Hello, this is Team Samoyed.
We'd like to share the details of this patch.
Existing mods may not work correctly after this version update, so if you are using mods, we recommend disabling them or playing on a previous version until the mod creators have updated them for the new patch.

In your Steam Library, right-click Teamfight Manager 2 - Properties - Betas, then select the version you want and play; the game will run on that version.
Improvements
Adjusted the match engine to make the differences between tactics clearer.
Fixed an issue where the laning-phase Serpen tactic was not being applied correctly. We also adjusted behavior to make each tactical choice more distinct.
Adjusted priorities so that minion wave management choices have more clearly differentiated effects.
Improved some of the AI's combat decisions in the match engine.
Improved the AI in Deathmatch mode overall.
Improved match ratings and MVP selection criteria in MOBA mode.
Reduced the rating weight of crowd control (CC) duration to address the overvaluation of champions with a lot of CC.
Fixed duplicate credit from CC, buffs, and debuffs contributing to the same allied damage, as well as excessive score accumulation when multiple support effects overlapped.
Adjusted credit for helping allies attack to scale with the actual damage and kills achieved.
Bug Fixes
Fixed an issue in Deathmatch mode where 2v2, 3v3, and 4v4 series could fail to advance to the next screen or return to the friendly match room after the series ended.
Fixed AI champion assignments in Deathmatch mode to properly account for each player's suitability.
Fixed an issue where a best-of practice match could end after just one set win.
Fixed an issue where second-phase ban settings were not preserved when advancing to the next set in AI matches.
Fixed an issue where starters were incorrectly treated as substitutes after switching sides during a match, causing them to lose loyalty.
Players with at least four stars of proficiency in a position are no longer shown in red on the lineup and squad screens, even if it is not their primary position.
Fixed an issue where modded champion effects disappeared after rewinding while spectating a match or watching a replay.
Fixed an issue where damage numbers on the match results screen appeared on top of popups such as the ESC menu.
Fixed an issue in the database editor where pressing the increase or maximum button for a player with more than 10,000 fans reduced their fan count to 10,000.
Fixed an issue where editing the database of an ongoing save reset cumulative champion records.
Fixed an issue where taunts could not be removed by cleansing.
Fixed an issue where advancing the date could cause infinite loading in some saves containing modded champions.
Improved mod loading to safely disable affected mods when there are problems with their dependencies or DLL configuration.
Fixed an issue where champion data was applied in an inconsistent order when using multiple data mods together.
Fixed an issue where missing data or images for modded champions could cause the game to stop during match preparation or spectating.
Fixed an issue where final approval of a player or staff signing with an insufficient budget could leave the approval status and budget messages incorrect.
Fixed an issue where the AI did not properly evaluate the attack-enhancing effect of Poison Dart Hunter's ultimate.
Fixed an issue where projectiles created with the Mod SDK could fail to appear on screen from the moment they were created.
If you encounter any problems while playing, feel free to reach us at
anytime.
Thank you.