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Dev Log ยท Anpfiff1, v2.1.5, v2.1.6, Release, Google Play

Version 2.1.5, and the upload that broke off twice

Version 2.1.5, and the upload that broke off twice

21 August 2026:

On 14 August this blog carried a preview of 2.1.5. The version has been out since
20 August, on Google Play, Steam, itch.io and the App Store. A day later 2.1.6
followed, and the road there taught more than the patch itself.

The core issue came from the forum

A player wrote down that something was wrong with form. He was right on three
counts, and none of them had been noticed before.

Weekly training had no effect at all in cup and European weeks. At the same time,
form was being degraded twice over in exactly those weeks. And injured players
took the penalty twice in midweek-fixture weeks. Three bugs that reinforced one
another, and all three only occurred if you were doing well and therefore playing
more matches.

All three are fixed. On top of that the winter break now pulls form towards the
middle only half as hard, so a whole first half of the season is not erased
afterwards. Measured over a full season at the highest difficulty with full
rotation: squad form rises from 5.0 to 8.1.

The second correction came from the same report. The order buttons in the fan shop
kept calculating with every home match mid-season, including the ones long played.
Since half the stock expires at the end of the season, that was real money.

What you see first is the colour

Every club has a kit and a crest, every sponsor a hoarding in the style of a
nineties ground. Anyone with their own images can drop them into the editor and
upload them in batches as a ZIP. In the stadium the scorer now decides how the
stands react, and between events the crowd sings.

The finance screen has been rebuilt too: expenditure rows expand, every cost line
has a question mark with an explanation, tax dropped from 25 to 10 per cent, and
the rating hangs on squad value rather than absolute millions. Along the way,
winning a European competition finally qualifies you for it, and 5,650 lines of
translation have been reworked.

One typo, and half the shop is out

2.1.5 had a bug that only showed up on a device: the premium shop would not open on
phones or tablets. The screen stayed empty, the back button did not respond, and
the only way out was to close the game.

The cause is a quirk you have to meet once. Godot does not attach a script it
cannot load to its node at all. So the scene appears perfectly normally, only
nothing in it works: nothing is built, no buttons, no way back. No crash, no error
message in the game, just an empty surface.

It was set off by the tutorial rework in the same version. That introduced two
functions differing only in a middle parameter. Six call sites had to be rewritten,
five got the right one, and one got the argument list of the other: a string where
a true/false value has to go.

The upload that broke off twice

2.1.6 was meant to be a five-minute job and became an evening. The package is 137
megabytes, and it went up in a single piece. At that size the read timeout expires.
It broke off twice, while Google Play was already calling the release "2.1.6".

Since then the package goes up in eight-megabyte chunks, with a progress display
and up to six retries.

The more expensive trap sat next to it and carries an innocent name. A flag reads
"the package is already at Play", not "the package is already built". With it, the
first run uploaded no file at all. It left the broken build in place and only
swapped the release notes: the store promised a fix the package did not contain.

That is the kind of bug nobody reports, because it looks like success. Two lines in
the instructions are worded differently now, and the pre-flight check compares which
file will actually go up before every run.

Warm regards from the workshopDigitale Manufaktur Rudolstadt