← Backpatch notes
patch notes
0.42.0
Gameplay:
New Implementation:
- Introduced Fake Shots (B+A / Circle + x | X+A / □ +x ): A fake shot is a deceptive move in which a player pretends to shoot the ball to trick an opponent, only to perform a different action instead.
- Introduced the Skill Moves attribute for fake shots and adjusted fake touch cooldowns accordingly. Players with lower Skill Moves will now face a longer delay before taking another touch after a fake shot.
- Introduced an attribute to ensure lower-rated players slide more slowly and with reduced distance.
- Implemented slide tackle attribute.
- Introduced a new navigation/pathfinding algorithm for more accurate movement.
- Implemented Player Head Tracking. Players now accurately move their head at the ball as it approaches.
- Added Beginner/Intermediate bot difficulty for solo 1v1.
AI Improvements:
- Removed reaction delays for AI during pass interceptions.
- Tracking Run improvements.
- Improved efficiency of tracking run on opponents.
- Improved coordination between coupled agents during attacking, especially for full-backs (FBs), who now prefer to push forward more when the ball is on their side.
- Improved defender tracking of player runs for better positioning.
Goalie Adjustments:
- Reduced the occurrence of unrealistic saves.
- Greater distinctions between goalies of different stats.
- Goalies no longer react to tackles while holding the ball.
Speed & Stamina Tweaks:
- Tweaked passing speed.
- Reduced max sprint speed from 900 cm/s to 840 cm/s
- Lowered stamina drain rate from 0,0045 to 0,003
- Lowered jockey speed range to 400-440 cm/s
Auto-Tackle Adjustments:
- Increased jockey auto-tackle radius from 40cm to 60cm
- Reduced "Walking" auto-tackle radius from 40cm to 20cm
- Reduced jockey auto-tackle assistance angle from 90 degrees to 45 degrees.
Other:
- Increase headed clearance impulse.
- Increased the general recovery time following a slide tackle.
- Adjusted defender pressure mechanics to skip goalie involvement.
- Updated ball prediction to cease one meter outside the field boundary.
- Split slide tackle recoveries, making unsuccessful slide tackles result in a longer get-up duration compared to successful ones.
- Split ground and lofted curves for charge level against pass execution times.
- Improved Duel reliability.
- Made improvements to jockeying and auto-tackling mechanics.
- Improved input grace periods to reduce accidental lofted passes when defending and ensure users can shoot when locked onto loose balls.
- Lowered distance ahead on lofted through passes.
- Trap capsule behaviour improvements.
UI/UX/Audio & Quality of Life:
- Cancel matchmaking with gamepad.
- Input fixes on formation selection in squad screen.
- Player indicator is now displayed exclusively for the local team, ensuring that the opponent team remains hidden.
Audio:
- Updated sound effects.
- Sliders have audio feedback.
- Added toggle sound design.
- Added Match found notification sound design.
Core:
- Enabled Cloth Simulation.
- Submitted performance improvement to GoalsNetSim (ClothSim) that makes simluation sleep after short period of inactivity.
- Integrated the new navigation system, optimizing performance for game servers and low-end systems. This update reduces hitches during gameplay, providing a smoother experience.
- Achieved a 6ms (20%) reduction in GPU time on low-end devices by optimizing the number of rendered meshes.
- Optimize character-generated player cards to reduce memory usage on low-end builds.
- Applied further texture size optimizations for low-end.
Bug Fixes:
- Fixed a bug where the ball's speed was not accurately reflected after a successful slide challenge.
- Fixed a bug causing the landing indicator to persist when the ball exited the field.
- Fixed a VFX bug where headers incorrectly triggered grass effects.
- Fixed precision issues in the Movement Simulator, addressing strange movement behaviours.
- Fixed an issue where shots, passes, and clearances would occasionally rotate in the wrong direction.
- Fixed an issue where players would idle too close to the ball when no input was provided.
- Fixed an issue with incorrect pass angle calculations during pass execution.
- Fixed a bug where, after leaving a game against bots, the game would immediately place the player into a 1v1 ranked lobby.
- Fixed a bug where the "Cancel" button in the "Finding Lobby" screen would fail to respond when pressed using a controller.
- Fixed a bug where IK gave the wrong value to the effector on the last frame during computation.
- Addressed an issue where goalkeeper positioning could be too far to the right or left, preventing saves on finesse longshots.
- Resolved situations where the ball would appear to stop dead in its tracks.
- Fixed a problem where players would navigate to a previous ball trajectory location instead of the current position.
- Fixed an issue where free kicks were only awarded to one team after a foul or offside.
- Fixed a bug where players would sometimes jump over the ball when attempting to intercept it.
- Addressed an issue where goalkeepers would occasionally fail to execute a clearance correctly.
- Resolved momentum-related issues affecting goalkeepers' ability to respond effectively.
- Fixed a problem where actions were not registered when triggered during a grace period after picking up a loose ball.
Known Issues:
- AI players will sometimes freeze on the spot
- AI Defenders not tracking runs correctly at times
- Occurrences of missed duels if pass/shot starts execution on a very specific frame
- Player will sometimes win the duel despite being far away from the duel location
- Player will sometimes be auto-switched to an incorrect player
- Flicking the left stick will sometimes not execute a touch
- Issue with pass receivers not moving towards the ball in certain situations
- Issue where through pass duration is extended due to player slowing down
- Ball will sometimes go through the player slide tackling
- Trap still executing even when a pass is dispersed
- If a user slide tackles successfully both players are automatically switched and locked onto the ball
- Issue where the player will run over or miss the ball and not trigger a trap / auto-tackle
- Ball launched very high into the air during a trap
- Players will sometimes jog to the ball instead of sprint
- Player slows down to reach the ball after it hits the post
- Player is able to trap the ball when it is behind them
- Triggering a fake shot whilst facing away from the goal results in capsule rotation towards the goal
- Triggering a fake pass whilst facing 180 from the goal will lead to the player moving over the ball instead of the intended behaviour
- Triggering a stop fake shot / pass and letting go of all input for a little bit will lead to the player moving over the ball resulting in some unwanted capsule rotation
- Penalty given instead of the goal
- Close AI player will sometimes lock onto the ball right after charging a shot / pass
- Low cross input sometimes does not register and a cross is played instead
- Unable to interact with the ball for a few moments after a header / pass results in a loose ball
- Player will sometimes head the ball into the ground
- AI players continue to sprint in box after shot has already been taken
- AI defender tracks a player making a run for too long and leaves a big gap
- Incorrect transition from AI Defensive State to Attacking State
- AI Inertia causes player to walk off the pitch
- GK sometimes doesn't dive/dives in the wrong direction when rushing out
- Issue where the GK will sometimes auto switch after a GK drop ball
- Keeper can sometimes catch the ball straight after dropping it from hands
- Keeper sometimes dives just before the ball is blocked by a teammate
- Keeper deflects the ball when it is near the edge of the box
- GK struggles against some chip shots
- GK struggles rushing out against high lofted passes