AGT ULTIMATE ALL IN ONE — V8 (21 January) (Patreon)
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⚠️ IMPORTANT — READ BEFORE USING v8
If you want to use v8, you MUST start a brand new Career Mode (this also applies if you used v7 or any previous version).This version changes many core systems, and using it on an existing save will cause player overalls to drop or behave incorrectly.
Because of this, v7 is also included in the download.➡️ Use v7 if you want to continue an existing save.➡️ Use v8 only when starting a new Career Mode.
New Features and Update:
Career Mode Settings
Career Mode settings have been adjusted to match my recommended setup. You can still change and choose any settings you prefer, but the default settings shown when starting a new Career Mode are my suggestions.
Some settings may still appear as “Default” or not exactly as suggested due to game limitations. For example, even though I set Negotiation Strictness to realism, the game may still display it as default.
You are always free to adjust everything manually — these are recommendations, not restrictions.
Player Growth & Progression
Learning Skill Moves and Weak Foot is now harder and takes more time. Progress is no longer instant and is slower than in previous versions.
Reaching 90+ overall is now significantly harder. High-rated players will progress more slowly and remain at their current overall for longer periods, better reflecting real-life football careers.
Overall player growth is slower than previous versions, as many users felt progression was too fast.
Goals, Awards & Match Ratings
In previous versions, the number of goals was reduced. This caused defenders to frequently win Player of the Year due to higher match ratings. Since my match rating system is heavily based on earlier versions, I decided to restore goal-scoring numbers to their previous levels.
I understand that some users may disagree with this decision. However, this approach aligns better with my match rating logic and the overall structure of the mod. Goals are a key output in AGT, as they directly affect development plans, awards, match ratings, and other connected systems.
Reducing goal numbers further would require reworking many interconnected systems, which would take a significant amount of time and testing. I also personally prefer the previous goal output, and during testing and my own playtime, the goal numbers remain logical. For example, 35 goals in 30 matches is still realistic in many cases.
Goal numbers should be judged at the end of the season, not mid-season. In most cases, players will score no more than around +5 goals compared to their appearances, except in smaller leagues or leagues dominated by one or two teams.
I also prefer matches to end more often in wins and losses, with fewer draws, which naturally happens with the higher goal output.
XP & Playing Time
XP gain for players with 0 appearances has been reduced. Previously, players who never played could still grow by +3 overall or more. They will still grow now, but much more slowly than before.
Some internal growth factors have also been adjusted to make player progression more realistic.
Match Simulation & Ratings
Simulation substitutions have been improved for realism. In the original version, defenders were substituted too often. This has now been reduced, while substitution chances for midfielders and attackers have been increased.
As a result, defenders are now less likely to be substituted compared to previous versions, while midfielders and attackers are more likely — all based on match situations such as whether the team is winning or losing.
Match ratings have also been adjusted. Defenders and goalkeepers now lose more rating when conceding goals, as the previous system was too generous and often resulted in instant 10.0 ratings after clean sheets.
At the same time, match rating gains from scoring goals have been increased.
Youth Academy Changes
The number of youth players that can be signed each month has been reduced. The maximum is now 5 players per month, with most scouts generating around 3 players.
For example, if you have 3 scouts, they will usually generate around 9 players in total, more or less. This also helps solve the issue where scouting for a specific position (like goalkeeper) would previously generate too many players for that role.
This change makes youth development more challenging and prevents oversized youth academies. In the original game, one scout could generate over 10 players, making additional scouts unnecessary and causing unrealistic squad sizes.
League XP Balance
XP gain has been reduced for La Liga, Bundesliga, and Ligue 1. These leagues are generally less competitive when using dominant teams like Real Madrid, PSG, or Bayern, where winning most matches is expected.
Because of this, player growth in these leagues is now slower, preventing players from increasing their overall too easily simply due to constant wins. Growth will still happen, but at a more realistic pace, especially outside of rivalry matches.
Compatibility Update
Some features have been removed because they were likely causing bugs when used with custom leagues and custom teams:
Job Market
Board Objectives
Any systems related to AI custom teams changing managers
When AI teams changed managers, several serious issues could occur, such as 0–0–0 formations or game crashes. To avoid these problems and ensure stability, these features have been removed in v8.
There may be additional internal changes and adjustments not listed here, but everything mentioned above represents the most important and noticeable changes you will experience in gameplay.
That’s it for this update!
Thank you for using my mod. Your feedback continues to help me improve each version. Even if I don’t reply to every comment individually, I always read them and use them to improve the mod behind the scenes. I truly appreciate all the support and feedback.