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FC25: V3.5 'FULL GAMEPLAY PACKAGE' RELEASE!!!!!!! ATTACKING FIX, 70+ ALL NEW OPTIONS!!!! #TU6.1

EDIT: V3.5 was originally released for #TU5. It has been re-exported out to work with the latest #TU6.1. IF (repeat IF) anything needs balancing based on the latest update, I will work on it after I've spent some time with the latest changes.

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SURPRISE - WE HAVE A V3.5 with 70+ ALL NEW OPTIONS!!!!!!!

I have released a V3.5 to improve some of the potentially ‘strange’ attacking behaviour in the original V3. This is an area I'm actively still working on, but I wanted this improvement to be relased to you all as soon as possible, instead of waiting until V4 is ready.

On top of this fix is a HUGE addition of options!

There are over 70+ ALL NEW options included in this release, taking the total to over 170 already!

Read below for more details!

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**IMPORTANT**

If you’re new around here, please make sure that you take the time to read my ‘FC25 Mod Guide’ FIRST. This is EXTREMELY IMPORTANT to understand key factors about the mod.

There’s some CRUCIAL SETTINGS that are absolutely necessary to get this version set-up properly. 

After you read this, then read the 'V3 Details' .pdf. I stress to you the importance of taking the time to read the information provided in the download.

If you don’t get the settings right, you’re going to end up with a very ‘off’ gameplay.

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The Story So Far…

V1 was about getting the movement foundations in place. It was about freeing up the ball, enhancing the ball physics, balancing passing/shooting speeds and setting the base core in many other areas to build from.

V2 the mod began to develop its character. This was a massive update that focused on putting in place some very important, fundamental systems into place regarding positioning and off-ball behaviour. The rigidity of FC IQ was removed and teams defend together, no longer bound by an invisible line.

V3/3.5 builds on these foundations in a massive way, with a big focus on the attacking side of the game, plus loads of other new features!

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WHAT’S NEW IN V3.5?

+ Attacking Improvement Fix

I have released a V3.5 to improve some of the potentially ‘strange’ attacking behaviour in the original V3. The result is an attack that is now more willing to make runs into the box. Remember this can be increased or decreased using options - but the core of the attacking behaviour should be improved from the original V3 release. You should also find less ‘strange’ occurrences on the attacking end, such as midfielders wandering into the defence etc. This is an area I am still actively working on, but I wanted to get this particular improvement out as soon as possible for everyone, instead of waiting for a fully developed V4.

+ Passing

There are a couple of minor adjustments to lobbed passes, lobbed through balls, corners and crosses. This will improve the ‘floaty’ feeling that can sometimes be associated with these passes. This is an area I’m also still actively working on, but I wanted to include these current improvements for V3.5.

+ The major adjustment for V3.5 is the addition of a MASSIVE 70+ ALL NEW OPTIONS!!!

Some of these include:

+ An eighth and all new positioning base - ‘Easier’.

There are certain values within the positioning files that impact particular types of marking, organisation and difficulty. The 'Easier' variant of positioning is a reduction of these values compared to what you will find in the standalone. Using this 'Easier' option makes it a little bit easier to beat a defender. It also makes defenders a little bit slower to get back into position and to mark. To be clear, this is still scaled based on stats.

This is a good option if you play shorter halves, or if you feel like the CPU is a little too fast at reacting and/or you want a bit more freedom to play.

I have also included a variation of this for EVERY possible combination of positioning bases. This means you can pair this new ‘Easier’ variant together or alone with ‘Ball Side’, ‘Space’, ‘Compact, ‘More Pressing’, ‘Defensive Line Drop, ‘Mid Drop’ and the already included V3.5 base.

You can use this in addition to the ‘Easier’ defenders option also, as there are many values that make up behaviour.

+ ‘Reduced Shot Speed’ Option (Edit: I'm working on a heavily improved version of this for V4)

This option is fairly self explanatory - it reduces the speed of shooting and is scaled based on a number of different types of shot types.

+ CPU Alternative 2 + CPU Alternative 3

These are two quite impactful new options! Using these options can increase the difficulty, as well as make the CPU play a little quicker in terms of their decision making in general. These are great for those looking for more of a challenge. CPU Alternative 3 is a more extreme version of CPU Alternative 2 and sees even faster decision making from the CPU.


+ Difficult Ball Control + Difficult Ball Control: Stronger

Use this option if you want to create an environment where it's more difficult to control and keep control of the ball.

This can create a nice fight for the ball with some more unpredictable behaviour.

It is still based on stats, but is also applied to ALL players in a scaled way.

+ Ball Physics Option - More Curve V2

A new and revised version of my popular ball physics option is here!

This option adds MUCH more curve to the ball than the original (don’t worry, it’s still realistic). This works differently to the original 'More Curve' option and results in some really nice behaviour and trajectories.

+ NEW FC IQ Alternatives

This allows even more customisation of FC IQ. You can now control the base positioning of your ‘in possession’ CDMs and CMs significantly more. For example, if you want to lift the depth of your CDM Centrehalf then you can now, if you want to drop the depth of your CM Box to Box then you have the option now! There’s many more options like this included. Explore the folders to see all the possible adjustments you can make to the already massively overhauled FC IQ in V3.5!

Remember, these FC IQ options provide ALTERNATIVES to what is already included in the V3.5 standalone. 

+ Faster and Slower Turning Intensity Options

You can now tweak your speed of movement even more! Increase or decrease the turning intensity of your standalone with these options. There is a faster and a slower for each base, just be sure to match it with the correct version!

+ Injuries Option

Use this option if you want to increase the rate in which injuries occur. This is a little experimental at this stage, so be sure to let me know how you find it!

+ V3 Attacking Option

If you played V3 and very much liked the attack, then don’t worry, you can add it straight back into V3.5 using this option!

+ Less Pressing Option

Use this option if you want to reduce the amount of pressing.

This is still scaled based on stats, but will provide less overall pressing in your gameplay.

+ More!

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WHAT’S NEW IN V3?

+ MASSIVE Attacking Improvements

Building on the strong defensive foundations of V2, V3 sees significant advancements in the attacking side of the game, which has a knock-on impact to the rest of the gameplay.

The attacking side of the game feels so much more natural now. The ‘iso ball’ is gone and attacking movement and positioning just clicks, allowing you (and the CPU) to build proper, cohesive attacks - without sacrificing the defensive side of the game.

Players now move into natural attacking spaces much more, making more runs and looking to build in numbers.

One of the biggest issues with FC25 in general is that you can never get enough players around the ball. Too often, you or the CPU are left isolated. There are often 6v2 or 7v3 type scenarios and the attackers get crowded out - and repeat. This has resulted in the game being too easy and one dimensional at times - this has all changed now!!!


+ HUGE Changes to FC IQ!

Almost every player role has been fine-tuned to ensure things just work. I have massively re-worked almost ALL FC IQ positions to ensure that positioning and attacking movement makes so much more sense.

Football is a team sport - and just as V2 put into place defending more as a unit, V3 sees this applied to the attacking side of the game.

I have worked extremely hard to ensure that this all feels natural, balanced and seamless. It doesn’t feel forced and it doesn’t come at the cost of defence.

You also have more control than ever regarding player roles.

Lots of player roles have multiple base positions depending on their focus - and importantly, none of them restrict their ability to be involved.

There are also OPTIONS to tweak some of these roles even further, depending on your tastes.

You can see these changes in your team management menu, when viewing the ‘WITH BALL’ formation, but you FEEL the impact and balance the most when playing.

Don’t focus too much on the green boxes though, as that isn’t entirely an accurate representation of what you will see on the pitch. It’s more about what the base positioning represents and the overall IMPACT these changes have as they combine together to create a seamless experience.

Again, don’t worry too much about those boxes. Unless you have the ‘Attack’ focus, your players WILL defend.


+ The ‘FAST’ standalone version has arrived!!

I’ve had many people requesting this version be next - and it’s here!

To be very clear, this version is nowhere near as fast as default FC25. It has been balanced and refined to feel more definitely faster than the regular version of my mod, but it fits nicely into the ‘realism’ space, I can assure you. Passing and movement is just that extra bit snappier and fluid. Don’t run away from it because it says ‘Fast’, give it a run and see how you like it!

+ A more MANUAL defensive approach

I have reworked certain mechanics to ensure that there is now much more variety in the fight to steal the ball! Defenders now have to be a lot more precise in their approach.  FC25 by default makes it a little bit too easy to steal the ball based purely on proximity. The range of potential outcomes has now been increased and the battle between attackers and defenders is much more alive as a result!

Keep an eye on this space for further additions in coming versions also - there is more to come here.

+ Positioning Refinement + NEW Positioning Bases!!

I have further refined the positioning side of the game to ensure even greater balance right across the pitch.

For example, midfielders now position themselves much better when defending the ball for a cross and no longer track too close to the defensive line, ensuring there’s not a strange gap near the penalty spot.

Those who have the ‘Full Gameplay Package’ will also see the introduction of all new positioning bases - ‘Space’ and ‘Mid Drop’.

            - Space: For those who want that bit of extra room to play in, the ‘Space’             positioning base opens things up that little more to allow some more room to move, breathe and create. This is also a good option for those who play with shorter halves.

           - Mid Drop: This base primarily impacts the defensive line behaviour.
This is a middle ground between the defensive line behaviour you will find in V3 and the quick to drop ‘Defensive Line Drop’ base. The line will drop a little more easily than what you will find in the V3 standalone, but will hold it’s ground more than what you will find in the ‘Defensive Line Drop’ variant.

(Edit: The below is now updated to reflect V3.5)

There are now EIGHT positioning ‘bases’ to choose from (with more to come):


1. V3 (built into the standalone)
2. Ball Side
3. Compact
4. Space
5. Defensive Line Drop
6. Mid Drop
7. More Pressing

8. Easier


There are also options to combine every possible base together, giving you more freedom than ever before. Be sure to read the updated ‘Positioning Bases Guide’ for much more information regarding this.

+ CPU IMPROVEMENTS - A CHALLENGE!

V3 sees an increase in the CPU’s ability to create. The above changes help to impact this, but there have also been a number of other refinements made to the CPU’s ability to build chances and present a challenge.

This will be enhanced and refined even more (as there’s a few missing pieces that will compliment this in future versions as other areas of the gameplay are fleshed out), but you will see a noticeable improvement here.

+ Improvements to Playing ‘Out of Position’

After exploration, lots of players who aren’t ‘elite’ in their position were unable to position, mark or really perform anything resembling that of a professional footballer. I have balanced this out so that these players who aren’t elite in their position are still able to adequately get around the pitch. Importantly, this is still very much based around stats. There is still a noticeable difference between players' ability to perform certain tasks based on their level, but it’s just more balanced now.

+ Huge Variety of NEW Options (Edit: The below is now updated to reflect V3.5)

Those who have the ‘Full Gameplay Package’, I have added in many new options, allowing you to customise your gameplay even further. There are now over 170+ options already!! These options are ever expanding and will continue to grow.

Some of the new options include:

Slower Attack Option: This option is for those who feel like the attacking side of the game is a little bit too strong and you want to have a slower approach to goal.

‘Easier’ Defenders Option: A great option if you're finding defenders too strong and you want to reduce their ability.

This impacts a number of areas including defensive reaction times, marking ability,

positional ability, etc. It is still scaled based on stats.If you're finding a particular difficulty level too tough for example, this could be a good option to try.

This is not a huge, dramatic change where the game is suddenly incredibly easy, but it does take the edge off.


Attacking Runs Options: Minimal - Extreme: You can specifically tailor the amount of attacking runs you want in your gameplay, allowing you to create a much more attacking or measured game depending on your selection.

The below list shows the order of options from LEAST runs to MOST runs.

1. Minimal

2. Very Mild

3. Mild

4. Default (Default FC25 values)

5. V3 (built into the V3 standalone)

6. Strong

7. Very Strong

8. Extreme

Increased CPU Sliders Range Option: This option greatly increases the scope for the CPU sliders. Using this option provides you with a greater minimum and maxium level for the following CPU sliders:

- Tackle Aggression

- Buildup Speed

- Shot Frequency 

- First Touch Pass Frequency

- Crossing Frequency

- Dribble Frequency

- Skill Move Frequency

Faster Crossing Option: For those who want to get extra speed on your crosses!

Narrow Attack Option - Strong/Subtle: The popular companion of the ‘Ball Side’ positioning base has returned. Use the ‘Strong’ version and pair it the ‘Ball Side’ positioning base (and possibly even the Compact) to really condense the game.


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Remember, there is no need to get overwhelmed by the size of this mod at all.

There are tutorials to get you set-up if you're new to FC modding, there's an installation video, easy to follow guides, ‘Read Me’ files in each and every folder explaining what these options offer, there's a ‘Positional Bases’ guide and a new ‘Options Guide’ as well - I've got you covered!

Also, you gain direct access to my discord where you can speak with me and lots of others to help with any issues or questions you might have.

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ESSENTIAL SETTINGS

The following settings are ABSOLUTELY CRUCIAL to get V3.5 set-up and working correctly. If you don’t follow these steps, you will experience some very strange things.

First of all, it’s important to mention that you MUST use a standalone version of my mod for everything to work. The options are tailored to fit within the ‘world’ of the standalone mod.

SIMULATION SETTINGS: Custom

I know there is a lot of debate about ‘Simulation v Custom’ modes. I remain convinced that Simulation mode is only a slider set and have therefore decided to base my gameplay around ‘Custom’ mode.

Reminder: Career mode uses ‘Simulation’ mode by default - remember to change this to Custom when you enter career mode.

Please follow the below two steps.

STEP 1: SIMULATION SETTINGS: CUSTOM

STEP 2: LINE LENGTH SLIDER 49/49 FOR BOTH USER AND CPU

This step is ESSENTIAL. To be very clear, it is not just that you need a 49 setting as such, it is actually much more important than that. This setting on 49 ACTIVATES an important change in the mod and is necessary.

You cannot play this mod on Simulation Mode, it will create some very weird positioning and behaviour.

Note: If you switch out of Custom mode, it resets the sliders. So please remember if you switch out and then back to Custom, you need to re-enter the 49/49 line length slider.

Other Settings:

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Thanks as always for your support everyone!

- Anth


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