š„ WE ARE BACK!!!
V1 of my FC26 Gameplay Mod is here ā and weāre in for an incredibly exciting year!
This is where it all begins.
///////
ā ļøEDIT: V1.01 CHANGELOG
I have released a V1.01 with the following changes:
ā
Reduced the excessive ball bobbling and bouncing when trying to trap/control the ball without losing the freedom.
Please understand that this doesn't mean every ball is perfectly controlled, there will still be a large focus on controlling the ball, ensuring players have to think about this element when sprinting/who they are controlling etc, however, it is much more refined now.
ā¼ļøFor those who really liked the V1 iteration of these trap errors, you can gain it back exactly how it was via a new option:
š¢ Increased Trap Errors Option (FULL GAMEPLAY PACKAGE)
//
šThe V1.01 FULL GAMEPLAY PACKAGE also sees the release (and realigning) of some optionsā¦
The following options have been updated to reflect the new changes in V1.01:
ā
Reduced Trap Errors Option ā Subtle:
This is a slightly reduced version of the trapping errors that are now included in the V1.01 standalone.
ā
Reduced Trap Errors Option ā Strong:
This removes any element of those particular errors. If you still find that the V1.01 trapping errors donāt you, then you will definitely want to use this option.
šÆ ALL NEW OPTIONS ADDED TO THE V1.01 FULL GAMEPLAY PACAKGE:
ā
Reduced Shot Speed Option
ā
Reduced Shot Speed Option ā Subtle
These two options have been added for anyone finding shooting power is too strong in the standalone. These have been tuned for each particular shot in the game, but please be sure to read the .txt file in each folder for more information on these.
šIMPORTANT NOTE REGARDING SPEED:
Lastly, I just want to remind everyone about potential SPEED INCREASES/DECREASES within the FC gameplay. This has nothing to do specifically with my mod, itās just something that has been part of FIFA/FC for many years.
Please keep in mind that itās possible you could experience a speed increase or decrease when you initially load up the mod - and this can skew your perception of the mod.
This has been happening already, with quite contrasting opinions on the speed of the mod when you have most likely just been hit with one of these temporary changes.
Remember - they always settle in time. Deleting the temp folder can help - but is not necessarily a full fix at all. The best way is just to wait it out if you are experiencing this.
I have provided plenty of information about what these are in the āEXPRESS NOTES AND CONSIDERATIONSā PDF for those wanting more details on these potential increases/decreases.
Ok, back to the original write-upā¦
Please read on for ALL the details of what's included in this first release!
///////
It's important to establish that V1.01 is a checkpoint release - it isn't the end goal, but it is the foundation the entire project will build upon.
Itās the first big marker in developing the most realistic, balanced and expressive version of of FC26.
This stage is about structure and intent, putting the right systems in place, not rushing into changes for the sake of it.
Every update from this point forward builds on this groundwork.
š§© When FC26 releases, thatās when the work STARTS!
Those familiar with my work already know: I donāt 'tweak random values' and publish.
Every decision I make has purpose and direction behind it.
Each FC release introduces new systems, so every year, I start fresh, rebuild from the ground up, and study how these files behave. No blind copying the previous year, no guesswork.
Iāve spent thousands of hours understanding these systems over a number of years - every single change is deliberate.
Please remember, that there are still many areas of the gameplay that remain either fully untouched or largely untouched so far - these will all come in the coming days, weeks and months. The last thing I want to do is jump in, change a bunch of areas that I havenāt properly explored.
The result? A mod that feels cohesive, not chaotic. Every element supports the next.
Everything begins here.
Pitch Balance overhauls spacing, distances, and movement across the entire field - creating a natural, believable rhythm to play. This involves dozens and dozens of adjustments to build stability and personality.
ā
Teams now have a better understanding of when to stretch wide, when to tuck in.
They compress/decompress organically and they space themselves more intelligently in every phase of play.
ā
Player positioning evolves intelligently based on the context of the ball.
ā
Designed for multiple tactical setups.
ā
Defensive lines behave logically and with awareness (Deep Lines no longer back all the way to the penalty spot unnecessarily for example).
The result is football that breathes. Youāll instantly feel the difference ā no more robotic movement or rigid shape. Every phase of play feels fresh.
One of the biggest issues with default FC26 was the stiff, unrealistic defensive line, with fullbacks glued to the halfway line and centre-backs refusing to step up - resulting in predictable and unrealistic buildup play.
Thatās all gone now!
V1 fixes this entirely.
ā
Fullbacks now advance dynamically based on role and context .
ā
Both can go forward simultaneously (if setup to do so).
ā
Centre-backs step beyond the halfway line intelligently, helping maintain compactness (again, based on player role).
ā
Every defensive role behaves naturally - finally mirroring the modern game.
You now have full tactical freedom.
Want an aggressive back line? Go for it. Prefer structure and discipline? Itās your choice.
The shackles are off.
EA made important base improvements to FC IQ in FC26, and V1 builds on them massively.
Players now act with more awareness ā adjusting their positioning, tracking, and tempo based on shape and context.
ā³ļø Major FC IQ Rework:
Midfield Roles: Improved stability and role clarity - no more ridiculous overcommitting or staying completely disconnected.
Strikers, Wide MFs, CAMs and Wingers DEFEND: Attackers now drop back intelligently (unless set to ATTACK focus - but this can be refined in the 'Full Gameplay Package' to suit your needs).
New Player Roles: Ball-Playing Keepers - Attack and Roaming Striker roles have been unlocked!
Another major inclusion in V1 is a complete overhaul of movement and animations.
This area is always subjective - everyone has their preferences. Some players prefer sharper responsiveness; others want more deliberate, weighty motion.
Please understand that this V1 release is about laying down a balanced foundation.
The goal isnāt to make movement simply slow or fast - itās to make it purposeful, varied and balanced.
Two new movement bases are included:
REGULAR: Balanced responsiveness and weight for smooth, dynamic control.
SLOW: More deliberate pace for grounded, tactical play.
Both versions feature dozens of tuned parameters around acceleration, turning and animation blending.
This isnāt about extremes; itās about expression.
If youāre controlling an elite dribbler, youāll feel it immediately - quick, agile and expressive, but always grounded in realism.
You canāt twist and turn out of every situation, the physics wonāt allow it - but with skill, timing, and control, you can destroy defenders.
This balance between freedom and discipline, responsiveness and realism, defines the new movement system.
āļø INERTIA, WEIGHT & FLOW
Iāve completely reworked how momentum transfers through movement and animation.
Players now carry true weight, yet still feel smooth and responsive.
Youāll sense the balance - grounded but fluid.
ā ļøNOTE: Iām fully aware that players have different preferences when it comes to movement and feel. Some will want things slower, others faster, and thatās completely valid.
Just like in FC25, which ultimately offered over 30 standalones and 600+ options, everyone will get what theyāre after in time. Building out different movement bases that are both visually and mechanically balanced takes time and precision. There are many factors that go far beyond aesthetics.
I know there will be those who want the game even slower still. There are many considerations when building a very slow based gameplay, and some of these are going to take more time to flesh out.
All of that will come in time, you can count on it. That said, Iām extremely happy with the movement bases in V1.
This is an area Iāve currently only lightly touched on in FC26, but even these early changes are impactful.
ā
Smarter off-ball runs
ā
Better spatial awareness
ā
More shot variety
ā
Faster tempo in possession
Again, there is so much more to come in this regard. I have only lightly looked at the CPU Attack so far and implemented just a couple of small changes.
Teams finally feel different off the ball!
One of the most common complaints about FC26 has been the lack of distinction between strong and weak players/teams. Through many, many adjustments, Iāve introduced what I call āoff-ball personalityā - a layer of intelligence and individuality that defines how players move, press, track and recover shape.
Now, when you play as (or against), mid to lower-rated teams, you feel the difference.
They canāt press as effectively, canāt recover shape as quickly and struggle to track runners as fast.
Conversely, elite defenders read the play better, hold their lines, and make it much harder to find a route to goal. None of this feels magnetic though - you can push and pull teams organisation out of shape with the right passing moves.
In practice, this serves as another building block in making the game feel alive.
One of the biggest upgrades of all.
V1 introduces attribute-driven gameplay ā where touch, control, movement, and defensive awareness are all influenced by real ability.
ā
Better players trap and turn smoothly under pressure.
ā
Lesser players show heavier touches or slower reactions.
ā
Tackling, positioning, and composure all scale with skill level.
This foundation will keep expanding with every update ā eventually affecting shooting, passing, and creative decision-making too.
This is another key part of the V1 overhaul.
The ball now has proper weight, energy and personality. If youāve used my previous mods, youāll recognise some familiar principles, but everything has been especially built for FC26.
The goal has been to make the ball behave in a way that feels free, natural and consistent, not exaggerated.
ā
True roll and bounce
ā
Realistic spin and surface awareness
ā
Rewarding long shots
ā
Improved shot trajectories and variety
You will particularly notice this in shooting mechanics. Shooting is much more rewarding and less floaty now (long range goals are definitely viable also).
The ball is also more independent from the player, which leads to different touches, more realistic bounces, deflections and a more engaging fight for the ball. This change is heavily impacted via attributes also, further adding to the personality of V1.
ā ļøThereās still more to come in this area also. Iām continuing to build on ball freedom and control in future versions. Expect further refinement around how the ball moves, separates, and reacts within different contexts of play.
All passing types have been re-tuned for flow, consistency, and realism.
Gone are the laser-fast, arcade-style passes.
Each pass now has character ā you can feel the difference between a driven through-ball and a cushioned short pass.
Future updates will include multiple speed presets so you can tailor the feel to your preference.
This is a really nice feature that allows you to switch between multiple tactical setups in real time using the D-PAD.
I need to be clear - Iāve currently only made some very minor (but specific) adjustments in this area. There will be a significant more amount of work going into this.
V1 introduces small but noticeable tweaks to how the CPU challenges for the ball.
Theyāre now more aggressive and physical, expect more contact and unpredictability.
This is just the beginning; foul logic and physical duels will evolve much further in future versions.
This is another area Iāve only very lightly touched on so far. Goalkeeper performance is now more attribute-driven.
ā
Reactions and save consistency scale with ability.
ā
Lower-rated keepers parry more and struggle with rebounds.
ā
Elite keepers show composure and anticipation.
Itās built to be more believable, more varied and more rewarding when you score.
V1 already includes a solid selection of optional tweaks to help you start refining your gameplay immediately:
āļø Options included in V1 āFull Gameplay Package':
š¢Authentic Mode ā Enable Option
š¢Ball Physics ā Bonus Option
š¢Ball Physics ā Increased Roll Option
š¢Ball Physics ā Larger Ball Option
š¢Ball Physics ā More Curve and Dip Option
š¢Ball Physics ā Reduced Roll Option
š¢Ball Physics ā Slightly Smaller Ball Option
š¢Ball Physics ā Smaller Ball Option
š¢Contain ā More Intense Option
š¢Contain ā Very Intense Option
š¢Default FC26 Goalkeeper Option
š¢Default Splashscreen Option
š¢FC IQ ā CBs āDefendā ā Conservative Option
š¢FC IQ ā Everyone Defends Option
š¢FC IQ ā FB āDefendā ā Conservative Option
š¢Huge Ball Test Option
š¢Increased Elite Defender Option
š¢Increased Trap Errors Option
š¢Jockey ā Much Faster Option
š¢Jockey ā Slightly Faster Option
š¢Positioning Alternative ā Ball Side Subtle
š¢Positioning Alternative ā Ball Side Subtle (More Pressing)
š¢Positioning Alternative ā Compact Box
š¢Positioning Alternative ā Compact Box (More Pressing)
š¢Positioning Alternative ā Compact Box + Ball Side Subtle
š¢Positioning Alternative ā Compact Box + Ball Side Subtle (More Pressing)
š¢Positioning Alternative ā More Pressing
š¢Pass Speed Option ā Slower
š¢Reduced Defensive Width Option
š¢Reduced Shot Speed Option
š¢Reduced Shot Speed Option - Subtle
š¢Reduced Trap Errors Option - Subtle
š¢Reduced Trap Errors Option - Strong
š¢Settled Attack Option
š¢Slower Pass Tempo Option
Each option includes a README.txt ā read before using!
Your mod order should now match the standard FC26 mod priority (options below the standalone).
Over the coming weeks and months, these will expand massively - just like FC25ās 600+ options.
Whether youāre a modding pro or completely new, setup is simple.
ā
Step-by-step guides
ā
Clear instructions
ā
Explanations for every option
Everything is written for ease and clarity ā youāll be playing in minutes, no guesswork needed.
Everything in my FC26 gameplay mod builds towards this one core idea. It is the foundation of this entire project.
With FC26, I wanted to capture something thatās always felt just out of reach - create a gameplay with real personality.
Football that feels alive, expressive and unpredictable.
Every match should be shaped by the individuality of the players on the pitch.
Player attributes now play a far greater role, both physically and tactically.
Thereās still so much more to come! Remember, V1 is a CHECKPOINT RELEASE.
Donāt draw conclusions about the difficulty of the game or specific behaviours etc yet. These elements are still very much in development.
I havenāt yet touched on many elements of the gameplay. For example, CPU behaviour, attacking personality, passing and shooting errors, physicality, advanced tactical adjustments, specific touch variations, positioning variety, fouls and many, many other layers of nuance are all still to come.
The foundations are here, but thereās still a significant amount of fine detail to build in future versions
Thanks as always for the support - itās going to be a good year!