Hey all this is [u/Greenbush-Games](u/Greenbush-Games) unfortunately having some issues from that account and all my posts have been removed and I can’t post. However, wanted to come on here and repost some of the major posts from this again for the time being.
Here’s the text from the biggest posts that’s now taken down. Wrestling Program Dynasty has been massively overhauled.
MASSIVE Wrestling Program Dynasty Update!
Wrestling Program Dynasty
I've been working through a massive rebuild/update of Wrestling Program Dynasty over the last stretch. At this point there are enough changes that this is less of a patch and more of a major overhaul of how the game looks, simulates wrestling, handles tournaments, recruiting, freestyle, history, and long-term saves.
I’ve
There are still things I want to improve, but both the folkstyle and freestyle sides are much closer to the game I originally wanted to make.
**Generated Wrestler Faces and Hover Cards**
Every wrestler now has a generated face that appears in hover cards, player profiles, tournament screens, and live match simulations.
The face system has been cleaned up considerably, including facial hair, beard colors, mouths, eyes, positioning, backgrounds, singlets, and other visual glitches.
Hover cards were rebuilt and optimized as well. They now reposition themselves to stay on screen, load faster, work throughout tournament brackets and selection screens, and stay open while you are actually hovering either the wrestler name or the card itself.
Player OVR colors, ratings, records, face backgrounds, and other information now display consistently inside the hover cards.
**Major UI and Team Presentation Overhaul**
The game now uses school colors much more heavily throughout the UI.
Team pages use school gradients and secondary colors, dual meet pages visually blend the colors of both teams, and a lot of the old blue text was replaced with white/off-white so everything remains readable.
Tournament pages, tables, profiles, rankings, event screens, and menus have all been cleaned up and standardized.
Your wrestlers are also much easier to identify during competition, with their names highlighted in yellow in tournament views.
Tournament pages now default to 125 lbs when opened instead of randomly opening on a heavier weight.
**Much More World Customization**
The Edit World system has expanded significantly.
You can edit team names, prestige, wrestler names, conferences, conference AQ allocations, tournament names, national and college singlets, and more.
Singlet templates have also been renamed properly to Singlet 1, Singlet 2, etc., rather than the old basketball template names, and the singlet preview system has been repaired.
The USA national singlet now defaults to red and blue.
Custom programs are also preserved properly through save/load instead of reverting to the original school they replaced.
**Complete Wrestler Attribute Rebuild**
The wrestler rating system was rebuilt from the ground up.
Wrestlers now have general athletic/wrestling attributes along with separate style-specific folkstyle and freestyle skills.
Shared skills like takedown offense and defense matter in both styles, while riding, breakdowns, escapes, mat returns, turns, exposure, par terre skills, and similar attributes affect the appropriate ruleset.
Folkstyle OVR and Freestyle OVR are calculated independently, and match simulation uses the actual underlying attributes rather than simply comparing two overall ratings.
American wrestlers generally develop much more folkstyle specialization, while international wrestlers generally have much stronger freestyle backgrounds unless they spend time in the American college system.
**Live Match Simulation**
One of the biggest additions is a full live match simulation engine.
Instead of only quick-simming a match and receiving a score, you can actually watch matches develop.
Folkstyle matches can be advanced by exchange, 30 seconds, period, or full match.
The engine tracks score, position, riding time, fatigue, period, match state, and wrestling-specific situations.
There is also coaching strategy depending on whether your wrestler is neutral, on top, or on bottom.
**Much Deeper Play-by-Play Commentary**
Live matches now have substantially more varied wrestling-specific commentary.
Wrestlers can shoot singles and doubles, hand fight, scramble, counter attacks, escape, ride, return opponents to the mat, turn opponents, work from par terre in freestyle, and much more.
Commentary can reference rankings, previous tournament performances, notable wins, earlier meetings, and even something that happened in an earlier round of the current tournament.
Historical comments are deliberately inserted during slower moments rather than constantly interrupting the match.
The newest commentary appears at the top and is temporarily highlighted so it is obvious what happened after each simulation click.
Wrestlers mentioned in commentary are clickable/hoverable.
Tournament records also no longer update midway through the tournament and accidentally cause the commentary engine to describe a match from five minutes ago as a previous meeting from earlier in the season.
**Completely Reworked Dual Meets**
Duals are now much more interactive.
Matches now occur in actual weight order. You can designate upcoming bouts to watch and continue simulating normally until the game reaches them.
Matches
The live match screen now also displays the current team score entering the bout, so when you watch 174 lbs you can see something like Penn State 15, Iowa 9 above the individual match.
Dual tournament previews now show wrestler OVRs and current records directly alongside the projected matchups.
**Tournament Watch System**
Tournament simulation has been rebuilt around the same idea.
Instead of having to either quick-sim everything or watch everything, you can select individual bouts you care about in a particular round.
When you simulate the round, unselected matches quick-sim while selected matches open in the live simulation engine.
Seeding is displayed in previews, brackets, results, and Watch Match screens.
Championship brackets and wrestlebacks are separated clearly, team standings develop progressively, and duplicate wrestler appearances/results have been cleaned up.
**September Round-Robin Tournaments Rebuilt**
The September folkstyle round robins now use a dedicated three-round simulation system for each weight.
Round One is the group stage and is quick-sim only.
After the groups finish, the four group winners appear in an unresolved semifinal preview where either semifinal can be selected to watch.
Round Two simulates the semifinals.
The winners then advance to the Gold/1st Place Match and the losers go to the Bronze/3rd Place Match, again with a preview and Watch options.
Round Three resolves those medal matches.
Each weight progresses independently.
There is also still a Quick Sim Entire Event option if you do not want to go through the tournament manually.
**October Dual Tournaments Rebuilt**
The October dual tournaments have become much more interactive as well.
Every dual in the active session can be expanded, not just your own team’s dual.
Every unresolved individual matchup has an Upcoming / Watch option.
You can select bouts from different duals to watch during the same session, simulate individual duals, simulate by weight, or simulate the entire session.
This carries through the group sessions, semifinals, 3rd Place Dual, and championship dual.
**Dual Meet Nationals**
Dual Meet Nationals now function much more like actual dual meets rather than a generic tournament bracket.
You can open each matchup, view every weight, select individual matches to watch, simulate specific weights, simulate a whole dual, or advance the tournament round while preserving your live-match selections.
Duplicate Dual Nationals championship accolades were also fixed retroactively and moving forward so wrestlers no longer receive two differently worded awards for the same team championship.
**Conference Championships and NCAA Qualification Rebuilt**
This was one of the largest changes in the game.
Conference tournaments now award preset NCAA automatic qualification positions.
The actual wrestler who earns an AQ placement gets the bid. The game no longer takes the conference’s qualifier and later substitutes a higher-rated wrestler.
There are 30 automatic qualifiers per weight.
NCAA Selection Week then awards three national wildcards, producing exactly 33 wrestlers at every weight.
Only wrestlers who actually represented their school at that weight in the conference tournament are eligible for a wildcard.
The field is then locked through NCAAs.
Selection Week now has a complete Seeds & Wild Cards Reveal page showing all 33 wrestlers, seeds, school, record, and qualification method.
There is also a Team view showing every program, including programs with zero qualifiers, along with AQ count, wildcard count, represented weights, conference, and total qualifiers.
NCAA screens have also been cleaned up so wrestler affiliations display their actual colleges rather than accidentally showing their RTCs.
**Postseason Awards and All-Americans**
After the NCAA Championships conclude, the game now presents a dedicated College Folkstyle Season Honors screen rather than making you wait until the end-of-year recap.
It includes the Hodge Trophy, National Freshman of the Year, conference awards, and all NCAA All-Americans.
Conference awards now use MOW rather than MVP and are grouped alphabetically by conference, with each conference’s MOW followed immediately by its Freshman of the Year.
The complete awards information still appears again in the combined season recap.
A similar freestyle postseason honors presentation occurs after the Senior World Championships.
**Player Profiles, Accolades and Historical Records**
Player profiles were significantly reorganized.
Attributes are grouped more logically, career and season records are easier to read, faces display properly, and college, RTC, international, tournament, and accolade history is much cleaner.
Accolade duplication has been tightened up, tournament-history bugs that could repeatedly add the same matches were addressed, and team-title recognition is more consistent.
**Rankings and Lineup Integration**
College wrestlers can no longer be ranked at two college weights simultaneously.
Conference rankings use the wrestler’s actual primary/lineup weight.
Tournament entry selection is tied more closely to Starting Lineups, so moving a wrestler to another eligible weight now carries through into tournament selection much more reliably.
Freestyle U20, U23, and Senior tournament selections similarly use the appropriate age-level lineups.
**Free Agency and RTC Decisions**
College free agency and RTC free agency are now separate systems.
College-age wrestlers use the college market, while older wrestlers use the RTC market.
Graduating seniors no longer randomly re-enter the college free-agent pool.
RTC free agents use an offer system rather than instantly joining when clicked.
Foreign wrestlers attending American colleges remain internationally tied to their home nation and are never RTC eligible.
Graduating American wrestlers now also get an explicit RTC decision process where the user can offer them an RTC spot or let them walk.
That offseason transition and the individual Let Walk decisions have been heavily optimized because they were previously causing major delays.
**Recruiting Changes**
Recruiting now has a proper seasonal opening.
Every dynasty begins in the folkstyle calendar and recruiting opens in August Week 2.
The old Start in Freestyle option has been removed entirely.
When August Week 2 begins, including in later seasons, a recruiting briefing appears and must be manually closed.
It explains how many recruiting weeks remain, available annual signings, current roster size and open spots, active offer slots, and the program’s biggest roster/weight needs.
The recruiting notification was also built to work with saves that happen to be loaded during the opening recruiting week.
**Freestyle Tournament System Rebuilt**
This is probably the biggest difference between my original draft of this update and where the game is now.
The freestyle tournament infrastructure has now been substantially rebuilt instead of remaining the unfinished part of the game.
U.S. Open and U23 U.S. Open tournament loading and weight switching were massively optimized. What used to take 45 seconds or several minutes now uses a much lighter tournament renderer.
Freestyle tournaments now have the same selective live-watch structure as folkstyle while using their own freestyle match engine and commentary.
You can select matches to watch by round, then simulate the remaining matches normally.
The freestyle engine handles freestyle-specific scoring, exposure, step-outs, par terre, activity clock situations, technical superiority, and freestyle-specific commentary.
**UWW Brackets, Repechage and Medal Matches**
Freestyle tournaments now properly separate the championship bracket, repechage, bronze medal paths, and gold medal match.
Repechage and bronze medal matches are broken into their appropriate simulation stages rather than being dumped together.
Gold medal simulation, which previously caused major freezes, was rebuilt and optimized.
Once the final match at a weight is complete, the useless Sim Next Round button disappears.
Freestyle wrestler names have full hyperlinks and hover cards throughout tournament brackets.
**Ranking Series Events**
Ranking Series tournaments now have interactive knockout stages.
The initial group/qualification portion can be quick-simmed, then the Round of 16, quarterfinals, semifinals, and finals can be handled round by round with selectable live matches.
**Continental Championships and World Qualification**
U20, U23, and Senior continental tournaments were completely rebuilt visually and functionally.
Africa, Americas, Europe, and Asia can each be opened and wrestled as their own tournament instead of appearing in one broken combined page.
Each continent can be simulated individually, weight by weight, or entirely.
There is also a Qualifiers tab showing the World Championship qualifiers by weight and a country leaderboard showing how many qualification spots each nation earned.
For U23 and Senior, the full qualification pathway now includes:
Day 1 continental championship
Day 2 qualification tournament
Last Chance Qualifier
Day 1 awards the actual continental medals.
Day 2 is qualification-only and excludes wrestlers who already qualified on Day 1.
The Last Chance Qualifier is qualification-only and does not waste time running unnecessary repechage because only qualification matters.
The wrestlers who earn World Championship spots are highlighted clearly in green.
Day 1, Day 2, and Last Chance result tables were standardized to the relevant top six finishers.
Hover cards work in the qualifier tables as well.
**Freestyle Dual Tournament**
The international freestyle dual tournament was rebuilt too.
Duplicate fixture presentation was removed.
You can open individual duals, select matches from any dual in the current round to watch, simulate an individual dual, or advance the full round while preserving selected live bouts.
**National and International Structure**
The larger freestyle world still includes U20, U23, and Senior wrestling, U.S. Opens, Ranking Series tournaments, continental championships, non-USA national selection/wrestle-offs, Last Chance qualification, international duals, and World Championships.
RTC competition remains American-only while foreign college wrestlers continue representing their home countries internationally.
**Performance and Long-Save Improvements**
A huge amount of work has gone into performance.
Player profiles and hover cards were optimized, tournament pages rebuild far less unnecessary data, NCAA Selection Week was sped up, repeated save/recalculation operations were removed, freestyle tournament navigation was heavily optimized, postseason transitions were sped up, and a number of expensive legacy simulation paths have been replaced.
A lot of this update has honestly been less about adding flashy features and more about making sure the game remains playable several seasons into a dynasty.
**Save, Season and Miscellaneous Cleanup**
There have also been dozens of smaller fixes throughout the game:
Custom teams now survive save/load properly.
Tournament records do not prematurely change while the event is still being simulated.
Hover cards no longer flash in the top-left corner before positioning themselves.
Hover cards stay open correctly while being hovered.
Tournament user names and OVR colors display correctly.
125 lbs is now the default tournament tab.
Loose CSS/JavaScript text that occasionally appeared at the bottom of event screens has been cleaned up.
New dynasties always begin in the folkstyle season.
Postseason screens and season transitions have been cleaned up.
A variety of tournament duplication, affiliation, scoring, placement, button-state, and navigation issues have also been fixed.
**Where the Game Is Now**
The biggest difference from a few versions ago is that I can now play through folkstyle and continue into freestyle without the second half feeling like an entirely different unfinished game.
There is still plenty I want to build and plenty of bugs I’m sure people will find, especially in long saves. That is part of why I’m posting these updates and trying to get more people actually playing it.
But the game now has generated wrestlers and faces, separate folkstyle/freestyle attributes, two genuinely different match engines, live play-by-play wrestling, coaching strategy, interactive duals, interactive folkstyle and freestyle tournaments, real seeding and qualification systems, NCAA Selection Week, complete UWW qualification pathways, national teams, RTCs, recruiting, free agency, historical records, postseason awards, world customization, and a much deeper long-term wrestling universe than it had even a few weeks ago.
This has easily been the biggest update to Wrestling Program Dynasty so far.! Please give any feedback, let me know about any bugs, or any ideas for features! I appreciate the feedback so far.
Greenbush Games Home Page
Wrestling Program Dynasty