Home Creators Posts Import Register Favorites Logout

Downloads

Content

Now also applied to Authentic Mode. You can use between competitive and authentic

What's new in the V2:

1. Physics-Based Trivela & Aerodynamics

In the original game, Trivelas utilize a "guided" accuracy system and a floaty ball flight that defies gravity. I have stripped away this automated assistance to ground the mechanic in real-world physics.

The Overhaul: I have significantly increased the Lateral Spin (Yaw) to create an intense, dynamic peak of rotation. By removing the "magnetic" pull toward the corners, I have made the ball behave like a heavy, separate physical object.

Aggressive Curling "Bite": I fixed the "normal shot" trajectory. Trivelas now feature an aggressive, curling arc that catches the air and "bites" toward the far post.

Manual Precision: If you aim a Trivela poorly, the ball will now realistically sail wide or into the crowd. You must position the player perfectly and use precise manual input to find the net.

Iconic Visuals: You will finally witness the "impossible" curling trajectories of specialists, where the ball visibly bends around the keeper’s reach.

2. Manual Defensive Tracking & "Track Back" Overhaul

Original "Track Back Assistance" acts as an invisible hand, pulling defenders into perfect positions even without user input. In BETA V2, I have removed these artificial safety nets.

The Overhaul: Defensive tracking is now strictly manual. I have tied a player’s ability to intercept loose balls or transition into a dribble strictly to their Attributes and your Stick Input.

Removal of Auto-Correction: I have stopped the game from "fixing" your positioning. If you lose a runner in the midfield, you must use the stick to track them back manually.

Weighted Transitions: I fixed the "robotic" interceptions. Trapping a high-velocity ball now feels physically demanding. I made moving from a loose-ball scramble into a controlled dribble feel heavy and earned, which stops the "ping-pong" effect.

3. Ball Handler Persistence & Tenacity

I am addressing the "Zombie Behavior" where players "give up" on loose balls or cancel shots because the ball trajectory shifted slightly.

The Overhaul: By drastically expanding the Chase Distance Thresholds, I have ensured that players—especially elite midfielders—will now fight for possession until the very last millisecond.

Unwavering Focus: I have ensured your defenders and attackers chase every "second ball" with professional intensity. I made strikers more lethal, ensuring they follow through on strikes even after physical contact, leading to more "scrappy" and realistic goals.

4. Player Collision & Strength Hierarchies

In the base game, small wingers often shove heavy center-backs off the ball, and collisions feel weightless.

The Overhaul: I have widened the gap between weak and strong players. Using my new Mass & Momentum Physics, elite "Tanks" now feel physically dominant.

Broadened Collision Ceiling: I increased the collision intensity maximum to allow for dramatic, high-speed physical clashes while maintaining a grounded, heavy floor.

Technical Shielding: I have ensured stronger players more effectively "bully" opponents in the air or when shielding the ball. Smaller players must now rely strictly on agility and avoiding contact entirely to survive duels.

5. AI Global Intelligence & Vision Scaling

AI vision was previously too narrow on low difficulties and "robotic" on high ones. In BETA V2, I provide a more human, yet challenging, intelligence.

The Overhaul: I have expanded the AI's Vision Cones, forcing the CPU to process more of the pitch at once. This makes it significantly harder to exploit the defense with simple through-balls.

Visionary Playmaking: I have enabled playmakers to "see" hidden passing lanes and attempt defense-splitting balls from angles previously locked by the engine.

Human-Like Snappiness: I have sharpened the difficulty mapping. AI gains "Football IQ" faster as difficulty rises, making Professional and World Class feel like genuine tactical battles with elite spatial awareness.

6. AI Anticipation & Decision-Making Urgency

I am fixing the robotic hesitation where the AI stands still while being pressed.

The Overhaul: I have lowered Reaction Deltas so the AI updates its position more frequently. I cut the maximum hesitation time drastically, ensuring the AI never feels "stuck" in an animation.

Elite Anticipation: On high difficulties, I have made the AI "read" your passes. If you play a lazy ball, the defender will have already predicted the landing spot and stepped in front of your striker.

One-Touch Football: High-rated teams will now play with "frame-perfect" efficiency, punishing your defensive mistakes with professional speed.

7. Tactical Line Dynamics (Attack & Defense)

Line lengths were too similar in the original game, leading to a "cluttered" midfield and identical tactics.

The Overhaul: I have widened the gap between build-up styles. Possession teams now stay compact for short triangles, while Long Ball teams aggressively stretch the pitch vertically.

Defensive Compactness: I reduced line length modifiers to eliminate the "empty midfield" bug. I have ensured your team moves as a cohesive block, making it harder for the AI to "dribble through" your lines.

Modern Width: Formation-specific width now forces wing-backs to stay wide, successfully stretching the opponent's defensive block.

8. Attacker Spatial IQ & Near-Zone Exploitation

Addressing "braindead" movement where players run offside or stand too far from the ball carrier.

The Overhaul: I have ensured attackers now proactively hunt for "lanes" and "pockets". I reduced support distances to allow for realistic passing triangles.

Shoulder-to-Shoulder Precision: I have made strikers sit right on the "shoulder" of the last defender, making through-ball timing more critical and rewarding.

Lethal Back-Post Runs: I fixed the "lazy winger" bug. Opposite-side wingers will now aggressively crash the far post like modern inside-forwards to tap in crosses.

Diagonal Shooting Lanes: I have made strikers pull away horizontally to create "The Killer Angle," making shooting runs feel powerful and professional.

9. Defensive Contain & The "80th-Minute Collapse"

The original contain mechanic acted as a "magnetic" safety net.

The Overhaul: I have tightened marking distances for elite players but made it "loose" for lower-tier defenders. I have significantly increased the penalty for mistimed contain-spamming.

Dynamic Fatigue: My overhaul of the Low Energy Curve is a game-changer. Tired defenders will exhibit a massive drop-off in tracking urgency, creating those realistic "tired leg" defensive lapses that lead to high-drama late goals.

Explosive High Press: The Partial Team Press is no longer a scripted animation. I have transformed it into a high-stakes gamble. Chasing speeds are higher, but the cooldown and stamina drain are punishing if the press is broken.

10. Attributes & Individual Defensive Aura

Attributes were previously "normalized," making average defenders feel too similar to world-class ones.

The Overhaul: I widened the skill gap for Marking Intelligence. Elite defenders react to skill moves and passes with frame-perfect professional timing.

Human Reaction Ticks: I have ensured reaction times vary significantly based on rating. Elite defenders are "one step ahead," while average players are prone to realistic lapses in concentration.

11. AI Intensity & Work Rates

I am removing the "training wheels" that make the AI feel lazy or unresponsive on anything but the highest settings.

The Overhaul: I raised the work rate floor drastically. AI defenders will now proactively engage you even on lower difficulties.

Elite Tenacity: I pushed the ceiling for Legendary/Ultimate difficulty past the standard limits. High-difficulty AI now plays with a relentless, professional-grade intensity.

12. General Defensive Positioning & Team Logic

I am transforming the backline from a passive, retreating wall into a proactive, coordinated unit.

The Overhaul: I have raised the thresholds for possessor attacks and interceptions. My backline will now actively hunt the ball, making the midfield battle feel intense and physical.

Modern High-Line Meta: I have stabilized the depth modifiers so your team maintains a high, modern line even when the ball is in the opponent's half, creating a tactical experience that was impossible in the base game.

Notes on Fixes:

Goalkeepers: All GK features from the previous version have been deleted and reverted to default. I am rebuilding the Goalkeeper Save Logic from scratch to ensure even higher quality in a future update.

Finesse Shots: While I have returned some general logic to default for stability, I have specifically overhauled the Curve Physics. I have made finesse shots significantly "curvier" and more beautiful, allowing for more exaggerated arcs that distinguish them from normal power shots.

AGT GAMEPLAY BETA V2: SUMMARY OF CHANGES

For those who want a quick look at the major pillars of this update.

Manual Mastery: Removed "Track Back Assistance" and "Trivela Guidance." Defending and specialized shooting now require 100% manual stick input and precision.

Beautiful Physics: Overhauled lateral spin and vertical dip. Trivelas and Finesse shots now feature iconic, arcing trajectories that behave like real-world physical objects.

Professional AI: CPU teams now play with world-class urgency. I have removed the "decision delay" and expanded their vision to allow for elite playmaking and proactive interceptions.

Tactical Depth: Build-up styles (Long Ball vs. Possession) now feel completely distinct. I have tightened defensive blocks to eliminate the "empty midfield" and ensure modern pitch coverage.

Attribute Authenticity: Widened the gap between average and elite players. Top-tier defenders possess a frame-perfect "Aura," while tired players will suffer realistic lapses in concentration.

The "80th-Minute Collapse": Drastically increased the impact of fatigue. Late-game goals now feel earned as tired defenders struggle to maintain professional tracking intensity.

Goalkeeper Reset: All GK features have been reverted to default. I am currently rebuilding the Goalkeeper Save Logic from scratch for a future high-quality update.

While I have documented the core pillars of this overhaul, there may be minor technical features and value adjustments present in the gameplay that I missed in my notes. As this is still in BETA, your input is essential—if you have suggestions or notice something is off, please don't hesitate to leave a comment to help shape the future of AGT Gameplay.

Files

Comments

Juanning@Life

Appreciate the updates, but I actually just got a ctd a few mins into my manager career match. Not sure if this gameplay mod (v2) or the All in One 9.2 update caused it, but I didn't have this issue with gameplay v1 or AIO 9.1. I did have some preliminary notes about the gameplay mod, but I play with custom sliders, modified slightly from authentic gameplay, so I'm not sure how valuable anything I noticed from v1 would be without first playing v2.

AGT - AGT ALL IN ONE MANAGER PLAYER CAREER TWEAK

Hey there! Let me look into that. Are you using a new game or an existing save file? I haven’t had a chance to play it myself since the game updated, but I’ll check it out now. Also, please be sure to share your notes on the gameplay with me! I really want to hear your thoughts so I can keep improving it.

Juanning@Life

It was an existing save, but created on AIO 9.1 and Gameplay v1 just yesterday. Happy to make a new save and try that in a bit. Gameplay thoughts for v1 — the biggest changes I noticed right away were the ball having increased momentum with passes or the push-ahead sprints, and an increased likelihood of the player or AI commiting a foul. I think they go hand-in-hand. The finesse shot also felt pretty zippy. Ambivalent on the the finesse shots, but I definitely like the fouls. I only had about 1-2mins of gameplay with v2 before that crashed, but it did feel pretty different from v1, and I liked the little bit of it I played. I'm using "realistic" sliders from Operation Sports with your mods, for what it's worth

AGT - AGT ALL IN ONE MANAGER PLAYER CAREER TWEAK

Okay, after further testing playing from July to January (using both Authentic and Competitive modes), I didn’t experience any crashes. I can definitely say the problem is not with AIO V9.2. It’s likely that the custom sliders you’re using are the cause; unfortunately, my gameplay mod might not be compatible with other gameplay-related mods or slider changes.

Pedro Pimenta

Hey sorry for the question how does it work with tactical vision ? is it good ?

Juanning@Life

That's so odd, I made a new career today, using Authentic gameplay with no slider changes, and I still crashed a couple of minutes into my first match. My only mods are your AIO 9.2, your Gameplay beta v2, and a mod that skips the EA start-up intro video, which seems an unlikely source of the issue. I'll go back to my sliders for now and try the gameplay mod sometime further into its development in the hopes the issue gets fixed by proxy.

AGT - AGT ALL IN ONE MANAGER PLAYER CAREER TWEAK

I think the mod that skips the EA startup intro video is incompatible with mine, since the AIO also does that. Can you remove that mod and see if it is fixed? Also, mods like 'Easy Corner Kick' are incompatible because my gameplay mod already includes that feature

Juanning@Life

Just gave it another go, only mods used this time are your AIO 9.2 and the Gameplay Beta v2. Still crashed a few minutes in. The trend I'm noticing now is that it always seems to happen when I'm attacking inside the box. That was the case both times tonight. The only other thing that comes to mind that may explain why we're seeing different results is that I'm using a controller instead of mouse and keyboard?

Zeke44

Are your face mods compatible with other career mods in their own, or do I need your master mod?

AGT - AGT ALL IN ONE MANAGER PLAYER CAREER TWEAK

Hey! It seems like some people were experiencing crashes with the mod, so please download it again—I’ve updated the file to v3. It shouldn’t crash anymore. I’ll make a post about the specific changes later; I’ve made so many changes that I’m too lazy to write the full article right now!

AGT - AGT ALL IN ONE MANAGER PLAYER CAREER TWEAK

Do you mean if my face pack works with other packs, like ViP3er or FIFER? If so, it should be. Many of my face mods don't use existing face IDs because I’ve created custom ones. I can't guarantee it since I haven't used those packs in a while, but in theory, it should be compatible. If you're asking if the gameplay mod and the All-In-One (AIO) can be used separately, the answer is yes. You can use just the AIO, just the gameplay mod, or both together.

AGT - AGT ALL IN ONE MANAGER PLAYER CAREER TWEAK

I haven't checked the tactical side yet. I only test the mod by actually playing the game, so I'm not sure if it performs well or not in simulation. Since I haven't seen it for myself, I've just been focusing on how it feels when you play it yourself.

FORT MODS

I bro i need view a preview of this faces [FC 26] Jorge Salinas - Andrés Martin - Álex Calatrava - Sergio Canales - Jon Martín - Iñigo Vicente (Face Mod Request) Can you send me to DM?

AGT - AGT ALL IN ONE MANAGER PLAYER CAREER TWEAK

Hey, To answer your question about the preview: I’d actually recommend waiting. I’m releasing Face Pack v14 the day after tomorrow, which will include all those faces—plus 30+ others—for just $2.50. I forgot to take down the old individual listing, so save your money instead of buying that one, and grab the full pack in a couple of days