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patch notes
0.55.0
Gameplay:
New Implementation:
- New Corner System
- Added contextual should barges
Adjustments & Improvements:
- Pull action (previously “physical tackle”) can now only be performed from behind
- Tweaked movement to solve cases of overshooting on touches and traps
- Reworked “position tracking” to severely reduce the amount of unexpected speed-ups
- Reworked the stamina system - now utilizing a two bar-system with long-term and short-term stamina bars.
- Reworked interceptions logic to allow for more predictable interceptions with a bigger depenency on a player’s interception stat.
- Added “instant acceleration” when pressing the sprint button on the ball. Previously the speed didn’t increase until the next touch.
- Reworked passing execution logic to better support animations
- Reworked logic for trapping air balls, resulting in more natural chest traps later in the trajectory.
- Improved volley detection for low- and mid height zones
- Improved ball trajectories for goal keeper distribution
Design Adjustments: - Tweaked ball roll and fake shot skill moves
- Tweaked close dribbling to achieve a more noticeable difference between low- and high rated players
- Lowered the maximum angle for an outside foot shot to trigger
- Lowered ground pass speeds at low distances to allow the defender to react and leave a bigger window to trigger first-time passes
- Lowered sprint dribbling cooldowns for medium-angle turns.
- Contextual sprint dribbling (lower touch cooldowns when threatened by an opponent) now kicks in more aggressively.
- Improvements to AI runs
- Improvements to AI positioning
- Replaced timing bar with a pulsating circle for free kicks to add more risk when going for a perfect free kick
- Increased speed of slide tackles
- Added a “shot clock” mechanism to penalize time-wasting. After 5 in-game minutes of uninterrupted possession, an expanding zone starts from the ball holder’s goal line that cannot be touched.
- Increased lock-on grace period to avoid unintentional clearances
- Increased the auto-shield multiplier to better protect the ball holder from collisions from behind.
UI/UX/Audio & Quality of Life:
New Ranked System:
This patch introduces a new version of Ranked. The weekly reward progress and your actual competitive rank are now separate. The rank is driven purely by skill rating, and will not reset on a weekly basis. The quality of your weekly rewards are decided by the rank you end the week on, and how much weekly progress you made.
It also introduces a new hub in the Main Menu for Ranked, where all information relevant to the mode can be found. Here you can see your weekly progress and claim rewards at the start of each week. This hub will grow with more relevant information like Ranked match history in future updates.
New Implementation:
- Added a new Challenge widget on the Main Menu, displaying onboarding and live event challenges
- Added a new carousel widget on the Main Menu, displaying News and other important info
- Added new Ranked progress updates to the End of Match flow
- Updated the mode selection screen with new visuals
- Added supporting control prompts on free kicks
- Improved the way warnings are displayed in the Store
- Updated the game opening movie
Audio:
- Buzzer Beater improvements: Whistle additional layer added to buzzer beater (expansion and red zone) also whistle layer added to away spot crowd sfx.
- Penalties improvements: connected to control bus, added male breath layer, mixing pass
- Mixing improvements: procedural mixing with audio modulation, several layers goes up and down depending on game play moments
- Sound pass for volume for Kicks and passes
Core:
New Implementation:
- Joint scale based facial animation system powered by MetaHuman
- Ethnicity based character generation based on nationality and unique seed
- Updated Anti-cheat framework
- Thermal modes (Fixed framerate, Silent and Temperature)
- Player card pose support
- Ping and latency detection
- Generalized navigation to support variable running speeds.
Other:
- Performance improvements both on CPU and GPU side for Experience and Performance build on PC and on XBOX.
- Bugfixes to volumetric light
- Performance build specific optimization on Memory and performance