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.
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! -------------------------------------------------------------------------------------------------
**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.
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!
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.
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.
Someof 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.
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.
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:
CPU SLIDERS: Regarding the ‘CPU Sliders’, my mod has been built with everything on ‘Custom’ 50/50. If you decide you want to adjust these, that’s up to you. It should be fine, but just do so knowing that it is throwing off the balance that the mod was built on, so you may run into some issues. The same goes for the new weather effects. I have them switched off. Switching them on may create some strange occurrences.
PLAYER BASED DIFFICULTY ON
CLASSIC ATTRIBUTES
COMPETITOR MODE: OFF
Delete the 'FC25' folder from your %appdata% / Local / Temp / EA SPORTS FC25 when installing.
Remember guys, there is still plenty more to come! There will be more ‘personality’ added into the game regarding player attributes and behaviour.
There are still some important and key areas that are yet to be developed. Player/team differentiation hasn’t fully been implemented yet for example. I have yet to add passing/shooting errors, fouls and physicality are all ahead too. Stamina, fatigue, etc - also still on the list.
There are also many more options and standalone versions that will arrive in the coming weeks and months!
Remember, if the standalone mod has features that you don’t like, don’t conclude straight away that the mod isn’t for you - there is almost certainly an option you can use to help fine-tune your experience. Spend the time exploring the folders and trying things for yourself and you will see that you can craft an experience more to your taste.
Make sure you go and check out the ‘Options Guide’ in my ‘FC25 Mod Guide’ also, for some important tips and pointers.
EDIT: V3.5 was originally released for #TU5. It has been re-exported out to work with the latest #TU6. 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.
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! -------------------------------------------------------------------------------------------------
**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.
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!
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.
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.
Someof 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.
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.
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:
CPU SLIDERS: Regarding the ‘CPU Sliders’, my mod has been built with everything on ‘Custom’ 50/50. If you decide you want to adjust these, that’s up to you. It should be fine, but just do so knowing that it is throwing off the balance that the mod was built on, so you may run into some issues. The same goes for the new weather effects. I have them switched off. Switching them on may create some strange occurrences.
PLAYER BASED DIFFICULTY ON
CLASSIC ATTRIBUTES
COMPETITOR MODE: OFF
Delete the 'FC25' folder from your %appdata% / Local / Temp / EA SPORTS FC25 when installing.
Remember guys, there is still plenty more to come! There will be more ‘personality’ added into the game regarding player attributes and behaviour.
There are still some important and key areas that are yet to be developed. Player/team differentiation hasn’t fully been implemented yet for example. I have yet to add passing/shooting errors, fouls and physicality are all ahead too. Stamina, fatigue, etc - also still on the list.
There are also many more options and standalone versions that will arrive in the coming weeks and months!
Remember, if the standalone mod has features that you don’t like, don’t conclude straight away that the mod isn’t for you - there is almost certainly an option you can use to help fine-tune your experience. Spend the time exploring the folders and trying things for yourself and you will see that you can craft an experience more to your taste.
Make sure you go and check out the ‘Options Guide’ in my ‘FC25 Mod Guide’ also, for some important tips and pointers.
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! -------------------------------------------------------------------------------------------------
**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.
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!
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
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.
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.
Someof 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.
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.
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:
CPU SLIDERS: Regarding the ‘CPU Sliders’, my mod has been built with everything on ‘Custom’ 50/50. If you decide you want to adjust these, that’s up to you. It should be fine, but just do so knowing that it is throwing off the balance that the mod was built on, so you may run into some issues. The same goes for the new weather effects. I have them switched off. Switching them on may create some strange occurrences.
PLAYER BASED DIFFICULTY ON
CLASSIC ATTRIBUTES
COMPETITOR MODE: OFF
Delete the 'FC25' folder from your %appdata% / Local / Temp / EA SPORTS FC25 when installing.
Remember guys, there is still plenty more to come! There will be more ‘personality’ added into the game regarding player attributes and behaviour.
There are still some important and key areas that are yet to be developed. Player/team differentiation hasn’t fully been implemented yet for example. I have yet to add passing/shooting errors, fouls and physicality are all ahead too. Stamina, fatigue, etc - also still on the list.
There are also many more options and standalone versions that will arrive in the coming weeks and months!
Remember, if the standalone mod has features that you don’t like, don’t conclude straight away that the mod isn’t for you - there is almost certainly an option you can use to help fine-tune your experience. Spend the time exploring the folders and trying things for yourself and you will see that you can craft an experience more to your taste.
Make sure you go and check out the ‘Options Guide’ in my ‘FC25 Mod Guide’ also, for some important tips and pointers.
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.
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 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!
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. Remember, there are many systems in place in my mod working behind the scenes!
You will find that all of your player roles just make more sense now.
Your CDMs aren’t out of the game, disconnected from the play - they are actively involved whilst still respecting their position no matter which role or focus you select.
Your CAMs, ST and forwards in general all push on more.
Give it a run and you will experience the change!
+ 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 a lot 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.
There are now SEVEN 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
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
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 100 options already!! These options are ever expanding and will continue to grow.
Someof 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.
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.
The following settings are ABSOLUTELY CRUCIAL to get V3 set-up and working correctly. If you don’t follow these steps, you will experience some very strange things. 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:
CPU SLIDERS: Regarding the ‘CPU Sliders’, my mod has been built with everything on ‘Custom’ 50/50. If you decide you want to adjust these, that’s up to you. It should be fine, but just do so knowing that it is throwing off the balance that the mod was built on, so you may run into some issues. The same goes for the new weather effects. I have them switched off. Switching them on may create some strange occurrences.
PLAYER BASED DIFFICULTY ON
CLASSIC ATTRIBUTES
COMPETITOR MODE: OFF
Delete the 'FC25' folder from your %appdata% / Local / Temp / EA SPORTS FC25 when installing.
Remember guys, there is still plenty more to come! There will be more ‘personality’ added into the game regarding player attributes and behaviour.
There are still some important and key areas that are yet to be developed. Player/team differentiation hasn’t fully been implemented yet for example. I have yet to add passing/shooting errors, fouls and physicality are all ahead too. Stamina, fatigue, injuries etc - also still on the list.
There are also many more options and standalone versions that will arrive in the coming weeks and months!
Remember, if the standalone mod has features that you don’t like, don’t conclude straight away that the mod isn’t for you - there is almost certainly an option you can use to help fine-tune your experience. Spend the time exploring the folders and trying things for yourself and you will see that you can craft an experience more to your taste.
Make sure you go and check out the ‘Options Guide’ in my ‘FC25 Mod Guide’ also, for some important tips and pointers.
V3 + V3 'FULL GAMEPLAY PACKAGE' IS HERE!!!!!!!!!!!!!!!!!!!!!!
+ ATTACK AS A TEAM + MAJOR 'FC IQ' RE-WORK + 'FAST' VERSION (nowhere near as fast as default FC) + CPU Improvements + More 'Manual' Tackling + Positioning Improvements (7 overall positioning bases) + HEAPS of NEW options: over 100!!!) - Create your OWN combination!!! + BUILDS ON THE SOLID DEFENSIVE FOUNDATIONS OF V2 - FC IQ RIGIDITY GONE!!! + LOADS MORE!!!
Join the 'Full Gameplay Package' to access multiple AIO standalone versions of V3, including a regular, slow and fast version.
You also access over 100 OPTIONS, allowing you fine-tune your own gameplay experience! There's nothing else like this, trust me!
Everything in my mod is built from the ground up. It is thoroughly tested and balanced. I don't just change a bunch of values and publish - I test and refine and make sure that I have SEEN the behaviour on the pitch before releasing.
We're just getting started on FC25 as well - there's still loads more to come from this mod!
Read on for more information on V3. -------------------------------------------------------------------------------------------------
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 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!
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. Remember, there are many systems in place in my mod working behind the scenes!
You will find that all of your player roles just make more sense now.
Your CDMs aren’t out of the game, disconnected from the play - they are actively involved whilst still respecting their position no matter which role or focus you select.
Your CAMs, ST and forwards in general all push on more.
Give it a run and you will experience the change!
+ 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 a lot 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.
There are now SEVEN 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
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
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 100 options already!! These options are ever expanding and will continue to grow.
Someof 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.
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.
The following settings are ABSOLUTELY CRUCIAL to get V3 set-up and working correctly. If you don’t follow these steps, you will experience some very strange things. 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:
CPU SLIDERS: Regarding the ‘CPU Sliders’, my mod has been built with everything on ‘Custom’ 50/50. If you decide you want to adjust these, that’s up to you. It should be fine, but just do so knowing that it is throwing off the balance that the mod was built on, so you may run into some issues. The same goes for the new weather effects. I have them switched off. Switching them on may create some strange occurrences.
PLAYER BASED DIFFICULTY ON
CLASSIC ATTRIBUTES
COMPETITOR MODE: OFF
Delete the 'FC25' folder from your %appdata% / Local / Temp / EA SPORTS FC25 when installing.
Remember guys, there is still plenty more to come! There will be more ‘personality’ added into the game regarding player attributes and behaviour.
There are still some important and key areas that are yet to be developed. Player/team differentiation hasn’t fully been implemented yet for example. I have yet to add passing/shooting errors, fouls and physicality are all ahead too. Stamina, fatigue, injuries etc - also still on the list.
There are also many more options and standalone versions that will arrive in the coming weeks and months!
Remember, if the standalone mod has features that you don’t like, don’t conclude straight away that the mod isn’t for you - there is almost certainly an option you can use to help fine-tune your experience. Spend the time exploring the folders and trying things for yourself and you will see that you can craft an experience more to your taste.
Make sure you go and check out the ‘Options Guide’ in my ‘FC25 Mod Guide’ also, for some important tips and pointers.
Hi everyone! I'm just providing a bit of an update regarding the mod for #TU5.
Unfortunately this EA update has made things very messy!
Typically when there's a title update, I will re-export out the current version of the mod quickly. However, EA have messed with some hugely important files in the mod. This is not something that typically happens in these updates, but unfortunately it has happened this time.
These files are some of the biggest and there's many, many variations of these for the Full Gameplay Package. There is no way around this, but to re-do them manually.
With V3 so close to release (I was about to release it yesterday and then the title update came out), I've made the decision to not spend the multiple days it would take to do this for V2, when I'd need to do it all again for the changes in V3.
On top of this, the title update has destabilised some parts of the mod, so this requires me to go in and fix them. I'm currently working extremely hard to get V3 out as soon as possible, but please bare with me while I navigate this unforeseen circumstance.
Those who sign up, don't stress - there will be a brand new V3 for #TU5 very soon, but I'm not going to release it until it's re-balanced and properly working with the new title update.
Trust that I'm working extremely hard to get this out ASAP!
It will be worth the wait too - V3 was in great shape before this title update! Once these elements are corrected, we'll be flying!
The first real taste of my FC25 mod is FINALLY here!!!!
The work I’ve put into this version has been some of the most challenging, but also rewarding since I’ve started gameplay modding. Some areas have been particularly difficult, and after some frustrating days we’re now in a great place!
TEST V1 was a good first step towards establishing the core movement base and the ball freedom etc, but now we’re moving into the real heart of the mod.
SPECIALNOTE: IT IS ABSOLUTELY CRUCIAL THAT YOU READ THE INCLUDED DOCUMENTS AND FOLLOW THE CORRECT SETTINGS FOR THIS VERSION.IF YOU DON'T, YOU WILL HAVE A VERY 'OFF' EXPERIENCE. I'VE WARNED YOU - THE REST IS UP TO YOU!!!
Note: I know there's been some talk about FMM V1.2.0. My mods have been launching perfectly fine when using this version.
If you’re new around here, be sure to read my ‘FC25 Mod Guide’ for more general information about what’s included with my mod. This space is for the NEW additions to V2.
V2 builds on the foundations set from V1.
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 is where the mod begins to develop its character. The fundamental focus in V2 is positioning and off-ball behaviour.
This presents itself in a number of ways and has a majorimpact on the gameplay experience.
There is now a FREEDOM to the gameplay and it feels a lot more natural. This applies to BOTH the attacking and defending side of the game.
The possibilities of FC25 are now opened up in the most realistic way possible.
I have worked extremely hard to make sure all of these features combine to create a balanced, realistic and rewarding experience. .
See the features explained in more detail below!
+ FREEDOM - the rigidity of FC IQ is gone!
The major focus for this version of my mod is to create a more natural gameplay and one that is not ‘restricted’ by the rigid new ‘Player Roles’ (and of course the dreaded ‘1v1’).
This area has been some of the most challenging work I’ve done, but I’m extremely happy with the result. There are some very specific systems in place for both the attacking and defensive sides of the game. Players will now naturally contribute much more in both attack and defend.
For example, defensive midfielders can now join your attacking phase if you want them to, CBs can come well beyond the halfway line and help with build up, Wide players will drop to defend more, etc (focus dependent of course - more on this below).
+ Tactical Accountability!
The improvements made to fundamentals in attack and defence create a solid foundation for FC IQ to thrive.
The result is a tactical varied game, where you absolutely have to consider your tactical set-up. This includes your build up style as well.
How you set-up will have a bigger impact than ever. Importantly, this is not done in the ‘cheap’ way, it’s now the realistic way.
For example, if you want your CBs to get extremely high up the field and help with build up (Man City / Arsenal) style, then you absolutely can do this now with the right tactical approach. The negative is just as it is in real football - make sure you have the right players and system for it, or you can get caught out.
You want your DM to roam around and get forward? They will now when you ask them to. With default FC25, your DM simply CAN’T attack. With my V2 mod, they can - but you have to consider your transition and how open you are etc with other positions.
These changes take FC IQ to the next level and let it shine.
IMPORTANT NOTE: The ‘ATTACK’ focus needs to be looked at as the old ‘Stay Forward’ defensive support instruction from FC24 and older titles. If you choose this, your players will not come back and defend and you can use this as a tactical tool.
Unlike the default game, the ‘Balanced’ focus will now properly create a true balanced approach. There are still considerations to be made, but the overall rigidness is greatly removed. Wingers will not get quite AS deep to defend as wide midfielders for example.
+ Natural spacing, team shape and movement
I have spent a huge amount of time analysing and re-working the team shape right across the pitch. I have worked on the base positioning for on and off the ball separately for every position.
Specific areas across the pitch have been individually designed to create a very natural looking and behaving team shape.
Defensive midfielders won’t be stuck to the defensive line anymore creating an ugly mess. The defensive line itself won’t squash together to create a false feeling of compactness. Instead you will see things like, the defensive line decompressing and compressing based on distance to goal, midfielders pushing higher up the pitch to win the ball back, DMs naturally being more conservative (tactics dependent of course), attacking players pressing more narrowly etc.
Not only does this look much more realistic, it has a big impact on gameplay.
Certain spaces that previously you could not play in, are now possible. The pitch is more balanced as a whole. Not all of the play is directed out to the wings for example. The wings are of course still a viable method of attack, but you can defend them better now also.
I have also worked on making formations not as ‘tied’ together as they often are in FC, so they move more naturally.
Those in the ‘Full Gameplay Package’ also have access to a number of new options, to tweak and refine this. A new and improved version of the very popular ‘Ball Side’ positional base variant is included for example!
+ Complete rebuild of the defensive line behaviour (with tactical variety as well)
The defensive line will behave much more naturally now. They will no longer be dragged back so easily by attacking runs to open up huge gaps across the field cheaply. Instead, they will control their position much better.
These changes have been tailored to create different behaviours based on your tactical set-up. I have especially re-worked the way the ‘Deep’ and ‘Balanced’ tactics work in this regard to ensure a more stable representation of the defensive line.
For example, the ‘Deep’ tactical set-up will still have a deeper line with specific behaviour that is inclined to drop more with runs, but they won’t be pulled backwards quite as easily anymore.
This area has been worked on a lot and there are significant improvements even compared to my FC24 defensive line behaviour.
+ Major improvements to ‘1v1’ and the general defensive side of the game
A major re-working of defensive behaviour. This includes how teams mark, track, drop, press, shuffle, cover etc.
A lot of these changes are based more on stats now, but this is an area where even more ‘personality’ will be implemented in future versions. If you try to press with players who don’t have a high stat in this area, your press won’t have the same impact and you risk getting pulled apart for example.
+ Instant Tactical Changes
You can now make instant tactical changes on the D-Pad with no more artificial delay.
Switch between multiple fully created tactical set-ups, with different player roles etc and implement them instantly with two button pushes on the d-pad.
You no longer have to wait for the change to execute and you can see it happening in front of you as you play.
+ Attacking Variety+Fluidity
Another area I have worked on is the attacking side of the game. You will find attacking much more expressive now. In terms of the CPU itself, you will find more switches of play, longer balls, through balls and an overall increase in their creative approach to goal.
There’s also much more fluidity in attack. Players won’t just stop running because their ‘zone’ limit has been reached. They will instead perform more natural runs, allowing for more rewarding attacks*.
There are also options in the ‘Full Gameplay Package’ to refine and customise this area. The ‘CPU Alternative’ for example will create different decision making patterns for the CPU. The ‘Attacking Alternative’ can be paired with this and will also increase the scope for the attacking spaces and movement as well.
+ ALL Player Roles Unlocked and Included in V2
This was a separate mod for my V1, but this is now included in V2. This opens up an additional 17 player roles and focuses, expanding FC IQ considerably. Please see the specific read me file about the new player roles for more information here.
+ Huge Variety of NEW Options
Those who have the ‘Full Gameplay Package’, I have added in many new options, allowing you to customise your game even further.
These options are ever expanding and will continue to grow in future versions.
The extremely popular ‘Ball Side’ positional variant is back (new and improved also). There are also a number of other positioning alternatives as well as many more options. These will continue to grow and expand over time also.
There is a ‘Read Me’ file in each and every folder explaining what these options offer, as well as an important ‘Positional Bases’ guide to make this potentially confusing area very easy to navigate.
- Goalkeeper Boost Option NEW - Increased Ball Freedom Option NEW
- Increased Field Friction Option - Strong NEW
- Increased Field Friction Option - Subtle NEW
- Narrow Option - Strong NEW
- Narrow Option - Subtle NEW
- Positioning Alternative - Ball Side NEW - Positioning Alternative - Ball Side (More Pressing) NEW - Positioning Alternative - Ball Side + Defensive Line Drop NEW - Positioning Alternative - Ball Side + Defensive Line Drop (More Pressing) NEW - Positioning Alternative - Compact NEW - Positioning Alternative - Compact (More Pressing) NEW - Positioning Alternative - Compact + Ball Side NEW - Positioning Alternative - Compact + Ball Side (More Pressing) NEW - Positioning Alternative - Compact + Defensive Line Drop NEW - Positioning Alternative - Compact + Defensive Line Drop (More Pressing) NEW - Positioning Alternative - Deeper DMs NEW - Positioning Alternative - Deeper DMs (More Pressing) NEW - Positioning Alternative - Deeper DMs + Ball Side NEW - Positioning Alternative - Deeper DMs + Ball Side (More Pressing) NEW - Positioning Alternative - Deeper DMs + Ball Side + DLD NEW - Positioning Alternative - Deeper DMs + Ball Side + DLD (More Pressing) NEW - Positioning Alternative - Deeper DMs + DLD NEW - Positioning Alternative - Deeper DMs + DLD (More Pressing) NEW - Positioning Alternative - Defensive Line Drop Option NEW
- Positioning Alternative - Defensive Line Drop Option (More Pressing) NEW - Positioning Alternative - Defensive Line Drop Option NEW
- Positioning Alternative - More Pressing NEW - Weaker Goalkeeper Option NEW
Remember guys, I am building this mod entirely from the ground up and to do it properly it requires time and long periods of testing. We’re already in a very good place, but there’s a lot more still so much more to come! More development, more refinement, more options, more standalones!
Finally, please just remember with these positional changes, that I’m working within the constraints of EA’s mechanics. 1v1 is still the core defensive mechanic, but there is a lot I’ve done to greatly offset its impact. Don't expect perfection, but there is a lot of improvement here I can assure you!
NOTE 6/11: This version was originally made for #TU3 and has been re-exported out to work with the latest #TU4. There MAY POTENTIALLY be some rebalancing needed to account for the latest #TU changes, but that will need to be monitored as I spend some time with the latest #TU.
The first real taste of my FC25 mod is FINALLY here!!!!
The work I’ve put into this version has been some of the most challenging, but also rewarding since I’ve started gameplay modding. Some areas have been particularly difficult, and after some frustrating days we’re now in a great place!
TEST V1 was a good first step towards establishing the core movement base and the ball freedom etc, but now we’re moving into the real heart of the mod.
SPECIALNOTE: IT IS ABSOLUTELY CRUCIAL THAT YOU READ THE INCLUDED DOCUMENTS AND FOLLOW THE CORRECT SETTINGS FOR THIS VERSION.IF YOU DON'T, YOU WILL HAVE A VERY 'OFF' EXPERIENCE. I'VE WARNED YOU - THE REST IS UP TO YOU!!!
Note: I know there's been some talk about FMM V1.2.0. My mods have been launching perfectly fine when using this version.
If you’re new around here, be sure to read my ‘FC25 Mod Guide’ for more general information about what’s included with my mod. This space is for the NEW additions to V2.
V2 builds on the foundations set from V1.
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 is where the mod begins to develop its character. The fundamental focus in V2 is positioning and off-ball behaviour.
This presents itself in a number of ways and has a majorimpact on the gameplay experience.
There is now a FREEDOM to the gameplay and it feels a lot more natural. This applies to BOTH the attacking and defending side of the game.
The possibilities of FC25 are now opened up in the most realistic way possible.
I have worked extremely hard to make sure all of these features combine to create a balanced, realistic and rewarding experience. .
See the features explained in more detail below!
+ FREEDOM - the rigidity of FC IQ is gone!
The major focus for this version of my mod is to create a more natural gameplay and one that is not ‘restricted’ by the rigid new ‘Player Roles’ (and of course the dreaded ‘1v1’).
This area has been some of the most challenging work I’ve done, but I’m extremely happy with the result. There are some very specific systems in place for both the attacking and defensive sides of the game. Players will now naturally contribute much more in both attack and defend.
For example, defensive midfielders can now join your attacking phase if you want them to, CBs can come well beyond the halfway line and help with build up, Wide players will drop to defend more, etc (focus dependent of course - more on this below).
Note: Please just remember with all of these positional changes, that I’m working within the constraints of EA’s mechanics. 1v1 is still the core defensive mechanic, but there is a lot I’ve done to greatly offset its impact.
+ Tactical Accountability!
The improvements made to fundamentals in attack and defence create a solid foundation for FC IQ to thrive.
The result is a tactical varied game, where you absolutely have to consider your tactical set-up. This includes your build up style as well.
How you set-up will have a bigger impact than ever. Importantly, this is not done in the ‘cheap’ way, it’s now the realistic way.
For example, if you want your CBs to get extremely high up the field and help with build up (Man City / Arsenal) style, then you absolutely can do this now with the right tactical approach. The negative is just as it is in real football - make sure you have the right players and system for it, or you can get caught out.
You want your DM to roam around and get forward? They will now when you ask them to. With default FC25, your DM simply CAN’T attack. With my V2 mod, they can - but you have to consider your transition and how open you are etc with other positions.
These changes take FC IQ to the next level and let it shine.
IMPORTANT NOTE: The ‘ATTACK’ focus needs to be looked at as the old ‘Stay Forward’ defensive support instruction from FC24 and older titles. If you choose this, your players will not come back and defend and you can use this as a tactical tool.
Unlike the default game, the ‘Balanced’ focus will now properly create a true balanced approach. There are still considerations to be made, but the overall rigidness is greatly removed. Wingers will not get quite AS deep to defend as wide midfielders for example.
There are a number of variables with this and I’ve done my very best to balance everything out to the highest level possible, however don’t expect absolute perfection. I’m sure there will be a refining process over time.
+ Natural spacing, team shape and movement
I have spent a huge amount of time analysing and re-working the team shape right across the pitch. I have worked on the base positioning for on and off the ball separately for every position.
Specific areas across the pitch have been individually designed to create a very natural looking and behaving team shape.
Defensive midfielders won’t be stuck to the defensive line anymore creating an ugly mess. The defensive line itself won’t squash together to create a false feeling of compactness. Instead you will see things like, the defensive line decompressing and compressing based on distance to goal, midfielders pushing higher up the pitch to win the ball back, DMs naturally being more conservative (tactics dependent of course), attacking players pressing more narrowly etc.
Not only does this look much more realistic, it has a big impact on gameplay.
Certain spaces that previously you could not play in, are now possible. The pitch is more balanced as a whole. Not all of the play is directed out to the wings for example. The wings are of course still a viable method of attack, but you can defend them better now also.
I have also worked on making formations not as ‘tied’ together as they often are in FC, so they move more naturally.
Those in the ‘Full Gameplay Package’ also have access to a number of new options, to tweak and refine this. A new and improved version of the very popular ‘Ball Side’ positional base variant is included for example!
+ Complete rebuild of the defensive line behaviour (with tactical variety as well)
The defensive line will behave much more naturally now. They will no longer be dragged back so easily by attacking runs to open up huge gaps across the field cheaply. Instead, they will control their position much better.
These changes have been tailored to create different behaviours based on your tactical set-up. I have especially re-worked the way the ‘Deep’ and ‘Balanced’ tactics work in this regard to ensure a more stable representation of the defensive line.
For example, the ‘Deep’ tactical set-up will still have a deeper line with specific behaviour that is inclined to drop more with runs, but they won’t be pulled backwards quite as easily anymore.
This area has been worked on a lot and there are significant improvements even compared to my FC24 defensive line behaviour.
+ Major improvements to ‘1v1’ and the general defensive side of the game
A major re-working of defensive behaviour. This includes how teams mark, track, drop, press, shuffle, cover etc.
A lot of these changes are based more on stats now, but this is an area where even more ‘personality’ will be implemented in future versions. If you try to press with players who don’t have a high stat in this area, your press won’t have the same impact and you risk getting pulled apart for example.
As I’ve said many times, I’m still working within the mechanics of EA’s systems, so there’s certain areas I cannot reach and certain decisions that need to be made WITH these mechanics in mind.
+ Instant Tactical Changes
You can now make instant tactical changes on the D-Pad with no more artificial delay.
Switch between multiple fully created tactical set-ups, with different player roles etc and implement them instantly with two button pushes on the d-pad.
You no longer have to wait for the change to execute and you can see it happening in front of you as you play.
+ Attacking Variety+Fluidity
Another area I have worked on is the attacking side of the game. You will find attacking much more expressive now. In terms of the CPU itself, you will find more switches of play, longer balls, through balls and an overall increase in their creative approach to goal.
There’s also much more fluidity in attack. Players won’t just stop running because their ‘zone’ limit has been reached. They will instead perform more natural runs, allowing for more rewarding attacks*.
There are also options in the ‘Full Gameplay Package’ to refine and customise this area. The ‘CPU Alternative’ for example will create different decision making patterns for the CPU. The ‘Attacking Alternative’ can be paired with this and will also increase the scope for the attacking spaces and movement as well.
*Admittedly this is an area that I’m actively still very much working on, and there’s a lot more time to be spent here to maximise the attacking side of the game. Over time this will be developed more, but the current improvements already go a long way.
+ ALL Player Roles Unlocked and Included in V2
This was a separate mod for my V1, but this is now included in V2. This opens up an additional 17 player roles and focuses, expanding FC IQ considerably. Please see the specific read me file about the new player roles for more information here.
+ Huge Variety of NEW Options
Those who have the ‘Full Gameplay Package’, I have added in many new options, allowing you to customise your game even further.
These options are ever expanding and will continue to grow in future versions.
The extremely popular ‘Ball Side’ positional variant is back (new and improved also). There are also a number of other positioning alternatives as well as many more options. These will continue to grow and expand over time also.
There is a ‘Read Me’ file in each and every folder explaining what these options offer, as well as an important ‘Positional Bases’ guide to make this potentially confusing area very easy to navigate.
The following settings are ABSOLUTELY CRUCIAL to get V2 set-up and working correctly. If you don’t follow these steps, you will experience some very strange things. 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:
CPU SLIDERS: Regarding the ‘CPU Sliders’, my mod has been built with everything on ‘Custom’ 50/50. If you decide you want to adjust these, that’s up to you. It should be fine, but just do so knowing that it is throwing off the balance that the mod was built on, so you may run into some issues. The same goes for the new weather effects. I have them switched off. Switching them on may create some strange occurrences.
PLAYER BASED DIFFICULTY ON
CLASSIC ATTRIBUTES
COMPETITOR MODE: OFF
Delete the 'FC25' folder from your %appdata% / Local / Temp / EA SPORTS FC25 when installing.
- V2: Default Movement + Animations - Popular Older Version - TEST V1 - Popular Older Version - TEST V1 - SLOW
Options:
- Attacking Adjustment - Less Runs NEW
- Attacking Adjustment 2 - More Runs NEW
- Attacking Adjustment 3- Many More Runs NEW
- Attacking Alternative Option NEW
- Contain - More Intense Option NEW
- CPU Alternative Option NEW
- CPU Difficulty Boost Option NEW
- Goalkeeper Boost Option NEW - Increased Ball Freedom Option NEW
- Increased Field Friction Option - Strong NEW
- Increased Field Friction Option - Subtle NEW
- Narrow Option - Strong NEW
- Narrow Option - Subtle NEW
- Positioning Alternative - Ball Side NEW - Positioning Alternative - Ball Side (More Pressing) NEW - Positioning Alternative - Ball Side + Defensive Line Drop NEW - Positioning Alternative - Ball Side + Defensive Line Drop (More Pressing) NEW - Positioning Alternative - Compact NEW - Positioning Alternative - Compact (More Pressing) NEW - Positioning Alternative - Compact + Ball Side NEW - Positioning Alternative - Compact + Ball Side (More Pressing) NEW - Positioning Alternative - Compact + Defensive Line Drop NEW - Positioning Alternative - Compact + Defensive Line Drop (More Pressing) NEW - Positioning Alternative - Deeper DMs NEW - Positioning Alternative - Deeper DMs (More Pressing) NEW - Positioning Alternative - Deeper DMs + Ball Side NEW - Positioning Alternative - Deeper DMs + Ball Side (More Pressing) NEW - Positioning Alternative - Deeper DMs + Ball Side + DLD NEW - Positioning Alternative - Deeper DMs + Ball Side + DLD (More Pressing) NEW - Positioning Alternative - Deeper DMs + DLD NEW - Positioning Alternative - Deeper DMs + DLD (More Pressing) NEW - Positioning Alternative - Defensive Line Drop Option NEW
- Positioning Alternative - Defensive Line Drop Option (More Pressing) NEW - Positioning Alternative - Defensive Line Drop Option NEW
- Positioning Alternative - More Pressing NEW - Weaker Goalkeeper Option NEW
Just a reminder that V2 is a massive update, but keep in mind that my mod is still relatively in its infancy in FC25.
I am building this from the ground up properly and it requires time and long periods of testing. We’re already in a very good place, but there’s a lot more still to come!
There are still some important and key areas that are yet to be developed.
Player/team differentiation hasn’t fully been implemented yet for example. I have yet to add passing/shooting errors, fouls and physicality are all ahead too.
There are also many more options and standalone versions that will arrive in the coming weeks and months!
Don’t stress too much about the little things guys, there’s plenty more to come.
There will be more ‘personality’ added into the game regarding player attributes and behaviour.
Difficulty levels will be both increased and decreased depending on your level - there’s so many things I’m yet to properly tackle.
The focus has been getting some of the fundamental systems in place, which is what this version brings.
EDIT 1/11: THIS MOD IS INCLUDED IN V2. You only need to download this separately if using TEST V1.
IMPORTANT NOTE: This is NOT a gameplay mod, this is just the addition of more Player Roles and Focuses. This is designed to be used in ADDITION to my gameplay mod.
Hi everyone,
I stumbled across something quite nice today! I’ve found 17 additional ‘player roles’ + ‘focuses’, which can be used in the Team Management - Player Roles section of FC IQ.
There are 17 all new options to choose from now, allowing you to set-up your tactical approach with even more detail than before. I’ve provided a list below, as well as a visual example in the download from in-game which explains each of the roles in more detail. A few of them are missing explanations though, as EA must not have written these up in the game before release.
If you are using this with my gameplay mod, just ensure that you place this ‘Additional Player Roles’ mod ABOVE my gameplay mod (FMM only). I know this is counter-intuitive to what you’re told to do with the mod order, but trust me on this one.
Example:
2. Additional Player Roles Mod
1. Anth’s Gameplay Mod
I wanted to release this as a bonus little addition that sits outside of my main gameplay mod for now.
I’ve started working on the next version of my mod and I’ve made some MAJOR progress today - all details will be revealed soon, but things are looking very good this year!
EA have released a ‘Live Tuning Update’ which is causing the mod to either not work in full or in part.
Don't stress though, follow the below steps to fix the issue!
If you’ve connected your game to the internet and the ‘Live Tuning Update’ has been installed, please follow these steps to get the mod working as intended!
This is just a temporary fix for now, it won’t cause long term issues as should be resolved by the next title update, or possibly via an update to both the FMM and FMT software.
STEP 1: Delete this folder!
The first step you should take is to delete the 'EA SPORTS FC' temp folder.
Follow these steps:
In your windows explorer, search: %appdata%
Select the ‘App Data’ folder.
Select the ‘Local’ folder.
Select the ‘Temp’ folder.
Find the ‘EA SPORTS FC25’ folder.
Note: Sometimes this folder is hidden. You may need to unhide it on your PC to find it.
STEP 2: Make sure your game does not connect to the internet!
You can do this by just not letting the game connect once you launch (just select ‘cancel and play offline’ while the game is connecting to the servers), or you can block the FC25 .exe from being able to connect to the internet.
That's it!
You can test to make sure it's working by using the 'Huge Ball Test' mod included in your download!
It's very important to be aware that this first TEST V1 + TEST V1 'Full Gameplay Package' is very much still in development, but you can sink your teeth into the first base already!
I am not 'porting' over the old mod. I am working step by step, feature by feature to build this mod entirely from the ground up.
Please be aware that the mod is very much still in development - there are many areas of the gameplay still entirely (or largely) untouched.More on this in the 'TEST V1 Details' .pdf.
//////////
This first TEST V1 'Full Gameplay Package' features 2 standalone versions (regular and slow) and 26 different options.
Those who know my work from FC24, know that my 'Full Gameplay Package' ended up with 20+ standalone versions and over 180+ options, allowing you to refine your gameplay experience.
Trust me, the features of this mod (and the amount of options) will be SIGNIFICANTLY increased over the coming weeks and months.
Please make sure you read the 'TEST V1 Details' .pdf inside the download for more information about what's included.
Be sure to read the 'Mod Guide' .pdf as well!
////////
Currently, I have 2 standalone versions of the mod to test - a ‘regular’ and a ‘slow’ version (this will increase over time).
These versions form the ‘base’ of my mod.
The ‘base’ is a difficult thing to explain. They involve many, many areas.
Importantly, it’s not so much the individual elements of the base which is important, it’s how these elements COMBINE to create the overall experience.
These bases are FAR more than simply slowing down some turning circles and adjusting speed and acceleration, I can assure you of that.
Creating a ‘slow’ base for example isn’t exclusively about slowing everything down.
The result gives the gameplay the tempo that is synonymous with my mod. It makes the game feel balanced, fluid and ‘alive’. This is all achieved within the scope of each particular base.
Each base has been carefully constructed to account for many details.
Some of these details include:
+ Refined movement and animations
+ Movement and control which is very attribute based. This covers the refinement and balancing of many, many areas.
+A ‘grounded’ feeling when playing.
+Ball physics - separation and freedom. The flight of the ball for example is much more natural in the air. The ball also doesn’t ‘stick’ to the foot anymore and feels much more like it’s own entity.
+Dramatically improved ‘tempo’. The ball and overall gameplay feels ‘alive’.
+Refinement and balancing of physics and interaction between the ball and player.
+A thorough balancing of passing and shooting speeds.
+Passing mechanics and fluidity.
+‘Humanising’ of goalkeepers.
+ I have begun the process of making attributes much more clear (especially in the areas mentioned above), but this is an on-going process that will build significantly. The process has started, but you will soon feel the differences between stronger and weaker players even more in all aspects of gameplay and behaviour.
+ The process of ‘tightening’ up the ‘1v1’ and the defensive side of the game has also started. This element is very largely still in the works, but there are some definite improvements already in place to make the avenue to goal more difficult. Fair, but challenging. Again, this will continue to be built on.
+ A number of small subtle adjustments in many areas of gameplay.
+A removal and refinement of the ‘boosts’ to make the game much more stable.
+ Those in the 'Full Gameplay Package' will access an increasing range of 'Options'. There are currently 26 options in TEST V1, allowing you to refine and fine-tune your gameplay experience.
/////////
What’s Included?
‘MOD TESTING AND SUPPORTING’ TIER:
Standalone Versions:
TEST V1: Regular TEST V1: Slow
‘FULL GAMEPLAY PACKAGE’ TIER:
Standalone Versions:
TEST V1: Regular
TEST V1: Slow
Options:
Anth's 'Regular' Passing Speed Isolation Option
Anth's ‘Slow' Passing Speed Isolation Option
Attacking Adjustment Option
Ball Physics Option - Larger Ball
Ball Physics Option - More Curve
Ball Physics Option - More Curve + Larger Ball Combined
Contain - Default Option
Default Ground + Through Ball Distance Option - Regular Base, Slow Base
‘Easier’ Defenders Option
Goalkeeper - Default Option
Increased Field Friction Option
Increased Walk Speed Option - Regular Base Movement, Slow Base Movement
Jockey - Default Option
Jockey - Faster Option
Jockey - Slower Option
Slower Walk Speed Option - Regular Base Movement, Slow Base Movement
Sprint Risk Option
Touch Error Alternative - Default
Touch Error Alternative - Strong
Touch Error Alternative - Subtle
Touch Error Alternative - Swing
Trajectory Option
Trap Option
/////////////////
Guys, PLEASE make sure you read BOTH the FC25 Mod Guide AND the 'TEST V1 DETAILS' .pdf's in the download.
There is some EXTREMELY important information regarding getting set-up, which settings to use + information about what's included etc. I cannot help you if you don't read those documents!
/////////////////
Thanks so much for being here again guys. I'm determined to make this year even bigger and better than last!
EDIT 18/10: THIS IS NOW RE-RELEASED TO WORK WITH #TU3. Please download again for the #TU3 version.
We're back!!!!!!!!!!
Here is the first 'TEST V1' + 'TEST V1 Full Gameplay Package' of my all new #FC25 realistic gameplay mod - BUILT ENTIRELY FROM THE GROUND UP!!!
//////////
It's very important to be aware that this first TEST V1 + TEST V1 'Full Gameplay Package' is very much still in development, but you can sink your teeth into the first base already!
I am not 'porting' over the old mod. I am working step by step, feature by feature to build this mod entirely from the ground up.
Please be aware that the mod is very much still in development - there are many areas of the gameplay still entirely (or largely) untouched.
//////////
This first TEST V1 'Full Gameplay Package' features 2 standalone versions (regular and slow) and 26 different options.
Those who know my work from FC24, know that my 'Full Gameplay Package' ended up with 20+ standalone versions and over 180+ options, allowing you to refine your gameplay experience.
Trust me, the features of this mod (and the amount of options) will be SIGNIFICANTLY increased over the coming weeks and months.
Please make sure you read the 'TEST V1 Details' .pdf inside the download for more information about what's included.
Be sure to read the 'Mod Guide' .pdf as well!
////////
Currently, I have 2 standalone versions of the mod to test - a ‘regular’ and a ‘slow’ version (this will increase over time).
These versions form the ‘base’ of my mod.
The ‘base’ is a difficult thing to explain. They involve many, many areas.
Importantly, it’s not so much the individual elements of the base which is important, it’s how these elements COMBINE to create the overall experience.
These bases are FAR more than simply slowing down some turning circles and adjusting speed and acceleration, I can assure you of that.
Creating a ‘slow’ base for example isn’t exclusively about slowing everything down.
The result gives the gameplay the tempo that is synonymous with my mod. It makes the game feel balanced, fluid and ‘alive’. This is all achieved within the scope of each particular base.
Each base has been carefully constructed to account for many details.
Some of these details include:
+ Refined movement and animations
+ Movement and control which is very attribute based. This covers the refinement and balancing of many, many areas.
+A ‘grounded’ feeling when playing.
+Ball physics - separation and freedom. The flight of the ball for example is much more natural in the air. The ball also doesn’t ‘stick’ to the foot anymore and feels much more like it’s own entity.
+Dramatically improved ‘tempo’. The ball and overall gameplay feels ‘alive’.
+Refinement and balancing of physics and interaction between the ball and player.
+A thorough balancing of passing and shooting speeds.
+Passing mechanics and fluidity.
+‘Humanising’ of goalkeepers.
+ I have begun the process of making attributes much more clear (especially in the areas mentioned above), but this is an on-going process that will build significantly. The process has started, but you will soon feel the differences between stronger and weaker players even more in all aspects of gameplay and behaviour.
+ The process of ‘tightening’ up the ‘1v1’ and the defensive side of the game has also started. This element is very largely still in the works, but there are some definite improvements already in place to make the avenue to goal more difficult. Fair, but challenging. Again, this will continue to be built on.
+ A number of small subtle adjustments in many areas of gameplay.
+A removal and refinement of the ‘boosts’ to make the game much more stable.
+ Those in the 'Full Gameplay Package' will access an increasing range of 'Options'. There are currently 26 options in TEST V1, allowing you to refine and fine-tune your gameplay experience.
/////////
What’s Included?
‘MOD TESTING AND SUPPORTING’ TIER:
Standalone Versions:
TEST V1: Regular TEST V1: Slow
‘FULL GAMEPLAY PACKAGE’ TIER:
Standalone Versions:
TEST V1: Regular
TEST V1: Slow
Options:
Anth's 'Regular' Passing Speed Isolation Option
Anth's ‘Slow' Passing Speed Isolation Option
Attacking Adjustment Option
Ball Physics Option - Larger Ball
Ball Physics Option - More Curve
Ball Physics Option - More Curve + Larger Ball Combined
Contain - Default Option
Default Ground + Through Ball Distance Option - Regular Base, Slow Base
‘Easier’ Defenders Option
Goalkeeper - Default Option
Increased Field Friction Option
Increased Walk Speed Option - Regular Base Movement, Slow Base Movement
Jockey - Default Option
Jockey - Faster Option
Jockey - Slower Option
Slower Walk Speed Option - Regular Base Movement, Slow Base Movement
Sprint Risk Option
Touch Error Alternative - Default
Touch Error Alternative - Strong
Touch Error Alternative - Subtle
Touch Error Alternative - Swing
Trajectory Option
Trap Option
/////////////////
Guys, PLEASE make sure you read BOTH the FC25 Mod Guide AND the 'TEST V1 DETAILS' .pdf's in the download.
There is some EXTREMELY important information regarding getting set-up, which settings to use + information about what's included etc. I cannot help you if you don't read those documents!
/////////
Thanks so much for being here again guys. I'm determined to make this year even bigger and better than last!
Hey everyone, just a quick one from me to let you know that my FC25 gameplay mod is officially underway!
Lots of work ahead, but we're looking to be in very good shape this year!
We start with a much stronger base than FC24 - and we have a lot more possibilities of what can be achieved.
Don't stress or be too swayed by negative comments you might be reading online, there's a lot of things in the works and the potential is actually pretty insane.
As soon as there's more information I will keep you guys posted!
This full match example makes use of some of the all new options in the V22: 'Mini Reload' Full Gameplay Package.
I know FC25 is so close, but I'm honestly having some of the best matches I've had on FC24 at the moment. This new Slowest Walk Speed Option really helps to ground and settle the movement in a way that we haven't seen yet on FC24.
I wanted to show this example of the SLOWEST possible combination the mod can bring. To be clear, this isn't the only way the mod can look and play, it is just ONE possible combination. The mod can play much faster when using different options for example.
Sign up to the 'Full Gameplay Package' and access a staggering:
+ 20+ realistic, standalone AIO versions with every aspect of gameplay thoroughly improved, tested and balanced.
+180+ Options to fully customise your own gameplay experience!
These options allow you to refine your gameplay experience like never before. You can fine-tune every single area of gameplay. There are multiple options for everything you could hope for; including detailed positioning bases, passing and shooting errors/speeds, movement, ball physics, tackling, pressing, attacking movement, goalkeepers, marking, touch plus much, much MORE.
I wanted to show some very quick highlights from this recent match I played to show a lot of the natural unpredictability the mod using some of the new options from V22: Mini Reload.
Some of these highlights are quite subtle, but I think they really help to show some of the detail of the mod.
For reference, this match was played on World Class. I was playing as Napoli and the CPU as Roma.
I was using the following options and standalone from my V22: Mini Reload 'Full Gameplay Package'.
- Attacking Adjustment 5 - Dribble Bounce Reduction Option - Tackle Range Option - Shooting Errors - Subtle - Reduced Shot Speed V2 - CPU Alternative 2 - Injury Updated Option - Trajectory Option - Trap Option - Anth's Weaker Goalkeepers - Touch Error Alternative - Swing - Positioning Alternative - Space + Defensive Line Drop - Very Subtle Passing Error System - Short Term Fatigue Slowdown Option - Slowest Walk Speed Option - Fast Movement Base - Anth James' Realistic Gameplay Mod - V22: Fast
/////////////
No other gameplay mod out there comes close to offering this level of detail and care, I can assure you.
Sign up to the 'Full Gameplay Package' and access a staggering:
+ 20+ realistic, standalone AIO versions with every aspect of gameplay thoroughly improved, tested and balanced.
+180+ Options to fully customise your own gameplay experience!
These options allow you to refine your gameplay experience like never before. You can fine-tune every single area of gameplay. There are multiple options for everything you could hope for; including detailed positioning bases, passing and shooting errors/speeds, movement, ball physics, tackling, pressing, attacking movement, goalkeepers, marking, touch plus much, much MORE.
For those who have been asking what combination I've been using, you all know I like to change it up quite a bit.
However, lately I've been finding myself using one of these combination variations.
There's a very slow version, a regular and a faster and I find that I go between all three depending on which type of gameplay I feel like!
Feel free to give them a run and see how you enjoy! You might find it helps form a base for your own combination and you swap certain things in and out.
I just had such a great game with the faster variant combination I just posted above. The 'Slowest Walk Speed' combined with the Fast V22 feels really fluid, but also grounded.
Edit: This video shows a brief example of the new 'Slowest Walk Speed' movement (taken with the Extra Slow base version).
This first section covers what's NEW in the 'MINI RELOAD' V22. If you're new around here please see further below for more information about V22 'Full Gameplay Package' in general.
/////////////////////////////
I know FC25 is right around the corner, but doesn't mean I'm slowing down with FC24 just yet!!!
'V22: Mini Reload - Full Gameplay Package' sees the addition of some new and impactful options into the 'Full Gameplay Package' - especially for those who enjoy slower gameplay!
The following ALL NEW options have been added on top of the initial V22 release (see further below for more information about V22 in general):
'SLOWEST' WALK SPEED OPTION (ALL BASES): This option significantly slows down the dribbling movements and creates the most 'grounded' general movement yet. There is a version to match with ANY of the V22 bases (from extra slow to fast). Of course the movement isn't perfect in this game - that's well understood, but this does create the most grounded feeling yet.
This new option does require you to re-train how you move and play the game a little bit, but you will see and feel the difference!
'SLOWEST' PASSING SPEED OPTION: The passing speeds have been balanced and made even slower than the 'Extra Slow' standalone. This won't be for everyone, but those who love slower gameplay will really enjoy this. These pass speed isolation options are far more detailed than what the pass speed slider can offer, with particular passes isolated and balanced accordingly - especially based on attributes.
'VERY SUBTLE' PASSING ERROR SYSTEM: This provides a third (and more mild) passing error option. It is of course based on important factors such as body position, balance, pressure, angle and of course - attributes!
SHORT TERM FATIGUE SLOWDOWN OPTION: A very interesting option that impacts how much short term fatigue actually slows down players. To be clear, this is not how quickly a player will become fatigued, it is HOW they impacted when they are. This adds a nice new layer of realism, as you have to be more mindful about mindlessly sprinting around the field.
DEFAULT GROUND PASS AND THROUGH BALL DISTANCE OPTION - SLOWEST PASSING BASE: As the name suggests, this provides the usual 'Default Ground Pass and Through Ball' distance option that comes with every other pass speed isolation. It is for those who prefer the default FC24 passing mechanics, but still want to use the newest 'Slowest' passing option.
////////////////////////////////////
For those who are wanting to see more details about my mod in general, please be sure to watch my latest video, which showcases some of the more subtle details you will find in the mod:
For reference, 95% of everything you see in this video is CPU behaviour - showcasing the variety and depth you will experience when playing against them.
////////////
What's NEW in V22?
+ NEW 'DYNAMIC MOTIVATION' FEATURE
This is based around a recent discovery I made! You will now find the CPU reacts differently to going ahead or behind in a match.
This makes in-game situations much more interesting, varied - and difficult! The results will vary, but you won't feel like the CPU drops their heads as soon as you score the first goal anymore.
Now you will experience a much more intense 90 minutes, where you have to be switched on at all times.
+ CHANGES TO TACKLING/PRESSING
It's now much more difficult to steal the ball and defending feels a lot more manual.
Defending is now more of a manual and measured experience, where you can no longer simply pressure all game long until you win the ball.
The changes implemented here are both mechanical and stat based, so players like Rodri will still stand out a lot more!
This change has a big impact on the overall gameplay.
+ NEW PHYSICALITY
Expect a lot more variety in collisions now. You can now concede fouls purely based on the left stick. If you time your approach wrong,
you can foul - same goes with the CPU. (This can be added to or reduced using the options in the Full Gameplay Package).
+ SLOWER PASSING SPEED
The regular and medium versions see a reduction in passing speeds now and the ball moves much more naturally.
Tip: If you want to revert back to the V21 regular passing speed, just use the 'Slightly Increased Passing Speed Option'.
+ DEFENSIVE STABILITY
Defenders no longer charge into attack and leave their position open.
This improvement creates a lot more stability in the overall gameplay experience.
+ IMPROVED CLEARANCES
The ball no longer will travel from one side of the field to the other when you clear it.
+ CPU FREE-KICK ACCURACY REDUCTION
Expect the CPU to find it more difficult to score freekicks.
+ REDUCED BLOCKS / INTERCEPTIONS
Blocks and interceptions will feel more natural now.
+ IMPROVEMENTS TO DRIBBLING
+ LOTS OF SMALL REFINEMENTS AND ADJUSTMENTS
////////
MORE THAN 20 ALL NEW OPTIONS added into the 'Full Gameplay Package, taking the total to over 180!!!
Some of these new options have a big impact on your ability to refine your experience even further.
You will find updated explanations as well as all new combination recommendations.
Some of these new options include:
Attacking Reaction - Faster NEW
Attacking Reaction - Slower NEW
Difficult Defence (+Positioning combination variants) NEW
Difficult Defence + Ball Side (+Positioning combination variants) NEW
Difficult Defence + Ball Side + Space (+Positioning combination variants) NEW
Less Blocks V2 NEW
More Blocks V2 NEW
Narrow Attack - Strong NEW
Narrow Attack - Subtle NEW
Physicality 'V21' NEW
Positioning Alternative - Ball Side + Space (+ALL positioning combination variants) NEW
Reduced Shot Speed V2 NEW
Shooting Errors - Strong NEW
Shooting Errors - Subtle NEW
Tackling - More Intense NEW
Tackle Range NEW
+ More!!!
Don't get overwhelmed by the amount of detail and choice in this mod - I've made the process of finding and understanding options easier than ever before.
Each and every single standalone version and option features it's own 'Read Me' file explaining exactly the impact of that particular mod will have on your gameplay experience.
These options can be stacked as much as you like. I've refined and updated many of these explanations for the V22 release and also included some recommended combinations as well!
I've also added in an important 'Options Guide' which answers many FAQs and points you in the right direction based on what gameplay experience you want to achieve.
To be clear, you can use my mod with any other mod - as long as it doesn't include gameplay.
EVERYTHING Included in the 'Mod Testing and Supporting' Tier:
As of 09/09/24 the 'Mod Testing and Support' Tier includes the following:
V22 (Regular and Recommended version)
V22 - SLOW
V22 - MEDIUM
Alternative Referee Option
Vanilla Referee Option
EVERYTHING Included in the V22 'FULL GAMEPLAY PACKAGE':
As of 09/09/24 the 'Full Gameplay Package' includes the following:
Standalone Verions:
V22 (Regular and Recommended version)
V22 - EXTRA SLOW
V22 - SLOW
V22 - MEDIUM
V22 - FAST
V22 - Default Movement and Animations
Popular Old Version - Base C (v13.75)
Popular Old Version - Base D (Slowest Overall Gameplay)
Popular Old Version - V14
Popular Old Version - V17 - Difficult
Popular Old Version - V19
Popular Old Version - V20 (Default Animations and Movements)
Popular Old Version - V20 (Medium)
Popular Old Version - V20 (Regular)
Popular Old Version - V20 (Slow)
Popular Old Version - V21 (Default Animations and Movements)
Popular Old Version - V21 (Fast)
Popular Old Version - V21 (Medium)
Popular Old Version - V21 (Regular)
Popular Old Version - V21 (Slow)
Popular Old Version - V21 (Extra Slow)
Options:
Alternate Referee Option
Alternative Positioning Option
Alternative Positioning Option 2 (V16 positioning, but with back 5 fix)
Attacking Adjustment
Attacking Adjustment 2
Attacking Adjustment 3 (lower overall attacking runs and movement)
Attacking Adjustment 4
Attacking Adjustment 5
Attacking Difficulty Boost Option
Attacking Reaction - Faster NEW
Attacking Reaction - Slower NEW
Ball Physics Alternative Option
Ball Physics Alternative Option - More Curve
Ball Physics Alternative Series - Option 1
Ball Physics Alternative Series - Option 2
Ball Physics Alternative Series - Option 3
Ball Physics Alternative Series - Option 4
CPU Alternative 2
CPU Alternative Option
CPU Default Option
Contain - Default Option
Contain - Less Intense Option
Contain - More Intense Option
Contain - V22 Isolation Option
Default Blocks and Interceptions Option
Default Fatigue Option
Default Ground Pass and Through Ball Distance Option (for every pass speed isolation)
Default Nets Option
Default Positioning Option
Default Pressing Option
Default Physics Option
Default Shooting Errors Option
Defensive Difficulty Boost Option
Defensive Line Drop Option
Defensive Line Drop Option (+ALL positioning combination variants)
Difficult Defence (+Positioning combination variants) NEW
Difficult Defence + Ball Side (+Positioning combination variants) NEW
Difficult Defence + Ball Side + Space (+Positioning combination variants) NEW
Dribble Bounce Reduction Option
Easier Legendary Option
Extra Slow Defensive Reactions Option
Extra Slow Pass Speed Isolation Option
Even Tighter Positioning Option (+ALL positioning combination variants)
Faster Defensive Reactions Option
Faster Marking Option
Faster Turning Intensity and Acceleration Build Option
Full-back Option
Goalkeeper Boost Option
Increased Field Friction Option
Increased Field Friction V2 Option
Increased Walk Speed Option - Medium Base Movement
Increased Walk Speed Option - Regular Base Movement
Increased Walk Speed Option - Slow Base Movement
Injury Option UPDATED
Large ball size option
Less Blocks Option
Less Blocks V2 NEW
'Looser' First Touch and Dribbling Option
Marking Distance Option
More Blocks Option
More Blocks V2 NEW
More Pressing Option
Narrow Attack - Strong NEW
Narrow Attack - Subtle NEW
Narrow Option
Passing Error System Option - Strong
Passing Error System Option - Subtle
Passing Error System Option - Very Subtle
Passing Speed Isolation Options (only if you want to mix and match)
Physicality Option
Physicality V2 Option
Physicality 'V21' NEW
Positioning Alternative - Ball Side + Space (+ALL positioning combination variants) NEW
Positioning Alternative - Ball Side Option (+ALL positioning combination variants)
Positioning Alternative - Centre Compact Option (+ALL positioning combination variants)
Positioning Alternative - Centre Compact Option + Positioning Tweak - Midfielders Combined Option (+ALL positioning combination variants)
Positioning Alternative - Space Option (+ALL positioning combination variants)
Edit: Please make sure you read the 'Mod Guide' in FULL before you begin or you will not have the information you need to correctly set-up your gameplay. This is very important.
Edit 2: This first section covers what's NEW in the 'MINI RELOAD' V22. If you're new around here please see further below for more information about V22 'Full Gameplay Package' in general.
/////////////////////////////
I know FC25 is right around the corner, but doesn't mean I'm slowing down with FC24 just yet!!!
'V22: Mini Reload - Full Gameplay Package' sees the addition of some new and impactful options into the 'Full Gameplay Package' - especially for those who enjoy slower gameplay!
The following ALL NEW options have been added on top of the initial V22 release (see further below for more information about V22 in general):
'SLOWEST' WALK SPEED OPTION (ALL BASES): This option significantly slows down the dribbling movements and creates the most 'grounded' general movement yet. There is a version to match with ANY of the V22 bases (from extra slow to fast). Of course the movement isn't perfect in this game - that's well understood, but this does create the most grounded feeling yet.
This new option does require you to re-train how you move and play the game a little bit, but you will see and feel the difference!
See this videofor a brief example (taken with the Extra Slow base version):
'SLOWEST' PASSING SPEED OPTION: The passing speeds have been balanced and made even slower than the 'Extra Slow' standalone. This won't be for everyone, but those who love slower gameplay will really enjoy this. These pass speed isolation options are far more detailed than what the pass speed slider can offer, with particular passes isolated and balanced accordingly - especially based on attributes.
'VERY SUBTLE' PASSING ERROR SYSTEM: This provides a third (and more mild) passing error option. It is of course based on important factors such as body position, balance, pressure, angle and of course - attributes!
SHORT TERM FATIGUE SLOWDOWN OPTION: A very interesting option that impacts how much short term fatigue actually slows down players. To be clear, this is not how quickly a player will become fatigued, it is HOW they impacted when they are. This adds a nice new layer of realism, as you have to be more mindful about mindlessly sprinting around the field.
DEFAULT GROUND PASS AND THROUGH BALL DISTANCE OPTION - SLOWEST PASSING BASE: As the name suggests, this provides the usual 'Default Ground Pass and Through Ball' distance option that comes with every other pass speed isolation. It is for those who prefer the default FC24 passing mechanics, but still want to use the newest 'Slowest' passing option.
////////////////////////////////////
For those who are wanting to see more details about my mod in general, please be sure to watch my latest video, which showcases some of the more subtle details you will find in the mod:
For reference, 95% of everything you see in this video is CPU behaviour - showcasing the variety and depth you will experience when playing against them.
////////////
What's NEW in V22?
+ NEW 'DYNAMIC MOTIVATION' FEATURE
This is based around a recent discovery I made! You will now find the CPU reacts differently to going ahead or behind in a match.
This makes in-game situations much more interesting, varied - and difficult! The results will vary, but you won't feel like the CPU drops their heads as soon as you score the first goal anymore.
Now you will experience a much more intense 90 minutes, where you have to be switched on at all times.
+ CHANGES TO TACKLING/PRESSING
It's now much more difficult to steal the ball and defending feels a lot more manual.
Defending is now more of a manual and measured experience, where you can no longer simply pressure all game long until you win the ball.
The changes implemented here are both mechanical and stat based, so players like Rodri will still stand out a lot more!
This change has a big impact on the overall gameplay.
+ NEW PHYSICALITY
Expect a lot more variety in collisions now. You can now concede fouls purely based on the left stick. If you time your approach wrong,
you can foul - same goes with the CPU. (This can be added to or reduced using the options in the Full Gameplay Package).
+ SLOWER PASSING SPEED
The regular and medium versions see a reduction in passing speeds now and the ball moves much more naturally.
Tip: If you want to revert back to the V21 regular passing speed, just use the 'Slightly Increased Passing Speed Option'.
+ DEFENSIVE STABILITY
Defenders no longer charge into attack and leave their position open.
This improvement creates a lot more stability in the overall gameplay experience.
+ IMPROVED CLEARANCES
The ball no longer will travel from one side of the field to the other when you clear it.
+ CPU FREE-KICK ACCURACY REDUCTION
Expect the CPU to find it more difficult to score freekicks.
+ REDUCED BLOCKS / INTERCEPTIONS
Blocks and interceptions will feel more natural now.
+ IMPROVEMENTS TO DRIBBLING
+ LOTS OF SMALL REFINEMENTS AND ADJUSTMENTS
////////
MORE THAN 20 ALL NEW OPTIONS added into the 'Full Gameplay Package, taking the total to over 180!!!
Some of these new options have a big impact on your ability to refine your experience even further.
You will find updated explanations as well as all new combination recommendations.
Some of these new options include:
Attacking Reaction - Faster NEW
Attacking Reaction - Slower NEW
Difficult Defence (+Positioning combination variants) NEW
Difficult Defence + Ball Side (+Positioning combination variants) NEW
Difficult Defence + Ball Side + Space (+Positioning combination variants) NEW
Less Blocks V2 NEW
More Blocks V2 NEW
Narrow Attack - Strong NEW
Narrow Attack - Subtle NEW
Physicality 'V21' NEW
Positioning Alternative - Ball Side + Space (+ALL positioning combination variants) NEW
Reduced Shot Speed V2 NEW
Shooting Errors - Strong NEW
Shooting Errors - Subtle NEW
Tackling - More Intense NEW
Tackle Range NEW
+ More!!!
Don't get overwhelmed by the amount of detail and choice in this mod - I've made the process of finding and understanding options easier than ever before.
Each and every single standalone version and option features it's own 'Read Me' file explaining exactly the impact of that particular mod will have on your gameplay experience.
These options can be stacked as much as you like. I've refined and updated many of these explanations for the V22 release and also included some recommended combinations as well!
I've also added in an important 'Options Guide' which answers many FAQs and points you in the right direction based on what gameplay experience you want to achieve.
To be clear, you can use my mod with any other mod - as long as it doesn't include gameplay.
EVERYTHING Included in the 'Mod Testing and Supporting' Tier:
As of 09/09/24 the 'Mod Testing and Support' Tier includes the following:
V22 (Regular and Recommended version)
V22 - SLOW
V22 - MEDIUM
Alternative Referee Option
Vanilla Referee Option
EVERYTHING Included in the V22 'FULL GAMEPLAY PACKAGE':
As of 09/09/24 the 'Full Gameplay Package' includes the following:
Standalone Verions:
V22 (Regular and Recommended version)
V22 - EXTRA SLOW
V22 - SLOW
V22 - MEDIUM
V22 - FAST
V22 - Default Movement and Animations
Popular Old Version - Base C (v13.75)
Popular Old Version - Base D (Slowest Overall Gameplay)
Popular Old Version - V14
Popular Old Version - V17 - Difficult
Popular Old Version - V19
Popular Old Version - V20 (Default Animations and Movements)
Popular Old Version - V20 (Medium)
Popular Old Version - V20 (Regular)
Popular Old Version - V20 (Slow)
Popular Old Version - V21 (Default Animations and Movements)
Popular Old Version - V21 (Fast)
Popular Old Version - V21 (Medium)
Popular Old Version - V21 (Regular)
Popular Old Version - V21 (Slow)
Popular Old Version - V21 (Extra Slow)
Options:
Alternate Referee Option
Alternative Positioning Option
Alternative Positioning Option 2 (V16 positioning, but with back 5 fix)
Attacking Adjustment
Attacking Adjustment 2
Attacking Adjustment 3 (lower overall attacking runs and movement)
Attacking Adjustment 4
Attacking Adjustment 5
Attacking Difficulty Boost Option
Attacking Reaction - Faster NEW
Attacking Reaction - Slower NEW
Ball Physics Alternative Option
Ball Physics Alternative Option - More Curve
Ball Physics Alternative Series - Option 1
Ball Physics Alternative Series - Option 2
Ball Physics Alternative Series - Option 3
Ball Physics Alternative Series - Option 4
CPU Alternative 2
CPU Alternative Option
CPU Default Option
Contain - Default Option
Contain - Less Intense Option
Contain - More Intense Option
Contain - V22 Isolation Option
Default Blocks and Interceptions Option
Default Fatigue Option
Default Ground Pass and Through Ball Distance Option (for every pass speed isolation)
Default Nets Option
Default Positioning Option
Default Pressing Option
Default Physics Option
Default Shooting Errors Option
Defensive Difficulty Boost Option
Defensive Line Drop Option
Defensive Line Drop Option (+ALL positioning combination variants)
Difficult Defence (+Positioning combination variants) NEW
Difficult Defence + Ball Side (+Positioning combination variants) NEW
Difficult Defence + Ball Side + Space (+Positioning combination variants) NEW
Dribble Bounce Reduction Option
Easier Legendary Option
Extra Slow Defensive Reactions Option
Extra Slow Pass Speed Isolation Option
Even Tighter Positioning Option (+ALL positioning combination variants)
Faster Defensive Reactions Option
Faster Marking Option
Faster Turning Intensity and Acceleration Build Option
Full-back Option
Goalkeeper Boost Option
Increased Field Friction Option
Increased Field Friction V2 Option
Increased Walk Speed Option - Medium Base Movement
Increased Walk Speed Option - Regular Base Movement
Increased Walk Speed Option - Slow Base Movement
Injury Option UPDATED
Large ball size option
Less Blocks Option
Less Blocks V2 NEW
'Looser' First Touch and Dribbling Option
Marking Distance Option
More Blocks Option
More Blocks V2 NEW
More Pressing Option
Narrow Attack - Strong NEW
Narrow Attack - Subtle NEW
Narrow Option
Passing Error System Option - Strong
Passing Error System Option - Subtle
Passing Error System Option - Very Subtle
Passing Speed Isolation Options (only if you want to mix and match)
Physicality Option
Physicality V2 Option
Physicality 'V21' NEW
Positioning Alternative - Ball Side + Space (+ALL positioning combination variants) NEW
Positioning Alternative - Ball Side Option (+ALL positioning combination variants)
Positioning Alternative - Centre Compact Option (+ALL positioning combination variants)
Positioning Alternative - Centre Compact Option + Positioning Tweak - Midfielders Combined Option (+ALL positioning combination variants)
Positioning Alternative - Space Option (+ALL positioning combination variants)
I wanted to put this showcase together ahead of FC25, to provide a little bit of an insight into the level of depth and attention to detail you are receiving with my realistic gameplay mod.
This is just a very small look at some of the features only.
My gameplay mods are the result of years of learning, thousands of hours of modding and are all built from the ground up. Not all gameplay mods are equal in quality I can assure you.
//////////
Sign up to the 'Full Gameplay Package' and access a staggering:
+ 20+ realistic, standalone AIO versions with every aspect of gameplay thoroughly improved, tested and balanced.
+170+ Options to fully customise your own gameplay experience!
These options allow you to refine your gameplay experience like never before. You can fine-tune every single area of gameplay. There are multiple options for everything you could hope for; including detailed positioning bases, passing and shooting errors/speeds, movement, ball physics, tackling, pressing, attacking movement, goalkeepers, marking, touch plus much, much MORE.
Let's get ready to go again for an even bigger year on FC25!
I wanted to provide a full match example for the 'Full Gameplay Package' exclusive Extra Slow version.
This match was played on World Class and uses the following standalone and options (in this order):
- Attacking Adjustment 5 - Dribble Bounce Reduction - Tackle Range - Shooting Errors - Subtle Reduced - Shot Speed V2 CPU Alternative 2 - Injury Option - Trajectory Option - Trap Option - Anth's Weaker Goalkeepers - Touch Error - Swing - Positioning Alternative - Space + Defensive Line Drop - V22 - Extra Slow
Remember the standalone V22 mods are an AIO. The options allow you to refine and tweak your gameplay further!
I will also post an example of the Fast version soon, so you can see how different you can make the game look with this mod depending on your preferences.
////////////
Remember, if you're new around here, check out these pages for more information:
This version has been so well received and there's some really impactful changes in here! I'm constantly experiencing moments I want to share with you all, so I've put together this clip.
For those asking, this clip is made using a large range of combinations ranging from only the base versions right through to some large combinations of options. Be sure to check out some recommendations in the download. Also, make sure when you join you message me for exclusive access to my discord where you can chat with myself and others about the mod, possible combinations and what's planned for FC25!!
Join and you will gain access to a completely unique gameplay experience.
The 'Full Gameplay Package' includes a staggering:
+ 20+ All-In-One Standalone Versions (full list below)
+ 170+ Options - allowing you to fully customise and fine-tune your own realistic gameplay experience like NEVER before (full list below)
I've made the process of finding and understanding options easier than ever before.
Each and every single standalone version and option features it's own 'Read Me' file explaining exactly the impact of that particular mod will have on your gameplay experience.
These options can be stacked as much as you like. I've refined and updated many of these explanations for the V22 release and also included some recommended combinations as well.
You can also use my mod with any other FC24 mod as long as it's not gameplay related.
EVERYTHING Included in the 'Mod Testing and Supporting' Tier:
As of 15/08/24 the 'Mod Testing and Support' Tier includes the following:
V22 (Regular and Recommended version)
V22 - SLOW
V22 - MEDIUM
Alternative Referee Option
Vanilla Referee Option
EVERYTHING Included in the V22 'FULL GAMEPLAY PACKAGE':
As of 15/08/24 the 'Full Gameplay Package' includes the following:
Standalone Verions:
V22 (Regular and Recommended version)
V22 - EXTRA SLOW
V22 - SLOW
V22 - MEDIUM
V22 - FAST
V22 - Default Movement and Animations
Popular Old Version - Base C (v13.75)
Popular Old Version - Base D (Slowest Overall Gameplay)
Popular Old Version - V14
Popular Old Version - V17 - Difficult
Popular Old Version - V19
Popular Old Version - V20 (Default Animations and Movements)
Popular Old Version - V20 (Medium)
Popular Old Version - V20 (Regular)
Popular Old Version - V20 (Slow)
Popular Old Version - V21 (Default Animations and Movements)
Popular Old Version - V21 (Fast)
Popular Old Version - V21 (Medium)
Popular Old Version - V21 (Regular)
Popular Old Version - V21 (Slow)
Popular Old Version - V21 (Extra Slow)
Options:
Alternate Referee Option
Alternative Positioning Option (legacy)
Alternative Positioning Option 2 (legacy)
Attacking Adjustment
Attacking Adjustment 2
Attacking Adjustment 3 (lower overall attacking runs and movement)
Attacking Adjustment 4
Attacking Adjustment 5
Attacking Difficulty Boost Option
Attacking Reaction - Faster NEW
Attacking Reaction - Slower NEW
Ball Physics Alternative Option
Ball Physics Alternative Option - More Curve
Ball Physics Alternative Series - Option 1
Ball Physics Alternative Series - Option 2
Ball Physics Alternative Series - Option 3
Ball Physics Alternative Series - Option 4
CPU Alternative 2
CPU Alternative Option
CPU Default Option
Contain - Default Option
Contain - Less Intense Option
Contain - More Intense Option
Contain - V22 Isolation Option
Default Blocks and Interceptions Option
Default Fatigue Option
Default Ground Pass and Through Ball Distance Option (for every pass speed isolation)
Default Nets Option
Default Positioning Option
Default Pressing Option
Default Physics Option
Default Shooting Errors Option
Defensive Difficulty Boost Option
Defensive Line Drop Option
Defensive Line Drop Option (+ALL positioning combination variants)
Difficult Defence (+Positioning combination variants) NEW
Difficult Defence + Ball Side (+Positioning combination variants) NEW
Difficult Defence + Ball Side + Space (+Positioning combination variants) NEW
Dribble Bounce Reduction Option
Easier Legendary Option
Extra Slow Defensive Reactions Option
Extra Slow Pass Speed Isolation Option
Even Tighter Positioning Option (+ALL positioning combination variants)
Faster Defensive Reactions Option
Faster Marking Option
Faster Turning Intensity and Acceleration Build Option
Full-back Option
Goalkeeper Boost Option
Increased Field Friction Option
Increased Field Friction V2 Option
Increased Walk Speed Option - Medium Base Movement
Increased Walk Speed Option - Regular Base Movement
Increased Walk Speed Option - Slow Base Movement
Injury Option UPDATED
Large ball size option
Less Blocks Option
Less Blocks V2 NEW
'Looser' First Touch and Dribbling Option
Marking Distance Option
More Blocks Option
More Blocks V2 NEW
More Pressing Option
Narrow Attack - Strong NEW
Narrow Attack - Subtle NEW
Narrow Option
Passing Error System Option
Passing Speed Isolation Options (only if you want to mix and match)
Physicality Option
Physicality V2 Option
Physicality 'V21' NEW
Positioning Alternative - Ball Side + Space (+ALL positioning combination variants) NEW
Positioning Alternative - Ball Side Option (+ALL positioning combination variants)
Positioning Alternative - Centre Compact Option (+ALL positioning combination variants)
Positioning Alternative - Centre Compact Option + Positioning Tweak - Midfielders Combined Option (+ALL positioning combination variants)
Positioning Alternative - Space Option (+ALL positioning combination variants)
You will also gain exclusive access to my private discord server where you can chat with myself and other members regarding the mod, potential combinations etc!
For reference, 95% of everything you see in this video is CPU behaviour - showcasing the variety and depth you will experience when playing against them.
////////////
What's NEW in V22?
+ NEW 'DYNAMIC MOTIVATION' FEATURE
This is based around a recent discovery I made! You will now find the CPU reacts differently to going ahead or behind in a match.
This makes in-game situations much more interesting, varied - and difficult! The results will vary, but you won't feel like the CPU drops their heads as soon as you score the first goal anymore.
Now you will experience a much more intense 90 minutes, where you have to be switched on at all times.
+ CHANGES TO TACKLING/PRESSING
It's now much more difficult to steal the ball and defending feels a lot more manual.
Defending is now more of a manual and measured experience, where you can no longer simply pressure all game long until you win the ball.
The changes implemented here are both mechanical and stat based, so players like Rodri will still stand out a lot more!
This change has a big impact on the overall gameplay.
+ NEW PHYSICALITY
Expect a lot more variety in collisions now. You can now concede fouls purely based on the left stick. If you time your approach wrong,
you can foul - same goes with the CPU. (This can be added to or reduced using the options in the Full Gameplay Package).
+ SLOWER PASSING SPEED
The regular and medium versions see a reduction in passing speeds now and the ball moves much more naturally.
Tip: If you want to revert back to the V21 regular passing speed, just use the 'Slightly Increased Passing Speed Option'.
+ DEFENSIVE STABILITY
Defenders no longer charge into attack and leave their position open.
This improvement creates a lot more stability in the overall gameplay experience.
+ IMPROVED CLEARANCES
The ball no longer will travel from one side of the field to the other when you clear it.
+ CPU FREE-KICK ACCURACY REDUCTION
Expect the CPU to find it more difficult to score freekicks.
+ REDUCED BLOCKS / INTERCEPTIONS
Blocks and interceptions will feel more natural now.
+ IMPROVEMENTS TO DRIBBLING
+ LOTS OF SMALL REFINEMENTS AND ADJUSTMENTS
////////
MORE THAN 20 ALL NEW OPTIONS added into the 'Full Gameplay Package, taking the total to over 170!!!
Some of these new options have a big impact on your ability to refine your experience even further.
You will find updated explanations as well as all new combination recommendations.
Some of these new options include:
Attacking Reaction - Faster NEW
Attacking Reaction - Slower NEW
Difficult Defence (+Positioning combination variants) NEW
Difficult Defence + Ball Side (+Positioning combination variants) NEW
Difficult Defence + Ball Side + Space (+Positioning combination variants) NEW
Less Blocks V2 NEW
More Blocks V2 NEW
Narrow Attack - Strong NEW
Narrow Attack - Subtle NEW
Physicality 'V21' NEW
Positioning Alternative - Ball Side + Space (+ALL positioning combination variants) NEW
Reduced Shot Speed V2 NEW
Shooting Errors - Strong NEW
Shooting Errors - Subtle NEW
Tackling - More Intense NEW
Tackle Range NEW
+ More!!!
Don't get overwhelmed by the amount of detail and choice in this mod - I've made the process of finding and understanding options easier than ever before.
Each and every single standalone version and option features it's own 'Read Me' file explaining exactly the impact of that particular mod will have on your gameplay experience.
These options can be stacked as much as you like. I've refined and updated many of these explanations for the V22 release and also included some recommended combinations as well!
I've also added in an important 'Options Guide' which answers many FAQs and points you in the right direction based on what gameplay experience you want to achieve.
To be clear, you can use my mod with any other mod - as long as it doesn't include gameplay.
EVERYTHING Included in the 'Mod Testing and Supporting' Tier:
As of 15/08/24 the 'Mod Testing and Support' Tier includes the following:
V22 (Regular and Recommended version)
V22 - SLOW
V22 - MEDIUM
Alternative Referee Option
Vanilla Referee Option
EVERYTHING Included in the V22 'FULL GAMEPLAY PACKAGE':
As of 15/08/24 the 'Full Gameplay Package' includes the following:
Standalone Verions:
V22 (Regular and Recommended version)
V22 - EXTRA SLOW
V22 - SLOW
V22 - MEDIUM
V22 - FAST
V22 - Default Movement and Animations
Popular Old Version - Base C (v13.75)
Popular Old Version - Base D (Slowest Overall Gameplay)
Popular Old Version - V14
Popular Old Version - V17 - Difficult
Popular Old Version - V19
Popular Old Version - V20 (Default Animations and Movements)
Popular Old Version - V20 (Medium)
Popular Old Version - V20 (Regular)
Popular Old Version - V20 (Slow)
Popular Old Version - V21 (Default Animations and Movements)
Popular Old Version - V21 (Fast)
Popular Old Version - V21 (Medium)
Popular Old Version - V21 (Regular)
Popular Old Version - V21 (Slow)
Popular Old Version - V21 (Extra Slow)
Options:
Alternate Referee Option
Alternative Positioning Option
Alternative Positioning Option 2 (V16 positioning, but with back 5 fix)
Attacking Adjustment
Attacking Adjustment 2
Attacking Adjustment 3 (lower overall attacking runs and movement)
Attacking Adjustment 4
Attacking Adjustment 5
Attacking Difficulty Boost Option
Attacking Reaction - Faster NEW
Attacking Reaction - Slower NEW
Ball Physics Alternative Option
Ball Physics Alternative Option - More Curve
Ball Physics Alternative Series - Option 1
Ball Physics Alternative Series - Option 2
Ball Physics Alternative Series - Option 3
Ball Physics Alternative Series - Option 4
CPU Alternative 2
CPU Alternative Option
CPU Default Option
Contain - Default Option
Contain - Less Intense Option
Contain - More Intense Option
Contain - V22 Isolation Option
Default Blocks and Interceptions Option
Default Fatigue Option
Default Ground Pass and Through Ball Distance Option (for every pass speed isolation)
Default Nets Option
Default Positioning Option
Default Pressing Option
Default Physics Option
Default Shooting Errors Option
Defensive Difficulty Boost Option
Defensive Line Drop Option
Defensive Line Drop Option (+ALL positioning combination variants)
Difficult Defence (+Positioning combination variants) NEW
Difficult Defence + Ball Side (+Positioning combination variants) NEW
Difficult Defence + Ball Side + Space (+Positioning combination variants) NEW
Dribble Bounce Reduction Option
Easier Legendary Option
Extra Slow Defensive Reactions Option
Extra Slow Pass Speed Isolation Option
Even Tighter Positioning Option (+ALL positioning combination variants)
Faster Defensive Reactions Option
Faster Marking Option
Faster Turning Intensity and Acceleration Build Option
Full-back Option
Goalkeeper Boost Option
Increased Field Friction Option
Increased Field Friction V2 Option
Increased Walk Speed Option - Medium Base Movement
Increased Walk Speed Option - Regular Base Movement
Increased Walk Speed Option - Slow Base Movement
Injury Option UPDATED
Large ball size option
Less Blocks Option
Less Blocks V2 NEW
'Looser' First Touch and Dribbling Option
Marking Distance Option
More Blocks Option
More Blocks V2 NEW
More Pressing Option
Narrow Attack - Strong NEW
Narrow Attack - Subtle NEW
Narrow Option
Passing Error System Option
Passing Speed Isolation Options (only if you want to mix and match)
Physicality Option
Physicality V2 Option
Physicality 'V21' NEW
Positioning Alternative - Ball Side + Space (+ALL positioning combination variants) NEW
Positioning Alternative - Ball Side Option (+ALL positioning combination variants)
Positioning Alternative - Centre Compact Option (+ALL positioning combination variants)
Positioning Alternative - Centre Compact Option + Positioning Tweak - Midfielders Combined Option (+ALL positioning combination variants)
Positioning Alternative - Space Option (+ALL positioning combination variants)
For reference, 95% of everything you see in this video is CPU behaviour - showcasing the variety and depth you will experience when playing against them.
////////////
What's NEW in V22?
+ NEW 'DYNAMIC MOTIVATION' FEATURE
This is based around a recent discovery I made! You will now find the CPU reacts differently to going ahead or behind in a match.
This makes in-game situations much more interesting, varied - and difficult! The results will vary, but you won't feel like the CPU drops their heads as soon as you score the first goal anymore.
Now you will experience a much more intense 90 minutes, where you have to be switched on at all times.
+ CHANGES TO TACKLING/PRESSING
It's now much more difficult to steal the ball and defending feels a lot more manual.
Defending is now more of a manual and measured experience, where you can no longer simply pressure all game long until you win the ball.
The changes implemented here are both mechanical and stat based, so players like Rodri will still stand out a lot more!
This change has a big impact on the overall gameplay.
+ NEW PHYSICALITY
Expect a lot more variety in collisions now. You can now concede fouls purely based on the left stick. If you time your approach wrong,
you can foul - same goes with the CPU. (This can be added to or reduced using the options in the Full Gameplay Package).
+ SLOWER PASSING SPEED
The regular and medium versions see a reduction in passing speeds now and the ball moves much more naturally.
+ DEFENSIVE STABILITY
Defenders no longer charge into attack and leave their position open.
This improvement creates a lot more stability in the overall gameplay experience.
+ IMPROVED CLEARANCES
The ball no longer will travel from one side of the field to the other when you clear it.
+ CPU FREE-KICK ACCURACY REDUCTION
Expect the CPU to find it more difficult to score freekicks.
+ REDUCED BLOCKS / INTERCEPTIONS
Blocks and interceptions will feel more natural now.
+ IMPROVEMENTS TO DRIBBLING
+ LOTS OF SMALL REFINEMENTS AND ADJUSTMENTS
////////
MORE THAN 20 ALL NEW OPTIONS added into the 'Full Gameplay Package, taking the total to over 170!!!
Some of these new options have a big impact on your ability to refine your experience even further.
You will find updated explanations as well as all new combination recommendations.
Some of these new options include:
Attacking Reaction - Faster NEW
Attacking Reaction - Slower NEW
Difficult Defence (+Positioning combination variants) NEW
Difficult Defence + Ball Side (+Positioning combination variants) NEW
Difficult Defence + Ball Side + Space (+Positioning combination variants) NEW
Less Blocks V2 NEW
More Blocks V2 NEW
Narrow Attack - Strong NEW
Narrow Attack - Subtle NEW
Physicality 'V21' NEW
Positioning Alternative - Ball Side + Space (+ALL positioning combination variants) NEW
Reduced Shot Speed V2 NEW
Shooting Errors - Strong NEW
Shooting Errors - Subtle NEW
Tackling - More Intense NEW
Tackle Range NEW
+ More!!!
Don't get overwhelmed by the amount of detail and choice in this mod - I've made the process of finding and understanding options easier than ever before.
Each and every single standalone version and option features it's own 'Read Me' file explaining exactly the impact of that particular mod will have on your gameplay experience.
These options can be stacked as much as you like. I've refined and updated many of these explanations for the V22 release and also included some recommended combinations as well!
I've also added in an important 'Options Guide' which answers many FAQs and points you in the right direction based on what gameplay experience you want to achieve.
To be clear, you can use my mod with any other mod - as long as it doesn't include gameplay.
EVERYTHING Included in the 'Mod Testing and Supporting' Tier:
As of 15/08/24 the 'Mod Testing and Support' Tier includes the following:
V22 (Regular and Recommended version)
V22 - SLOW
V22 - MEDIUM
Alternative Referee Option
Vanilla Referee Option
EVERYTHING Included in the V22 'FULL GAMEPLAY PACKAGE':
As of 15/08/24 the 'Full Gameplay Package' includes the following:
Standalone Verions:
V22 (Regular and Recommended version)
V22 - EXTRA SLOW
V22 - SLOW
V22 - MEDIUM
V22 - FAST
V22 - Default Movement and Animations
Popular Old Version - Base C (v13.75)
Popular Old Version - Base D (Slowest Overall Gameplay)
Popular Old Version - V14
Popular Old Version - V17 - Difficult
Popular Old Version - V19
Popular Old Version - V20 (Default Animations and Movements)
Popular Old Version - V20 (Medium)
Popular Old Version - V20 (Regular)
Popular Old Version - V20 (Slow)
Popular Old Version - V21 (Default Animations and Movements)
Popular Old Version - V21 (Fast)
Popular Old Version - V21 (Medium)
Popular Old Version - V21 (Regular)
Popular Old Version - V21 (Slow)
Popular Old Version - V21 (Extra Slow)
Options:
Alternate Referee Option
Alternative Positioning Option
Alternative Positioning Option 2 (V16 positioning, but with back 5 fix)
Attacking Adjustment
Attacking Adjustment 2
Attacking Adjustment 3 (lower overall attacking runs and movement)
Attacking Adjustment 4
Attacking Adjustment 5
Attacking Difficulty Boost Option
Attacking Reaction - Faster NEW
Attacking Reaction - Slower NEW
Ball Physics Alternative Option
Ball Physics Alternative Option - More Curve
Ball Physics Alternative Series - Option 1
Ball Physics Alternative Series - Option 2
Ball Physics Alternative Series - Option 3
Ball Physics Alternative Series - Option 4
CPU Alternative 2
CPU Alternative Option
CPU Default Option
Contain - Default Option
Contain - Less Intense Option
Contain - More Intense Option
Contain - V22 Isolation Option
Default Blocks and Interceptions Option
Default Fatigue Option
Default Ground Pass and Through Ball Distance Option (for every pass speed isolation)
Default Nets Option
Default Positioning Option
Default Pressing Option
Default Physics Option
Default Shooting Errors Option
Defensive Difficulty Boost Option
Defensive Line Drop Option
Defensive Line Drop Option (+ALL positioning combination variants)
Difficult Defence (+Positioning combination variants) NEW
Difficult Defence + Ball Side (+Positioning combination variants) NEW
Difficult Defence + Ball Side + Space (+Positioning combination variants) NEW
Dribble Bounce Reduction Option
Easier Legendary Option
Extra Slow Defensive Reactions Option
Extra Slow Pass Speed Isolation Option
Even Tighter Positioning Option (+ALL positioning combination variants)
Faster Defensive Reactions Option
Faster Marking Option
Faster Turning Intensity and Acceleration Build Option
Full-back Option
Goalkeeper Boost Option
Increased Field Friction Option
Increased Field Friction V2 Option
Increased Walk Speed Option - Medium Base Movement
Increased Walk Speed Option - Regular Base Movement
Increased Walk Speed Option - Slow Base Movement
Injury Option UPDATED
Large ball size option
Less Blocks Option
Less Blocks V2 NEW
'Looser' First Touch and Dribbling Option
Marking Distance Option
More Blocks Option
More Blocks V2 NEW
More Pressing Option
Narrow Attack - Strong NEW
Narrow Attack - Subtle NEW
Narrow Option
Passing Error System Option
Passing Speed Isolation Options (only if you want to mix and match)
Physicality Option
Physicality V2 Option
Physicality 'V21' NEW
Positioning Alternative - Ball Side + Space (+ALL positioning combination variants) NEW
Positioning Alternative - Ball Side Option (+ALL positioning combination variants)
Positioning Alternative - Centre Compact Option (+ALL positioning combination variants)
Positioning Alternative - Centre Compact Option + Positioning Tweak - Midfielders Combined Option (+ALL positioning combination variants)
Positioning Alternative - Space Option (+ALL positioning combination variants)
Don't sit around waiting for FC25, join NOW for a completely FRESH experience!
For those new around here, I wanted to put together some highlights from the 'Full Gameplay Package'.
Join and you will gain access to a completely unique gameplay experience.
The 'Full Gameplay Package' includes a staggering:
- 15 All-In-One Standalone Versions (full list below)
- 150+ Options - allowing you to fully customise your own realistic gameplay experience like NEVER before (full list below)
///////////////////////////////
I understand if you're skeptical about FC24 - but you haven't played it like this before! Play this before you judge it.
Don't worry, I'm not some 'FUT' fanboy - I've been playing PES and FIFA since the early days. This mod is the result of years of learning, and thousands of hours of modding.
I can assure you that EVERY aspect of the gameplay has been thoroughly worked on and improved in my mod. This includes everything from movement to positioning, CPU behaviour and variety, passing and shooting speeds, mechanics, tackling, fouls, defensive awareness, tracking, pressing, goalkeepers, attacking movement, ball physics, midfield, physicality, errors, stats having a much bigger impact, etc, etc, etc. You name it and I've spent countless hours working on it I can assure you.
I also don't just change a bunch of values and publish. I spend a ridiculous amount of time testing and balancing to ensure that there's proper meaning, change and improvement here.
I don't promise a perfect game - but I can promise I will work to squeeze every single % out of what can be achieved - and it's much more than you probably think. I've had many diehard PES 2021 guys who have always hated FIFA/FC make the jump and to their own surprise are really enjoying it!
For reference, a lot of what you see in this video is CPU behaviour vs User. A huge focus of my mod has been to increase the variety and bring about lots of behavioural changes. 95% of the long balls, the fouls, the crosses are all the CPU - showcasing the variety and differences you can expect when playing against them now!
You will also gain exclusive access to my private discord server where you can chat with myself and other members regarding the mod, potential combinations etc!
NOTE: This is a re-export of V21: Re-loaded' to work with the latest #TU18.2
V21 'RELOADED' IS HERE!!!!!!!!!! This new release BUILDS on the initial V21 in a HUGE way!
60+ BRAND NEW OPTIONS and 2 EXCLUSIVE NEW STANDALONE VERSIONS ADDED TO THE ALREADY MASSIVE 'V21: FULL GAMEPLAY PACKAGE'.
The 'Full Gameplay Package' now features over150 OPTIONS IN TOTAL + 15 STANDALONE VERSIONS!!!!
/////////////////
One thing I've learnt is that everyone has a different interpretation about what 'realism' looks like.
I'm mindful of this and have carefully created and balanced a staggering amount of standalone versions and gameplay options, ALL with the purpose of allowing you to fine-tune your own realistic gameplay experience like never before!
Every standalone version features a full fleshed out gameplay. The options then allow you to refine, adjust and fine-tune your gameplay even further.
These new options are some of the most IMPACTFUL yet!
Details below.
///////////////// For those brand new to my mod in general, start by reading what my mod is all about here:
- Positioning Alternative - Ball Side Option (+ALL positioning combination variants) NEW
- Positioning Alternative - Space Option (+ALL positioning combination variants) NEW
- Reduced Field Friction Option NEW
- Slower Jockey Option NEW
- Slower Walk Speed - Extra Slow Movement Base Option NEW
- Slower Walk Speed - Fast Movement Base Option NEW
- Sprint Risk Option NEW
- Trajectory Option NEW
- Trap Option NEW
- V21 Jockey Speed Isolation Option NEW
/////////////////
More Detail on what's new:
2 EXCLUSIVE NEW STANDALONE VERSIONS: V21 EXTRA SLOW and V21 FAST:
V21 EXTRA SLOW: This exclusive standalone tweaks and balances very key areas of the V21 Slow Version to create an even slower, but still smooth and fluid V21. Animations play out that little bit slower, turning circles, specific dribbling speeds, thresholds etc have all been very carefully balanced out to provide a great experience for those who love slow gameplay.
Everything is of course scaled to stats.
This version also features a brand new extra slow passing speed which makes building up play even more important than on any other version.
Importantly, this version doesn't make the game feel sluggish and it doesn't 'break' the gameplay.
Tip: I recommend pairing this with the 'Heavy Switch' option also for those who want to add that EXTRA bit of friction and heaviness.
V21 FAST: This is another exclusive standalone version that increases the speed of movement in a number of key ways from V21 regular version.
It's important to note that this still remains etched in realism, but is perfect for those who want a more intense and responsive experience.
This version does NOT play like default FC24 - it is just a more intense version of the regular V21 standalone.
Tip: For those who want even faster passing, pair this with the 'Faster Passing Isolation' option.
Tip 2: If you want more attacking movement for a fast and open game (or you play shorter halves), also pair this with the 'Attacking Adjustment 5' and 'Positioning Alternative - Space' options.
60+ BRAND NEW OPTIONS (TAKING THE TOTAL AMOUNT OF OPTIONS TO OVER 150!!!)
Here's a brief overview for just SOME of the key NEW options:
POSITIONING ALTERNATIVE - BALL SIDE: This is a unique positioning option that results in the
defensive team moving more contextually to cover space on the ball side of the pitch.
This creates a more compact midfield game with some very interesting and fresh dynamics.
For those who want a dense midfield experience and who play with longer halves - you'll want to explore this option!
ATTACKING ADJUSTMENT 4: This adjustment will ensure that your defenders hold their position more and don't leave their post, providing more defensive stability in attack and defence.
ATTACKING DIFFICULTY BOOST OPTION: Increase the attacking difficulty for lower difficult levels (works best with World Class).
DEFENSIVE DIFFICULTY BOOST OPTION: Increase the defensive difficulty for lower difficulty levels (works best with World Class).
SPRINT RISK OPTION: This is a mechanic that I first introduced in my FIFA 23 gameplay mod.
It's an option that brings a risk/reward element to sprinting. When using this option, there's now a far greater chance of losing control of the ball when you decide to sprint, making you have to pick and choose your moments a lot more carefully than ever before. This is scaled based on stats, but it will still impact all players - bringing a whole new element to the gameplay.
DEFENSIVE LINE DROP: This option increases when and why the defence line will drop back. It's perfect for those wanting the defence to drop a little further back and not keep such a high line. I have also created a variation of this for ALL positioning options. POSITIONING ALTERNATIVE - SPACE OPTION: This option opens up more space to play in so that defensive formations aren't so close together. There are specific changes here relating to midfield spacing and also the way teams will compress/decompress from their formation.
INJURY OPTION UPDATED: I've listened to feedback and I've refined this option!
It's now much more stable and realistic.
BALL PHYSICS ALTERNATIVE SERIES - OPTIONS 1,2, 3 and 4: You now have 4 brand new ball physics options to choose from.
There's an option here for example that makes the ball lighter, more bouncy and travels higher.
TRAP OPTION: Increases the difficulty of trapping and controlling the ball - all based on a number of factors such as stats, balance, pressure, ball speed etc. This leads to more unpredictable moments.
TRAJECTORY OPTION: Use this option if you want to create some really unpredictable battles and outcomes in aerial duals. It brings a whole new dimension to the fight in the air.
A version of this is already included inside V21, but this option takes it a step further.
This is of course scaled based on stats, but every player is impacted.
REDUCED SHOT SPEED OPTION: A nice option that takes the edge off the shooting speeds and helps to create some added variety to shooting.
PHYSICALITY V2: The Physicality options are designed to create more potential outcomes in the dual.
This option can lead to more fouls and lots of nice battles all around the pitch - but importantly this is a LESS EXTREME version of the original 'Physicality Option', providing more consistency and stability.
CPU ALTERNATIVE 2: This option builds on the initial 'CPU Alternative' and has the CPU make decisions even faster again.
This doesn't necessarily mean everything is always quicker, but the CPU will release the ball faster and this can lead to different patterns and behaviours throughout a match. It can increase difficulty too.
EASIER LEGENDARY OPTION: This takes the edge off Legendary in a number of ways, creating a less difficult version of Legendary than what you will find in V21.
GOALKEEPER BOOST OPTION: Increase the goalkeeper ability in the game just that little bit extra.
SLOWER JOCKEY OPTION: Slow down the jockey speeds specifically, letting you refine your speed of movement to your liking even more.
FASTER TURNING INTENSITY AND ACCELERATION BUILD OPTION: This lets you tweak your movement base just that little bit extra. Say you're playing on V21 Slow standalone and you feel the movement is just a touch sluggish for your tastes, but you don't want to move up to the V21 Medium standalone, then use this option to get that little bit of extra responsiveness. You can use this for any movement base.
'EASIER' V21 POSITIONING OPTION: There are certain values within the positioning files that impact particular types of marking and reactions. The 'Easier' variant of positioning is a reduction of these values compared to what you will find in the V21 positioning.
Using this 'Easier' option makes it slightly easier to beat a defender.
This is a great option if you feel like the CPU is a little too fast at reacting and/or you want a bit more freedom to play.
+ LOADS, LOADS MORE - as I said there's a breakdown of EVERY option in all folders, as well as suggested combinations to try for specific experiences, making the entire process super easy to customise your own realistic gameplay experience.
///////////////////////////////////////////////// Don't get overwhelmed by the amount of detail and choice in this mod - I've made the process of finding and understanding options easier than ever before.
Each and every single standalone version and option features it's own 'Read Me' file explaining exactly the impact of that particular mod will have on your gameplay experience. These options can be stacked as much as you like.
I've refined and updated many of these explanations for the V21 'Re-loaded' release.
I've also added in an important 'Options Guide' which answers many FAQs and points you in the right direction based on what gameplay experience you want to achieve. There's examples of combinations etc as well.
V21: 'Re-loaded' sees the introduction of a massive amount of positional tweaks and adjustments. To make this process very easy to understand I have also written up an all new 'Positional Bases Guide' which talks you through the process of how to fine-tune this very important aspect of the mod.
Finally, when you join, message me to gain access to my exclusive discord server where you can talk to myself and many others to help you fine tune your combinations etc.
My discord is a no drama space where you can feel free to ask and discuss things at a much deeper level.
/////////////////////////////////////////////////
EVERYTHING Included in the V21 'RE-LOADED' FULL GAMEPLAY PACKAGE:
As of 19/07/24 the 'Full Gameplay Package' includes the following:
Standalone Verions:
- V21 FAST NEW
- V21 (Regular and Recommended version)
- V21 - MEDIUM
- V21 - SLOW
- V21 - EXTRA SLOW NEW
- V21 - Default Movement and Animations
- Popular Old Version- V14
- Popular Old Version - Base D (Slowest Overall Gameplay)
- Popular Old Version - Base C (v13.75)
- Popular Old Version - V17 - Difficult
-Popular Old Version - V19
- Popular Old Version - V20 (all versions of V20)
Options:
- Attacking Adjustment 4 NEW
- Attacking Adjustment 5 NEW
- Attacking Difficulty Boost Option NEW
- Ball Physics Alternative Series - Option 1 NEW
- Ball Physics Alternative Series - Option 2 NEW
- Ball Physics Alternative Series - Option 3 NEW
- Ball Physics Alternative Series - Option 4 NEW
- Defensive Line Drop Option (+ALL positioning combination variants) NEW
- Attacking Adjustment 3 (lower overall attacking runs and movement)
- More Pressing Option
- Contain - More Intense Option
- Contain - Less Intense Option
- Contain - Default Option
- Contain - V21 Isolation Option
- Tackling Alternative Option
- Tackling Default Option
- Width V2 Option
- Narrow Option
- Increased Field Friction V2 Option
- Varied Defensive Reactions Option
- Faster Defensive Reactions Option
- Slower Defensive Reactions Option
- Extra Slow Defensive Reactions Option
- Touch Error Alternative - Default
- Touch Error Alternative - Subtle
- Touch Error Alternative - Mid Subtle
- Touch Error Alternative - Mid Strong
- Touch Error Alternative - Strong
- Touch Error Alternative - Swing
- CPU Alternative Option
- Physicality Option
- Marking Distance Option
- Faster Marking Option
- Slower Marking Option
- V19 CPU Behaviour Option
- V19 Positioning Option
- Dribble Bounce Reduction Option
-Subtle Passing Errors Option
-Strong Passing Errors Option
- 'Pressing Variation' option
- 'Pressing Fatigue System' option (regular, strong and extreme)
- Shooting Errors option
- V18 Positioning and Pressing option
-V18 Dribble Errors option
- V21 Goalkeepers Isolation option
-V18 Goalkeepers option
- Default Pressing Option
- Default Fatigue Option
- Default Physics Option
- Large ball size option
- Ball Physics Alternative Option- More Curve + larger ball size
-V17 Fouls option
- V20 Fouls Isolation
- 'Looser' First Touch and Dribbling Option
- 'Touch Control Option
- Passing Error System Option
- Alternative Positioning Option
- Alternative Positioning Option 2 (V16 positioning, but with back 5 fix)
- Default Pressing Option
- Default Ground Pass Distance Option (Slow, Medium and Regular)
- Less Blocks Option
-More Blocks Option
- Passing Speed Isolation Options (only if you want to mix and match)
- Vanilla Goalkeepers Option
- 'Vanilla Referee' Option
- Full-back Option
- Ball Physics Alternative Option - More Curve
- Increased Walk Speed Option - Regular Base Movement
- Increased Walk Speed Option - Medium Base Movement
- Increased Walk Speed Option - Slow Base Movement
- Slower Walk Speed Option - Slow Base Movement
- Slower Walk Speed Option - Medium Base Movement
- Slower Walk Speed Option - Regular Base Movement
- Increased Field Friction Option
- Width Option
- Heavy Switch Option
+ MORE!
//////////////////////
EXTREMELY IMPORTANT: PLEASE read the ALL of the .txt files regarding settings, MOD ORDER INSTALLATION for FMM etc. This crucial to ensuring you have the mod and options working properly!
For example:
- Your in-game ref needs to be set to 'Very Lenient' for V21 (unless you're using different referee options of course).
- 50/50 sliders and NORMAL in game pace.
Remember - the mod is very stat based. You will see different behaviour, touches, dribbling, pressing, positioning etc based on WHO you are playing with or against. The learning curve is steeper than what you might be used to - stick with it and enjoy!
//////////////////////
REMINDER: It's good practice to delete the 'FC24' temp folder before you use my gameplay mod for the first time. If you've been using something different for gameplay for example and then you switch back to mine, then it's especially important.
It's also the first step you should take if you're finding some strange behaviours etc.
To do this:
- Search for %appdata% in your windows explorer.
- Appdata
- Local
- Temp
- Find the 'FC24' folder and delete.
//////////////////////
NOTE: V21 Standalone is designed to be a balanced experience to cater for various game styles and levels. It doesn’t come as THE most difficult it can possibly be. There’s a load of options that will increase the difficult substantially. It’s very important to have a read through the ‘Options Guide’ and then start exploring the folders for more information. For example the ‘Tackle Alternative Option’ is HIGHLY recommended to make it more difficult to steal the ball.
/////////////////////
Thanks everyone for your support, the mod simply wouldn't exist without it!
NOTE:This is a FREE release of the older V14 for #TU18.2
Remember, this mod has been worked on and improved DRAMATICALLY since this release. Those wanting the most up-to-date version, we are currently on V21 + V21: 'Re-loaded' Full Gameplay Package.
Sign up to the 'Full Gameplay Package' to access multiple standalone versions and over 150+ options to customise your own experience!
////
You will find all the information you need in the read me files - please make sure to read everything. This is regarding changes, settings, installation etc.
//////////////////////
REMINDER: It's good practice to delete the 'FC24' temp folder before you use my gameplay mod for the first time. If you've been using something different for gameplay for example and then you switch back to mine, then it's especially important.
It's also the first step you should take if you're finding some strange behaviours etc.
NOTE: This is a re-export of V21: Re-loaded' to work with the latest #TU18
V21 'RELOADED' IS HERE!!!!!!!!!! This new release BUILDS on the initial V21 in a HUGE way!
60+ BRAND NEW OPTIONS and 2 EXCLUSIVE NEW STANDALONE VERSIONS ADDED TO THE ALREADY MASSIVE 'V21: FULL GAMEPLAY PACKAGE'.
The 'Full Gameplay Package' now features over150 OPTIONS IN TOTAL + 15 STANDALONE VERSIONS!!!!
/////////////////
One thing I've learnt is that everyone has a different interpretation about what 'realism' looks like.
I'm mindful of this and have carefully created and balanced a staggering amount of standalone versions and gameplay options, ALL with the purpose of allowing you to fine-tune your own realistic gameplay experience like never before!
Every standalone version features a full fleshed out gameplay. The options then allow you to refine, adjust and fine-tune your gameplay even further.
These new options are some of the most IMPACTFUL yet!
Details below.
///////////////// For those brand new to my mod in general, start by reading what my mod is all about here:
- Positioning Alternative - Ball Side Option (+ALL positioning combination variants) NEW
- Positioning Alternative - Space Option (+ALL positioning combination variants) NEW
- Reduced Field Friction Option NEW
- Slower Jockey Option NEW
- Slower Walk Speed - Extra Slow Movement Base Option NEW
- Slower Walk Speed - Fast Movement Base Option NEW
- Sprint Risk Option NEW
- Trajectory Option NEW
- Trap Option NEW
- V21 Jockey Speed Isolation Option NEW
/////////////////
More Detail on what's new:
2 EXCLUSIVE NEW STANDALONE VERSIONS: V21 EXTRA SLOW and V21 FAST:
V21 EXTRA SLOW: This exclusive standalone tweaks and balances very key areas of the V21 Slow Version to create an even slower, but still smooth and fluid V21. Animations play out that little bit slower, turning circles, specific dribbling speeds, thresholds etc have all been very carefully balanced out to provide a great experience for those who love slow gameplay.
Everything is of course scaled to stats.
This version also features a brand new extra slow passing speed which makes building up play even more important than on any other version.
Importantly, this version doesn't make the game feel sluggish and it doesn't 'break' the gameplay.
Tip: I recommend pairing this with the 'Heavy Switch' option also for those who want to add that EXTRA bit of friction and heaviness.
V21 FAST: This is another exclusive standalone version that increases the speed of movement in a number of key ways from V21 regular version.
It's important to note that this still remains etched in realism, but is perfect for those who want a more intense and responsive experience.
This version does NOT play like default FC24 - it is just a more intense version of the regular V21 standalone.
Tip: For those who want even faster passing, pair this with the 'Faster Passing Isolation' option.
Tip 2: If you want more attacking movement for a fast and open game (or you play shorter halves), also pair this with the 'Attacking Adjustment 5' and 'Positioning Alternative - Space' options.
60+ BRAND NEW OPTIONS (TAKING THE TOTAL AMOUNT OF OPTIONS TO OVER 150!!!)
Here's a brief overview for just SOME of the key NEW options:
POSITIONING ALTERNATIVE - BALL SIDE: This is a unique positioning option that results in the
defensive team moving more contextually to cover space on the ball side of the pitch.
This creates a more compact midfield game with some very interesting and fresh dynamics.
For those who want a dense midfield experience and who play with longer halves - you'll want to explore this option!
ATTACKING ADJUSTMENT 4: This adjustment will ensure that your defenders hold their position more and don't leave their post, providing more defensive stability in attack and defence.
ATTACKING DIFFICULTY BOOST OPTION: Increase the attacking difficulty for lower difficult levels (works best with World Class).
DEFENSIVE DIFFICULTY BOOST OPTION: Increase the defensive difficulty for lower difficulty levels (works best with World Class).
SPRINT RISK OPTION: This is a mechanic that I first introduced in my FIFA 23 gameplay mod.
It's an option that brings a risk/reward element to sprinting. When using this option, there's now a far greater chance of losing control of the ball when you decide to sprint, making you have to pick and choose your moments a lot more carefully than ever before. This is scaled based on stats, but it will still impact all players - bringing a whole new element to the gameplay.
DEFENSIVE LINE DROP: This option increases when and why the defence line will drop back. It's perfect for those wanting the defence to drop a little further back and not keep such a high line. I have also created a variation of this for ALL positioning options. POSITIONING ALTERNATIVE - SPACE OPTION: This option opens up more space to play in so that defensive formations aren't so close together. There are specific changes here relating to midfield spacing and also the way teams will compress/decompress from their formation.
INJURY OPTION UPDATED: I've listened to feedback and I've refined this option!
It's now much more stable and realistic.
BALL PHYSICS ALTERNATIVE SERIES - OPTIONS 1,2, 3 and 4: You now have 4 brand new ball physics options to choose from.
There's an option here for example that makes the ball lighter, more bouncy and travels higher.
TRAP OPTION: Increases the difficulty of trapping and controlling the ball - all based on a number of factors such as stats, balance, pressure, ball speed etc. This leads to more unpredictable moments.
TRAJECTORY OPTION: Use this option if you want to create some really unpredictable battles and outcomes in aerial duals. It brings a whole new dimension to the fight in the air.
A version of this is already included inside V21, but this option takes it a step further.
This is of course scaled based on stats, but every player is impacted.
REDUCED SHOT SPEED OPTION: A nice option that takes the edge off the shooting speeds and helps to create some added variety to shooting.
PHYSICALITY V2: The Physicality options are designed to create more potential outcomes in the dual.
This option can lead to more fouls and lots of nice battles all around the pitch - but importantly this is a LESS EXTREME version of the original 'Physicality Option', providing more consistency and stability.
CPU ALTERNATIVE 2: This option builds on the initial 'CPU Alternative' and has the CPU make decisions even faster again.
This doesn't necessarily mean everything is always quicker, but the CPU will release the ball faster and this can lead to different patterns and behaviours throughout a match. It can increase difficulty too.
EASIER LEGENDARY OPTION: This takes the edge off Legendary in a number of ways, creating a less difficult version of Legendary than what you will find in V21.
GOALKEEPER BOOST OPTION: Increase the goalkeeper ability in the game just that little bit extra.
SLOWER JOCKEY OPTION: Slow down the jockey speeds specifically, letting you refine your speed of movement to your liking even more.
FASTER TURNING INTENSITY AND ACCELERATION BUILD OPTION: This lets you tweak your movement base just that little bit extra. Say you're playing on V21 Slow standalone and you feel the movement is just a touch sluggish for your tastes, but you don't want to move up to the V21 Medium standalone, then use this option to get that little bit of extra responsiveness. You can use this for any movement base.
'EASIER' V21 POSITIONING OPTION: There are certain values within the positioning files that impact particular types of marking and reactions. The 'Easier' variant of positioning is a reduction of these values compared to what you will find in the V21 positioning.
Using this 'Easier' option makes it slightly easier to beat a defender.
This is a great option if you feel like the CPU is a little too fast at reacting and/or you want a bit more freedom to play.
+ LOADS, LOADS MORE - as I said there's a breakdown of EVERY option in all folders, as well as suggested combinations to try for specific experiences, making the entire process super easy to customise your own realistic gameplay experience.
///////////////////////////////////////////////// Don't get overwhelmed by the amount of detail and choice in this mod - I've made the process of finding and understanding options easier than ever before.
Each and every single standalone version and option features it's own 'Read Me' file explaining exactly the impact of that particular mod will have on your gameplay experience. These options can be stacked as much as you like.
I've refined and updated many of these explanations for the V21 'Re-loaded' release.
I've also added in an important 'Options Guide' which answers many FAQs and points you in the right direction based on what gameplay experience you want to achieve. There's examples of combinations etc as well.
V21: 'Re-loaded' sees the introduction of a massive amount of positional tweaks and adjustments. To make this process very easy to understand I have also written up an all new 'Positional Bases Guide' which talks you through the process of how to fine-tune this very important aspect of the mod.
Finally, when you join, message me to gain access to my exclusive discord server where you can talk to myself and many others to help you fine tune your combinations etc.
My discord is a no drama space where you can feel free to ask and discuss things at a much deeper level.
/////////////////////////////////////////////////
EVERYTHING Included in the V21 'RE-LOADED' FULL GAMEPLAY PACKAGE:
As of 19/07/24 the 'Full Gameplay Package' includes the following:
Standalone Verions:
- V21 FAST NEW
- V21 (Regular and Recommended version)
- V21 - MEDIUM
- V21 - SLOW
- V21 - EXTRA SLOW NEW
- V21 - Default Movement and Animations
- Popular Old Version- V14
- Popular Old Version - Base D (Slowest Overall Gameplay)
- Popular Old Version - Base C (v13.75)
- Popular Old Version - V17 - Difficult
-Popular Old Version - V19
- Popular Old Version - V20 (all versions of V20)
Options:
- Attacking Adjustment 4 NEW
- Attacking Adjustment 5 NEW
- Attacking Difficulty Boost Option NEW
- Ball Physics Alternative Series - Option 1 NEW
- Ball Physics Alternative Series - Option 2 NEW
- Ball Physics Alternative Series - Option 3 NEW
- Ball Physics Alternative Series - Option 4 NEW
- Defensive Line Drop Option (+ALL positioning combination variants) NEW
- Attacking Adjustment 3 (lower overall attacking runs and movement)
- More Pressing Option
- Contain - More Intense Option
- Contain - Less Intense Option
- Contain - Default Option
- Contain - V21 Isolation Option
- Tackling Alternative Option
- Tackling Default Option
- Width V2 Option
- Narrow Option
- Increased Field Friction V2 Option
- Varied Defensive Reactions Option
- Faster Defensive Reactions Option
- Slower Defensive Reactions Option
- Extra Slow Defensive Reactions Option
- Touch Error Alternative - Default
- Touch Error Alternative - Subtle
- Touch Error Alternative - Mid Subtle
- Touch Error Alternative - Mid Strong
- Touch Error Alternative - Strong
- Touch Error Alternative - Swing
- CPU Alternative Option
- Physicality Option
- Marking Distance Option
- Faster Marking Option
- Slower Marking Option
- V19 CPU Behaviour Option
- V19 Positioning Option
- Dribble Bounce Reduction Option
-Subtle Passing Errors Option
-Strong Passing Errors Option
- 'Pressing Variation' option
- 'Pressing Fatigue System' option (regular, strong and extreme)
- Shooting Errors option
- V18 Positioning and Pressing option
-V18 Dribble Errors option
- V21 Goalkeepers Isolation option
-V18 Goalkeepers option
- Default Pressing Option
- Default Fatigue Option
- Default Physics Option
- Large ball size option
- Ball Physics Alternative Option- More Curve + larger ball size
-V17 Fouls option
- V20 Fouls Isolation
- 'Looser' First Touch and Dribbling Option
- 'Touch Control Option
- Passing Error System Option
- Alternative Positioning Option
- Alternative Positioning Option 2 (V16 positioning, but with back 5 fix)
- Default Pressing Option
- Default Ground Pass Distance Option (Slow, Medium and Regular)
- Less Blocks Option
-More Blocks Option
- Passing Speed Isolation Options (only if you want to mix and match)
- Vanilla Goalkeepers Option
- 'Vanilla Referee' Option
- Full-back Option
- Ball Physics Alternative Option - More Curve
- Increased Walk Speed Option - Regular Base Movement
- Increased Walk Speed Option - Medium Base Movement
- Increased Walk Speed Option - Slow Base Movement
- Slower Walk Speed Option - Slow Base Movement
- Slower Walk Speed Option - Medium Base Movement
- Slower Walk Speed Option - Regular Base Movement
- Increased Field Friction Option
- Width Option
- Heavy Switch Option
+ MORE!
//////////////////////
EXTREMELY IMPORTANT: PLEASE read the ALL of the .txt files regarding settings, MOD ORDER INSTALLATION for FMM etc. This crucial to ensuring you have the mod and options working properly!
For example:
- Your in-game ref needs to be set to 'Very Lenient' for V21 (unless you're using different referee options of course).
- 50/50 sliders and NORMAL in game pace.
Remember - the mod is very stat based. You will see different behaviour, touches, dribbling, pressing, positioning etc based on WHO you are playing with or against. The learning curve is steeper than what you might be used to - stick with it and enjoy!
NOTE: V21 Standalone is designed to be a balanced experience to cater for various game styles and levels. It doesn’t come as THE most difficult it can possibly be. There’s a load of options that will increase the difficult substantially. It’s very important to have a read through the ‘Options Guide’ and then start exploring the folders for more information. For example the ‘Tackle Alternative Option’ is HIGHLY recommended to make it more difficult to steal the ball.
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Thanks everyone for your support, the mod simply wouldn't exist without it!
NOTE:This is a FREE release of the older V14 for #TU18
Those wanting the most up-to-date version, we are currently on V21 + V21: 'Re-loaded' Full Gameplay Package.
Sign up to the 'Full Gameplay Package' to access multiple standalone versions and over 150+ options to customise your own experience!
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You will find all the information you need in the read me files - please make sure to read everything. This is regarding changes, settings, installation etc.