Teamfight Manager 2 patch 0.4.14 notes
Updated 2026-06-24 · based on v0.4.14
Quick Answer
Fourteenth post-launch patch. Headline is a Guardian Spirit ultimate rework: it no longer acts as a full resurrection shield — it now continuously heals allies inside the sanctuary, revives only one ally who dies inside it, and ends immediately when that revive happens (description text updated). Quality-of-life adds a save-slot Duplicate button, a Save as New File option (shortcut N), editable coach salary/contract, and unified Recruitment-tab filters with persistence. Big modding pass: same-ID JSON champion reworks plus Rust SDK replace_champion, and a stabilized native (code) mod ABI with fixed compiler/build settings. Plus match-engine engagement tweaks and a batch of combat fixes (self-damage tower aggro, circular projectile delay, same-tick CC, same-position knockback).
Source: Official Steam announcement (gid 1836506165544521) ↗
Changes, by area
Champion fix — Guardian Spirit
Guardian Spirit's ultimate no longer behaves like a full resurrection shield. It now continuously heals allies inside the sanctuary, revives only one ally who dies inside it, and immediately ends the sanctuary when the revive occurs; description text and some-language display corrected.
Recruitment & saves
Contract Status, All Negotiations, Scouting List, Interested, and Released now share the All list’s filters with selections persisted across screens/matches; added a save-slot Duplicate button (and in multiplayer Host Saved Game), a Save as New File option (default shortcut N, host-only in multiplayer), and editable coach salary/contract duration.
Modding
Modders can rework existing champions via same-ID JSON data champions and Rust SDK replace_champion (existing saves and ban/pick references preserved, runtime rebinding reinforced for multiplayer consistency); the native (code) mod ABI is stabilized with the game, SDK, and mod builds sharing fixed compiler/build settings.
Match engine & combat
Improved players’ engagement-decision logic; fixed self-damage drawing allied-tower aggro, delayed application of circular area projectiles, same-tick crowd-control processing, and knockback failing when caster and target share a position (pre-patch replays may differ).
Stability & misc
Mod movement/dash skills whose target disappears no longer stall replays or background sims; ban/pick player-slot tooltips match the swap phase; unsupported .ogg mod sounds now surface as load warnings; tutorial 2v2 "View Match Result Immediately" and stuck multiplayer Friendly Matches fixed.
Full notes (verbatim)
- Improved the Recruitment tab so Contract Status, All Negotiations, Scouting List, Interested, and Released can use the same filters as the All list. Selected filters are preserved even after moving to another screen or proceeding through matches, and the button layouts for All Negotiations and Scouting List have been made more consistent.
- (Added) Fixed an issue where filters were unintentionally applied across all tabs.
- Added a Duplicate button to save slots in the Load popup to make save files easier to back up. Save files can also be duplicated in the multiplayer Host Saved Game popup.
- Added a Save as New File button below Save in the in-game pause popup. The default shortcut is N, and it creates a new save file without overwriting the existing one. In multiplayer, only the host can use this feature.
- Improved the coach data editing screen for existing saves and custom databases so salary and contract duration can also be edited.
- Added support for modders to rework existing champions through same-ID JSON data champions and Rust SDK replace_champion registration. Existing saves and ban/pick references are preserved, and runtime rebinding has been reinforced so mod champion behavior stays consistent between server and client in multiplayer.
- Stabilized the native (code) mod ABI. The game, SDK, and mod builds now use the same fixed compiler and build settings, allowing mods to build and operate consistently across releases.
- Improved part of the match engine logic related to players' engagement decisions.
- Due to match engine code changes, replays of matches played before this patch may show results that differ from the recorded outcome.
- Fixed Guardian Spirit's ultimate behaving differently from intended, as if it were a full resurrection shield, and updated its description text. It now continuously heals allies inside the sanctuary, revives only one ally who dies inside the sanctuary, and immediately ends the sanctuary when the revive occurs.
- (Added) Fixed an issue where Guardian Spirit's ultimate text was displayed incorrectly in some languages.
- Fixed an issue where, if the movement target disappeared while some mod champions were using movement or dash skills, the match replay or background match simulation could fail to finish and stop date progression. Match processing now finishes safely even if the target disappears or abnormal movement values are provided.
- Fixed champion information tooltips so that hovering over player slots during the ban/pick selection phase shows the same champion info tooltip as in the swap phase.
- Fixed an issue where self-damage during combat could draw aggro from allied towers.
- Fixed a delayed application issue with circular area projectiles.
- Improved processing for crowd control skills applied on the same tick.
- Fixed an issue where knockback was not applied when the caster and target were in the same position.
- Unsupported .ogg sound files in mods are now reported through mod loading warnings.
- Fixed an issue where the View Match Result Immediately button did not work during the tutorial 2v2 match.
- (Added) Fixed an issue where multiplayer Friendly Matches could not proceed.
Related Guides
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Honest verdict on TFM2 in Early Access — match-AI complaints, first-week patch cadence, who should buy now vs wait for 1.0. Based on v0.4.14.
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