t make out.

    Yes, you're correct that the boosts apply instantly before the game. Regarding the percentages, I believe the 5% is actually only adding 5% of the player's current stamina, so if the player's stamina is at 50%, they're only gaining 2.5%. I'll fix this in the next update.
    tarek
    Also, I didn’t get the trophy when I won a championship. It says I have a trophy when I load the save game but I didn’t get the trophy. Does that make sense? Not sure if that’s another bug.

    Hmm, so the trophy in your trophies list didn't unlock? Was this after a game that you played or one that you simulated?
    Okay thanks. So the stamina boost is a % of the current? That seems like a bug, because it would mean that if I were at 90% I would get a greater boost (4.5%) than at 50% (2.5%). I’ve also noticed some players (usually the young ones that don’t have issues with stamina) go above 100% and I’ve seen some go to like 102%, something like that.
    On the trophy front, it happened after I played the final game of the season. I’m playing best of 3 series, not sure if that matters. And I don’t simulate games because I really enjoy playing them.
    Also, what are your thoughts on trades and expanding player personalities and even introducing scenarios into the game? Obviously some of those a stretch goals, but the game is currently loads of fun I think it could turn into something really special if you start to build it into like a new star manager type game.
    tarek
    Okay thanks. So the stamina boost is a % of the current? That seems like a bug, because it would mean that if I were at 90% I would get a greater boost (4.5%) than at 50% (2.5%). I’ve also noticed some players (usually the young ones that don’t have issues with stamina) go above 100% and I’ve seen some go to like 102%, something like that.
    On the trophy front, it happened after I played the final game of the season. I’m playing best of 3 series, not sure if that matters. And I don’t simulate games because I really enjoy playing them.
    Also, what are your thoughts on trades and expanding player personalities and even introducing scenarios into the game? Obviously some of those a stretch goals, but the game is currently loads of fun I think it could turn into something really special if you start to build it into like a new star manager type game.

    Yeah it's a bug for sure. I'll also look into the trophy not unlocking, thanks for letting me know.
    All of those things are definitely doable, I just want to make sure that the base game is solid and functioning 100% before I go and add in more features so I appreciate your feedback. Hoping to get an update within the next two weeks so stay tuned!
    Sent from my Pixel using Operation Sports mobile app
    Hey Flyrice,
    I’ve been playing quite a bit of hoop league tactics and it’s so much fun. I’ve tried multiple seasons, found how to edit and add free agents to the pool, and now I’m working on building my team up so I can scout decent free agents and not a bunch of over 30 1 star players which is all you get when your scouts are low.
    But I wanted to point out that throughout playing I’ve sometimes found that the rebounding, particularly offensive rebounds, can get really out of hand. I’ve seen the CPU miss 5 shots in a row, get 5 offensive rebounds in a row and make the 6th attempt. I’ve had games (and I’ve got screenshots if you want) where I’ve been out rebounded by a lot, only getting 1 or 2 rebounds total. Sure, my team shoots extremely well because I play the percentages, but it’s still a bit crazy.
    Not sure how to amend it, because to be honest sometimes the CPU is brick city and if they weren’t getting all the extra chances then I would probably end up blowing them out really bad. What are your thoughts?
    tarek
    Hey Flyrice,
    I’ve been playing quite a bit of hoop league tactics and it’s so much fun. I’ve tried multiple seasons, found how to edit and add free agents to the pool, and now I’m working on building my team up so I can scout decent free agents and not a bunch of over 30 1 star players which is all you get when your scouts are low.
    But I wanted to point out that throughout playing I’ve sometimes found that the rebounding, particularly offensive rebounds, can get really out of hand. I’ve seen the CPU miss 5 shots in a row, get 5 offensive rebounds in a row and make the 6th attempt. I’ve had games (and I’ve got screenshots if you want) where I’ve been out rebounded by a lot, only getting 1 or 2 rebounds total. Sure, my team shoots extremely well because I play the percentages, but it’s still a bit crazy.
    Not sure how to amend it, because to be honest sometimes the CPU is brick city and if they weren’t getting all the extra chances then I would probably end up blowing them out really bad. What are your thoughts?

    The rebounds are based on positioning and the player's rebound rating, but I inherently gave defensive rebounders an advantage in grabbing the ball. I'll continue to tweak the percentages a bit more so you don't have instances where they're grabbing so many offensive rebounds in succession. Thanks for the feedback!
    Hey FlyRice,
    I've finished up my first season of Hoops League today and really enjoy the strategy of it. I made the playoffs with the Portland Roses only ranked 5th in most categories I probably sacrificed my long term future by signing really old free agents to strengthen my team.
    Gameplay wise I really enjoyed it. The shot clock and movement aspect was really interesting to experiment with. I felt like a bit of an offesnive wizard once I worked out how to run pick and rolls, down screens for shooters, big to big passes for shots and I celebrated so hard when I started getting some dunks.
    I played on the lowest difficulty and my strategy evolved around shooting corner 3s. I felt when you had a high rated shooter and got them a cleaner look most of the time they had a predicted make of 75% or greater. When I tried other plays, I'd work twice as hard using pick and rolls or other tactic to get a 2 point shot that how only a slightly greater make perctage (eg 85%). It might be because of the difficulty but I think this causes balance issues in the game. In this example the 3 point shot has a value of 2.25 points per possession(3*0.75) and the 2 point shot has a value of 1.7 points per possession(2*0.85). In this case maybe it is better if both shots had a similar value in points per possession? Why work my butt off running a pick and roll trying to manipulate defenders when I can set one down screen, move a shooter 3 spaces and launch a catch and shoot 3? I don't have know how you have done it and can't comment, but having the best 3 point shooters/ best 2point shooters/dunkers have the same value for points per possession when they are shooting their best shoot and scale everything backwards accordingly. I hope I've communicated that well.
    Cheers for all the hardwork, trying to recommend to a few more friends as well.
    Sent from my LYA-L29 using Operation Sports mobile app
    EatableclownV
    Hey FlyRice,
    I've finished up my first season of Hoops League today and really enjoy the strategy of it. I made the playoffs with the Portland Roses only ranked 5th in most categories I probably sacrificed my long term future by signing really old free agents to strengthen my team.
    Gameplay wise I really enjoyed it. The shot clock and movement aspect was really interesting to experiment with. I felt like a bit of an offesnive wizard once I worked out how to run pick and rolls, down screens for shooters, big to big passes for shots and I celebrated so hard when I started getting some dunks.
    I played on the lowest difficulty and my strategy evolved around shooting corner 3s. I felt when you had a high rated shooter and got them a cleaner look most of the time they had a predicted make of 75% or greater. When I tried other plays, I'd work twice as hard using pick and rolls or other tactic to get a 2 point shot that how only a slightly greater make perctage (eg 85%). It might be because of the difficulty but I think this causes balance issues in the game. In this example the 3 point shot has a value of 2.25 points per possession(3*0.75) and the 2 point shot has a value of 1.7 points per possession(2*0.85). In this case maybe it is better if both shots had a similar value in points per possession? Why work my butt off running a pick and roll trying to manipulate defenders when I can set one down screen, move a shooter 3 spaces and launch a catch and shoot 3? I don't have know how you have done it and can't comment, but having the best 3 point shooters/ best 2point shooters/dunkers have the same value for points per possession when they are shooting their best shoot and scale everything backwards accordingly. I hope I've communicated that well.
    Cheers for all the hardwork, trying to recommend to a few more friends as well.
    Sent from my LYA-L29 using Operation Sports mobile app

    Hey there, this is excellent feedback! I never thought about the points per possession that each shot gives, so I'll definitely keep that in mind when I balance out the shot percentages for the next update (which will release by the end of this week).
    I'm really glad that you're enjoying the game and I look forward to hearing what you guys think of the many improvements I'll be adding in the near future! How did you feel about the overall pace of your player's and team's progression for one whole season?
    FlyRice
    Hey there, this is excellent feedback! I never thought about the points per possession that each shot gives, so I'll definitely keep that in mind when I balance out the shot percentages for the next update (which will release by the end of this week).
    I'm really glad that you're enjoying the game and I look forward to hearing what you guys think of the many improvements I'll be adding in the near future! How did you feel about the overall pace of your player's and team's progression for one whole season?

    I might chime in on the progression aspect. I find it easier to progress guards than forwards or big men. For some reason they don’t get the same amount of stats per game which seems like a key factor in the amount of progression points they get. Because the games are short you only really get maybe 20-30 points, 5-10 rebounds and 8-12 assists so there aren’t a lot of huge stats to go around.
    Plus what I have found myself doing after a few years is because my veterans are now over 30 and don’t progress, I just force feed my young players so they at least get stats and therefore progress. So there is a real onus on giving young players shots and opportunities which I think is a good thing overall.
    tarek
    I might chime in on the progression aspect. I find it easier to progress guards than forwards or big men. For some reason they don’t get the same amount of stats per game which seems like a key factor in the amount of progression points they get. Because the games are short you only really get maybe 20-30 points, 5-10 rebounds and 8-12 assists so there aren’t a lot of huge stats to go around.
    Plus what I have found myself doing after a few years is because my veterans are now over 30 and don’t progress, I just force feed my young players so they at least get stats and therefore progress. So there is a real onus on giving young players shots and opportunities which I think is a good thing overall.

    Thanks for your input! XP is based off of the fantasy point system, so PTS = 1 XP, REB = 1.2 XP, AST = 1.5 XP, STL = 3 XP, and BLK = 3 XP. So I can definitely see where it is easier for a guard to progress than a big. Do you think it would be good to increase the XP gained for rebounds to balance it out a bit?
    I like that you have incentive to use your young players in order to develop them. In the next update, I'll also be giving them XP even if they sit on the bench so that they can get better skill wise and aren't totally useless in games. The amount of XP gained will be determined by the veterans you have on your team. Also just in case you didn't know, even though players over 30 don't gain skill points, they still gain XP which unlocks skills up to level 7.
    Did injuries ever become a factor at all during the season?
    FlyRice
    Thanks for your input! XP is based off of the fantasy point system, so PTS = 1 XP, REB = 1.2 XP, AST = 1.5 XP, STL = 3 XP, and BLK = 3 XP. So I can definitely see where it is easier for a guard to progress than a big. Do you think it would be good to increase the XP gained for rebounds to balance it out a bit?
    I like that you have incentive to use your young players in order to develop them. In the next update, I'll also be giving them XP even if they sit on the bench so that they can get better skill wise and aren't totally useless in games. The amount of XP gained will be determined by the veterans you have on your team. Also just in case you didn't know, even though players over 30 don't gain skill points, they still gain XP which unlocks skills up to level 7.
    Did injuries ever become a factor at all during the season?

    Might be worth testing if they should gain XP on the bench or need to play. Even if they don’t do anything (e.g. no points or rebiunds) they might earn a few point for the ‘experience’ of playing. But that might need to be tested.
    In terms of injuries, I’ve played around 6 full seasons of 14 games so around a hundred games (I also play best of 3 playoffs). I have only ever seen a player get injured once, for 2 games. I can’t remember if they recovered stamina on the bench though, or what the trigger was, they were just injured for 2 games after the game. So for me injuries have been a non factor.
    Trades is another good one. I can’t offer trades, but it’s nice that if you put a player on the trade block you get some offers. They are usually player swaps, but for now they are nice and it’s a simple mechanic.
    tarek
    Might be worth testing if they should gain XP on the bench or need to play. Even if they don’t do anything (e.g. no points or rebiunds) they might earn a few point for the ‘experience’ of playing. But that might need to be tested.
    In terms of injuries, I’ve played around 6 full seasons of 14 games so around a hundred games (I also play best of 3 playoffs). I have only ever seen a player get injured once, for 2 games. I can’t remember if they recovered stamina on the bench though, or what the trigger was, they were just injured for 2 games after the game. So for me injuries have been a non factor.
    Trades is another good one. I can’t offer trades, but it’s nice that if you put a player on the trade block you get some offers. They are usually player swaps, but for now they are nice and it’s a simple mechanic.

    So I've just made it so that players in their first two seasons gain a base amount of XP whether they are playing or on the bench. The amount of XP gained depends on your team's player development rating. If they play in a game they'll gain that base XP in addition to any stats they accumulate. After their second season any progression will come strictly from stats. Does that seem fair?
    Sounds like I'll need to increase the occurrence of injuries a bit, either that or you're managing your players fatigue really well! Injuries occur based on the player's durability and fatigue level after games. So if you're generally only playing players above or around 75% stamina your injury risk is really low.
    And yes trades are simple in it's current form, I can look into expanding it in a future update once other areas of the game are more balanced :)
    FlyRice
    So I've just made it so that players in their first two seasons gain a base amount of XP whether they are playing or on the bench. The amount of XP gained depends on your team's player development rating. If they play in a game they'll gain that base XP in addition to any stats they accumulate. After their second season any progression will come strictly from stats. Does that seem fair?
    Sounds like I'll need to increase the occurrence of injuries a bit, either that or you're managing your players fatigue really well! Injuries occur based on the player's durability and fatigue level after games. So if you're generally only playing players above or around 75% stamina your injury risk is really low.
    And yes trades are simple in it's current form, I can look into expanding it in a future update once other areas of the game are more balanced :)

    That sounds good and I think 2 seasons is enough. I’ll do some testing and see how it goes once the update is out.
    The update is now available! Really looking forward to hearing your guys thoughts. Please keep the feedback coming!
    New Features
    - Improved tutorial mode
    - Added an option to import and export custom leagues
    - Added new trophies and team boosts
    Gameplay Changes
    - Added player interaction during jump balls
    - Shot Clock extended to 18 seconds
    - AI won't force the ball to the hot player
    - Decreased overall 3PT shooting percentage
    - Decreased offensive rebound frequency
    - Defensive settings can now be adjusted during spectate mode
    - Players no longer lose XP for turnovers
    - Rookies gain XP even if sitting on the bench
    - Increased user’s shot percentage for lower difficulties
    - Increased chance of injuries
    - Improved AI behavior
    Quality of Life Improvements
    - New font used throughout the game
    - Team roster can be viewed during the draft
    - Player stats can be viewed while setting lineups
    - Opposing team's player stats can be viewed during game plan
    - Player stats can be viewed during contract negotiations
    - Player skills can be viewed in game
    - Retired players are automatically hidden from free agents list
    Bug Fixes
    - Fixed appearance not showing changes during player customization
    - Fixed trophy not unlocking after winning the championship
    - Fixed the amount of stamina gained for team boosts
    - Fixed team upgrade costs for longer length seasons
    - Fixed defensive pressure settings not saving
    - Fixed stamina not effecting offensive rebounders

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