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Regarding Tactical View: I have not created a separate Tactical View version yet because the system is completely new, and these changes may already be suitable for players who enjoy Tactical View to use this version. However, I still need to analyze and test it properly, and since the game was updated today, I need to release this version first. I will let you know later whether a dedicated Tactical View update will be released.

V9 delivers a major gameplay overhaul covering passing, shooting, headers, movement, stamina, tactics, AI, match ratings, bicycle kicks, referees, injuries, and weather physics: passes and shots now have clearer power differences, heavier ball movement, reduced assistance, and more realistic speed, spin, deflection, momentum, trajectory behavior, etc.

Detailed Changes:

Passing

·  Ground Passing: Ground passes were rebuilt with clearer low, standard, and high-power separation, heavier ball movement, stronger momentum loss on soft passes, and less automatic assistance.

·  Ground-Pass Low Power: Low-power ground passes now travel more slowly, absorb more incoming momentum, and work better for short controlled touches and possession play.

·  Ground-Pass Standard Power: Standard ground passes now provide balanced speed, acceleration, rotation, and control for realistic midfield circulation.

·  Ground-Pass High Power: High-power ground passes now travel decisively faster while remaining below unrealistic driven-ball speeds and preserving physical ball behavior.

Shooting

·  Normal Shooting: Normal-shot contact was redesigned so low, standard, and high-power shots have more distinct speed, acceleration, rotation, elevation, and deflection behavior.

·  Low-Power Shooting: Low-power shots now feel more controlled and less artificially fast, with greater cushioning and more visible influence from body orientation.

·  Standard Shooting: Standard shots now retain balanced force while reducing excessive animation correction and unrealistic maximum ball speed.

·  High-Power Shooting: High-power shots remain powerful but no longer receive the extreme acceleration and speed that previously made them feel like unrealistic rockets.

·  Shot Deflection: Shot contact now includes controlled deflection variation so imperfect contact is less deterministic and depends more on pressure, timing, and body position.

·  Shot Elevation Assistance: Maximum shot-elevation correction was reduced so animations cannot automatically transform awkward contact into perfectly directed shots.

Header

·  Header-Shot Physics: Header-shot contact was rebuilt to reward clean timing with firmer power while reducing magnetic clamping, sticky ball attachment, and automatic trajectory correction.

·  Header Accuracy: Properly timed headers now receive better directional control, while poorly positioned or backward-leaning headers remain visibly inaccurate.

·  Header Power: Clean headers now transfer slightly more force, but maximum header velocity remains safely below normal-shot speed.

·  Glancing Headers: Reduced grip and sliding friction allow the ball to glance naturally across the forehead instead of sticking to the player.

·  Header Spin: Increased spin friction reduces exaggerated curl, wobble, and inherited rotation after heading contact.

·  Header Passing: Header passes were rebuilt with clear low, standard, and high-power roles instead of all three producing nearly identical outcomes.

·  Low-Power Header Passing: Low-power headers now cushion fast balls, drop possession to nearby teammates, and absorb more incoming momentum.

·  Standard Header Passing: Standard header passes now provide reliable aerial circulation, defensive layoffs, and controlled midfield combinations.

·  High-Power Header Passing: High-power header passes now create stronger flick-ons, switches, and space-attacking redirections without behaving like shots.

·  Header-Pass Elevation: Header-pass elevation assistance was reduced so trajectory depends more on contact height, body posture, timing, and heading ability.

·  Header-Pass Momentum: Low-power headers remove the most incoming speed, while high-power headers preserve more momentum through contact.

·  Header animation-selection thresholds were tightened so players must align their body more accurately with the incoming ball.

·  Procedural header recovery was reduced to prevent magnetic forehead contact and excessive animation warping.

Tempo, movement, stamina overhaul

·  Global Match Tempo: Slow game-speed acceleration, sprint speed, passing speed, and positional-run frequency were reduced to restore a heavier and more authentic match rhythm.

·  Fast Game-Speed Balance: Fast game speed remains quicker than Slow but was reduced from the excessive vanilla values that created constant end-to-end football.

·  Passing Tempo: Global pass-speed limits were lowered to prevent instant ball circulation and allow midfield defensive structures time to react.

·  Action Frequency: Universal buildup, shooting, dribbling, skill-move, crossing, and first-touch passing frequencies were reduced to prevent repetitive attacking spam.

·  Player Sprint Identity: The sprint-speed range was widened so slow players remain genuinely slow while elite pace players retain a meaningful advantage.

·  Acceleration Identity: Acceleration curves were rebuilt so average players require more distance to reach speed while explosive players remain noticeably quicker.

·  Jogging Pace: Off-ball jogging and on-ball cruising speeds were reduced so players do not constantly move at near-sprint tempo.

·  Dribbling Identity: Dribbling timing curves were widened so weaker players require more preparation while elite technical players execute touches more quickly.

·  Passing Animation Identity: Passing animations now vary more strongly with player ability, making poor passers slower and elite playmakers visibly sharper.

·  Shooting Animation Identity: Shooting preparation now depends more strongly on attributes, so elite finishers release shots faster than ordinary attackers.

·  First-Touch Identity: Trapping and after-touch timing were widened so difficult control consumes more time and elite ball-control players stand out.

·  Turning and Momentum: Players now require more foot planting and lose more speed during sharp direction changes, reducing skating and instant turning.

·  Reaction Identity: Reaction curves were widened so intelligent and reactive players respond faster without giving every player impossible reactions.

·  Defensive Animation Identity: Tackling and blocking timing now separates elite defenders from weaker defenders instead of giving all players similar recovery speed.

·  Post-Touch Commitment: Players can no longer cancel difficult touches immediately, and weaker control creates longer recovery before the next action.

·  Touch Assistance: Assisted touch-angle ranges were reduced so body orientation and technique matter more and ordinary players receive less magnetic control.

·  Controlled Sprint: Controlled sprint now gives elite technical dribblers an advantage without making every player unnaturally fast with the ball.

·  Acceleration Traits: Universal acceleration boosts were reduced while regular and elite traits retain clear, controlled advantages.

·  Acceleration Cooldowns: Sprint-boost durations were shortened and recovery times increased to prevent repeated turbo launches.

·  Skill Moves: Elite players retain faster skill execution, but repeated moves now carry stronger recovery and effectiveness penalties.

·  Fatigue: Repeated sprinting and late-match fatigue now reduce acceleration, sprint speed, dribbling quality, and recovery movement more visibly.

·  Player durability attributes now provide meaningful protection without allowing highly resistant players to become nearly immune.

Tactics changes

·  Goalkeeper Identity: Goalkeeper attribute ranges were widened so elite and weak goalkeepers differ more clearly in reactions, positioning, handling, and reliability.

·  Team Identity: Dynamic CPU behavior ranges were widened so teams display more varied tactical decisions instead of converging toward one universal style.

·  Possession Teams: Possession-oriented teams now build more patiently, recycle the ball, and avoid forcing constant forward attacks.

·  Counterattacking Teams: Counterattacking teams retain fast and decisive transitions when space appears without receiving universal speed boosts.

·  Direct Teams: Direct teams now progress vertically through tactical decisions and movement rather than artificial pace advantages.

·  Tiki-Taka Teams: Tiki-taka teams now emphasize quick combinations and first-touch passing while remaining more selective with shots.

·  Dribbling Teams: Dribbling-oriented teams now attempt more individual carries while other teams are less likely to copy the same behavior.

·  Crossing Teams: Crossing-focused teams retain higher crossing frequency without making every CPU team repeatedly attack from wide areas.

·  Defensive Team Styles: Conservative, aggressive, harassing, double-contain, and Italian-style defenses now have more distinct tackling and pressing behavior.

·  Tactical Spacing: Defensive lines, team width, line length, fullback movement, and marking ranges were widened to create stronger formation and tactical differences.

·  AI Difficulty: CPU challenge now comes more from tactical variation, positioning, anticipation, and attribute use rather than speed boosts or artificial cheating.

·  User and CPU Parity: The same movement, physics, fatigue, customization, and evaluation rules apply to both the user and CPU.

Evaluation match rating changes

·  Attacker Shot Evaluation: Every shot attempt now begins with a negative evaluation contribution so attackers cannot improve their rating simply by shooting repeatedly.

·  Off-Target Shots: Poor shots that miss the target now produce the strongest non-goal rating penalty.

·  Saved Shots: Shots on target that are saved receive only a small negative result instead of the large positive reward used by the original system.

·  Close Misses: Narrowly missed shots are penalized less than poor attempts but still reduce the attacker’s rating.

·  Deflected Shots: Deflected attempts receive a moderated penalty to recognize defensive interference while remaining unsuccessful actions.

·  Shots Hitting the Frame: Hitting the post or crossbar receives limited quality credit but still creates a negative overall evaluation.

·  Attacker Rating Difficulty: Attackers must now score, create chances, retain possession, make good decisions, and use opportunities efficiently to achieve elite match ratings.

·  Positional Fairness: The evaluation changes reduce the advantage attackers previously gained from shot volume and bring their rating difficulty closer to defenders and goalkeepers.

Bicycle kick

·  Bicycle kicks now have clearer low-, standard-, and high-power differences based on contact quality, body position, incoming-ball speed, and selected power.

·  Bicycle-kick maximum speeds and acceleration were reduced to prevent weak attempts from producing unrealistic rocket shots.

·  Bicycle-kick spin, deflection, trajectory correction, and momentum transfer were rebalanced to create more natural acrobatic finishes.

Referee, foul

·  Standing, sliding, hard, automatic, shoulder, barge, seal-out, and unclassified tackle foul thresholds were completely rebalanced.

·  Clean ball-winning tackles now receive more tolerance, while reckless follow-through and no-ball contact are punished more consistently.

·  Referee personalities now have clearer lenient, normal, and strict behavior instead of using identical foul-intensity values.

·  Yellow-card thresholds were rebuilt so strict referees remain firm without booking players for nearly every minor foul.

·  Red-card thresholds were rebalanced so dismissals are more closely connected to severe contact and denial of clear scoring opportunities.

·  Persistent-foul logic now requires a genuine pattern of repeated fouling instead of activating after one or two ordinary incidents.

·  Previously warned players now face a greater disciplinary risk when they continue committing fouls.

·  Lenient, normal, and strict referees now use different free-kick wall-management and encroachment values.

·  Light-, medium-, and severe-injury probability tables were rebuilt to create a more realistic injury-severity distribution.

Injury rebalance

·  Fatigue-based injury risk now increases more progressively and no longer becomes excessively dominant near maximum exhaustion.

·  Long-term fatigue thresholds and injury probabilities were reorganized into smooth, consistent durability progressions.

·  Body-part and joint force thresholds were rebalanced so ordinary collisions cause fewer injuries while dangerous impacts remain meaningful.

·  Joint torque ranges were rebuilt to improve the consistency of twisting and rotational injuries.

·  Collision-angle injury modifiers were refined so dangerous impact directions matter without overpowering every other injury factor.

·  The injury-prone trait multiplier was reduced so traits remain important without dominating fatigue, force, angle, and attributes.

·  Sprinting, powerful kicking, and emergency-stretch injury curves were rebuilt so non-contact injuries mainly occur under extreme fatigue.

·  Emergency stretching now carries the highest late-fatigue injury risk, followed by powerful kicking and sprinting.

Weather physics

·  Normal pitch physics now serve as the stable V9 match-tempo reference.

·  Dry pitches now feel firmer and cleaner without making player movement or grounded passes faster than normal.

·  Wet pitches remain slippery, but increased ball resistance and drag prevent unusually fast passing and chaotic transitions.

·  Snow pitches remain unstable and absorbent while using less extreme traction and stopping values.

·  Mud pitches remain the heaviest and roughest surface without making ball movement unnaturally dead.

·  All weather profiles now preserve unique traction, sliding, bounce, drag, and pitch-wear behavior without increasing tempo above the normal pitch.

There may also be smaller changes included that I applied during development but have forgotten to list individually. However, the major V9 improvements are covered above.

Files

Comments

KaroT

Hello AGT, i have a problem with Trough passes, is it intentional for AI players to pass so weak sometimes? Like they are kicking the ball not even a meter away from them sometimes or the pass is too hard sometimes. are they suppose to be so innacurate with through passes? i got into some situations where there is an easy pass either high trough or ground trough and its like they intentionally pass to opponent. Other than that The mod is amazing and i love it!

KaroT

Im playing on ultimate, and its for both teams in player career, 2-4 star teams play the same, 5 no idea tho, im playing on realistic type of sliders.

One Emperor

Sir You have Discord Server ?

One Emperor

Hello! I have three personal questions for you. Recently, I've been playing in Tactical View, but I feel like no gameplay mods are being applied properly, especially in Career Mode (including Anth, Kiarika, etc.). It feels like your AGT mod isn't taking effect either. 1. First Question: Is there a reason why gameplay mods (including AGT) don't seem to apply cleanly in Tactical View? 2. Second Question: Did EA modify any code related to Tactical View in recent Title Updates? If so, is that the main reason why these mods aren't working properly right now? 3. Third Question: What specific settings or setups do I need to apply for your AGT mod to function correctly? Thank you so much for reading this!

Juanning@Life

Hi AGT, could you post your recommended setting when using this gameplay? I've started experimenting with a few different sets, and the first thing I notice is that the other creators have specifics listed like "Use Competitive, Authentic/Custom won't work". If you're tuning based on Competitive or Authentic or any other assortment of settings, I'd like to give your gameplay mod a try exactly as you've envisioned when sculpting out your mod.