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patch notes
0.56.3
Gameplay:
New Implementation:
- Implemented the “Depth” team tactic to control the defensive depth of your team, which can be accessed in the Edit Team menu.
- Implemented the “Attacking Build Up” team tactic, whereby a user can select between “Short”, “Balanced” and “Long”.
- Introduced the Agility attribute, meaning players with higher Agility can execute turns faster than those with lower Agility. The attribute affects both on-ball and off-ball movement.
- Implemented “Closest to ball goal-side” basic manual switch option, available in the General Settings tab. This setting will always choose the player who is closest to the ball, but on the defending side whenever a user presses L1/LB to switch player.
- Introduced distance-based dispersion to shooting, which means shots from further out are naturally more likely to miss the target.
- Introduced vertical dispersion as well as horizontal. The maximum dispersion is based on distance to goal, charge and player attributes.
- Implemented Flick Passes and Flick Shots, which means users are now not limited to executing passes and shots before execution begins, and can instead activate first time passes and shots up until execution (at the expense of a speed penalty).
Adjustments & Improvements:
- Improved collision behavior during auto-tackles to better convey the tackle outcome.
- Users can now press L1/LB during a short free-kick to change back to the “default” camera, which allows a better overview for of passing options.
- Air ball detection is now based on intent rather than ball trajectory height itself, which improves lock on decision making and auto switch behaviour.
- Players will now not receive traps on the half turn when the pass is very short, to avoid turning into defenders unexpectedly.
- Reduced instances of lock on being too aggressive near receivers, which could cause defenders to take the ball “through” the receiving player.
- Improved Slide Tackle collision detection, which provides more accuracy in foul detection.
- Improved the direction of blocks to reduce instances of the ball bouncing back to a player who has executed a sub-optimal action.
- Improvements to dribble ball trajectories to provide better separation between the player and the ball, but also make the ball look more natural.
- Users can now charge first time shots all the way until the execution point rather than having to abort at the start of execution, which gives more control to first time shots.
- Improved assistance of touches near the pitch edges, which will reduce instances of players taking the ball off the pitch when they look like they could keep it in.
- Improved ground pass targeting by increasing the accuracy of the pass towards the intended receiver, and extrapolating how far ahead to play the ball based on the receiver’s facing direction.
- Improved “Closest to Ball” Basic Manual Switch decision making to pick better options when a pass in flight.
- Improved Advanced Manual Switch (Right Stick Switch) logic, which will now respect the input direction more than before.
- Shoulder barges will now execute contextually against players off the ball as well against players who are on the ball. This means defenders can enter physical battles and “seal out” players, with Strength and Balance being important for deciding outcomes of these battles.
- Improvements to player and ball behavior when a player idles with the ball.
- Improvements to the camera behavior during short Free Kicks and Corners.
- A short passing option is now provided from all goal kicks and long free kicks.
- Implemented a “Skill Chain” penalty, which will reduce the player’s Skill Move attribute value for each skill move executed in quick succession. The player’s Skill Move stat will revert back to default if a Skill Move is not played for the cooldown duration, which is currently 2 seconds.
- Ensure opposition players cannot enter the penalty area during a goal-kick.
- Improved movement behavior during tackles to avoid the player “jolting” or heavily speeding up during or after a tackle.
- Increased offset to the camera when taking long range free-kicks so the user can see up the field.
- Through passes will now consider the available “space”, and the pass will be directed into space where appropriate.
- Introduced distance-based lofted pass randomness, meaning lofted passes are now more reliable when the receiver is in open space, even if the passer’s Through Pass attribute is low.
- Improved pass selection when inside the Free Kick camera, such that the aim is now governed by the free kick target rather than directional input.
- Improvements to the movement of a player when they are tackled, to ensure they are pushed away from the ball to allow the tackler to come away with the ball more easily.
- Driven pass reception touches now have longer cooldowns by default to add a more suitable “risk versus reward” decision when playing driven passes.
Design Adjustments:
- Reduced advantage duration from 3 seconds to 2 seconds.
- Increased Trap Execution time to 0.2s from 0.1s, which makes traps more visually appealing.
- Improved Low Cross targeting by increasing how far the ball is played ahead of a runner.
- Improved pass selection for through passes, to better aide the user in selecting the correct receiver.
- Reduced the penalty applied to touch cooldowns when the composure of the player is low.
- Increased ground pass speeds at low distances for all attribute ranges.
Fixes:
- Fixed issue where a trap would incorrectly branch into a shot too early.
- Fixed for foul location being based on the end of a stumble, which meant penalties could be given despite the foul being outside the box.
- Fixed an issue where a goal conceded during a team’s advantage period would not correctly give the foul instead of the goal.
- Fixed issue where passes played at high angles could miss their intended receiver in rare situations.
- Fixed issue where a free-kick could be given inside the penalty area if the foul happened off the pitch but during play.
- Fixed issue where the Possession Clock could start too close to the end of a half and interfere with the Buzzer Beater.
- Fixed issue where a character could get stunned twice after losing the ball.
- Fixed rare issue where the ball could bounce up high in the air when trapped.
- Fixed a planning issue when a player would lock on to a ball while in the air, which would cause an issue with potential duels.
- Fixed goalie throws/kicks being played in slow-motion if the action was executed at a high angle.
- Fixed issue where Stretch Interceptions would be permitted at higher angles than intended when the player was at high speeds. This fixes issues where a player would “jolt” or “zap” towards the ball to intercept.
- Fix for goalies sometimes being too aggressive in rushing out to a ball which an opponent can reach before them.
- Fix for players sometimes being unaffected from Slide Tackles when they should have instead stumbled.
Animations:
- Added standing flick passes.
- Updated shooting animations, in both standing and running states.
- Updated passing animations, in both standing and running states.
- Updated stumbling animations for standing tackles.
- Updated goalkeeper save animations
AI:
- Implemented team tactics: defensive depth & attacking buildup
- Defensive AI: more dynamic position selection, more natural movement
- Offensive AI: breaking free from assigned zones, more variation in attacks
- AI runners: better avoidance, ability to abort runs
- Improved goalkeeper behaviour when rushing out and running back to the goal
- Improved goalkeeper reactions against some chip shots
- Ensured the goalkeeper doesn’t catch the ball when a clearance is played from a teammate
UI/UX/Audio & Quality of Life:
New Implementation:
- Team Tactics can now be managed through “Squad Actions” in the Squad screen.
- Added a weekly rewards preview screen in the Ranked hub to see rewards for all Ranks.
Fixes:
- Fixed an issue that would cause weekly Ranked rewards to not show up properly at the beginning of the week
Core:
New Implementation:
- New character generation version update for character improvements,
- Improved loading screen,
- New goal net simulation,
- Remove ball trail and ball smoke in Arena (like we did for AMP),
- Low end - Performance version working on integrated low end older class hardware